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<noinclude>{{Developing Suggestions Intro}}</noinclude>
==Developing Suggestions==
''This page is for presenting and discussing suggestions which '''have not yet been submitted''' and are still being worked on.''


===Further Discussion===
Discussion concerning this page takes place [[:Category_talk:Suggestions#Discussion_About_Talk:Suggestions|here]].
Discussion concerning the suggestions system in general (including policies about it) takes place [[:Category_talk:Suggestions#Suggestion_Discussion|here]].


Nothing on this page will be archived.
===Ignore based on Radio Broadcast===
 
{|
== Please Read Before Posting ==
|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC)
 
|-
*''Be sure to check [[Frequently Suggested#The List|The Frequently Suggested List]] and the [[Suggestions Dos and Do Nots | Suggestions Dos and Do Nots]] before you post your idea.'' There you can read about many idea's that have been suggested already, which users should be aware of before posting what could be a '''dupe''', or a duplicate of an existing suggestion. '''These include [[Suggestions/RejectedNovember2005#SMG.2FMachine_Pistol|Machine Guns]] and [[Suggestions/24th-Apr-2007#Rooftops.2C_Sniper_Rifle.2C_and_Sniper_Ammo|Sniper Rifles]]'''. There users can also get a handle of what an appropriate suggestion looks like.
|'''Type:''' UI enhancement
*Users should be aware that this is a talk page, where other users are free to use their own point of view, and are not required to be neutral. While voting is based off of the merit of the suggestion, opinions are freely allowed here.
|-
*It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
|'''Scope:''' Interface
 
|-
== How To Make a Suggestion ==
|'''Description:''' Allow 'ignore' from radio broadcasts; users are hiding behind their anonymity to allow them to broadcast things that would broadly trigger them to be ignored, if their user ID was visible. Adding their name, or an auto-generated call-sign (it is for a radio, after all) or something so that they could be blocked based on their broadcasts would help user experienceIn addition, and broadcasts that get more than a threshold number could get tagged for review, and the user potentially having their (in-game) ham-license revoked.
 
|}
====Format for Suggestions under development====
====Discussion (Ignore based on Radio Broadcast)====
 
Please use this template for discussion. Copy all the code in the box below, click [edit] to the right of the header
"'''[[Talk:Suggestions#Suggestions|Suggestions]]'''", paste the copied text '''above''' the other suggestions, and replace the text shown here in <span style="color: red">red</span> with the details of your suggestion.
 
<nowiki>
===</nowiki><font color="red">Suggestion</font><nowiki>===
{{suggestionNew
|suggest_time=~~~~
|suggest_type=</nowiki><font color="red">Skill, balance change, improvement, etc.</font><nowiki>
|suggest_scope=</nowiki><font color="red">Who or what it applies to.</font><nowiki>
|suggest_description=</nowiki><font color="red">Full description. Check spelling and be descriptive.</font><nowiki>
|discussion=|}}
====Discussion (</nowiki><font color="red">Suggestion Name</font><nowiki>)====
----</nowiki>
 
====Cycling Suggestions====
Developing suggestions that appear to have been abandoned (i.e. two days or longer without any new edits) will be given a warning for deletion. If there are no new edits it will be deleted seven days following the last edit.
 
This page is prone to breaking when there are too many templates or the page is too long, so sometimes a suggestion still under strong discussion will be moved to the [[Talk:Suggestions/Overflow1|Overflow]]-page, where the discussion can continue between interested parties.
 
If you are adding a comment to a suggestion that has the deletion warning template please remove the <nowiki>{{SNRV|X}}</nowiki> at the top of the discussion section. This will show that there is active conversation again.
 
__TOC__
 
<span style="font-size:1.5em"><font color="red">'''Please add new suggestions to the top of the list.'''</font></span>
----
 
==Suggestions==
 
===Building Inspection===
{{suggestionNew
|suggest_time={{User:Blake Firedancer/sig}} 06:10, 13 October 2008 (BST)
|suggest_type=Skill.
|suggest_scope=Survivors.
|suggest_description=Sub-skill of Construction.
 
''After many years of working on the job site/months of struggling against the hordes, you've developed a sixth sense as to which objects in a room are load-bearing, and which are not.''
 
''As such, you can now tell how many objects used in the barricades around the city are actually useful to the barricade.''
 
Essentially, you now get a count as to what level the barricades are at, by counting the number of objects used in them. For instance, a Very Strong Barricade 2+ has 10 objects in it.
|discussion=|}}
====Discussion (Building Inspection)====
In other words, this allows survivors to tell if their buildings are at VSB or VSB+2.  This would aid in barricading, as it would remove the ~6 AP spent barricading then removing the barricades if the building needs to remain an entry point.  However, this drawback is the only drawback to increased barricading, and should not be removed.  --{{User:Galaxy125/Sig}}06:19, 13 October 2008 (BST)
 
Justification doesn't really make sense. And the purpose served is not really needed. - [[User:Tylerisfat|tylerisfat]] 08:49, 13 October 2008 (BST)
 
dupe... and fog of war aka uncertainty is part of the game. also unneeded survivor buff. meh. --[[User:WanYao|WanYao]] 10:28, 13 October 2008 (BST)
 
So, basically, you want survivors to be able to tell exactly how strong a barricade level is.  No.  Barricades are already pretty powerful for survivors.  Knowing the exact level would make it too easy.  As for "justification", I like that you tried, but I have a counter to it.  When you build a barricade, you don't stack stuff in a single stack in front of the door.  You PILE it in front of the door.  That means there will be stuff hidden from view.  A desk by the door has stuff put on top AND up against it AND on the sides so that you can't see it with all the other stuff, for example.  In other words, you won't be able to get an accurate count.  At least not without moving stuff, which defeats the purpose.--[[User:Pesatyel|Pesatyel]] 10:40, 13 October 2008 (BST)
 
{{SFST}}FGSFDS {{User:Revenant/Sig}} 10:44, 13 October 2008 (BST)
----
 
===Flavor Text Indicating Who Brings Barricades From VSB To HB===
{{suggestionNew
|suggest_time=[[User:Silisquish|Silisquish]] 04:57, 13 October 2008 (BST)
|suggest_type=Improvement
|suggest_scope=Survivors
|suggest_description=Overbarricading to keep survivors stranded outside in the streets or more commonly to prevent survivor access to certain buildings in forts (infirmaries, armouries) is a tactic used by some combat revived zombies and death cultists. But there is no way to tell who has done these acts. We can tell when a human working against the survivor cause brings down the last of the barricades or destroys a generator or radio transmitter, but we can't tell who has overbarricaded a building. It seems oddly inconsistent that this is left out.
 
Furthermore, PK'ers and frequent GK/RK'ers can earn themselves a bad reputation for their acts, but overcaders remain anonymous; those that panic after seeing a lone zombie lurching towards their building or simply don't know about their suburb's barricade policy can't be warned directly, and those that repeatedly overbarricade for malicious purposes can do so with little fear of punishment. Getting stuck in the streets after your entry point has been overcaded can be just as bad as someone destroying the generator in your favourite resource building.
 
Therefore I propose that when someone brings the barricade up from very strongly barricaded to heavily barricaded, making the building unenterable from the outside, that a flavour text appear indicating that he has heavily barricaded the building. Something along the lines of, ''Player has heavily barricaded the building.''
 
Zombies would be able to see this message, but if they're already in the building it's because the cades are down and whoever brings them to HB is likely to be the same person that began rebuilding the barricades in the first place. If he isn't, that's probably because the original builder got eaten and the cades got smashed back down to nothing again. This is assuming the barricader will stay in the same building the zombies are attacking; most would use their last ap to escape
 
|discussion=|}}
====Flavor Text Indicating Who Brings Barricades From VSB To HB====
[[Suggestion:20070704 Barricade Alerts|Dupe]], [[Suggestion:20070901 View Barricade Level Increase|several times]]. Uncertainty and the need to keep vigilant are generally considered to be fundamental to Urban Dead's play style. {{User:Revenant/Sig}} 05:10, 13 October 2008 (BST)
 
dupe-o-rific excuse for more trenchoatery.... meh... --[[User:WanYao|WanYao]] 10:28, 13 October 2008 (BST)
 
There is also [http://wiki.urbandead.com/index.php/PR_Buildings:_Multiple_Types#Cade_Attacks_Reported this] already in Peer Review.--[[User:Pesatyel|Pesatyel]] 10:45, 13 October 2008 (BST)
 
It doesn't matter to zombies who takes it to what level. The issue for zombies is who is building it up period. (Also, barricade policies are a metagaming issue. You can't hold all players accountable to them.)--{{User:Nubis/sig}} 11:00, 13 October 2008 (BST)
 
----
 
===Barricade Decay===
{{suggestionNew
|suggest_time=[[User:Thekooks|KOOKY]] 12:09, 11 October 2008 (BST)
|suggest_type=Improvement.
|suggest_scope=Barricades.
|suggest_description=Change In Game Mechanic.
 
RP Reason: Barricades in dark buildings that are not constantly repaired by survivors decay over time. 
 
This would mean that every '''12''' hours all barricades in '''dark buildings''' would lose one '''level''' of barricade, eg go from  ''Very Heavily Barricade'' to ''Heavily Barricaded''. This is deliberately quite a big gap to create the atomosphere of survivors desperately trying to maintain barricades. Whilst since it only effects dark buildings, (Banks, Cinemas, Clubs and Fort Armouries) and then only if they have no generator it wont be cripperling to survivors.
|discussion=|}}
 
====Discussion (Barricade Decay)====
No! Epic Survivor Nerf!--[[User:Mianthadore|Mianthadore]] 13:20, 11 October 2008 (BST)]
::Look, first of all please don't respond like that again, it is hardly constructive. Secondly, of course ''it is'' a change, however I think it is a ''good'' change, yes it ''will make UD harder'' for survivors, that is the point, ''but hard does not equal bad''. Hard often equals funner. If you think that UD should be easy, and that playing a survivor should be easy then I believe you are wrong. Personally I have the best time playing a survivor when its about 60% red and orange suburbs, and even though of course being a  survivor I want 'Every last zed dead', as a player I couldn't think of anything worse. --[[User:Thekooks|KOOKY]] 13:50, 11 October 2008 (BST)
Interesting idea, but dark buildings are quite uncommon. I don't think it's a survivor nerf as EHB-VSB in 24 hours isn't '''THAT''' bad (and thats assuming no-one is recading,) and dark buildings are a massive nerf for zombies anyway. [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow]]</span> <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk]] </span> </sup> 22:28, 11 October 2008 (BST)
::It would be EHB-HB in 24 hours. -- [[User:Thekooks|kooks]] 11 October 2008 (BST)
Why? why would this happen? If it takes the zombies doing something to cause the building to become ransacked and ruined, then why should it require to effort for the cades to start collapsing?
no thank you. - [[User:Tylerisfat|tylerisfat]] 23:53, 11 October 2008 (BST)
:I don't quite understand your response. But if you are saying it is not realistic, well that is abit silly, considering this is a game about ''zombies''..and that it is entirely realistic that barricades would collapse if not looked after properly. -- [[User:Thekooks|kooks]] 11 October 2008 (BST)
::*yawn* the "zombie's aren't real" counterargument is bullshit.  WITHIN THE CONTEXT of the game, zombies ARE real.  And Maltron is SET IN THE REAL WORLD, therefore the mechanics of reality ARE REAL.  And, no, it is NOT "entirely realistic" that barricades would collapse on their own.--[[User:Pesatyel|Pesatyel]] 00:18, 13 October 2008 (BST)
:::Yeah. What pesatyel says sums it up. And Kooks, what i was saying is... this suggestion doesn't make sense, within the context of the game in place. The things that give the game its structure does not lend itself to the barricades just collapsing. Your suggesting that within a 12 hour period that things skillfully constructed just spontaneously start collapsing, regardless of how much effort that it currently takes zombies to knock those same barricades down. Thus, this suggestion is crap, thats all there is too it. You can argue the specifics of "Its not that much, its a reasonable set of numbers" or whatever, but it still plainly doesn't make sense, nor does it aide or add to any game play. So it will not pass, nor should it pass. Its not even workable. - [[User:Tylerisfat|tylerisfat]] 08:43, 13 October 2008 (BST)
Allowing barricades to decay ''fully'' isn't realistic, as the vending machines, chairs, desks, etc. will still be there and would need to be moved out of the way.  However, the game already contains the idea that barricades contain "levels."  If barricaded above VSB+2, then survivors can't enter, and all that jazz.  This suggestion stands a greater likelihood of passing if barricade decay was restricted to a certain level.  Like, from the upper area of [[Barricade]]...decays go to the minimum barricade level of their strength at a rate of a level per 12 hours.  --{{User:Galaxy125/Sig}}20:35, 12 October 2008 (BST)
:Mmm, good point, I thought about whether there should be a minimum point where it stops decaying, perhaps QSB +2. I'm not really concerned with it passing, I would prefer it to be a good suggestion, rather than "dumbed down" so that it passes.  --[[User:Thekooks|kooks]] 12 October 2008 (BST)
::Just to clarify, "Dark Decay (Galaxy125's change)" would reduce VSB+2 to VSB (or EHB+2 to EHB, or LiB+2 to LiB) in 24 hours in dark buildings, but no further decay.  Loosely barricaded dark buildings would not decay.  EHB+4 would go to EHB in 48 hours.  In terms of flavor, this would be because the darkness of the buildings prevents the materials from being stacked in a stable manner unless the constructor puts on the "final touches" which bring it up to the next strength level.  Like, a nail or two in the right place.  The point of this would be simply to help balance the dark building survivor buff.  --{{User:Galaxy125/Sig}}01:44, 13 October 2008 (BST)
:::Oh, and although no hard data exists on barricading in dark buildings (at least in the wiki), we can extrapolate that (if the building remains dark prior to rebarricading) rebarricading up to EHB+2 from EHB would require at least 10 AP, on average.  From VHB to VHB+2 would require at least 5 AP.  From HB to HB+2 would require at least 3 AP, on average.  Et cetera.  So implementing my change would punish survivors who keep dark buildings at EHB more heavily than those who keep them at VSB.  --{{User:Galaxy125/Sig}}01:44, 13 October 2008 (BST)
Not quite an "EPIC SURVIFOR NERV," but nerf-y enough to not have a chance at passing--{{User:WOOT/sig}} 20:42, 12 October 2008 (BST)
:I don't really understand whats wrong with it being nerf-y. It also isn't anywhere as nerf-y as I would like it to be, ideally I would like to see decay effecting all buildings from levels say ehb-vsb. However, since it only effects dark buildings it only effects four building types, and only if they don't have a generator. --[[User:Thekooks|kooks]] 12 October 2008 (BST)
Think about it this way, how often does the stuff on your bookshelf, for example, just "fall over" of its own accord?  It doesn't.  SOMETHING has to cause it to fall.  The point of the Construction skill is that you are knowledgeable in HOW to stack crap so it DOESN'T fall apart.  Otherwise any asshole could do it without a skill (hmmm....).  If stacked objects are left unnattended for a prolong time...they will stay stacked UNLESS they physically deteriorate (organic matter decomposing, metal material rusting, etc.).  And I might add that the Construction skill already compensatates for "weakness" whe building the barricade (above VS).--[[User:Pesatyel|Pesatyel]] 00:18, 13 October 2008 (BST)
 
''not needed''... ''addresses no problem or "hole"'' ... feh. --[[User:WanYao|WanYao]] 10:29, 13 October 2008 (BST)
 
Zombies don't really care about dark buildings because of their nerfy-ness and because they aren't resource buildings that need to be held. If you are going to make barricades decay naturally then where is the incentive for zombies to play? I know that attacking barricades sucks, but if they can stand around and let them rot why even bother wasting the AP to attack them?  As Wan ^^^.  P.S. statements like ''Look, first of all please don't respond like that again, it is hardly constructive.'' usually invite more "non constructive" comments because people realize it bothers you. --{{User:Nubis/sig}} 11:09, 13 October 2008 (BST)
----
 
===Focused Search===
{{suggestionNew
|suggest_time={{User:Blake Firedancer/sig}} 10:22, 8 October 2008 (BST)
|suggest_type=Skill
|suggest_scope=Survivors
|suggest_description=Sub-skill of Bargain Hunting.
 
If a survivor has Focused Search, a new button and expandable menu appear in the interface. The expandable menu lists every item available in the game.
 
Clicking the button searches the building/area for the item specified in the menu. You have a 1.2x chance of finding that item, compared to the regular find rate. However, you cannot find any other item other than the one specified.
 
If you find the item, you get a message: "You succeed in finding [item]"<br>
If you don't find the item, you get the message: "You search for [item], but end up empty-handed." <br>
If the area you are in does not contain the item, 25% of the time, you get the message: "You search for [item], but end up empty-handed. There must not be any in this location"
 
If this is too over-powered, I could change it so that you have to be already holding one of the item in order to search for one.
|discussion=|}}
====Discussion (Focused Search)====
It's a dupe. -- {{User:Iscariot/Signature}} 13:48, 8 October 2008 (BST)
:Sounds familiar but could you provide a link? Its all too easy to call dupe without due cause. --[[User:Honestmistake|Honestmistake]] 18:01, 8 October 2008 (BST)
::[[Suggestion:20070914_Specific_Item_search|Remember who you're talking to]]. -- {{User:Iscariot/Signature}} 19:14, 8 October 2008 (BST)
:::It was because it was you that I asked for a link :D The skill you link lowers your chance to find said item (god knows why?) while this raises it at the expense of not finding anything else. How is dropping the chance of finding something you don't want the same as raising the chance of finding something you do? Calling "Dupe" on everything is not at all helpful... especially given the quality of some of your recent links.--[[User:Honestmistake|Honestmistake]] 20:26, 8 October 2008 (BST)
::::If it failed whilst ''lowering'' the search odds, do you really think it will fly when you ''increase'' those odds? Also the same base mechanic change is behind it, individual numbers do not matter in the dupe system, otherwise we'd have to Spam every single rocket launcher. -- {{User:Iscariot/Signature}} 20:42, 8 October 2008 (BST)
:::::I do not think for even a second that this will fly... that is very far from it being a dupe though. A dupe must be almost identical in mechanics '''and''' intent for it to be valid and this is neither of those things. Just because ideas share a similar theme does not make them DUPES... if it did every suggestion involving zombies would be a dupe as zombies are frequently involved in suggestions for this "Zombie Apocalypse" game. Numbers do matter when looking for dupes... if 1 suggestion says increase such and such a number by 5 and the other says reduce it by 5 they are clearly not the same. Hell a suggestion which says increase all Axe attacks by 10% is not necessarily the same as one that says increase axe attacks by 10% in certain circumstances. A dupe is not in a name or theme it is in the detail!--[[User:Honestmistake|Honestmistake]] 00:29, 9 October 2008 (BST)
That said this is still a strong kill because it just amounts to a 20% boost to the find rate of FAKS in hospitals and Needles in NT's with no real draw back!--[[User:Honestmistake|Honestmistake]] 00:31, 9 October 2008 (BST)
 
God no. Search rates are great right now, they don't need a boost or pollution. Just leave them alone. I think the idea behind the search is you are going through piles of 3 year old rubbish looking for anything, and you might come up with anything. Thinking harder about a particular object or already having one (the worst part of this suggestion) would do nothing to increase that. Please, try to find a balance between realism and game play, not just one or the other. - [[User:Tylerisfat|tylerisfat]] 21:16, 8 October 2008 (BST)
 
No. I've been having great search rates and this just isn't necessary. --[[User:William Told|William Told]] 01:21, 9 October 2008 (BST)
 
First of all, you can already decide what you can find where.  Secondly, this is overpowered.  Imagine if you NEVER had to leave the mall to find a syringe or FAK or fuel or generators or ammo.  WITH an improved search chance?--[[User:Pesatyel|Pesatyel]] 02:46, 9 October 2008 (BST)
:It doesn't change where objects are found. You can do a 'focused search' in a mall as often as you want, you'll never find a syringe. --{{User:Blake Firedancer/sig}} 03:49, 9 October 2008 (BST)
::That's not how I read it:
*''if a survivor has Focused Search, a new button and expandable menu appear in the interface. The expandable menu '''lists every item available in the game.'''  Clicking the button searches the building/area for the '''item specified''' in the menu.''--[[User:Pesatyel|Pesatyel]] 07:58, 9 October 2008 (BST)
:::That means you can ''search'' anywhere for an item. It doesn't mean you can ''find'' it. 1.2x 0% is still 0%. --{{User:Blake Firedancer/sig}} 10:13, 9 October 2008 (BST)
::::The find rate is dependent on the BUILDING not the items found within.  Unless I'm mistaken HOW it works.  If you search in a hospital, you have a chance of finding an item, if you find it then you figure if it is a FAK or newspaper.  Regardless, what I'm tring to say is probably moot, but I'll say it anyway.  You need to be more clear in the suggestion.--[[User:Pesatyel|Pesatyel]] 01:54, 10 October 2008 (BST)
 
 
Awww, Blake. You are like the little kid that tries so hard to be cool. I am rooting for you little buddy!  I know you can do it. The coolness is deep inside you. Maybe you should try a focused search to get to it? --[[Image:Globetrotters_Icon.png|15px]] '''[[User:DCC/Suggestions|#99]]'''  <sup>''[[User:DCC|DCC]] ''</sup> 06:43, 9 October 2008 (BST)
 
This is ''already in the game''. Yep. Really, it is. Just go to a different building and you get boosts to searching certain items and have a decreased chance to find other items. Or get Shopping and click the different shops in a mall. --[[User:Midianian|Midianian]]<small><sup>&#124;[[User talk:Midianian|T]]&#124;[[Talk:Suggestions|T:S]]&#124;[[:Category:Recently Closed Suggestions|C:RCS]]&#124;</sup></small> 09:58, 9 October 2008 (BST)
 
There isn't too much to be added here. If you want better search rates, get shopping. Better search rates still? Then bargain hunting. No boost is needed over that, especially for some things thats a 1:2 chance of finding the item (Mall Drugstores/FAKs.) As said, no boost is needed. Besides, this is a ''zombie apocalypse.'' Are you really going to spend a few minutes focusing on one think while ignoring everything else? More likely, you would do a general sweep of the area. [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow]]</span> <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk]] </span> </sup> 13:28, 9 October 2008 (BST)
:There in lies a central problem with the game.  Unfortunately THAT wasn't what Blake was trying to fix. But I'll say this much, while this IS a zombie apolypse, the inhabitants have been trapped for, what 3 years now?  I think they have adjust beyond "general sweeps".--[[User:Pesatyel|Pesatyel]] 01:57, 10 October 2008 (BST)
 
Also, Kevan constantly adjusts search rates to balance out zombies and survivors. A skill just isn't necessary.--[[User:William Told|William Told]] 21:59, 9 October 2008 (BST)
 
still overpowered rehash of zombielord's suggestion. --[[User:WanYao|WanYao]] 07:18, 10 October 2008 (BST)
----
 
===Fires===
{{suggestionNew
|suggest_time=--[[User:Target Practice|Target Practice]] 03:00, 7 October 2008 (BST)
|suggest_type=Event
|suggest_scope=All buildings
|suggest_description=Generators are usually full of fairly combustible fuel. There are a lot of stupid people around, and a lot of live ammunition. Sooner or later, it's going to happen.<br>
Firstly, let me state that I am aware that this has been suggested and met with varying degrees of success before, and I'm looking to improve on those ideas. To save the dupetrolls some effort finding the links, here's the best of the bunch: [[Suggestions/8th-Nov-2005#Fire.21]]<br>
Now, the idea is, whenever a generator is destroyed, there is a small (let's say 5% for starters) chance it will ignite and catch fire. The fire causes the following effects:
:''blinding smoke'' - the thick black smoke from the fire makes it difficult to see, giving -50% to hit and 50% search penalties to all inside the building until the fire is extinguished.
:''fire damage'' - if a fire burns for 24 hours, the building suffers fire damage and basically becomes a ruin, albeit with slightly different text for flavour purposes: - ''"you are inside the xxxx building - it has been gutted by fire, and the charred remains of [whatever the building is likely to have contained] cover the floor."'' or something to that effect.<br> If this happens, any barricades that were up are destroyed, regardless of level (to stop people creating pinatas too easily), as well as any decorations that may have been up. To clarify, once the fire has burned for 24 hours, the building becomes an empty ruin, just with different flavour text.
I've resisted the temptation to add any kind of 'burn' damage to anyone inside the building, as I know that will get this idea shot down faster than a Blackhawk over Basra. There will also be some kind of flavour text that is shown when outside the building to indicate a fire: ''"you are outside the xxxx building - [normal building description] - thick black smoke is pouring from the missing windows, and a strong burning smell fills the air"''<br>
Survivors who are in the building at the time a fire breaks out have a 'charred' or 'singed' modifier to any clothes they are wearing, eg: ''"X is wearing a blood-spattered leather jacket, a charred and bloodstained green t-shirt, and a singed pair of jeans"''
<br>In order to stop fires nerfing survivors and turning GKing into a mall griefer's wet dream, fires can be extinguished with the new item 'fire extinguisher' (surprise surprise!), which can be found in fire stations (8-10%), warehouses (2-3%), auto repair shops (2-3%), and mall hardware stores (5-6%). The fire extinguisher has a 16% encumbrance penalty, and can be used five times before expiry. It can be used as a makeshift weapon, and has the same to hit percentages as a toolbox. (25% with h2h combat, 2 damage.) When used on a fire, there is a 30% chance of extinguishing the blaze - the user sees the text: ''"You aim the extinguisher at the blaze and pull the trigger - the fire dies away, leaving only glowing embers"'' -this uses 5AP. If the attempt fails, the message ''"you aim the extinguisher at the blaze and and pull the trigger, but the fire continues to burn."'' - this also uses both 5AP and one of the extinguisher's uses.<br>
That's pretty much it - I know there's a lot of text there, but I wanted to provide enough detail to prove I'd actually thought this through and show that it could genuinely be an interesting game event. Plus it would actually give a point to GKing other than being a minor inconvenience/annoyance.<br>
|discussion=|}}
====Discussion (Fires)====
 
Nice idea, but I have a few problems. Firstly, at a 5% hit rate, this is just a minor inconvenience for survivors. Assuming a generator at a target is attacked once a day (a fairly liberal estimate for most buildings, fairly conservative for TRP's) that means that you would be lucky to start one blaze a fortnight. Maybe up it to around 10%?
 
Also, 16 weight is quite a bit-and in real life, a fire extinguisher is not likely to take up a huge amount of space (Sure, there are big ones, but you would think that you would loot a small one?) I'm all for the five shots per extinguisher, but having a hit rate of 30% is too little. Ether up the hit rate to around ~50%, or add a skill that brings it up (firefighting?) Like the flavor text though.
 
Finally, how do these behave in large buildings? If someone starts a fire in a NW corner of a mall, does it spread to the other corners? [[User:Linkthewindow|Linkthewindow]] 08:11, 7 October 2008 (BST)
: Cheers for the feedback, it's appreciated.
:Firstly, the fairly low chance of a fire starting is intentional. As someone said in the discussion for one of the previous incarnations of this suggestion, this game is about humans fighting zombies in an abandoned city, not humans fighting fires in an abandoned city - I want fires to be infrequent enough to be an interesting event that will require fairly prompt action from the affected survivors rather than a genuine threat or pain in the ass to them. Plus, I'm guessing if there was one every 20 minutes, it would quickly get irritating.
:As for the fire extinguisher, once again, that heavy encumbrance is deliberate. In an urban zombie infestation, a fire extinguisher is not going to be among the first things you'd be looking to carry around with you, and I quite like the idea of survivors having to frantically search for a fire extinguisher to stop their HQ from burning to the ground. However, as with anything in the suggestion, if enough people disagree with it, I'm willing to change it. The success percentage is perhaps a touch on the low side, but I initially went with 50% and rejected it as I felt it was a bit too high. Maybe middle ground at 40% (or perhaps even modify the 'Axe Proficiency' skill to be some kind of 'Firefighter' skill as you suggested, which would encompass both a higher hit rate with the axe AND the higher success rate with the fire extinguisher.)
:With regards to your last point, I'm actually quite embarrassed to admit that I hadn't thought of that - I think in practice, this is representing relatively small fires, and as malls are fairly popular targets for GKers, GKing a mall could become a genuine tactic for PKers/death cultists - think about it - if you destroy the generator and it catches fire, the zeds outside can bring down the barricades, pour into the building knowing that the survivors are going to have to spend twice as much AP to evict them, then wait for either someone to fix it or for the building to fall into ruin, before launching their own attacks on the survivors at normal hit percentages. Perhaps if a corner of a mall burns for 24 hours (and hence becomes a ruin), ''then'' the fire could spread to the adjacent corners of the building, as if the survivors inside are dumb/selfish enough to let a fire burn for 24 hours without doing anything about it, then they deserve everything they get.
:As I said, I really appreciate the constructive feedback. I've altered the suggestion a little (basically clarifying what happens when the building becomes a ruin), and will probably look at taking on board a couple of your ideas when I revise this after a few more suggestions. --[[User:Target Practice|Target Practice]] 08:58, 7 October 2008 (BST)
 
honestly, i think just the cade part is a strong enough penalty, and having to carry that big of an awkward fire extinguisher is even harsher. adding anything else is just auto-spam crap. - [[User:Tylerisfat|tylerisfat]] 05:25, 8 October 2008 (BST)
:Okay, probably a good point, and that's now two people that have suggested the Extinguisher is a bit heavy - how about 8% encumbrance? As it stands right now, how would you vote? --[[User:Target Practice|Target Practice]] 06:13, 8 October 2008 (BST)
::I would vote kill. I pretty much hate any suggestion that suggests a new item, new game effect, and huge penalties that will drastically change seige situations. - [[User:Tylerisfat|tylerisfat]] 21:19, 8 October 2008 (BST)
 
Malton has already felt the fury of a <big><big>[[Great Fire]]</big></big>  --{{User:J3D/ciggy}} 05:58, 8 October 2008 (BST)
 
[[PR_Malton#Fire.21|Fire!]]...-[[User:Dr_Cory_Bjornson/Concepts#Fire|FIRE!]] {{User:Dr Cory Bjornson/Sig}} 08:19, 9 October 2008 (BST)
: - ''"Firstly, let me state that I am aware that this has been suggested and met with varying degrees of success before, and I'm looking to improve on those ideas. To save the dupetrolls some effort finding the links, here's the best of the bunch: Suggestions/8th-Nov-2005#Fire.21"'' - that was the same one I linked to. ;) --[[User:Target Practice|Target Practice]] 15:40, 9 October 2008 (BST)
 
::So anyone who uses the dupe system as intended is a troll according to you? I'm seeing your future....I'm seeing none of your suggestions ever making peer reviewed.... -- {{User:Iscariot/Signature}} 15:45, 9 October 2008 (BST)
:::No, the users who consistently reject everything they don't like as a dupe or spam without even reading the suggestion are trolls. Admittedly this is a suggestion regarding fires, but if you read the two suggestions, they're not even remotely similar in execution. --[[User:Target Practice|Target Practice]] 15:53, 9 October 2008 (BST)
 
::::I'm a dupetroll...? {{User:Dr Cory Bjornson/Sig}} 04:31, 11 October 2008 (BST)
:::::Yeah! How dare you use the rules set in place to prevent stupid, useless suggestions! We are all unique and special snowflakes, so coddle us now! - [[User:Tylerisfat|tylerisfat]] 23:50, 11 October 2008 (BST)
 
WTF? if it's a dupe, it's a dupe. deal with it.--{{User:J3D/ciggy}} 05:49, 11 October 2008 (BST)
:But the fact is that it's NOT a dupe. I don't particularly like the suggestion, but nothing close to it has been suggested before. --[[User:Jen|Jen]] 02:07, 13 October 2008 (BST)
----
 
==="Ignore this Voice"===
{{suggestionNew
|suggest_time={{User:Swiers/Sig}} 19:52, 5 October 2008 (BST)
|suggest_type=improvement
|suggest_scope=radios / radio broadcasts
|suggest_description=Net to every radio broadcast and speech, there would be a button that says "Ignore this Voice".  The code for the button would contain an "encrypted" version of the broadcaster's user ID, or other reference that the server could use but which would NOT reveal the broadcasters ID.  Clicking the button would ad that user ID to a list stored on the server for your character; if an ID is on this list, you never hear radio broadcasts or speech from that character.  As a player, you would never be able to see this list.  The list would have a limited length (50 voices or so) and adding new voices "to the top" would bump old ones of the bottom.  In your settings, you would have the option to have the list active (ignoring those voices & their broadcasts), inactive (listening to all voices & broadcasts you can normally hear), or to clear the list completely as you change your settings. 
|discussion=|}}
====Discussion ("Ignore this Voice")====
So if i'm ignoring a player its as if they aren't even talking? - [[User:Tylerisfat|tylerisfat]] 22:30, 5 October 2008 (BST)
:Yep.  It would have exactly the same effect as the "ignore contact" setting in the contacts list, except the character is not a contact, and you don't even need to know who they are- just that anything said by that voice isn't worth listening to.  {{User:Swiers/Sig}} 23:06, 5 October 2008 (BST)
 
Heck, why not? The only problem with this is what if you meet the player later on, become friends, and never realize that you have them radio-blocked? Perhaps there should be a (player-set) expiry. Spam which is obviously coming from the same person could be set to dodge this. [[User:Linkthewindow|Linkthewindow]] 23:14, 5 October 2008 (BST)
 
In order for this idea to work it would need to be kept very simple so i'm against Link's expiry etc. Also, the people you wanna block are douche bag's who spend all their ap spamming the radio (speaking of which is real gamer still at his lulz?) so it's not really an issue anyway. I quite like the idea assuming it's logistically possible. Although you should only be able to ignore them over the radio, if they talk to you in person you shouldn't be aware that it's the same person and should hear their comments as normal (explantion = people sound dif on the radio or whatever).--{{User:J3D/ciggy}} 00:39, 6 October 2008 (BST)
 
Yeah... we need this. --[[User:WanYao|WanYao]] 20:12, 6 October 2008 (BST)
 
Wan's right, bring this on somehow. {{User:DanceDanceRevolution/sig}} 05:54, 8 October 2008 (BST)
 
Are you going to submit this Swiers? It's been a while. [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow]]</span> <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk]] </span> </sup> 22:30, 11 October 2008 (BST)
 
----
 
===Useless Use for the Crucifix===
{{SNRV|7}}--{{User:Rosslessness/Sig}} 13:23, 12 October 2008 (BST)
 
{{suggestionNew
|suggest_time=[[User:William Told|William Told]] 08:55, 5 October 2008 (BST)
|suggest_type=Item use, Flavor
|suggest_scope=Survivors, People who are sick of crucifix-related suggestions, Evangelists
|suggest_description=Let's take a look at the crucifix. As in real life, carrying one around on your person in UD does absolutely nothing but leave you with less room to carry other things around. It wouldn't even make a decent bludgeon. But despite the fact that it's entirely reasonable that it not have a use, the crucifix appears on the suggestions page again and again. People try to assign it mystical or divine qualities that act as anti-zombie shields, assuming that everyone will share their assumption that teh evil zmobies fear Jebus; they try to give it some sort of divine smiting powers; they've even tried to make it block bullets!
'''No more!''' I propose that the crucifix be used as a weapon in a manner similar to the newspaper: Attacking with a crucifix will cost 1 AP and inflict 0 damage at a 100% hit rate. The attacker will receive a message similar to, "''You wave your crucifix at (target) for 0 damage. <s>God does not wreak His vengeance upon them.</s>''" The target will receive a message such as, "''(attacker) waved a crucifix at you <s>menacingly</s>.''" or "''(attacker) waved a crucifix at you. How odd.''" The text may be altered to be more or less flavorful.
 
This suggestion gives the crucifix a use while it retains its definitively useless value, discouraging future crucifix-related suggestions by filling the perceived void in its non-use. It would also be fun for anyone who wants to RP as a crazy preacher or a christian who's suffered from a psychotic breakdown. Furthermore, people who RP as super-serious religious types may simply abstain from waving their crucifixes at people and not be affected by it.
 
I am a christian in RL and am not submitting this as an anti-christian stunt, but rather in the hopes of discouraging people from suggesting supernatural uses for the crucifix.
|discussion=|}}
====Discussion (Useless Use for the Crucifix)====
Thank you for taking the time to reply to my suggestion. I welcome all constructive criticism.--[[User:William Told|William Told]] 08:55, 5 October 2008 (BST)
 
This game isn't a platform for religious debate, while individual players can certainly spread their views i think it would be wrong for the game to go in that direction, it's a fucking zombie game, can you leave it at that? --{{User:J3D/ciggy}} 09:12, 5 October 2008 (BST)
 
I like it. But don't include the "God does not smite them" bit.  Just the "you wave a crucifix at X." Waving religious items at terrifying forces/perceived threats is something that HAPPENS during apocalypses...I don't see anything wrong with including a nod to it ingame.  And I do think it would stop some of the mystical-supernatural suggestions related to the crucifixes.  Though I doubt it would stop them for good. ("Crucifix improvement," coming at you...) I dunno.  I'd wave them at people, and would be amused to have them waved at me.  --[[User:Jen|Jen]] 11:45, 5 October 2008 (BST)
:I agree. --[[User:Midianian|Midianian]]<small><sup>&#124;[[User talk:Midianian|T]]&#124;[[Talk:Suggestions|T:S]]&#124;[[:Category:Recently Closed Suggestions|C:RCS]]&#124;</sup></small> 12:10, 5 October 2008 (BST)
 
The only way I'd support this is if the flavour text read ''"You wave your crucifix in their direction and nothing happened. What did you expect? That someone with less supporting evidence than the Easter Bunny and Santa Claus was just going to pop down and right all your wrongs? Welcome to the real world you delusional fuck!"''
 
Until it does it gets the following template as it actually provides a use to crucifixes, which should be useless, just like in real life. -- {{User:Iscariot/Signature}} 12:02, 5 October 2008 (BST)
 
{{SFST|many}}
 
{{unsigned|Iscariot}} --{{User:Galaxy125/Sig}}21:51, 5 October 2008 (BST)
::::Reading comprehension anyone? Such as the part of my comment before where I mention ''"the following"'' template? -- {{User:Iscariot/Signature}} 17:12, 6 October 2008 (BST)
 
:I'm pretty sure this isn't a dupe. Yes, it involves crucifixes, but it's not some sort of mystical BS. And while I like your flavor text, people seem to think mine isn't PC enough, so I don't think it'll fly.--[[User:William Told|William Told]] 19:48, 5 October 2008 (BST)
::But the thing is, it has been suggested over and over and over and over again, both dealing damage, creating special effects, or doing primarily what you are suggesting. Clearly, this is not that creative, and clearly Kevan isn't implementing anything with it. So why bother? It is a dupe, but with modified numbers. Its the same thing. - [[User:Tylerisfat|tylerisfat]] 22:29, 5 October 2008 (BST)
:::True, but when it has been suggested before, it involves some kind of SUPERNATURAL effect creating the damage or other effect.  The supernatural requirement being the key.  This doesn't do that.  It merely gives an affect ALREADY IN THE GAME to an object.  Simply replace "newspaper" with "crucifix".  It is an effect of a physical object.  So HOW is this a dupe?--[[User:Pesatyel|Pesatyel]] 06:33, 6 October 2008 (BST)
::::EXACTLY, it's giving a ''use'' to the crucifix. I don't care how pointless that use is, it gives it one. Crucifixes shouldn't have uses, they should be useless, just like in real life. -- {{User:Iscariot/Signature}} 17:12, 6 October 2008 (BST)
:::::Uh...crucifixes have uses in real life.  People wear them.  People hang them on walls.  People wave them at things to ward off evil influences.  They're only useless when it comes to actually summoning supernatural help.  Which is what the "crucifixes are useless just like in real life" phrase was created to respond to, if I'm not mistaken.  You're expanding the definition of "useless" beyond its original (or at the very least sensible and reasonable) meaning, here.
 
:::::I've run a search, and unless I missed something, this isn't a dupe at all.  No one's suggested a "(non)-use" like this, ever.  And why are people saying "Kevan isn't implementing anything with it"?  Given the newspaper update that Kevan recently implemented, I think it makes perfect sense to present this is a parallel to newspapers, and to think that it would stand a decent chance of actually getting put into effect.  People are going knee-jerk on this because it involves the word "crucifix," and I think rather missing the point. What the heck is WRONG with suggesting that an item that exists ingame be given a trivial use that a) fits the nature of the item, and how it IS used in real life, and b) fits inordinately well within the realistic/non-magical-mystical apocalypse genre? Especially considering that another item has just recently been given a useless use? --[[User:Jen|Jen]] 17:22, 6 October 2008 (BST)
 
::::::The point is that any use, even trivial, endorses and promotes a particular religion. If you change crucifixes ingame to 'Religious Icon' it'd be fairer, however I'd still spam it to death. I have enough of religion in the real world where it's oppressed, killed and stifled humanity for thousands of years, I don't want it in the games I play. -- {{User:Iscariot/Signature}} 13:54, 8 October 2008 (BST)
 
::Perhaps the template should be edited to say '' ''' and/or''' we are tired of seeing it.'' I am going to make it say '''many''' times instead of adding a number. DCC would approve.--{{User:Nubis/sig}} 02:38, 6 October 2008 (BST)
 
I think one thing people forget, but Jen alluded to above, is that FAITH can be a powerful ability.  No, I'm not talking a faith in some supernatural power giving you some kind of benefit.  I'm talking about a faith in something strong enough to allow one to perceiver.  For example, it can be argued that a vampire isn't repelled by a holy symbol just because it is a holy symbol, but it is the BELIEF of the weilder that the symbol can ward off evil that causes the vampire to be repelled.  God and/or the supernatural have nothing to do with it.  It is strength of conviction and even that of comfort.  How that might translate to such a simplistic game as Urban Dead, I don't know.  Mayhe it doesn't.  But I'm just trying to point out that the supernatural is irrelvant.--[[User:Pesatyel|Pesatyel]] 06:33, 6 October 2008 (BST)
:I'll keep that in mind if I ever make a realistic vampire game. For now, please focus on the merits of this suggestion, which have absolutely nothing to do with faith. It can affect people playing characters with strong Christian faiths or religious zeal, but provides absolutely no faith-based bonus. The idea of faith-based bonuses has been worked and reworked to death (though some say this suggestion has, too). --[[User:William Told|William Told]] 16:24, 6 October 2008 (BST)
 
''The Power of Christ Compels you'', yeah I could see this being a sort of novelty thing. Has the same effect as a newspaper and if this were put up for voting, I'd vote it a keep for the novelty aspect. No offence to those who are looking into the religious views of it. It's a small piece of wood. Simple as, not a godly weapon, but a novelty item. If anyone has a problem with this then why don't people have a problem with someone murdering someone else in a church, rather than waving a crucifix at someone. It'd open a lot more RP purposes. But my only beef with it is to lose the menacing waving, in favour of a mixture of blessings or generic pointing.  {{User:Acoustic_Pie/Sig}} 17:55, 6 October 2008 (BST)
 
Yeah, turn it into some kind of gesturing action -- for zombies, too -- then you might have a good idea! Just go easy on the religious talk, somehow -- with a very neutral phrase of some sort -- and it'd be workable. --[[User:WanYao|WanYao]] 20:15, 6 October 2008 (BST)
 
I'll vote keep, but you would have to be '''VERY CAREFUL''' (bold and caps for extra emphasis ;))about the wording. Although I'm an atheist, the last thing I want is hordes of fundies emailing Kevan about how he is a infidel and God will smite him. Extreme example, but it does happen. I can't think of any alternate wordings myself, though. [[User:Linkthewindow|Linkthewindow]] 08:04, 7 October 2008 (BST)
:I really do think the best solution is to make the text very bland''"You wave your crucifix at (target) for 0 damage"'' and ''"(attacker) waved a crucifix at you."'' (And ''maybe'' with the "''How odd''" attached to it. The ''"for 0 damage"'' gets the point across that God did not smite anyone with holy vengeance in any way whatsoever...but does so without beating people over the head with it, or blatantly drawing religion into the picture.  Also, if you leave out the "menacingly" part, it's up to the interpretation of the player whether they're waving it to ward off evil, to bless the building, to evangelize, or to do whatever it is one does when they wave crucifixes around. --[[User:Jen|Jen]] 08:16, 7 October 2008 (BST)
I see Link's point about not having Kevan flooded with e-mails from fundies, and I hadn't thought of that. Looking at it now, I agree with everyone who's said that it would have to be neutral, and if this gets put to vote it will be without most of the flavor. I might keep the, "How odd," which was my favorite bit of flavor text. If anyone can think of flavor text that is religiously neutral, please post it! --[[User:William Told|William Told]] 09:13, 7 October 2008 (BST)
: How about:
''Someone waves a crucifix at you to gain your attention'' or:
''Someone waves a crucifix at you in a desperate fashion. How odd.'' [[User:Linkthewindow|Linkthewindow]] 15:10, 7 October 2008 (BST)
::Why should there be anything other than "waves a crucifix at you"? Any kind of descriptive text beyond that unnecessarily restricts its use, while the type of waving can simply be expressed by talking. --[[User:Midianian|Midianian]]<small><sup>&#124;[[User talk:Midianian|T]]&#124;[[Talk:Suggestions|T:S]]&#124;[[:Category:Recently Closed Suggestions|C:RCS]]&#124;</sup></small> 15:19, 7 October 2008 (BST)
I wonder if it would also be a good idea to change it from a crucifix to a religious symbol, that way current and future in-game religions could use it (i.e. cult of the crocodile, zombie jesus guys, Amish Liberation Front, I know the last 2 are gone but still...) --[[User:Silisquish|Silisquish]] 01:42, 8 October 2008 (BST)
 
As long as the text read something as neutral as "you gesture at "a zombie" with your crucifix" then I can't see how any sane person could object. You don't want to use religious iconography... just drop the damn thing and stop whinging. If someone else does, why the hell spoil their fun? --[[User:Honestmistake|Honestmistake]] 18:13, 8 October 2008 (BST)
 
Are there any other ideas for this suggestion? I'll be adding it to the voting page pretty soon.--[[User:William Told|William Told]] 22:01, 9 October 2008 (BST)
:Please do put it up for voting before it gets deleted from inactivity --[[User:Silisquish|Silisquish]] 02:32, 13 October 2008 (BST)
----
 
===Get Rid of Scout to Prevent Spamming, Advertising Other Games===
{{suggestionNew
|suggest_time=[[User:Silisquish|Silisquish]] 21:41, 4 October 2008 (BST)
|suggest_type=Anti-Zerg/Spammer
|suggest_scope=Players creating new survivor characters
|suggest_description=Getting rid of the Scout will help a lot in reducing radio spam (see: [http://iwrecords.urbandead.info/12-10-07_2100hrs_PUBLIC/IN_76-43_fucktardlol_f2c-8f4-892.html Exhibit A]) by people who make characters for the sole purpose of spamming (see: [http://www.urbandead.com/profile.cgi?id=1068319 Exhibit B.1], and: [http://www.urbandead.com/profile.cgi?id=1068322 Exhibit B.2]
Also, lately I've been running into '''spraypainted messages advertising another browser-based MMO zombie game''' (even thought said game sucks and is not even similar to UD; you can't even play zombies in it). It is easy for a free-running scout to go in a AutoRepair and search for spraycans all day, hop out of a VSB and start spraying because all you really need is free running (My human propagandist alt does this exact thing, spraying zombie recruitment graffitti). And if worst comes to worst and you're dead and on everyone's DNR list, you can just create another Scout.
 
If spammers, advertisers had to get a level-up before getting free running it would discourage or slow them down a lot since they'd actually have to play their characters a little, or use their main characters for radio spammers which is inconvenient for them as they could have used those APs to do something else more useful, not to mention they risk getting hunted and killed in retaliation.
 
Furthermore, the Scout is not a very useful starting class anyways; it is true that you can escape death more easily and don't have problems getting into EHB P.D.s to look for ammo, but without firearms training or axe proficiency or NT employment or even Diagnosis it is very hard to gain XP. It's better to stay in VSB buildings but have a decent way of getting XP until you get Free Running on your 2nd or 3rd level than having Free Running at level 1 but no good way of earning xp. You don't even have a good starting weapon!
|discussion=|}}
====Discussion (Get Rid of Scout to Prevent Spamming, Advertising Other Games)====
 
Those "exhibits" are proof of what?  Scouts are EASY to play BECAUSE they have Free Running.  They have the ability to find stuff EASIER then other starting characters.--[[User:Pesatyel|Pesatyel]] 22:39, 4 October 2008 (BST)
 
There's a really simple cure to radio spam: tune your radio off the spam-channel. Most channels other than 28.01 are very close to spamless. As for graffiti, it's a fairly unintrusive medium, so it's not really a problem. --[[User:Midianian|Midianian]]<small><sup>&#124;[[User talk:Midianian|T]]&#124;[[Talk:Suggestions|T:S]]&#124;[[:Category:Recently Closed Suggestions|C:RCS]]&#124;</sup></small> 23:16, 4 October 2008 (BST)
 
Realistically, any attempt to stop spam or zergers is much more likely to hurt legitimate players then zergers. Is the spam really that terrible? just spray over it or ignore it. Let Kevan deal with zerging issues and ignore the spam. It isn't going to stop. - [[User:Tylerisfat|tylerisfat]] 00:35, 5 October 2008 (BST)
 
Ugh, get rid of a whole class just because of some spammers? Kind of overkill, don't you think? --[[User:WanYao|WanYao]] 20:17, 6 October 2008 (BST)
{{SNRV|7}}--{{User:Rosslessness/Sig}} 19:39, 10 October 2008 (BST)
----
----
 
===Shrink the map===
===Ingenuity\Scraps===
{|
{{suggestionNew
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|suggest_time=[[User:siblybobsaloom|siblybobsaloom]] 17:22, 3 October 2008 (BST)
|-
|suggest_type=Skill/Item
|'''Type:''' Map change
|suggest_scope=Civilian
|-
|suggest_description=Ingenuity allows the user to build makeshift things out of the scraps, the amount ingenuity, will influence what you can build, for example,
|'''Scope:''' Everyone
basic level may allow you to build things like clothes, things that don't really do anything, intermediate level may allow you to build a makeshift med kit that heals 3 hp (but not a bite), things that are mildly useful, and advanced level may allow you to build a breakable weapon, things that serve can serve a purpose, AP usage depends on what you build, the better the item the, the more Ap, Basic, intermediate, advanced, you can only build temporary items.
|-
Scraps are what you use to build items, you have 2 different scraps, metal scraps and cloth scraps, scraps are found in mostly junkyards, but you can find then anywhere, 10 scraps= 1 encumbrance, the more scraps you have the better things you can build, you can find scraps individually or in clusters, you have more chance of finding clusters in junkyards, and more chance for individuality anywhere else, scraps cannot be redeemed once used,
|'''Description:''' There are just over 3000 active characters in the game currently likely counting a significant percentage of alts and zergs. Shrinking the map by eliminating the outer first two rings of suburbs would increase the amount of interactions between the remaining characters. This shrink could be increased or decreased depending on future changes to the playerbase.
you can find rusted scraps which lower the quality of your build. You gain 1 exp for basic items, 2 for intermediate, 3 for advanced
|}
|discussion=|}}
====Discussion (Shrink the map)====
====Discussion (Ingenuity\Scraps)====
Interesting idea.. However, it may need some refining.. {{User:Dr Cory Bjornson/Sig}} 00:11, 4 October 2008 (BST)
 
Shrug, i'd rather spend my ap actually finding useful stuff - eg FAKs, or spend 0ap finding clothes...--{{User:J3D/ciggy}} 01:00, 4 October 2008 (BST)
 
There is already an [[Item Combination]] suggestion, so be careful not to make it a dupe. The issue with these suggestions are that you have to make it good enough so people will spend their time finding and combining otherwise crappy items, but not unbalancing. Most people throw out junk items anyway once they find them. [[User:Linkthewindow|Linkthewindow]] 02:21, 4 October 2008 (BST)
 
You have to be a LOT more specific on what you can build.  As in examples.  I'm aware this is a discussion forum where we help work on the suggestion (if we like it), but I believe (IMO) that the author has to have SOMETHING for us to work on.  The problem is there are only so many items that will be balanced (even if you factor in "item breakage") or useful.  There was another suggestion for throwing useless items.  I liked the idea because it gave players the OPTION of disposing of extra junk in a fun way.  Most people didn't like it.  This is VERY similar to that, in that players will ask "why would I want to do that when X is easier"?  For example, if you build a new weapon out of junk, it HAS to have some special effect/efficiency over the shotgun or pistol (if a gun) or axe or knife (if a melee weapon), otherwise why would anyone want to spend time gathering the junk to make somehting useless?--[[User:Pesatyel|Pesatyel]] 03:44, 4 October 2008 (BST)
 
i would say too complicated. you're suggesting multiple new items (cloth scraps, metal scraps, instant 3 hp FAK's, and apparantly new breakable weapons.) and i'm not really sure this makes sense. any clothes you make out of cloth scraps is just going to look like cloths scraps. any weapon you make out of metal scraps (without tools apparantly) is going to be basically useless. i would vote kill. - [[User:Tylerisfat|tylerisfat]] 00:41, 5 October 2008 (BST)
{{SNRV|7}}--{{User:Rosslessness/Sig}} 19:05, 8 October 2008 (BST)
----
----


===Phyical Training===
===Action Points===
{{suggestionNew
{|
|suggest_time==[[User:Alex1guy|Alex1guy]] 13:22, 3 October 2008 (BST)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
|suggest_type=Skill, attack.
|-
|suggest_scope=Survivors
|'''Type:''' Action Points Increase Regeneration Rate
|suggest_description=Ok first the skill, it would be Unarmed Combat Training(I know proabably a dupe but hear me out). It is a military skill and costs 100xp for civilians, 150xp for scientists and 75xp for military. It pretty much increases all phisical attacks (Namely Punch and kick (Wait)) by 15%. It is a daughter skill to Hand-To-Hand combat. Also in addition to Punch as an unarmed combat attack, we introduce Kick. (10% 2 Damage With no skills). This would make punching useful to a certain degree.
|-
 
|'''Scope:''' Everyone
|discussion=|}}
|-
====Discussion (Physical Training)====
|'''Description:''' Due to the passage of time with mobile games and other real time action games without restriction, I think that we should address the action points system of the game. This game can only realistically be played for 5 minutes a day. So it's not really a seller for new blood. If we want to see this game survive it needs to evolve into something more exciting than 5 minutes. My suggestion is double the regeneration rate to improve activity. I love this game. I want to play it more. And the die hard fans I'm sure feel the same. More will go on in a day, sure. But that's for both sides. We're ready for it. Let's get this game moving again. We need this.
I'm not sure what to make of this. It sounds good, but it may be a little over-powered. --{{User:Blake Firedancer/sig}} 01:39, 3 October 2008 (BST)
|}
 
====Discussion (Action Points)====
Problem...we already have HAND TO HAND TRAINING. That is the combination of armed and unarmed skills. Me thinks I smell spam.. [[User:DrakonMacar|Chaplain Drakon Macar]] 01:48, 3 October 2008 (BST)
 
We don't need this survivor combat buff. It's also a dupe of various martial arts suggestions. --[[User:WanYao|WanYao]] 10:57, 3 October 2008 (BST)
:'''RE:''' So you cant punch a zombie, but you can shoot him? Keep it 100%.--[[User:Piskus99|Piskus99]] 15:57, 6 October 2008 (BST)
''"I know proabably a dupe but hear me out"'' - No, why the fuck should I? You know it won't pass so you waste everyone's time by posting it for us to read and taking up bandwith that could be better used for...well just about anything else.
 
It is a dupe. Please injure yourself. -- {{User:Iscariot/Signature}} 11:59, 3 October 2008 (BST)
 
Like it, but it's a dupe. I'd like something better which was a skill like 'self defense' which can reduce non-firearms attacks by x%. --[[User:Tselita|Tselita]] 14:24, 3 October 2008 (BST)
:Just what the game needs... a survivor skill to make zombie attacks even less accurate:) --[[User:Honestmistake|Honestmistake]] 14:29, 3 October 2008 (BST)
 
This is dumb even if it wasn't a dupe. - [[User:Tylerisfat|tylerisfat]] 00:26, 5 October 2008 (BST)
{{SNRV|7}}--{{User:Rosslessness/Sig}} 19:04, 8 October 2008 (BST)
-----
 
===Glowsticks===
{{suggestionNew
|suggest_time={{User:Blake Firedancer/sig}} 01:25, 3 October 2008 (BST)
|suggest_type=Y.A.L.S. (Yet another 'lighter' suggestion)
|suggest_scope=All players.
|suggest_description=It's a glowstick. Comes in fluorescent green, purple and yellow.
 
Findable in camping stores at 7/10/12 success rates at a 2% encumberance (I'm open for debate on these stats, as well as other finding places.) Can be used to slightly offset the downsides of Dark buildings, by allowing you to view corpses, read sprays and books, and gives you a +10% attack chance when using any melee weapon (aside from the axe, as it requires two hands). If the 'darkness accuracy penalty' was less than 10%, then the weapon goes to it's normal accuracy rating.
 
Bonus lasts 5 hours.
 
There is a downside, though. As long as the glowstick is working, ''all'' attacks against you also have the 10% accuracy bonus. After all, it's a dark building, and you're the one holding the glowing object.
 
Automatically discarded when burnt out. Other players in the room will get a notification when you 'use' a glowstick, and when it wears off. You can tell players with a currently active glowstick as an extra line in the description will list all players with glowsticks active, that will read "You notice that StupidHuman155 is holding a glowstick", or "You notice that TrenchCoatMan, [...] and Officer Bonehead are carrying glowsticks."
 
No bonuses if you're not in a dark building.|discussion=|}}
====Discussion (Glowsticks)====
While i don't mind the idea of an item that partially offsets the effects of dark buildings, and this one is an improvement on previous suggestions as it has a downside - glowsticks really just don't cast that much light. And if you were stuck in a zombie apocalypse are you really gonna pick up the glowsticks? I'm having trouble getting over just how lame the idea of people holding glowsticks is here...why not just make a nice torch suggestion (to add to the collection) and be done with it? --{{User:J3D/ciggy}} 01:33, 3 October 2008 (BST)
:A torch implies that it can be turned off. You ever tried turning off a glowstick? --{{User:Blake Firedancer/sig}} 01:35, 3 October 2008 (BST)
::I belive when he said torch, I think he meant the north american torch. as in a stick on fire.--{{User:Blood Panther/Sig}} 20:21, 4 October 2008 (BST)
:::OK then, I reiterate. A 'flaming stick' implies that it can be doused, cutting off the light source. You ever tried getting a glowstick to stop glowing? --{{User:Blake Firedancer/sig}} 11:53, 5 October 2008 (BST)
I'm having a similar problem to the user above me, but I can understand this... in a zombie apocalypse people would get pretty desperate for light, and glow sticks make light, I guess. [[User:Linkthewindow|Linkthewindow]] 10:28, 3 October 2008 (BST)
:I've seen glowsticks in movies (I think they're meant to be military issue or something) then the character cracks and it lights up pretty good. I mean not like a torch (the electric light, not the flaming stick), but still - brighter than the kind of glowsticks 12yr old girls make necklaces out of. Flavour and style-wise I'd say a handheld flare (the kind they throw down the elevator shaft in Resident Evil) would be better. It'd be brighter (IRL, not in game) so it'd make more sense, and would last only for the 1 AP it takes to click it, during which you would read the graffiti and see how many bodies are in the building.--{{User:Nallan/sig}} 01:08, 6 October 2008 (BST)
RAVE ON! Well, no, actually. This benefits survivors and PKer/BHers more than zombies. But dark was actually a nerf to zombies and a buff to PKers. So it makes it even more unfavourable to zombies. Blake... I recommend you spend less time shooting zombies in the street, and more time playing outside the confines of Fort Greedy. --[[User:WanYao|WanYao]] 11:01, 3 October 2008 (BST)
:Wan, while dark buildings help PKers more than anyone else, it also does help zombies as well since, when they die, there's a good chance you won't be able to dump the body, allowing them to get up and continue to try to kill survivors inside and ruin the building. And of course the fact that it makes it all the harder to repair the building once ruined. Dark was a nerf to non-PK survivor, and a boon to PKers and zombies (in that order). --[[User:Tselita|Tselita]] 14:27, 3 October 2008 (BST)
::No -- overall, dark hurts zombies more than it hurts anyone else. I've explained why, as have many others, a bazillion times already, and don't wanna type that out again. Suffice it to say, I say vehemently that you're very wrong. --[[User:WanYao|WanYao]] 01:36, 4 October 2008 (BST)
:::How about if zombies could use them too? They're pretty simple to operate. Perhaps a MoL prerequisite might suffice. --{{User:Blake Firedancer/sig}} 11:51, 5 October 2008 (BST)
 
Dupe. -- {{User:Iscariot/Signature}} 12:00, 3 October 2008 (BST)
 
Only if we can break it open and pour in into someone's Mountain Dew. I hear you have to get your stomach pumped if you drink that stuff... {{User:Revenant/Sig}} 13:50, 3 October 2008 (BST)
:Nope.  Its non toxic; hence we hand plastic sticks full of it to children running around collecting candy. You'd have to strain the glass out, but you can freak people out by putting in in your mouth and drooling...  perfect if you wanted to be a radioactive zombie this halloween!
::It isn't the glowstick toxicity that results in stomach pumps. Mountain Dew is nasty in a New-Orleans-Voodoo-Mama kinda way.  Oh, baby, yeah. --{{User:Galaxy125/Sig}}09:46, 4 October 2008 (BST)
 
I'll vote keep on this like I would on any 'light' idea. --[[User:Tselita|Tselita]] 14:27, 3 October 2008 (BST)
 
I'll vote keep but only if you change it so they can only be used in powered clubs...--[[User:Honestmistake|Honestmistake]] 14:31, 3 October 2008 (BST)
 
If a suggestion has it's own acronym STOP FUCKING SUGGESTING IT ALREADY! S.F.S.T* ! *stop fucking suggesting this.--[[Image:Globetrotters_Icon.png|15px]] '''[[User:DCC/Suggestions|#99]]'''  <sup>''[[User:DCC|DCC]] ''</sup> 07:21, 4 October 2008 (BST)
{{SFST|1}}
{{unsigned|DCC}}  --{{User:Galaxy125/Sig}}21:55, 5 October 2008 (BST)
:Post restored and Obsdark was given a soft warning. If you remove it again you will be officially warned. Do not remove or edit posts of other users.--{{User:Nubis/sig}} 00:48, 5 October 2008 (BST)
 
!!!!!!! THE TAG HAS BEEN REMOVED, THE ASSOUL WHO PUT IT MUST BE PUNISH IT BECAUSE THIS [B]WASN'T[/B]
ON THE FRECUENLTY SUGGESTED IDEAS LIST's & DO & DONTS TO SUGGEST IDEAS LIST, SO PUNISH THAT BASTARD & MAKE
APPAREAD THE NAME OF THE BASTARD WHO PUT THE TAGGS ON SUGGESTIONS, THIS AVOID TO THINK WHAT KIND OF ASSOUL DO
IT & HOW ABOUT SOMETHING LIKE THIS HAPPEND (THE MODERATORS TEAM)!!!!!!
[[User:Obsdark|Obsdark]] 22:56, 4 October 2008 (BST)
:Obsdark, your posting is impolite and breaks several of the suggested guidelines of posting on this wiki. Please refrain from SHOUTING and using formatting in an attempt to prove yourself right. - [[User:Tylerisfat|tylerisfat]] 00:30, 5 October 2008 (BST)
::It's also completely incomprehensible to those of us who only read English. -- {{User:Iscariot/Signature}} 19:30, 5 October 2008 (BST)
:::Well, yeah. Yeah, that too. - [[User:Tylerisfat|tylerisfat]] 22:24, 5 October 2008 (BST)
What the heck???? This is a freakin' dupe of my flashlight suggestion! (that was duped to death too). But, if people keep suggesting it, that means people want it. And no need to be so negative. Keep it and stop complaining that everyones wasting your time.  --[[User:Piskus99|Piskus99]] 16:02, 6 October 2008 (BST)
::::Just because people want something doesn't mean it is needed in the game. I believe it was Iscariot that had a great line that was something like about how we would all be sheathing our katannas, getting into our tanks, and firing our missiles. Portable light sources should be added to the SD/DN if they aren't already.--{{User:Nubis/sig}} 22:11, 6 October 2008 (BST)
:::::I'ts not on SD/DN for some reason. [[User:Linkthewindow|Linkthewindow]] 11:57, 7 October 2008 (BST)
{{SNRV|7}}--{{User:Rosslessness/Sig}} 19:39, 10 October 2008 (BST)
----
----


===Split Knuckles===
===Drone===
{{suggestionNew
{|
|suggest_time=[[User:Stephen Colbert DFA|Stephen Colbert DFA]] 22:48, 2 October 2008 (BST)
|'''Timestamp:''' [[User:Rosslessness|<span style="color: MidnightBlue ">R</span><span style="color: Navy">o</span><span style="color: DarkBlue">s</span><span style="color: MediumBlue">s</span><span style="color: RoyalBlue"></span>]][[User_Talk:Rosslessness|<span style="color: RoyalBlue">l</span><span style="color: CornflowerBlue">e</span><span style="color: SkyBlue">s</span><span style="color: LightskyBlue">s</span>]][[User_Talk:Rosslessness/Quiz|<span style="color: LightBlue">n</span><span style="color: PowderBlue">e</span>]][[Monroeville Many|<span style="color: PaleTurquoise">s</span>]][[The Great Suburb Group Massacre|<span style="color: PaleTurquoise">s</span>]]<sup>[[Location Page Building Toolkit|<span style="color: DarkRed">Want a Location Image?]] </span> </sup> 19:10, 23 July 2022 (UTC)
|suggest_type=Improvement
|-
|suggest_scope=Applies to survivors
|'''Type:''' Survivor Item
|suggest_description=As many people know, when punching other humans there is a non-zero chance of splitting one's knuckles on the teeth of your opponent.  My suggestion is that when using the punch attack on another human or zombie, the person doing the punching has a 20% chance of splitting their knuckles on the teeth of the target. This would cost them 1 HP. Also, if the target is a zombie who has the Infectious Bite skill, when the attacker receives split knuckles they then have a 50% chance of becoming infected as well. 
|-
The messages received would be something like: "You punch (Joe survivor or undead Joe) for 1 damage, but have split your knuckles" or "You have punched the zombie for a damage but have split your knuckles and become infected".
|'''Scope:''' Survivors
|discussion=|}}
|-
====Discussion (split Knuckles)====
|'''Description:''' Portable drone, found in mall tech stores, which are pointless as we all know. Encumbrance is 10%. When activated for 15ap they provide an image of a 10x10 grid centred on the survivor, showing the current outside status of all blocks including zombies, survivors and dead bodies. Like DNA scanners, Drones are multi use.
Make pretty much the worst attack in the whole game even worse? What's the point? --[[User:Midianian|Midianian]]<small><sup>&#124;[[User talk:Midianian|T]]&#124;[[Talk:Suggestions|T:S]]&#124;[[:Category:Recently Closed Suggestions|C:RCS]]&#124;</sup></small> 01:03, 3 October 2008 (BST)
|}
:As I see it, the point would be that death cultists could punch at zombies until they manage to split a knucke and get infected, then go off and make a [[pinata]].  {{User:Swiers/Sig}} 04:40, 4 October 2008 (BST) 
====Discussion (Drone)====
::That's brilliant! We need this implemented STAT! --[[Image:Globetrotters_Icon.png|15px]] '''[[User:DCC/Suggestions|#99]]'''  <sup>''[[User:DCC|DCC]] ''</sup> 07:34, 4 October 2008 (BST)
Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --{{User:A Helpful Little Gnome/Sig}} 02:19, 24 July 2022 (UTC)
:::I hadn't considered that it could be used for self infecting, but it certainly would probably get used that way.  With that said, I like my suggestion even more.  We all know that punching is the weakest attack ever, so why not make it more interesting?  I'm not high, if people do not like the suggestion they are at their liberty to say why.  Sometimes I wonder if there's any point to anyone making suggestions based upon the responses people get.  --[[User:Stephen Colbert DFA|Stephen Colbert DFA]] 20:37, 4 October 2008 (BST)
::::This wouldn't be very good for that purpose. Maxed punch has a 25% chance of hitting. This has a 20% chance to split your knuckles on a successful hit. Then you'd have a 50% chance of getting infected on every split knuckle. All those combined; for every AP spent, there'd be a 2,5% chance of getting infected. On average you'd have to spend 40 AP, and you'd have to know beforehand that the zombie has Infection. Meh. --[[User:Midianian|Midianian]]<small><sup>&#124;[[User talk:Midianian|T]]&#124;[[Talk:Suggestions|T:S]]&#124;[[:Category:Recently Closed Suggestions|C:RCS]]&#124;</sup></small> 16:52, 6 October 2008 (BST)
 
Well said above, nobody punches anyway! [[User talk:Alex1guy]] 01:18, 3 October 2008 (BST)
 
The only time I've ever punched someone was when I have talked after shooting and forgotten that doing that resets the default weapon to fists. I've never connected with a punch, anyway so I don't think this is worth anything. --{{User:Blake Firedancer/sig}} 01:29, 3 October 2008 (BST)
 
Before the newspaper update i used punches for lulz to get someone's attn, i still do now and then but really, this idea is stupid.--{{User:J3D/ciggy}} 01:33, 3 October 2008 (BST)
 
There is no problem here that needs to be fixed, and no addition to the fun offered by this suggestion. --[[User:WanYao|WanYao]] 11:02, 3 October 2008 (BST)
 
Not sure if I like it or not, but it sounds similar to a webcomic called Last Blood, where the principal of the school punched a zombie, his fist hit her teeth and he got infected.  Here's the link:<br> http://www.lastblood.net/main/2007/07/08/page-63-getting-sick/ --[[User:Tselita|Tselita]] 14:34, 3 October 2008 (BST)
 
Are you high?--[[User:Pesatyel|Pesatyel]] 03:49, 4 October 2008 (BST)
 
Ohh no........... --[[User:Piskus99|Piskus99]] 16:04, 6 October 2008 (BST)
 
{{SNRV|7}}--{{User:Rosslessness/Sig}} 19:03, 8 October 2008 (BST)
----
----


===Firemans Carry===
===Backpack===
{{suggestionNew
{|
|suggest_time=[[User:Dr H Z Hackenbush|Dr H Z Hackenbush]] 20:35, 2 October 2008 (BST)
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|suggest_type=Survivor skill.
|-
|suggest_scope=All human players.
|'''Type:''' New item
|suggest_description=Just as zombies can grab and drag humans out of buildings into the streets, Firemans Carry would allow a player to rescue a fellow player from a safe house that has been over run by zeds. When the barricades have fallen, and you have not the APs to slay the undead, but you don't want to leave your friend who is not on-line to his death, you could use Firemans Carry to grab him and Free Run to the next building. What do you think ?
|-
|discussion=|}}
|'''Scope:''' Survivors
====Discussion (Fireman's Carry)====
|-
It's been done a million times before. And has been pretty much classed as Auto-spam due to the potential abuse. A zerger could use his zerg army to move him across the city without him spending an AP. -- {{User:Krazy_Monkey/sig}} 20:37, 2 October 2008 (BST)
|'''Description:''' This will be a new item found in schools with a 2% find rate and sports stores with a 4% find rate. The low numbers are because, like a flak jacket, once you find it you have it forever. It increases you encumbrance by 30%. However, you can't use an item that is in your backpack until you remove it from the backpack. It costs one AP to add an item to your backpack and one AP to remove an item. An item affects your regular encumbrance until added to the backpack. Items such as GPS, radios, cell phones, and flak jacket do not work when in your backpack. Items in your backpack will not be shown in your inventory, but the backpack itself will be shown in your inventory. There will be a drop box next to the word backpack that shows all the items inside. When you click on an item in that drop box, it removes it from your backpack (1 AP).
: [http://wiki.urbandead.com/index.php/Special:Search?search=Fireman%27s+Carry Here]. No offence to you, but I am going to give you the same advice I gave the person a few suggestions down:


1. Check the Frequently Suggested Ideas page


2. The Search bar is your friend, make sure you take full advantage of it
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?


3. I don't know how long you've played the game, but run any future suggestion by with a few people before posting it here. Otherwise it's like going into a nightclub and you decided to wear a hawaiian shirt and pink shorts, it will not go unnoticed and you will be picked on because of it.  
A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away.




There is nothing more to say here.  {{User:Acoustic_Pie/Sig}} 20:50, 2 October 2008 (BST)
Q: If it wastes AP, what is the point?
:Actually, unless he's an impposter, he's play a long time. But has been smart enough to stay away from the wiki. :) --[[User:WanYao|WanYao]] 01:39, 4 October 2008 (BST)


Even the name is a dupe. Look it up. --[[User:WanYao|WanYao]] 11:03, 3 October 2008 (BST)
A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies.


What everybody else said, but with a healthy dose of vitriol. -- {{User:Iscariot/Signature}} 12:01, 3 October 2008 (BST)


And now to be nice. I like it. But it's a mega dupe. --[[User:Tselita|Tselita]] 14:45, 3 October 2008 (BST)
Please give your thoughts.
{{SFST|2}}
I never thought this would be so handy.--[[Image:Globetrotters_Icon.png|15px]] '''[[User:DCC/Suggestions|#99]]'''  <sup>''[[User:DCC|DCC]] ''</sup> 07:34, 4 October 2008 (BST)
{{SNRV|7}}--{{User:Rosslessness/Sig}} 19:02, 8 October 2008 (BST)
----


===Overkill===
|}
{{suggestionNew
====Discussion (Backpack)====
|suggest_time=[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 21:28, 1 October 2008 (BST)
|suggest_type=Zombie hunting...
|suggest_scope=All Players
|suggest_description=
 
"''the term "overkill" refers to the wounds or mutilations inflicted by offenders (especially serial killers), which go beyond what is necessary to kill the victim. Such wounds are often inflicted post mortem.''"
 
Overkill allows a Survivor to attack a '''dead body''' (100% success), the dead body stands up with <s>10HP less than it would normally</s> its health lowered by the amount of damage caused by the ''FIRST attack only'' and grants the attacker 0XP.
 
Once a dead body has been a victim of overkill, it will not suffer further HP reductions. The next attack will hit the next body down the stack. Once all the bodies have been attacked players will still be able to attack bodies even though it no longer has an effect <s>but it will have no further effect</s>. Attackers can also select a specific body to attack if they are on their contacts list.
 
Attackers receive the message:
:"You attacked a dead body"
:or
:"You attacked the dead body of ''xxxxxxx''" if the contacts name if known.
 
Dead bodies can see who attacked them.
 
|discussion=|}}
====Discussion (Overkill)====
This would be '''the''' most efficient attack in the game. 10 damage with a 100% chance with one AP. You're not even talking about shooting in there, so I'm going to assume this doesn't even use ammunition. '''Hell no'''. It doesn't matter that it's post mortem. And even if you fixed ''that'' somehow, consider the situation that a griefer does this to an infected, revivifying body. Whoops, you have only 15 AP to find a FAK! --[[User:Midianian|Midianian]]<small><sup>&#124;[[User talk:Midianian|T]]&#124;[[Talk:Suggestions|T:S]]&#124;[[:Category:Recently Closed Suggestions|C:RCS]]&#124;</sup></small> 21:55, 1 October 2008 (BST)
 
Highly concerned that after getting pk'd, when I stand up for revival im going to be more vulnerable to getting killed all over again. Likewise being griefed at revive points, by someone who doesnt want me to get revived. --{{User:Rosslessness/Sig}} 21:58, 1 October 2008 (BST)
 
Likely would only pass if it created no net gain in damage dealt per AP.  Possible implementations include increasing AP cost, reducing success rate, requiring loss of inventory item, and/or allowing use of the "overkill" button even when all corpses have already been overkilled.  Even those still allow for griefing.  Good luck on your rewrite.--{{User:Galaxy125/Sig}}00:48, 2 October 2008 (BST)
 
Another idea that would lessen the chances of spam (though not by much) would be to remove the effects of headshot on the corspe IF the Player pull off something like that. Losing 5 AP on top of losing 10 damage will make the zombie bloc very, VERY upset. They want to play the game too.--[[User:ShadowScope|ShadowScope]]<sup>[[User:Kevan|'the true enemy']]</sup> 01:14, 2 October 2008 (BST)
 
Change so the stand up health is lowered by the amount of damage caused by the last attack '''AND''' so this becomes an alternative to headshot. If you have both skills you need to toggle to the one you want before finishing the target off! Basically allow the player to choose between a precision kill that slows the zed down or a messy one that weakens it rather than let them stack! --[[User:Honestmistake|Honestmistake]] 14:42, 2 October 2008 (BST)
 
:Galaxy125 - I had hoped I made it clear that each body could only be affected by overkill once but repeated attacks on a body could be made wasting the AP of survivors attacking bodies that have already been attacked once if the are unaware (similar to necronet tagging but without the notification when all bodies have been tagged).
:Honestmistake - I've changed it for HP loss by damage caused by the first attack (Which might not please Midianian because of flare guns), it also means that it is possible to waste AP/ammo by attacking bodies that have been overkilled already and the attacker would be unaware. I did put an overkill suggestion on discussion a couple of weeks back that was meant as an alternative to headshot but this is a different idea (albeit with the same name). This one is for attacking Dead bodies not zombies or survivors.
::--[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 20:00, 2 October 2008 (BST)
:::Having 100% success implies that at most 1 AP will be wasted.  So if a player enters an area with 5 corpses (2 of which have already been overkilled), they'll spend 4 AP to hit 3 times, which is too effective a damage-dealing mechanic.  --{{User:Galaxy125/Sig}}21:16, 2 October 2008 (BST)
::::In order for it to work with my suggested idea it would need to replace headshot... otherwise the 100% flaregun attack is going to be a very very frequent occurance! --[[User:Honestmistake|Honestmistake]] 14:35, 3 October 2008 (BST)
 
Nope. This just reeks of sheer trenchiness. "Lets go shoot dead bodies coz it'll make us look cool" -- {{User:Krazy_Monkey/sig}} 20:39, 2 October 2008 (BST)
:Agreed, this is just far too trenchy, and to be honest, a bit overpowered as well.--[[User:drawde|<span style=";color:Black">'''Drawde'''</span>]] <sup>[[User talk:drawde| <span style=";color: Blue">'''Talk To Me!'''</span>]] [[DORIS| <span style=";color: Black">'''DORIS'''</span>]] [[Red Rum|<span style=";color: Red">Red Rum</span>]] [[Ridleybank Resistance Front|<span style=";color: Green">Defend Ridleybonk!</span>]] [[The Know Nothings|<span style=";color: Brown">I know Nothing!</span>]]</sup> 21:29, 2 October 2008 (BST)
 
Basically, you wanna be able to teabag your opponent. No. --[[User:WanYao|WanYao]] 11:04, 3 October 2008 (BST)
 
So you want every zombie to stand up on with 30 less HP? Because if it autohits, see every fucker breaking out the petrol and flare guns. This is hideously overpowered, pointless and trenchcoaterish. -- {{User:Iscariot/Signature}} 12:03, 3 October 2008 (BST)
:Even better: torch the funny-smelling bodies at a revive point. Stand up with... uhh... what's 30 HP minus 30 HP, again? {{User:Revenant/Sig}} 13:19, 3 October 2008 (BST)
::What a brilliant idea, I'm fully in support of this now. I foresee certain high profile survivors never standing up ever again. -- {{User:Iscariot/Signature}} 13:44, 3 October 2008 (BST)
 
Much as I'd like the easy XP revenue stream, and want to be supportive of Kamikaze's idea, this would be gamebreaking and rather unfair to the other player who's a corpse. Not being able to defend themselves. I wouldn't mind a flavor thing of 'you kick the corpse on the floor' :) --[[User:Tselita|Tselita]] 16:16, 3 October 2008 (BST)
 
I think the first people to complain about this will be the trenchies who USE it frequently and then have it used on them.  That having been said, Honestmistake's idea isn't bad.--
````
 
{{SFST|1}}
I don't want to have to explain '''again''' why taking away HP from zombies is so bad. --[[Image:Globetrotters_Icon.png|15px]] '''[[User:DCC/Suggestions|#99]]'''  <sup>''[[User:DCC|DCC]] ''</sup> 07:38, 4 October 2008 (BST)
{{SNRV|7}}--{{User:Rosslessness/Sig}} 19:02, 8 October 2008 (BST)
----
----
===Animal Infection in Malton===
{{suggestionNew
|suggest_time=[[User:Master_Pirate|Master Pirate]] 20:52, 30 September 2008 (BST)
|suggest_type=non-player characters
|suggest_scope=non-playable characters
|suggest_description=Infected animals will attack undead and alive alike and can be tamed by both sides, they cannot be played as and come in a variety of different forms (cats, dogs, birds).  |discussion=|}}
====Discussion Animal Infection in Malton====
LUL! I'd love to see a zombie trying to tame a pet....but seriously no, this is fucking stupid.--{{User:J3D/ciggy}} 04:06, 1 October 2008 (BST)
Covered in "Frequently suggested" as [[Frequently_Suggested#NPCs|this]]. Your suggestion should reflect that you have read that, and that you understand it, and why you feel the standard rule shouldn't apply.  Oh, and timestamps are created with four consecutive tildes.  --{{User:Galaxy125/Sig}}04:08, 1 October 2008 (BST)
a zombie trying to tame a pet? that would be funny. anyway, no. the only thing i could see being in game relating to animals (other than the zoo of course) is in the discription. like, "You are standing outside ___, a four-storey yellow-stone building covered in abandoned scaffolding. The building's doors have been secured. Through the broken windows, you can see that the interior of the building has been ruined for some time. A skinny dog scampers through the rubble." or "You are inside ____, in the near-darkness of the main dancefloor. The building has fallen into ruin. A rat runs across the floor infront of you.--[[User:Themonkeyman11|Themonkeyman11]] 04:44, 1 October 2008 (BST)
:Or even, "You are in a maze of twisty little passages, all alike.  A threatening little dwarf comes out of the shadows!  The dwarf throws a nasty little axe at you, misses, curses, and runs away."  --{{User:Galaxy125/Sig}}05:01, 1 October 2008 (BST)
::xyzzy --[[User:Tselita|Tselita]] 14:45, 1 October 2008 (BST)
This is the most spam-o-rific idea of all spam-o-rific ideas, because in UD every character is a real person. It's integral to UD's whole design philosophy. '''No NPCs'''. --[[User:WanYao|WanYao]] 05:09, 1 October 2008 (BST)
:I might quote you on that Wan...and he said there shall be no suggestions more spam-o-rific than thy.--{{User:J3D/ciggy}} 05:51, 1 October 2008 (BST)
::And Kevan said, "Behind every character there shall be a Player." And thus it was, and so it shall be, unto the End.
::But all seriousness aside, there is no other idea that voilates a basic and fundamental game precept more completely -- than NPCs. And, pets is a dupe, anyway: it's been suggestion a bunch. Just like all the ''worst'' ideas. --[[User:WanYao|WanYao]] 15:44, 1 October 2008 (BST)
While I like the idea in general (NPC zombie creatures) the specifics fail me from a position of logic. As logical as a zombie pet idea can be, at least. Plus it doesn't really fit into the Urban Dead game model (given that it's been a quarantined city with no zombie animals for years).<br>Aside from I am Legend (arguably hard science fiction vampire or zombie depending on who you talk to) I've never seen 'zombie animals' tamed (by a zombie or human). I mean.... even the zombie animals in Resident evil weren't 'tamed'.  I find it unlikely that a zombie could tame a zombie animal because... well... they're zombies. And I find it even more unlikely that a survivor could tame a zombie animal because...well... they're dinner.  Plus why wouldn't there have been zombie animals until now? I'm assuming until recently, animals were immune to the zombification process so were just dinner. When they all died out, no more came around. --[[User:Tselita|Tselita]] 14:43, 1 October 2008 (BST)
:No. This is out of genre and as I've explained violates one of the most basic tenets of the game. Until Iggy Pop starts playing UD, no dogs in Malton. --[[User:WanYao|WanYao]] 15:44, 1 October 2008 (BST)
::Iggy pop...? Is that some new slang you crazy kids are using when you're doing the rock and roll? --[[User:Tselita|Tselita]] 18:26, 1 October 2008 (BST)
:::Oh for fuck's sake! GOOGLE IT YOU STUPID TWAT! --[[Image:Globetrotters_Icon.png|15px]] '''[[User:DCC/Suggestions|#99]]'''  <sup>''[[User:DCC|DCC]] ''</sup> 22:02, 2 October 2008 (BST)
::::You don't know who Iggy Pop is?!??!!?? --[[User:WanYao|WanYao]] 11:05, 3 October 2008 (BST)
:::::I know he's some sort of singer/rock star. I don't know what he has to do with zombies, and I've never listened to his music so I wouldn't know. And DCC, piss off. I don't know about Iggy Pop. You don't know about anger management. Deal with it. --[[User:Tselita|Tselita]] 16:21, 3 October 2008 (BST)
::::::Well, let's think about this. Wan was talking about a suggestion with pets (dogs) and mentioned Iggy Pop.. HMMMM maybe I should google Iggy Pop + dog and see what comes up.  OH OH WAIT ... He has a song called I Wanna Be Your Dog.
::::::But then again after the "research" you put into your baby the nail gun suggestion I am not surprised that you couldn't figure out the Iggy Pop reference.  There was another one in a lower suggestion .. Did that one hurt your widdle bwain, too? --[[Image:Globetrotters_Icon.png|15px]] '''[[User:DCC/Suggestions|#99]]'''  <sup>''[[User:DCC|DCC]] ''</sup> 07:43, 4 October 2008 (BST)
I think the best thing to do is to create a new character and call yourself a wild animal. Therefore you can be a zombie and spread the so called 'Animal infection' for shear role-playing purposes. As said before by WanYao, there should be no NPC's.--[[User:Kez0|Kez0]] 16:00, 1 October 2008 (BST)
Nay, nay, nay, 1000 times nay. I'm sorry, but if I were to ever log on to find: 'While you were sleeping a pack of wild dogs came in and bit you, killing you', I would leave the game faster than a gunshot. Given this is your first wiki suggestion I'm going to give you some advice:
1. Check the Frequently Suggested Ideas page
2. The Search bar is your friend, make sure you take full advantage of it
3. I don't know how long you've played the game, but run any future suggestion by with a few people before posting it here. Otherwise it's like going into a nightclub and you decided to wear a hawiaan shirt and pink shorts, it will '''not''' go unnoticed and you '''will''' be picked on because of it.
So yes, good luck in the future, but as far as NPCs go, it's a straight up no.  {{User:Acoustic_Pie/Sig}} 19:34, 2 October 2008 (BST)
''"Sorry, the name 'A pack of wild dogs' is already taken"'' SHIT!!! --[[User:WanYao|WanYao]] 11:08, 3 October 2008 (BST)
:We had 'a pack of feral cats' in the RRF. -- {{User:Iscariot/Signature}} 12:05, 3 October 2008 (BST)
::The Dead have a "Stray Dog Pack" in DH.--[[Image:Globetrotters_Icon.png|15px]] '''[[User:DCC/Suggestions|#99]]'''  <sup>''[[User:DCC|DCC]] ''</sup> 07:45, 4 October 2008 (BST)
Oh and {{SFST|3}}
Man, this makes my life easier. Iscariot and Wan, feel free to use this template! --[[Image:Globetrotters_Icon.png|15px]] '''[[User:DCC/Suggestions|#99]]'''  <sup>''[[User:DCC|DCC]] ''</sup> 07:44, 4 October 2008 (BST)
{{SNRV|7}}--{{User:Rosslessness/Sig}} 19:01, 8 October 2008 (BST)
----
===Will To Live===
{{suggestionNew
|suggest_time=[[User:siblybobsaloom|siblybobsaloom]] 18:55, 29 September 2008 (BST)
|suggest_type=Skill
|suggest_scope=Military
|suggest_description=Allows the user to survive 2 more turns when reached 0 HP at the cost of 5 AP per move, First Aid Kits add 2 more turns to the mix, Beer adds one but uses 6 AP per move beacause causes drunkeness. Player can survive if surgery is done, player has raised attacks but lower accuracy. You must be in combat for this to work. When a player has the will to live, it will so a message "so and so is struggling to survive" to all the doctors or employees. |discussion=|}}
====Discussion (Will To Live)====
''Allows the user to survive 2 more turns when reached 0 HP at the cost of 5 AP per move'' .... Uhm.... No. 60 HP is 60 HP. And dead is dead. --[[User:WanYao|WanYao]] 07:10, 30 September 2008 (BST)
Will zombies be gaining a 'Will to be dead' that allows them to remain dead for extra turns when some labcoating fuckwit combat revives them? -- {{User:Iscariot/Signature}} 07:31, 30 September 2008 (BST)
This suggestion makes no sense. As Wan said, 60hp is 60hp. No more, no less. [[User:Linkthewindow|Linkthewindow]] 07:39, 30 September 2008 (BST)
I think that, perhaps, this user got the idea from Call of Duty 4's perk where you get to pull your pistol before you actually get offed. In any case, this is definately not suitable for UD. --{{User:Blake Firedancer/sig}} 08:37, 30 September 2008 (BST)
Suggestion has tenuous merit as a game mechanic. Possible implementations include adding action buttons alongside "Stand up" for corpses. An example might be a "Spasm (25 AP)" button, which would be reported as, "The corpse of (player) spasmed momentarily on the ground. (10 minutes ago)" Due to the nature of corpses, any actions thus created should be heavily priced in AP, and should not permit movement or directly interacting with other players. Please note that for these actions to be useful, they would have to provide the player with an option not currently given to zombies. Whatever your objective, I hope this helps with your rewrite, and good luck.  --{{User:Galaxy125/Sig}}08:49, 30 September 2008 (BST)
I don't... quite understand this suggestion. If it's what Galaxy125 is saying, it might have merit if rewritten, but I'm currently with WanYao and Blake on this one... --[[User:Tselita|Tselita]] 14:22, 30 September 2008 (BST)
:The suggestion is basically extra HP - at the cost of AP or something. Spam. --[[User:WanYao|WanYao]] 05:11, 1 October 2008 (BST)
::Then, at least as written, I don't like it. Will to be Dead, btw, is dumb. There's such a thing as a survival instinct, not such a thing as a 'death' instinct.  Even so, not a good idea to give more HP for AP. When you're out of HP, you should be dead - will or no will. Not to mention the negative side effects of this suggestion. Easy-to-make pinatas, removing easy XP for survivors who could dump bodies, allowing mrh cows to crawl to a cemetery after they've died without wasting AP... not good.--[[User:Tselita|Tselita]] 14:51, 1 October 2008 (BST)
:::No Lust for Life in UD... Not until, as I said above, Iggy starts playing UD. --[[User:WanYao|WanYao]] 15:45, 1 October 2008 (BST)
::::You do realize I was agreeing with you, right? --[[User:Tselita|Tselita]] 18:29, 1 October 2008 (BST)
:::::You do realise to what I referring, don't you? I never said it was a ''good'' joke.. but.. --[[User:WanYao|WanYao]] 11:09, 3 October 2008 (BST)
::::::Google: 2 Tshitla: 0 --[[Image:Globetrotters_Icon.png|15px]] '''[[User:DCC/Suggestions|#99]]'''  <sup>''[[User:DCC|DCC]] ''</sup> 07:47, 4 October 2008 (BST)
What's the point of having 50-60 hp if, when your hp reaches 0, you don't die. "You ran out of hp, but you don't die." How does that make sense? If you are playing as a zombie, how would it feel if you spend all your AP to strike down the survivor in front of you, only to find that they don't die? It's like giving the survivors a '1up' like in arcade games.--[[User:Kez0|Kez0]] 16:07, 1 October 2008 (BST)
''You must be in combat for this to work.''  "In combat" is not a situation the game recognizes.  In fact, the server does not keep track of what your character is doing or hw you are interacting with other characters.  Each action you take is a 100% new and distinct event.  Suggestions that assume otherwise are (at best) unlikely to be implemented, and are generally spam because they don't fit the nature of the game.  {{User:Swiers/Sig}} 17:32, 1 October 2008 (BST)
{{SNRV|7}}--{{User:Rosslessness/Sig}} 19:00, 8 October 2008 (BST)
----
===Interruptable Ruin Repair===
{{suggestionNew
|suggest_time=[[User:Silisquish|Silisquish]] 19:50, 27 September 2008 (BST)
|suggest_type=balance change
|suggest_scope=The defense or fixing of extremely high repair cost ruins.
|suggest_description=If the repair cost of a ruin is greater than the repairer's total AP, the ruin will be Under Construction; the repairer's AP will drain to 0, and all his drained AP will go to lower the level of decay on the building. Every 30 minutes thereafter until the ruin is completely repaired, instead of gaining 1 AP the repairer's AP will remain at 0 but the ruin's total repair cost will drop by 1 AP. (Basically, the repairer will still be repairing the ruin until it is completely fixed).
While still under repairs, the building would still for all intents and purposes act as a fully-repaired (and cadable) building.
However if the repairer is killed off before finishing the repairs, the building will go back to ruined status until someone else begins repairs on the leftover decay cost the original repairer didn't have the AP to fix. So if you repair a 100ap building down to 10 decay cost and die, the repair cost will be 10ap, not the original 100ap
For ruins with a repair cost of 40-ish and under, this will only make most people wait until they have full AP before repairing buildings.
This will only be a significant change to 50+ AP repair cost ruins, and will give zombies a small window of opportunity to recapture a ruin they've spent countless weeks defending and maintaining. A 100 AP building would give zombies a window of less than 30 hours (if the repairer has 40 AP or more). Plus remember that as long as the building is "under repairs" it is considered a non-ruined, cadable building.
Only one person can repair a ruin at a time. There should be a text saying something like ''This building is under major repairs'' without naming the repairer (because of PKers, Death Cultists).
|discussion=|}}
====Discussion (Interruptable Ruin Repair)====
Even disregarding the ease with which two death cultists could turn a regular ruin into a piñata, the whole idea of a building becoming as if it was fully repaired while the actual repairing's still incomplete just doesn't make sense. Not to mention that killing the one repairing it would turn the building back into a ruin. --[[User:Midianian|Midianian]]<small><sup>&#124;[[User talk:Midianian|T]]&#124;[[Talk:Suggestions|T:S]]&#124;[[:Category:Recently Closed Suggestions|C:RCS]]&#124;</sup></small> 20:44, 27 September 2008 (BST)
:It would be too unbalancing for survivors if they'd have to wait for the building to completely repair, and the whole point of it is to turn it back into a ruin if the repairer is killed --[[User:Silisquish|Silisquish]] 20:48, 28 September 2008 (BST)
::[[HIPS|It would actually help them if the building remained ruined until it's completely fixed]]. --[[User:Midianian|Midianian]]<small><sup>&#124;[[User talk:Midianian|T]]&#124;[[Talk:Suggestions|T:S]]&#124;[[:Category:Recently Closed Suggestions|C:RCS]]&#124;</sup></small> 22:25, 28 September 2008 (BST)
I still massively dislike this spamtactular idea.  One of the reasons I'm against pinata nerfs is because making a pinata isn't exactly easy. This makes it way too easy. Plus it's a massive survivor nerf and survivors already pay for repairing long-ruined buildings by being defenseless for days, being put in massive negative AP. --[[User:Tselita|Tselita]] 21:16, 27 September 2008 (BST)
:There is indeed an increased risk on the building turning into a pinata. And when killed survivors would not have negative AP they'd have 0 ap --[[User:Silisquish|Silisquish]] 20:48, 28 September 2008 (BST)
I think you are showing AP as a unit of time instead of an action in this suggestion. When a zombie is getting revived by a survivor who has less than 10 AP. Does the zombie have to wait for the survivor to get off his/her tired behind and inject the zombie with the syringe? I think if a survivor with too little AP repairs a building, the building would get repaired fully, but the survivor would be setback for a while. This would still give zombies time to attack the building and ruin it.--[[User:Kez0|Kez0]] 23:08, 27 September 2008 (BST)
:If it is re-taken others can get it back again and repair it again, only instead of costing a one-digit ap amount to repair it will cost whatever the other guy wasn't able to repair --[[User:Silisquish|Silisquish]] 20:48, 28 September 2008 (BST)
No. This blows. [[User:Ioncannon11|Ioncannon11]] 01:57, 28 September 2008 (BST)
This is just another version of the horrible "partial ruin repair" idea(s) -- with giant sized spam-holes, which have already pointed out. Give it up. --[[User:WanYao|WanYao]] 04:55, 28 September 2008 (BST)
:This is the opposite of what partial ruin repair ideas are trying to accomplish. Go back and actually read my suggestion and you'll know why --[[User:Silisquish|Silisquish]] 20:48, 28 September 2008 (BST)
::That may have been your intent, but the actual effect is exactly as I explained: you've reinstated partial ruin repair. Go back and read your suggestion and you'll know why. --[[User:WanYao|WanYao]] 06:26, 29 September 2008 (BST)
What WanYao said is right. This is perhaps even WORSE than the idea below.  {{User:Swiers/Sig}} 05:37, 28 September 2008 (BST)
{{SNRV|7}}--{{User:Rosslessness/Sig}} 18:59, 8 October 2008 (BST)
----
===Ruin repair cost reset if repairer killed before waking up===
{{suggestionNew
|suggest_time=[[User:Silisquish|Silisquish]] 00:20, 27 September 2008 (BST)
|suggest_type=balance change
|suggest_scope=The defense or fixing of extremely high repair cost ruins.
|suggest_description=If the person repairing a ruin is killed before their AP is spent repairing said ruin (i.e. before the moment they have at least 1 AP), the ruin does not get repaired. For ruins with a repair cost of 40-ish and under, this will only make most people wait until they have full AP before repairing buildings.
This will only be a significant change to 50+ AP repair cost ruins, and will give zombies a small window of opportunity to recapture a ruin they've spent countless weeks defending and maintaining.
While still under repairs, the building would still for all intents and purposes act as a fully-repaired building.
Survivors and zombies could see who is repairing the building with a text message like, ''xxxx has begun repairing the building'' ; ''xxxx has finished the repairs'' ; ''Tools are strewed everywhere, xxxx appears to be in the middle of repairing the building''
|discussion=|}}
====Discussion (Ruin repair cost reset if repairer killed before waking up)====
This is actually one I'm not immediately liking or disliking. Constructive thoughts by the community please. -- {{User:Iscariot/Signature}} 00:27, 27 September 2008 (BST)
Identifying the player who is doing the repairing makes it a little too easy for zombies to undo all that hard work.  Survivors (if that) should be the only ones able to identify the repairer.  --{{User:Galaxy125/Sig}}00:38, 27 September 2008 (BST)
No, I don't like this at all. Three days is not a "small window." Especially not in zombie-dense territory. Would the survivor be able to "wake up" after they were killed, or would they just have knocked themselves into a coma for three days for nothing?  Would the building be "reset" to whatever the repair cost was before they started, or would one subtract the number of half-hours that the repair-er had managed to spend inside the building alive? This cuts down on things that players can do, without TONS of metagaming, to help other survivors. Don't penalize the people willing to knock themselves out for three days to repair a place. --[[User:Jen|Jen]] 00:42, 27 September 2008 (BST)
:Jen dang you, you edit  conflicted me. I don't like this at all Makes it way too impossible to ever repair buildings. Survivors already pay the cost of repairing long-term ruin buildings by being incapable of defending themselves for a day, two, three... to then say if they are killed beforehand then nothing happens is a total "screw you" to survivors who make the sacrifice in exchange for reviving a ruined burb. --[[User:Tselita|Tselita]] 00:45, 27 September 2008 (BST)
::Repairing a 100 ap building won't leave you vulnerable for 3 days. Only for <30 hours. And other people can cade up the building to EHB and defend it --[[User:Silisquish|Silisquish]]
:::Trying to figure out where you are getting your math.... 48 AP can be gained in an day (24 hours). If you repair a 100+ AP building (or higher, I've seen 117, you're out for 3 days. 2 days, (50 hours). The two hours is part of the third day. And it can be more than 2 hours on the third day if it's above -100 AP. You think it's fair to have someone's work for 3 days straight of being helpless be negated?  At least when the zombies spend time to ruin the building, they get to still -play- during the days/months/etc.  Ask Jen, she's apparently a bigtime suicide repairer.  Your suggestion would allow zombies to permanently ruin suburbs with a minimal amount of zombies to enforce it. Zombie strength is in numbers. Not to mention you've ignored that death cultists and PKers can help to keep the burb ruined as well, meaning you might not even need zombies to keep the burb ruined. It's not like you can barracade a ruined building to protect yourself, and in a dark ruined building, you also need a lit generator before you can even repair, let alone barracade. --[[User:Tselita|Tselita]] 14:44, 28 September 2008 (BST)
::::Enter 100 AP ruin-cost building from adjacent building, starting with 50 AP.  Time spent repairing it is (.5 hours/AP) x (100 AP - (50 AP - 1 AP)) = 25.5 hours.  You lose 0 AP blindness 26 hours (1 day, 1.5 hours) after you click "repair building."  At this point you have 1 AP and you may be considered no longer vulnerable.  The discrepancy in Tselita's and Silisquish's math is either how much initially held AP was applied to repair the ruin, or how much AP you need to no longer be vulnerable.  --{{User:Galaxy125/Sig}}19:34, 28 September 2008 (BST)
Yeah, I'd be pretty unhappy about that as well if I'd spent 100AP to repair a building then was killed 30 mins before it was due to be completed, basically meaning I've lost 2 days of play for nothing at all. --[[User:Target Practice|Target Practice]] 00:53, 27 September 2008 (BST)
No! While it is fair that a survivor repairing 3 months work for a single AP should be vulnerable it is unfair that a zombie can kill him 2 minutes after he starts and then get to watch while his corpse carries on fixing stuff!--[[User:Honestmistake|Honestmistake]] 02:56, 27 September 2008 (BST)
Terrible idea. You obviously have no idea how much effort is required to execute triple digit repairs and while yes, i appreciate zombies don't like having all their work undone - this suggestion would allow under 10 zombies to protect an entire suburb from being repaired...--{{User:J3D/ciggy}} 03:29, 27 September 2008 (BST)
This could only work if paired with a "partial repair" mechanic. Otherwise, the person has already paid the (sometimes exorbitant) AP cost to repair the building — don't negate their actions! {{User:Revenant/Sig}} 06:17, 27 September 2008 (BST)
:I was considering having a AP-drain mechanic, I guess I'll have to suggest that --[[User:Silisquish|Silisquish]]
''"If the person repairing a ruin is killed before their AP is spent repairing said ruin (i.e. before the moment they have at least 1 AP), the ruin does not get repaired."'' Fuck no. This is an absurdly overpowered survivor nerf. When someone makes the sacrifice to do a "suicide repair", they go into negative AP... and are very vulnerable... as in they can't do SHIT to defend themselves... Zombies call it "swaying"... and extreme suicide repairers usually sway for ''days''. But, they paid the price -- in AP and in risk -- to get the job done. So it's fair. What this will also do is effectively make big repairs virtually impossible to complete successfully. Ergo it's one of the most spam-fucking-tastic suggestions in ... at least in a few days. --[[User:WanYao|WanYao]] 06:59, 27 September 2008 (BST)
:I heard they have these things that can protect you from zombie attacks when you're in a building by creating a barrier of junk... what was it called again? --[[User:Silisquish|Silisquish]]
:: *cough* you can't freaking barricade a ruined building! You have to count on the good graces of some survivor who MIGHT stop by the building to cade you in, after you do the repair.  And then the zombies come and kill you anyway, within the hour, because you're standing in the only repaired and caded building in the whole suburb. Unless you're in a slightly more populated suburb, and a PKer comes and kills you first. --[[User:Jen|Jen]] 19:42, 27 September 2008 (BST)
Aside from the sheer un-balance-osity, the mechanics resulting from this would be HILARIOUS.  Survivor A suicide repairs fot 100+ AP.  Survivors B-O come in and barricade, set up generators, etc.  PKer P comes in and kills survivor A, and the building becomes a 100+ AP pinata full of survivors.  One of whom repairs, only to get killed.<br>I'll assume this brilliant idea was suggested by a member of RedRum.  My hat is off to you, good sir!  {{User:Swiers/Sig}} 07:34, 27 September 2008 (BST)
:Oh right, I completely forgot about PKers. --[[User:Silisquish|Silisquish]]
'''Okay, I'm going to remake this suggestion because I completely forgot about PKers and I'll use my gradual AP drain/repair idea instead''' --[[User:Silisquish|Silisquish]]
:Please use four tildes to appropriately timestamp your replies.  Three just leaves your name, four leaves both name and timestamp, and five leaves just the timestamp.  --{{User:Galaxy125/Sig}}19:38, 28 September 2008 (BST)
::Oups! --[[User:Silisquish|Silisquish]] 20:51, 28 September 2008 (BST)
{{SNRV|7}}--{{User:Rosslessness/Sig}} 18:59, 8 October 2008 (BST)
----
===Feeding Frenzy===
{{suggestionNew
|suggest_time=--[[User:Honestmistake|Honestmistake]] 14:34, 25 September 2008 (BST)
|suggest_type=Combat Skill
|suggest_scope=Zombies (and their meals)
|suggest_description=Driven by instinct, hunger and pure spite for the living a zombie with this skill may enter a frenzy and become so focussed on eating that they may even enter negative AP! However in order to do this they must meet the following conditions: The zombie must have an unbroken hold on their target (tangling grasp)'''AND''' they must have succesfully attacked using "Feeding Frenzy" (see bullet points below)
*"Feeding Frenzy" will appear in the attack drop down and will follow feeding drag on the skill tree. In order to use frenzy the victim must be below 13HP '''and''' subject to a tangling grasp. Unlike feeding drag the victim is not moved, instead flavour text will be something like "You drag your screaming victim into a corner and begin to feast!" others would see "A zombie dragged survivor bob into a corner and began to gnaw on his entrails" Zombies in feeding frenzy do not count as present for the purpose of barricade building and will be noted as such (perhaps in the way that some bodies smell strange ie... "one is feasting in the corner"?)
*A frenzied zombie may continue to '''Bite''' his current target until such time as his victim breaks free (grasp is lost for whatever reason) or dies! Because the zombie is exceeding his normal capabilities a heavy cost is paid for these attacks and each will cost 3AP. This cost represents the strain and damage a zombie is doing to itself by ignoring the limits that nature (kevan) put upon its body.
*Any attack other than a bite will still go ahead but will cause the frenzy to end.
*For the duration of the frenzy the normal bonus provided by tangling grasp is doubled!
*The screen still fogs over at 0AP but an attack box with suitable flavour text replaces the normal description. For example: "The days exertions fog your mind and you can focus on nothing but the manbag struggling in your grasp"|discussion=|}}
====Discussion feeding frenzy====
This is a reworking of my earlier suggestion Feral Frenzy. Link to save people looking for a dupe (you know who you are!) http://wiki.urbandead.com/index.php/Suggestion:20080221_Feral_Frenzy
As you can (hopefully) see it has changed quite a bit.--[[User:Honestmistake|Honestmistake]] 15:59, 25 September 2008 (BST)
Not until Kevan fixes [[Bug#Some_anomalies_with_Tangling_Grasp|the bug that means Tangling Grasp doesn't work for me]] :( --{{User:J3D/ciggy}} 01:51, 26 September 2008 (BST)
Not all that keen on this, as a) it allows zombies to potentially go to upwards of -10AP, giving large hordes quite a big advantage in a siege (survivors are operating with 50AP, whereas Zombies are able to make the decision to go to 60AP - multiply that by a billion, and it doesn't really matter about the 5 hours the zombies have to wait to get to 0AP, because all the survivors are in kibbles on the floor... and b) because it's a form of auto-attacking, which I don't really like in any shape or form. It's a good idea, and one of the better variations of an auto-attack I've seen, but I just don't like it, sorry. --[[User:Target Practice|Target Practice]] 16:51, 26 September 2008 (BST)
:This would indeed let zombies get to a max of -12AP (if their bite only causes 3 damage) however bear in mind that they are only getting 4 actions for those 12AP and those are under very limited circumstances and you will see that it is not as bad as saying "zombies get an extra 10AP!" In comparison I will stress that a harman in a powered NT can search their heart out and then use their last action to go to -19AP by manufacturing a syringe. As for 100+ repair costs.... that really is a different matter, at best this would allow a zombie to turn a feeding drag into a lucky kill (drag almost always = death anyway) repairs of 100+AP counter weeks of actions done by a whole horde of zeds. That said, I do understand why you are apprehensive about this :)--[[User:Honestmistake|Honestmistake]] 19:33, 26 September 2008 (BST) PS... I still do not understand why some people consider this is considered an auto attack when the player has to be on line to use it???
::Where the fuck does it say in the suggestion what the max negative AP amount is? That might have been important enough to put in there.  Feeding Drag /= death since that action does no damage to the survivor at all. That's like saying loading a shot gun = death for a zombie. The idea of increasing the cost of a common action (to allow it after 0 AP) just because the player can't be bothered to either wait for the AP to recharge or to plan their attacks better is just like what I bitch at the survivors for. It's changing the mechanics of the game rather than the way you play it. With the exception of high repairs (and I don't even think that should be allowed) there is no reason to allow a player to go into the negative AP. --[[Image:Globetrotters_Icon.png|15px]] '''[[User:DCC/Suggestions|#99]]'''  <sup>''[[User:DCC|DCC]] ''</sup> 07:26, 27 September 2008 (BST)
Top 5 reasons why this idea sucks:
:5 - The issues with Tangling Grasp as explained above.
:4 - Why spend 3 AP to make an attack that does 4 pts of damage when you can spend 1 AP and do oh, 4 pts. of damage?
:3 - Buttafuco
:2 - TG is doubled?! 0 x2 is still 0! Not to mention that even doubled that brings it up to 50% (potentially) to do 4 pts of damage at the cost of 3 AP. WTF?
:1 reason this idea sucks: You used the word "manbags".
Increasing the amount of AP needed for any zombie attack without increasing the damage is retarded! Why would any zombie attack a survivor at all under those circumstances? ''Yay! I spent most of my AP to get through the barricades and now my attacks can cost 3 AP on the survivors inside '''and''' I don't stop the recading!! Sign me up, Buttercup!''
If it made an attack do 8 pts (like it hit an artery) it might be worth more AP, but that is probably a dupe. --[[Image:Globetrotters_Icon.png|15px]] '''[[User:DCC/Suggestions|#99]]'''  <sup>''[[User:DCC|DCC]] ''</sup> 20:31, 26 September 2008 (BST)
:Did you read the suggestion? The point was that you can go continue attacking even after 0 AP, but at a cost of using 3 AP per attack for that option. - [[User:Whitehouse]] 21:08, 26 September 2008 (BST)
:::Yes. I believe I said ''4 - Why spend 3 AP to make an attack that does 4 pts of damage when you can spend 1 AP and do oh, 4 pts. of damage? ''  I would like to know why people think it is a good idea to allow a player that can't manage their AP properly to get '''more''' AP. --[[Image:Globetrotters_Icon.png|15px]] '''[[User:DCC/Suggestions|#99]]'''  <sup>''[[User:DCC|DCC]] ''</sup> 07:26, 27 September 2008 (BST)
::::Well, so you don't miss out on a kill bonus. Say you've got someone down to 6 HP and really want that kill bonus. Would be useful in such a situation. - [[User:Whitehouse]] 14:14, 27 September 2008 (BST)
:::::No, not really. Look at it this way. He needs 2 claw attacks to kill him (6 HP). Now you can go in the negative using 6 AP (at a recharge cost of 3 hours) or wait 1 hour to make the 2 attacks.  You are still dealing with the same RNG, doing the same damage, and still getting hit by the same glitches with TG. Chances are if you got a survivor down to 6 HP (not in a siege) and he isn't active waiting the 1 hour won't hurt anything.  It sure sounds better than going negative and logging back on 3 hours later to find him gone and scent trail too old to use. Not to mention the negative actions are in the 0 AP fog. You won't even know if you hit him! --[[Image:Globetrotters_Icon.png|15px]] '''[[User:DCC/Suggestions|#99]]'''  <sup>''[[User:DCC|DCC]] ''</sup> 15:18, 27 September 2008 (BST)
::::::Can't argue with that. - [[User:Whitehouse]] 01:01, 28 September 2008 (BST)
::To address your 2 points (disguised as 5): This is indeed a pretty poor skill choice for a horde zed, it is expensive and has no certainty of success. However, for a lone zed who has just blown 30+ of his AP on taking down the cades and is pretty certain to be dead before his next login the chance to spend some AP trying to finish off at least 1 survivor instead of saving it to pound cade's could be pretty attractive! Tangling grasp does offer a bonus... without checking i am pretty sure its 10%. Why spend 3 AP to do the same damage? well you are spending Virtual AP and may get to spend 6 to do 8damage or even 9 to do 12... the chances are at best 50% of 50% of 50% (about 1 in 10?) that you would get 3 successive hits but if you are going away for the weekendhave a survivor down to 5HP or just feel lucky it might be worth a risk. Its a choice thing really... no one would be forced to use it, just like no one is forced to take brain rot! Oh and I like the term "manbags" its insulting, descriptive and easily pronounced.--[[User:Honestmistake|Honestmistake]] 21:12, 26 September 2008 (BST)
:::Did you read the links where there are known bugs with TG?  Why should a zombie spend hard earned XP on your skill to have a chance at maybe getting 3 "extra" hits in when they can buy Feeding Groan and get "back up" or Feeding Drag and get seen by passing ferals?  It just sounds like a skill that isn't worth it and would be a waste.--[[Image:Globetrotters_Icon.png|15px]] '''[[User:DCC/Suggestions|#99]]'''  <sup>''[[User:DCC|DCC]] ''</sup> 07:26, 27 September 2008 (BST)
This is useless.  According to the suggestion (as I read it), the zombie must have a grasp on the target and the target must be at 13 HP or less.  So assuming the zombie manages to get a grasp right AT 13, the zombie will do a MAXIMUM of 16 HP damage at a cost of 12 AP, for a net gain of '''THREE XP''' (since the frenzy ends when the survivor dies).  Normally, the zombe can do the SAME thing for a minimum of 4 ap (with bite) or 5 ap (with claws).  So, WHY would a zombie want to do this when they can do with 5 claws/5 AP what would take 12 AP with the bites?--[[User:Pesatyel|Pesatyel]] 05:10, 29 September 2008 (BST)
Why would anyone want to use this? Well how about this... This morning I logged onto my feral zed to find (surprise!) that i had been headshot over the weekend. Standing up followed the most recent groad only to find that the cade's were back up to QS and the only zeds present were lying down on the job. I proceeded to bash down the cades and get inside... I now have 11AP and am faced with 1 slightly wounded survivor. I managed to claw him down to less than 10HP before using my last action to drag him outside in the hope that another zed can finish him b4 he wakes up. With this skill I could have risked trying to finish him off myself. I don't need the XP (i have maxed out and banked 10k) so i would have been doing it for a bit of gory flavour text and to be mean. The thing is no one would be making me do it and i would balance for myself whether i thought it worthwhile... I think there are a lot of pointless skills in the game, "tagging" and radio use spring to mind, I never use them but that doesn't mean it is useless to everyone...--[[User:Honestmistake|Honestmistake]] 11:49, 29 September 2008 (BST)
:Tagging gives survivors XP. The radio is extremely useful to survivor groups that know how to properly use them. In your example above DCC's "wait 1 hour" still works out better. --{{User:Nubis/sig}} 07:47, 30 September 2008 (BST)
:Actually, no, you WOULDN'T be able to do it "for a bit of gory flavor text".  By the time you could activate this skill, based on what you said, you would have had '''TWO AP''' (you said you got him down to "less than 10 HP" and used your last AP to drag him out).  Meaning that you would have been able to bite ONCE (going to -1 AP), dropping the survivor to 5 HP (presuming 9 is less than 10) and knocking you out of the game.  Your also thinking in terms of a maxed player.  The primary motivation for most zombie players is acquiring XP to make the game easier/more fun (survivor players don't need XP the same way zombies do).  So if the net result is ONLY "kill flavor text" there are already a few such suggestions in Peer Review and an overall "kill flavor text" suggestion would be a lot better than this.--[[User:Pesatyel|Pesatyel]] 07:59, 30 September 2008 (BST)
{{SNRV|7}}--{{User:Rosslessness/Sig}} 18:58, 8 October 2008 (BST)
----
==Suggestions up for voting==
===Door and Barricade Buttons Switch Places===
[[Suggestion talk:20081008 Door and Barricade Buttons Switch Places|Suggestion]] is up for voting. Discussion moved to [[Suggestion talk:20081008 Door and Barricade Buttons Switch Places]]. --[[User:Midianian|Midianian]]<small><sup>&#124;[[User talk:Midianian|T]]&#124;[[Talk:Suggestions|T:S]]&#124;[[:Category:Recently Closed Suggestions|C:RCS]]&#124;</sup></small> 09:52, 8 October 2008 (BST)
===Wear and Tear===
[[Suggestion:20081008 Wear and Tear|Suggestion]] is up for voting.
Discussion moved to [[Suggestion talk:20081008 Wear and Tear]].--{{User:Rosslessness/Sig}} 18:41, 8 October 2008 (BST)

Latest revision as of 17:27, 8 July 2024

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Developing Suggestions

This section is for general discussion of suggestions for the game Urban Dead.

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Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
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  • The process is illustrated in this image.
{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change.
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
  • Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.

Cycling Suggestions

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Please add new discussions and suggestions to the top of the list



Ignore based on Radio Broadcast

Timestamp: Khwud (talk) 17:27, 8 July 2024 (UTC)
Type: UI enhancement
Scope: Interface
Description: Allow 'ignore' from radio broadcasts; users are hiding behind their anonymity to allow them to broadcast things that would broadly trigger them to be ignored, if their user ID was visible. Adding their name, or an auto-generated call-sign (it is for a radio, after all) or something so that they could be blocked based on their broadcasts would help user experience. In addition, and broadcasts that get more than a threshold number could get tagged for review, and the user potentially having their (in-game) ham-license revoked.

Discussion (Ignore based on Radio Broadcast)


Shrink the map

Timestamp: --UroguyTMZ 16:28, 14 February 2023 (UTC)
Type: Map change
Scope: Everyone
Description: There are just over 3000 active characters in the game currently likely counting a significant percentage of alts and zergs. Shrinking the map by eliminating the outer first two rings of suburbs would increase the amount of interactions between the remaining characters. This shrink could be increased or decreased depending on future changes to the playerbase.

Discussion (Shrink the map)


Action Points

Timestamp: User:Wolldog1 10:07, 26 July 26, 2022
Type: Action Points Increase Regeneration Rate
Scope: Everyone
Description: Due to the passage of time with mobile games and other real time action games without restriction, I think that we should address the action points system of the game. This game can only realistically be played for 5 minutes a day. So it's not really a seller for new blood. If we want to see this game survive it needs to evolve into something more exciting than 5 minutes. My suggestion is double the regeneration rate to improve activity. I love this game. I want to play it more. And the die hard fans I'm sure feel the same. More will go on in a day, sure. But that's for both sides. We're ready for it. Let's get this game moving again. We need this.

Discussion (Action Points)


Drone

Timestamp: RosslessnessWant a Location Image? 19:10, 23 July 2022 (UTC)
Type: Survivor Item
Scope: Survivors
Description: Portable drone, found in mall tech stores, which are pointless as we all know. Encumbrance is 10%. When activated for 15ap they provide an image of a 10x10 grid centred on the survivor, showing the current outside status of all blocks including zombies, survivors and dead bodies. Like DNA scanners, Drones are multi use.

Discussion (Drone)

Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --  AHLGTG THE END IS NIGH! 02:19, 24 July 2022 (UTC)


Backpack

Timestamp: Wild Crazy (talk) 20:55, 20 September 2021 (UTC)
Type: New item
Scope: Survivors
Description: This will be a new item found in schools with a 2% find rate and sports stores with a 4% find rate. The low numbers are because, like a flak jacket, once you find it you have it forever. It increases you encumbrance by 30%. However, you can't use an item that is in your backpack until you remove it from the backpack. It costs one AP to add an item to your backpack and one AP to remove an item. An item affects your regular encumbrance until added to the backpack. Items such as GPS, radios, cell phones, and flak jacket do not work when in your backpack. Items in your backpack will not be shown in your inventory, but the backpack itself will be shown in your inventory. There will be a drop box next to the word backpack that shows all the items inside. When you click on an item in that drop box, it removes it from your backpack (1 AP).


Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?

A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away.


Q: If it wastes AP, what is the point?

A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies.


Please give your thoughts.

Discussion (Backpack)