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| {{Suggestion Navigation}} | | <noinclude>{{Developing Suggestions Intro}}</noinclude> |
| ==Developing Suggestions==
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| ''This page is for presenting and discussing suggestions which '''have not yet been submitted''' and are still being worked on.''
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| ===Further Discussion===
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| Discussion concerning this page takes place [[Talk:Developing Suggestions|here]].
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| Discussion concerning the suggestions system in general (including policies about it) takes place [[:Category_talk:Suggestions#Suggestion_Discussion|here]].
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| Nothing on this page will be archived.
| | ===Ignore based on Radio Broadcast=== |
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| == Please Read Before Posting == | | |'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC) |
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| *''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.
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| *It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
| | |'''Scope:''' Interface |
| *<font color="red">'''With the advent of new game updates, users are requested to allow some time for the game and community to adjust to these changes ''before'' suggesting alterations.'''</font>
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| | | |'''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. |
| == How To Make a Suggestion ==
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| | | ====Discussion (Ignore based on Radio Broadcast)==== |
| ====Format for Suggestions under development====
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| Please use this template for discussion. Copy all the code in the box below, click [edit] to the right of the header
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| "'''[[Developing 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.
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| <nowiki>
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| ===</nowiki><font color="red">Suggestion</font><nowiki>===
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| {{suggestionNew
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| |suggest_time=~~~~ | |
| |suggest_type=</nowiki><font color="red">Skill, balance change, improvement, etc.</font><nowiki>
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| |suggest_scope=</nowiki><font color="red">Who or what it applies to.</font><nowiki>
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| |suggest_description=</nowiki><font color="red">Full description. Check spelling and be descriptive.</font><nowiki>
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| |discussion=|}}
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| ====Discussion (</nowiki><font color="red">Suggestion Name</font><nowiki>)====
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| ----</nowiki> | |
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| ====Cycling Suggestions====
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| 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.
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| 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 [[Developing Suggestions/Overflow1|Overflow]]-page, where the discussion can continue between interested parties.
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| 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.
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| __TOC__
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| <span style="font-size:1.5em"><font color="red">'''Please add new suggestions to the top of the list.'''</font></span>
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| ----
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| ==Suggestions==
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| ===Survivor Diagnosis skill enhancement===
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| {{suggestionNew
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| |suggest_time=[--[[User:Thoughtfoxx|Thoughtfoxx]] 11:06, 30 October 2008 (UTC)]
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| |suggest_type=Skill.
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| |suggest_scope=Survior Medics.
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| |suggest_description=Please bear with me as this is a first time post and I am also just getting a feel for how this works. Essentially it would be useful [not to mention in character]for survivors with the diagnosis skill to be able to see other survivors who are infected. [Zombies can do this already].
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| |discussion=|}}
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| ====Discussion (Survivor diagnosis skill enhancement)====
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| Almost certainly a dupe, but i quite like the idea. Especially in the context of the FAK search rate nerf.--{{User:J3D/ciggy}} 11:19, 30 October 2008 (UTC)
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| This is often shot down for multiple reasons:
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| *Diagnosis is genrally taken to mean (in the game) the ability to see the extent of trauma, i.e. when you see someone on 56HP, your character actually sees someone with a bite, when you see someone with 12HP your character sees someone with broken bones, multiple lacerations and a concussion. Diagnosis means little to a microscopic entity such as an infection. In the real world you cannot tell if someone has Hepatitis or AIDS just from a cursory visual inspection.
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| *Adding this is seen as creating "Hel Characters", that is characters that can do the same whether living or dead. This is generally discouraged in game unless for a legitimate mechanics over RP reason, such as the recent Flesh Rot update.
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| *Infection is already a weak skill, any attempt to increase the efficiency of survivors to avoid it is seen as unnecessary.
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| Have a read of the Frequently Suggested Ideas and Suggestions Do and Do Nots (both linked at the top of this page) and get yourself a dedicated zombie character, this will broaden your game experience and increase your understanding of why this won't pass. -- {{User:Iscariot/Signature}} 11:24, 30 October 2008 (UTC)
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| :Actually, I think it kind of depends on the description of "being infected" Kevan is using. You mentioned diseases that don't have physical symptoms, but there are just as many diseases that DO have physical symptoms (Small Pox and Plague, for example). Whose to say that Zombie Infection doesn't have similar symptoms? Especially at "dying" level?--[[User:Pesatyel|Pesatyel]] 01:38, 31 October 2008 (UTC)
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| :In every zombie move I've seen, people who have been infected by a bite always show symptoms until they turn. Don't see how it'd be any different here. Although we all know that everyone is infected with the air/water borne disease (we all turn zombie when we jump off a building or are shot), there should be an obvious difference with a bite infection, with the gushing wound and gaunt appearance and all. --{{User:A Helpful Little Gnome/Sig}} 02:57, 31 October 2008 (UTC)
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| Whoever hacked Iscariots account and left that very polite response sums up the situation fairly well :P Personally though i think comparing the zombie virus to a slow acting virus is not totally fair, after all Flu is easily diagnosed because it has visible symptoms. A virus that can kill as fast as the zombie one should be noticeable to a skilled observer but in terms of balance that would require a significant boost to infections power (ie curable only 50% of the time?) --[[User:Honestmistake|Honestmistake]] 16:58, 30 October 2008 (UTC)
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| Talking with an infection does not further damage you. Allowing other survivors to pick out infected people makes communication unnecessary, which does not mesh with the basic ideas of the survivor class. --{{User:Galaxy125/Sig}}18:23, 30 October 2008 (UTC)
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| Wasn't this suggested a few days ago here? Anyway, this is pretty useless as most infected people have a HP-loss anyway. Usually, I just heal the injured people, and if they are infected, then good for them. [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] </sup> 20:37, 30 October 2008 (UTC)
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| It's useless. People who don't have 50 or 60 hp are bound to get healed on demand by a fellow survivor anyway. {{User:DanceDanceRevolution/sig}} 23:28, 30 October 2008 (UTC)
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| | | ===Shrink the map=== |
| ===CCTV Cameras=== | | {| |
| {{suggestionNew | | |'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC) |
| |suggest_time=[[User:Kolechovski|Kolechovski]] 18:28, 28 October 2008 (UTC) | | |- |
| |suggest_type=Improvement
| | |'''Type:''' Map change |
| |suggest_scope=Mansions
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| |suggest_description=In Monroeville, a mansion outside the city has nonfunctional CCTV cameras overlooking the outside of the mansion. Well, this gives me an idea for the mansions in Malton. Why wouldn’t they have cameras looking outside? Maybe they do…Maybe now that survivors are forced to get more resourceful, they may have started using them.
| | |'''Scope:''' Everyone |
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| The way the cameras work is simple. In any powered block inside a mansion, there will be an option “View Surveillance Cameras” (must be in a powered block). You will then get a view similar to binocular use, though it only shows the outside of the mansion. Cameras in a quadrant of the mansion will only function if that quadrant is powered. Unpowered sections will cause “No Signal” to display in the view of those areas. Here is an example of what it would look like.
| | |'''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=|}}
| | ====Discussion (Shrink the map)==== |
| ====Discussion (CCTV Cameras)====
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| If I have to put a comment about more stupid shit at the top of this page, I'm not going to be happy.
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| Boredomwood isn't even 24 hours old and already you want to pull something from it over into Malton? Grow the fuck up. New toys may be shiny, but they might have sharp edges and be made of toxic plastic. -- {{User:Iscariot/Signature}} 21:05, 28 October 2008 (UTC)
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| Pretty much what Iscariot said. Anyway, no X-Ray vision. I'm pretty sure thats on SD/DN. [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] </sup> 21:06, 28 October 2008 (UTC)
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| No. First of all, this is not even going to save you any AP. Between putting and fueling a generator in a mansion (and who does that?) and then actually using AP to repair the CCTV, (which would need to happen) and then actually using it, you could have just stepped outside and back in and entry point. silly. - [[User:Tylerisfat|tylerisfat]] 22:48, 29 October 2008 (UTC)
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| Im pretty sure this is a dupe. Where are the dupe fairies? --{{User:Rosslessness/Sig}} 23:24, 29 October 2008 (UTC)
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| : Yep. [[Suggestions/18th-Apr-2007#CCTV_revision_1|I]] & [[PR_Equipment_New#CCTV|II]] {{User:Dr Cory Bjornson/Sig}} 04:16, 30 October 2008 (UTC)
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| I quite like this idea. Because it's so useless and only for a few useless non TRP buildings in the city it can't do any harm but adds some nice flavour for those mansion bunnies. Although i think it may be dupetastic. --{{User:J3D/ciggy}} 05:30, 30 October 2008 (UTC)
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| | | ===Action Points=== |
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| ===Fire=== | | |'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022 |
| {{suggestionNew | | |- |
| |suggest_time={{User:Lexi/sig}} 00:56, 27 October 2008 (UTC) | | |'''Type:''' Action Points Increase Regeneration Rate |
| |suggest_type=Mechanics Addition
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| |suggest_scope=Everyone.
| | |'''Scope:''' Everyone |
| |suggest_description=The idea came to me while I was in the car. "Hmm, what if you could set things on fire?"
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| | | |'''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. |
| Barricades must have 5 fuel cans poured over them, and then have a flare gun fired at them by a character over level 30. This means that a flare has a maximum chance of 7.5% of hitting the barricades and igniting them, a 52.5% chance of flying harmlessly over the barricade, where it will act like an ordinary flare fired from outside, and a minimum of a 40% chance of hitting the wall and blinding the firer. (Blinded means that for 10 AP; the map is white,the building description is {{udspan|You cannot see.}} and the target list has only 'wildly' as an option. Every action made has a 50% chance of succeeding and a 50% chance of the character falling over and hurting themselves using the same rules as free running into ruins.) Regardless of result, the people in the building will be notified of the flare being fired. If the shot succeeds, the barricades will ignite, setting the building on fire. The inside and outside building descriptions will be changed. The resulting explosion from the fuel will kill the shooter, destroy any remaining fuel cans they have, and the resulting concussion will strip them of all AP, require them to spend an extra 5AP to stand up and set them on fire. If the character is under level 30, the hit rate for the flare will be 1%, as if they did not possess basic firearms training. In this event, the chance for blinding yourself will increase to 46.5%.
| | |} |
| | | ====Discussion (Action Points)==== |
| A lot of effort with many penalties, but a fairly good result.
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| Burning barricades do not have hit rates halved, but will set anyone who spends more than 3AP near them on fire. You can be near a barricade by either interacting with it or by being inside the building. Climbing over a burning barricade does not set you on fire, but does count as one of the 3AP. The burning building will be full of smoke, having the same effect as the building being dark. However, as the barricades are illuminated, the hit-rate on them are not affected. If a character is in the building and has any kind of book in their inventory, they may throw it onto the fire for the cost of 1AP.
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| (Ideally any interaction with the barricade apart from a successful extinguish would set the character on fire, while being in the building for more than 3AP without wearing a gas mask would give the character carbon monoxide poisoning, removing 1HP every AP until they leave the building. However, this would make an already complex suggestion more complicated.)
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| When a character is on fire, they will lose 1HP per AP, as with infection, however, it cannot be cured with conventional healing methods. (Meaning that a character may remain indefinitely on fire, as a sort of badge of honour.) The line "They are on fire" will be added to the character's profile, and zombies/dead bodies will be singled out as in {{udspan|There are n zombies here. m are on fire and x are charred.}} and {{udspan|There are n dead bodies here. m are smouldering gently and x are charred.}} The only way to extinguish a burning character/barricade is to either hit them with a fire axe, or to pour holy water over them. (Holy water being a new weapon findable in churches and cathedrals which has a 100% hit rate and does 0 damage. It will also clean fuel stains of anything. ) If a character is wearing fuel soaked clothing when they are ignited they will get the message {{udspan|Your fuel soaked clothes explode into flames, causing you 5 damage.}} otherwise receiving {{udspan|Your clothes catch fire, causing 1 damage.}} either way, the character will then be notified that they will lose 1HP per AP and the ways to extinguish themselves. Characters hit with flare guns whilst wearing fuel soaked clothing will also be set on fire.
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| A survivor who dies while on fire will rise as still on fire, however a zombie will rise as charred, to prevent an endless loop of irritation. Char has no effect other than in building and profile descriptions, and is lost upon revival.
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| Burning barricades will retain their levels (unless knocked down) until they are extinguished, when they drop to very strongly barricaded, covering the building and extinguisher in soot. Extinguishing can only take place from the inside.
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| '''Summary''' | |
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| '''New statuses''' | |
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| *Burning; lose 1HP per AP until extinguished. This status continues from human to zombie, but a zombie who dies from the status is simply charred.
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| *Blind; cannot see for 10AP and all actions have a 50% chance of injury. Can be cured by FAKs.
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| *Charred: Zombie is marked as 'charred' in building and character descriptions. Status is lost when revived.
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| '''New Weapons'''
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| *Holy Water; 100% hit rate, can clean soot/fuel off clothes and extinguish fires
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| '''New building descriptions''' | |
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| *Sooty: The walls are caked in soot from a fire.
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| *Smokey: The building is full of smoke, making it hard to see anything other than the merrily blazing barricades.
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| '''New Game Mechanics'''
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| *Barricades and people may be set on fire if they are thoroughly soaked in fuel.
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| *Books may be thrown onto burning barricades.
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| '''New Flavour'''
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| *{{udspan|[[Person]] threw fuel over the barricades.}}
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| *{{udspan|[[Person]] fired a flare gun over the top of the barricades.}}
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| *{{udspan|[[Person]] fired a flare gun into the wall, blinding themselves.}}
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| *{{udspan|[[Person]] set fire to the barricades, killing themselves in the process.}}
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| *{{udspan|[[Person]] extinguished [the barricades/[[Person]]].}}
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| *{{udspan|[[Person]] caught fire.}}
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| *{{udspan|[[Person]] threw a book onto the fire.}}
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| *{{udspan|[[Person]] fell over in their blindness, arms flailing wildly.}}
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| *{{udspan|[[Person]] [fired/swung] [item] wildly, managing to miss hitting anything.}}
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| *{{udspan|There are n zombies here. m are on fire and x are charred.}}
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| *{{udspan|There are n dead bodies here. m are smouldering gently and x are charred.}}
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| |discussion=|}}
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| ====Discussion (Fire)====
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| {{SNRV|3}}
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| --{{User:Rosslessness/Sig}} 00:54, 31 October 2008 (UTC)
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| God damn it this is a terrible suggestion. Can someone fix the format that got f'd up?
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| As far as critique: This is terribly overpowered, and makes no sense. Why should the shooter have to be over level 30? Where is the Holy Water found, at what percentage, and what encumberance? Why is it Holy Water? Why do you think its a good idea to screw with peoples AP?
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| This is over the top grieftastic and sucktastic and STFUastic. Read the do's and do nots, and then try an idea that doesn't add items that make no sense and game mechanics that are silly and all sorts of game breakingly grief tactics, and the fact that half of this is made up of dupes of previous suggestions. - [[User:Tylerisfat|tylerisfat]] 02:27, 27 October 2008 (UTC)
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| Reformatted the suggestion to remove all those extra headlines. I think it was screwing up the page. Also, FIRE BAD.--{{User:Nubis/sig}} 02:48, 27 October 2008 (UTC)
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| I wrote a bunch of stuff about how awful this suggestion is, but there was an edit conflict and lost it all, so I'll just say this: Next time try doing your "thinking" on the toilet and concentrate on driving.--[[User:Pesatyel|Pesatyel]] 04:01, 27 October 2008 (UTC)
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| I can only hope your driving is not as bad as this suggestion.--[[User:Honestmistake|Honestmistake]] 08:44, 27 October 2008 (UTC) | |
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| I skimmed this suggestion. Isn't fire on FS? And Holy Water? Spam. -- {{User:Iscariot/Signature}} 09:40, 27 October 2008 (UTC) | |
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| As Iscariot. Fire suggestions are quite common. Another thing-if you are going to use water, just call it water. Holy Water puts religion into the game, which no-one wants. [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] </sup> 10:13, 27 October 2008 (UTC)
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| Ok, so it sucks. I personally thought it was kinda cool. So, since it's clearly not tenable, should I just delete it, or does it stay up here for a while for other people to mock? --{{User:Lexi/sig}} 10:42, 27 October 2008 (UTC)
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| :It's contentious whether something should stay up. I'd say leave it, it'll be cycled after a while automatically and in the meantime serves as an example to newer users as to what not to suggest and why. -- {{User:Iscariot/Signature}} 11:00, 27 October 2008 (UTC)
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| tl;dr.--{{User:J3D/ciggy}} 11:58, 27 October 2008 (UTC)
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| ===Beer/Fuel Stains+Flare Gun=Bonfire!=== | | ===Drone=== |
| {{suggestionNew | | {| |
| |suggest_time=[[User:Kolechovski|Kolechovski]] 23:26, 23 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=New attack | | |- |
| |suggest_scope=fuel/alcohol-soaked clothes | | |'''Type:''' Survivor Item |
| |suggest_description=When you attack a survivor or zombie with beer/wine bottles, their clothes may become alcohol-stained if the PR suggestion to do so is implemented. Currently, fuel can hits may cause fuel stains on clothes. If a survivor or zombie is shot with a flare while their clothes are soaked, they will ignite, receiving 5 damage points immediately due to the flare-up, in addition to the Flare shot. Flare damage can be reduced by Flak Jackets, but the fire that ensues has no reduction. While on fire, every action made by the victim will deal 1 damage point until they put it out (this stacks with infection). While on fire, the victim has an additional option to “Put out the fire” via the stop, drop, and roll method, at a cost of 1 AP. After the fire is extinguished, the burnt clothing falls away. | | |- |
| | | |'''Scope:''' Survivors |
| If a burning victim directly interacts with another soaked person (melee attack), the other person will ignite. Items can’t be used by survivors while on fire, though standard movement and attacks are still optional. Those who drop dead from the fire will remain burning as a dead body, but unignited dead bodies can’t catch fire since you can’t interact with them.
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| | | |'''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=|}}
| | |} |
| ====Discussion (Beer/Fuel Stains+Flare Gun=Bonfire!)==== | | ====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? --{{User:A Helpful Little Gnome/Sig}} 02:19, 24 July 2022 (UTC) |
| {{SNRV|1}}
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| --{{User:Rosslessness/Sig}} 00:53, 31 October 2008 (UTC)
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| Have you ever tried lighting Budweiser? -- {{User:Iscariot/Signature}} 23:36, 23 October 2008 (BST)
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| Eh. I find a problem with people purposely lighting up, and then continuosly healing and meleeing survivors in a buildings. - [[User:Tylerisfat|tylerisfat]] 23:43, 23 October 2008 (BST)
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| no. overpowered and also not realistic. if this were realistic, every time i dropped a smoke on my clothes that i drunkenly spilled beer or vodka on :P i'd have gone a la michael jackson... and, last i checked, i don't look like diana ross. --[[User:WanYao|WanYao]] 04:38, 24 October 2008 (BST)
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| No. Overpowered-grieftastic-dupe. {{User:Dr Cory Bjornson/Sig}} 04:22, 25 October 2008 (BST)
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| ===Expanding the search button=== | | ===Backpack=== |
| {{suggestionNew | | {| |
| |suggest_time=[[User:KarandaDemon|KarandaDemon]] 20:08, 20 October 2008 (BST) | | |'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC) |
| |suggest_type=Slight improvement to existing game function. | | |- |
| |suggest_scope=All players and classes. | | |'''Type:''' New item |
| |suggest_description=I suggest that a new expansion for the 'Search the area' button be added. This will, at the cost of 5AP or more (I haven't decided yet, as I think nothing definite should be established yet) allow the player to 'Search Thoroughly' in a building and will add a 10-20% chance (added to the exisiting percentage chance of finding something while searching) that the player will find an 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). |
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| <b>NOTE:</b> Actual number changes aren't definite, so any suggestions are welcome in discussion.
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| |discussion=|}}
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| ====Discussion (Expanding the search button)====
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| {{SNRV|5}}
| | Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies? |
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| --{{User:Rosslessness/Sig}} 12:37, 27 October 2008 (UTC)
| | 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. |
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| Nice idea, but the numbers will need tweaked a little for sure. I'm not one of the search odds crunchers but it does seem a bit high to me. They can give you a bit more help than I can. I'm more of a mechanics and hit rates guy. -- {{User:Krazy_Monkey/sig}} 20:10, 20 October 2008 (BST)
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| Hmm, well, I haven't given definite numbers, because I ain't no cruncher either. I should outline that in the description as up for discussion. Just to be clear. :) --[[User:KarandaDemon|KarandaDemon]] 20:19, 20 October 2008 (BST)
| | Q: If it wastes AP, what is the point? |
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| Let see. Um. 10% chance of finding something (Random current rate) compared to 30% at 5 times the cost? 0.9 chance of finding nothing 5 times is about 0.59 (O.9 to the power of 5.) So the chance of finding something is 41% as opposed to 1x30% chance of finding something through this proposal. I think. Someone want to check that? --{{User:Rosslessness/Sig}} 20:33, 20 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. |
| :Expected return for 5 AP spent searching for a 10% item, with no other items checked in your preferences is (1 x 0.9^5 x 0.1^0 x 0) + (5 x 0.9^4 x 0.1^1 x 1) + (10 x 0.9^3 x 0.1^2 x 2) + (10 x 0.9^2 x 0.1^3 x 3) + (5 x 0.9^1 x 0.1^4 x 4) + (1 x 0.9^0 x 0.1^5 x 5) = .50 items. Or the same as .1 (items/AP) x 5AP. No special voodoo needed. Expected return for 5 AP spent searching thoroughly for a 30% item is (1 x 0.7^1 x 0.3^0 x 0) + (1 x 0.7^0 x 0.3^1 x 1) = .30 items. Or the same as .3 (items/5AP) x 5AP. Again, no special voodoo needed. Under this suggestion for 10% items, searching thoroughly 10 times versus spending 50 AP searching would yield (on average) two fewer items. And that discrepancy will only grow as the search likelihood increases. The break-even point, incidentally, is where A = (A + B) / C. Under the above numbers (B = .2, C = 5) we can solve for A as .05. That means items found with search rates of less than 5% will be found more often when you search thoroughly. Again, that is just for the given numbers. --{{User:Galaxy125/Sig}}21:02, 20 October 2008 (BST)
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| ::Man. Thats cool! --{{User:Rosslessness/Sig}} 21:03, 20 October 2008 (BST)
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| :::So AP-wise it would be a better idea just to search normally? -- {{User:Krazy_Monkey/sig}} 21:07, 20 October 2008 (BST)
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| ::::Yeah, obviously, apart from hyper rare below 5% find items. Pay attention cheese! There may be a test. --{{User:Rosslessness/Sig}} 21:09, 20 October 2008 (BST)
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| :::::I'm not stupid. =p I did pass Higher maths. I'm just too lazy to read. -- {{User:Krazy_Monkey/sig}} 21:11, 20 October 2008 (BST)
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| :::::See what happens when you eat your Wheaties? Of course, my above numbers assume that you're searching for consumables. FAKs, etc. Things where you're dedicating 5 AP to the search rather than stopping once you find one. --{{User:Galaxy125/Sig}}21:13, 20 October 2008 (BST)
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| ::::::Yep. After all. How many flak jackets do you need? And why do i have more than an average number of legs. I may have andered off the point somewhat. --{{User:Rosslessness/Sig}} 21:15, 20 October 2008 (BST)
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| Quick vote? I think I also forgot to mention that the 'Search thoroughly' idea would exist alongside the existing Search function, if it were ever to come into effect.--[[User:KarandaDemon|KarandaDemon]] 22:53, 20 October 2008 (BST)
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| :Quick vote? Are you reading this? With what Galaxy says is this is a silly suggestion. Basically any further skills or changes in how searching happens need to be thought about a while to make things work. This will not help or work, and is not worth the time it would take to code it. - [[User:Tylerisfat|tylerisfat]] 23:23, 20 October 2008 (BST)
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| ::According to your logic, the 20AP syringe manufacture is a bad idea, yet Kevan put it into the game? I believe this is an alright idea. With the perfect numbers, it could be accepted. {{User:DanceDanceRevolution/sig}} 09:10, 22 October 2008 (BST)
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| :::No, those are two totally different things. Adding a fixed cost to manufacture something against the risk of getting the same item cheaper but with no guarantees is different then creating another search button that searches at a different rate, which is not actually any higher, but costs more. Its worthless, and sucks ap with no gain. - [[User:Tylerisfat|tylerisfat]] 20:46, 22 October 2008 (BST)
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| ::::Sorry, you are right. But even still, people vote on the suggestion, not the amount of time it takes to code. It's Kevan's job to worry about that. {{User:DanceDanceRevolution/sig}} 05:22, 25 October 2008 (BST)
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| :::::The comment about the coding was not about whether i would vote kill or keep, but that it was such a worthless thing that it wouldn't be worth coding it even if it was voted keep. AKA not worth the time, because it creates no difference. - [[User:Tylerisfat|tylerisfat]] 08:13, 26 October 2008 (UTC)
| | Please give your thoughts. |
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| :::Manufacture used to be ''better'' than the search rate. Then the search rate got tons of small boosts and a few notably massive ones.--<small>[[User:Karek#K|Karek]]<sup><font face="Monotype Corsiva">[[User:Karek/ProjDev/OmegaMap|maps?!]]</font></sup></small> 05:25, 25 October 2008 (BST)
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| | ====Discussion (Backpack)==== |
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| ==Suggestions up for voting==
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| ===New Newspaper Article-Length of Pipe===
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| [[Suggestion:20081023 New Newspaper Article-Length of Pipe]] is up for voting. Discussion moved to [[Suggestion talk:20081016 Useless Use for the Crucifix|here.]]--{{User:Rosslessness/Sig}} 12:46, 27 October 2008 (UTC)
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| ===Save Monroeville===
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| [[Suggestion:20081017 Save Monroeville|Suggestion]] is up for voting. Discussion moved to [[Suggestion talk:20081017 Save Monroeville|here.]] [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] </sup> 11:31, 17 October 2008 (BST)
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| ''As above, this was [[User:Super Nweb|Super Nweb's]] suggestion. He forgot to move the discussion across.''
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| ===Zombies stuck in lights===
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| [[Suggestion:20081030 Zombies Stuck in Lights]] is up for voting. Discussion moved to [[Suggestion talk:20081030 Zombies Stuck in Lights|here]]. --{{User:J3D/ciggy}} 05:46, 30 October 2008 (UTC)
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| ===Football===
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| [[Suggestion:20081029 Football]] is up for voting. Discussion moved to [[Suggestion Talk:20081029 Football|here.]] [[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] </sup> 20:50, 30 October 2008 (UTC) ''Note: This was [[User:A Big F'ing Dog|A Big F'ing Dog's]] suggestion. He forgot to move it, so I did it for him.''
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