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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 ==
| | |} |
| | | ====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 | |
| |suggest_time=~~~~
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| |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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| :'''The following suggestions are currently on the Overflow page:''' ''No suggestions are currently in overflow''.
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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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| ==Suggestions==
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| ===Free Running Edit===
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| {{suggestionNew
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| |suggest_time=[[User:Chuckiferd|Chuckiferd]] 04:00, 31 January 2009 (UTC)
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| |suggest_type=Rule Change
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| |suggest_scope=Survivors with Freerunning
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| |suggest_description=I propose that survivors be *unable* to freerun out of ruined buildings, as currently they can.
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| My reasoning behind this is it would open up a new tactic for long term seiges, pro-survivor zombies could ransack adjacent buildings to help prevent parachuting zombies. Of course pro-zombie survivors could repair the buildings up, so it is not really that biased or unfair. Organized use of this tactic could make a "fort" out of any building or group of buildings. On the other hand, zombies could apply the same tactic to cut the survivors off from any help or support.
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| |discussion=|}}
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| ====Discussion (Free Running Edit)====
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| Erm, you're saying people should be ''trapped'' inside buildings? As much as I'd like to support this given the current zombie-survivor ratio, it's really too much. --[[User:WanYao|WanYao]] 04:23, 31 January 2009 (UTC)
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| :-I am saying that they should be "trapped" inside *ruined* buildings. In any case survivors left after 5 ransackings would be an extreme case, and most likely the barricades would be down. But the real purpose would be to give survivors a tactic against zombies who will sneak in as humans, and give zombies an ability to cut areas off from outside support.[[User:Chuckiferd|Chuckiferd]] 05:26, 31 January 2009 (UTC) (could someone help me fix this, I can't seem to get it)
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| :How could you be trapped? A zombie can't ruin a building if there are survivors inside and if the building is ruined you can't free run into it. If the building is over VSB you can't enter it and if it is at VSB or below you can just leave. I've just woken up so I might have missed something, but it seems like if you could get inside, you could get out as well. You just couldn't use ruins as entry points. --[[User:Midianian|Midianian]]<small><sup>|[[User talk:Midianian|T]]|[[Developing Suggestions|DS]]|[[:Category:Recently Closed Suggestions|C:RCS]]|</sup></small> 10:53, 31 January 2009 (UTC)
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| Well, all the zombies would have to do is get the barricades at VSB and ''then'' send a parachuter in. I don't think parachuters are common enough to justify ever using this as a defence. This would cut off help for survivors and thus drastically shorten sieges, and break free running lanes much more severely than the current ruin does. --[[User:Midianian|Midianian]]<small><sup>|[[User talk:Midianian|T]]|[[Developing Suggestions|DS]]|[[:Category:Recently Closed Suggestions|C:RCS]]|</sup></small> 10:53, 31 January 2009 (UTC)
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| ===Gas Siphoner===
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| {{suggestionNew
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| |suggest_time={{User:Blake Firedancer/sig}} 23:51, 30 January 2009 (UTC)
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| |suggest_type=Skill + Item | |
| |suggest_scope=Survivors | |
| |suggest_description=This does two things to the game. Firstly, it adds Empty Fuel Cans to the game, with the same stats as a regular fuel can, only you can't use it to fuel up generators.
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| Secondly, it adds the skill Gas Siphoner to the Civilian skill list. This does three things:
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| *At ''gas stations'', the survivor can use the external gas pumps to fill up an empty fuel can for an 8AP cost. This must be done outside, in order to access the pumps.
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| *At ''carparks'' or ''streets'', the survivor can siphon gas from abandoned cars. It only costs 5 AP here, but only has a 50% chance of working at carparks, and a 10% chance of working on streets.
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| *You no longer automatically discard fuel cans when used, as you now have a use for the empty can.
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| In-game messages would read:
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| *When filling up a gas can from a pump: ''You operate the gas pump and fill the can.''
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| *When siphoning gas from a parked car (success): ''You siphon gas from an abandoned car, filling the can.''
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| *When siphoning gas from a parked car (failure, carpark): ''You go to siphon gas from a car, but end up empty-handed.''
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| *When siphoning gas from a parked car (failure, street): ''You cannot find a car to siphon gas from.''
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| *When attempting to siphon gas without a fuel can: ''You need an empty fuel can in order to siphon gas.''
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| *When attempting to use a gas pump without a fuel can: ''You need an empty fuel can in order to use the pump.''
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| *When fueling a generator with the skill: ''You fuel the generator, keeping the empty can for later''
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| |discussion=|}} | |
| ====Discussion (Gas Siphoner)====
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| So, for ~10AP you can get a full fuel can regardless of the state of the suburb? Way overpowered. And aren't ''petrol'' stations Borehamwood-only? --[[User:Midianian|Midianian]]<small><sup>|[[User talk:Midianian|T]]|[[Developing Suggestions|DS]]|[[:Category:Recently Closed Suggestions|C:RCS]]|</sup></small> 00:47, 31 January 2009 (UTC)
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| :Technicality. There are plenty of locations where one would possibly find fuel: Auto Repair, Carpark, Junkyard, and Police Station. Possibly Factory, Fire Station, Fort, Power Station and Railway Station.--[[User:Pesatyel|Pesatyel]] 03:34, 31 January 2009 (UTC)
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| :Oh, I didn't know about the gas stations being only Borehamwood. I suppose for Malton and Monroeville that Auto Repairs would work in the place of the gas stations. As for the over-powered aspect, maybe I should up the cost to 20AP, just like the syringes? Oh, and I suppose the pumps might be knocked out of submission via. cutting the power.--{{User:Blake Firedancer/sig}} 04:49, 31 January 2009 (UTC) | |
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| You'll want to have a large failure rate, so it's worth the risk on ruined suburbs, but pointless in smaller ones. {{User:Linkthewindow/Sig}} 00:49, 31 January 2009 (UTC)
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| :Maybe an increased AP cost will make searching more viable. --{{User:Blake Firedancer/sig}} 04:49, 31 January 2009 (UTC)
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| What about the possiblity of, well, injury or getting splashed? If your physically sucking the fuel out of a car's gas tank, there is the possiblity of accidentially swallowing some or getting the gas on your clothes.--[[User:Pesatyel|Pesatyel]]
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| :Good point. I suppose that failed siphoning attempts could coat the player in fuel. How about a 50% chance of failure with spillage? --{{User:Blake Firedancer/sig}} 04:49, 31 January 2009 (UTC)
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| This is just retarded. Search Autos and Factories like the rest of us. --[[User:WanYao|WanYao]] 04:24, 31 January 2009 (UTC)
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| ===Jump from window===
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| {{suggestionNew
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| |suggest_time=[[User:Dr Rosenrosen|Dr Rosenrosen]] 19:20, 29 January 2009 (UTC)
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| |suggest_type=Interface
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| |suggest_scope=Anyone in a building
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| |suggest_description=When a Survivor jumps out of a window it shows upon all the other residents interface. Just like "A Zombie brought down the last of the barricades" shows.
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| "Dr Rosenrosen jumped out of a window." or
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| "Dr Rosenrosen jumped out of a window and plunged to a certain death." or
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| "Dr Rosenrosen couldn't take it anymore and jumped out of a window."
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| |discussion=|}}
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| ====Discussion (Jump from Window)====
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| [[Suggestions/12th-Apr-2006#Sickening_Thump|Dupe]]. --[[User:Midianian|Midianian]]<small><sup>|[[User talk:Midianian|T]]|[[Developing Suggestions|DS]]|[[:Category:Recently Closed Suggestions|C:RCS]]|</sup></small> 19:39, 30 January 2009 (UTC)
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| ===Headphones===
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| {{suggestionNew
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| |suggest_time=[[User:Robshadow27|Robshadow27]] 9:07, 29 January 2009 (UTC)
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| |suggest_type=Item
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| |suggest_scope=Survivors
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| |suggest_description=Spamming altogether has created an element of gameplay that some survivors are not fond of. Others wish for their younger children to be able to play, but choose not to because of constant radio broadcasts of vulgar language by those who wish only to annoy, and by passerby's harassing survivors huddling together in buildings. Therefore, I would like to propose an idea whereby survivors could mute the speech of other players by wearing headphones, which could be found at any mall in the Tech Store. Of course, like any other item, it would be necessary to search for the headphones, which would have a search rate of roughly 10 %.
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| Alternately, instead of a search function, headphones could be worn in place of a hat, in which a survivor would either A)not hear any conversation, or B)hear only muffles, equivalent to a groan being heard. The text could read "You see <insert name here> talking, but only hear muffles behind your headphones." This would eliminate the problem of encumbrance, if that were to become an issue.
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| |discussion=|}}
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| ====Discussion (Headphones)====
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| Radio Spam is a pain in the ass but such an action to filter language for children who may play would deprive them of the many benefits talking has... In any event, any child mature enough to want to play a zombie game has probably heard more bad words in the playground than they will hear in game so I am not really sure that this is worth programming. --[[User:Honestmistake|Honestmistake]] 10:07, 29 January 2009 (UTC)
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| :I see where you're coming from but the more i think about it the less useful it seems. What about offensive graffiti or profile names? --{{User:Rosslessness/Sig}} 10:16, 29 January 2009 (UTC)
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| I actually like this. I think this is the first suggestion of the year that I do like. We have a benefit (removal of messages that may offend) for a downside (ability to hear helpful speech removed). I'd prefer the item to be an findable item rather than a clothing slot, only for the reason that all clothing slots should be flavour only, with no implied use.
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| The problem is where to find them. For their intended purpose they'd have to be found first, meaning the cute kiddies that this is meant to help would still be subject to the 'bad' words until they do find them.
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| The only foolproof way to manage this is to put an age bracket on the signup screen, giving all players 15 and under this as a bonus item automatically (players aged 16 and over would start as normal). The item could then be found by all players at certain locations in the game should they choose to gain the item. A small encumbrance penalty, say 2%, would be fair. Limiting it to mall tech stores is flawed, add in buildings, clubs and junkyards and this might actually work. -- {{User:Iscariot/Signature}} 14:06, 29 January 2009 (UTC)
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| I find it disturbing that you're worried about "vulgar language" in a game that involves:
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| * lots of [[blood]],
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| * zombies killing survivors,
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| * survivors killing zombies,
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| * [[ZKer|zombies killing zombies]],
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| * (and most importantly) [[PKer|survivors killing survivors]] (ie. <big><span style="color: darkred">'''MURDER'''</span></big>).
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| To fix that, I'd suggest another item to complement the headphones: <span style="color: pink">'''Candy-Lensed Safety Goggles'''</span>. For the wearer they'd turn all weapons into {{wikipedia|NERF}}, melee attacks into hugging and kissing, infection into cooties, blood into lemonade, zombies into hares, and survivors into rabbits. Damage would be called "nuggets of joy" (as in: {{udspan|a hare hugged you for 3 nuggets of joy}}) and dying would be called "fainting from happiness". And the interface would be pink. And the game would be called Urban Lagomorphs. --[[User:Midianian|Midianian]]<small><sup>|[[User talk:Midianian|T]]|[[Developing Suggestions|DS]]|[[:Category:Recently Closed Suggestions|C:RCS]]|</sup></small> 15:57, 29 January 2009 (UTC)
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| :I'd play that game. --[[User:A Big F'ing Dog|A Big F'ing Dog]] 16:25, 29 January 2009 (UTC)
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| ::Yeah... maybe 8 year olds shouldn't be playing UD. However, if you do have your children playing, and you're concerned about the content -- follow what all the advice on good parenting says, and ''play with your kids'', don't leave them unsupervised -- and then try to nerf the game for the adult majority because you CBAed to supervise your kids.
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| ::As for spam... sheeesh, who's making you read it? Why doesn't it bother me? Or, how about this: leave the safety of green wanker suburbs 00 which is where all the spam happens, anyway -- and go help where it's needed. Less spam. More impact.
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| ::That out of the way... The mechanic of this does more to discourage survivor organisation and encourage the undirected, individualistic trenchcoater playing style than anything I have seen in ages. --[[User:WanYao|WanYao]] 20:05, 29 January 2009 (UTC)
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| Dupe of [http://wiki.urbandead.com/index.php/PR_Equipment_New#Ear_Plugs Ear Plugs] specifically. Also [http://wiki.urbandead.com/index.php/PR_UI:_Main_Screen#Ignore_Certain_Types_Of_Message Ignore Certain Types of Messages]. As for the age thing, he just, perhaps, needs a disclaimer on the main page.--[[User:Pesatyel|Pesatyel]] 04:11, 30 January 2009 (UTC)
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| I actually don't have a problem at all with the radio broadcasts, and receiving all types of noises and communications. I enjoy the spamming for what it is. I really only felt like submitting this idea to actually get an idea out here, to learn the process, and because there are others in my group who are concerned for their children. I believe that it is really up to the parents to deal with the implications of playing a game such as this, as it does have a good deal of violence. I thank you all for your comments, and I will also think harder on these ideas for the next time. Also, thank you Pesayel for pointing out the dupe. That was my fault for not searching thoroughly enough.--[[User:Robshadow27|Robshadow27]] 06:10, 30 January 2009 (UTC)
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| :It's not problem, that's the point of the page. Finding dupes isn't that easy and there is nothing wrong with representing an idea.--[[User:Pesatyel|Pesatyel]] 07:01, 30 January 2009 (UTC)
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| ===Flare Accuracy Increase===
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| {{suggestionNew
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| |suggest_time={{User:Yungblood/Sig}} 23:22, 28 January 2009 (UTC)
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| |suggest_type= Zombie Hunter Skill
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| |suggest_scope=Flare Gun Accuracy, which means survivors I guess
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| |suggest_description= ''Decorated Malton survivors are now becoming more accurate when firing a flare gun at a target.''
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| Logically, at the distance you have to be at to effectively hit a target with a shotgun, the proximity would have to be pretty close. So, shooting at you target with a flare gun wouldn't be too hard, but the room for error would still be large.
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| My suggestion is simple, increase flare gun accuracy by means of a new zombie hunter skill:
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| ''Flare Experience- Player gets +5% to hit with a flare gun.''
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| I chose 5% because i believe anything over 5% would be too overpowering. This wouldn't make a flare gun a primary weapon for someone to use, but it would make it a little more useful when ammunition is low and you happen to have a surplus of flares.
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| '''P.S. I'm horribly at finding dupe suggestions, so I'm sorry if there already is one like this.'''
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| |discussion=|}} | |
| ====Discussion (Flare Accuracy Increase)==== | |
| Survivors already have really nifty things called Pistols and Shotguns. Flares are supposed to amazingly inaccurate, that's the whole point. However, they deal 15 HP of damage if they hit -- and 30 HP (!!!) if you hit someone with fuel-soaked clothing. Firearms don't need buffing, including Flares. --[[User:WanYao|WanYao]] 00:38, 29 January 2009 (UTC)
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| Flares are a novelty weapon-the point is that they are so amazingly inaccurate (as Wan said,) that they are useless except in a randomly find and then use environment. {{User:Linkthewindow/Sig}} 11:23, 30 January 2009 (UTC)
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| :Actually for rank newbs, their high variance makes them better than firearms. For real. But, yeah, they'e not meant to be accurate, that's the point. --[[User:WanYao|WanYao]] 04:26, 31 January 2009 (UTC)
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| | | ===Shrink the map=== |
| ===Find faces in a crowd=== | | {| |
| {{suggestionNew | | |'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC) |
| |suggest_time={{User:Linkthewindow/Sig}} 05:13, 27 January 2009 (UTC) | | |- |
| |suggest_type=Interface | | |'''Type:''' Map change |
| |suggest_scope=People in crowded buildings
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| |suggest_description=It's logical to assume that it would be easier to recognize people you already know in a crowded building. In short, people who you have added to your contact list will appear on a separate list below "list names"-similar to the message that shows you recognize zombies in a horde. A quick check finds no dupes, but I'll be happy to be proven wrong.
| | |'''Scope:''' Everyone |
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| It would look a bit like this:
| | |'''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. |
| | | |} |
| <div align="left" style="border: 4px solid #445544; margin-bottom: 0.5em; padding: .5em 1em 1em; color: #ffffff; font-face: Trebuchet MS, Verdana; background-color: #556655; font-family: Trebuchet MS, Verdana"><font color="#bbccbb"><p style="text-align: left; background-color: #667766"><font size="3">You are inside St George's Hospital, dark corridors leading through abandoned wards. The floor and walls are marked with splashes of blood. The doors to the street have been secured. There is a crowd of 71 survivors gathered here. <nowiki>[list names]. You recognize </nowiki> '''<span style="color:#009000">Boots the Monkey</span>''', '''<span style="color:#009000">Mightyoak</span>''', '''<span style="color:#009000">Violet Begonia</span>''' and '''<span style="color:#009000">mere bystander</span>''' in the crowd.</font><br><br></p><font size="3"></font></font></div>
| | ====Discussion (Shrink the map)==== |
| |discussion=|}}
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| ====Discussion (Find faces in a crowd)====
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| Tear apart when ready. {{User:Linkthewindow/Sig}} 05:15, 27 January 2009 (UTC)
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| I hate you. Because you thought of this, and I didn't.... IMNSHO this is a fantastic idea! As long as it applies across the board to zombies as well, then I love it! And hate ''you''... ;P --[[User:WanYao|WanYao]] 06:07, 27 January 2009 (UTC)
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| This is great. Save the IP hits :) --{{User:J3D/ciggy}} 06:12, 27 January 2009 (UTC)
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| I was wondering why I couldn't but never put much thought into it. {{User:Dr Cory Bjornson/Sig}} 06:15, 27 January 2009 (UTC)
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| Simplicty itself. Of course, contacts you recognize among the survivors should be seperate from the contacts you recognize among the zombies. The two "recognition lists" should follow the total numbers of humans and zombies, respectively. --[[User:A Big F'ing Dog|A Big F'ing Dog]] 07:05, 27 January 2009 (UTC)
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| How does this affect the order of precedence?--[[User:Pesatyel|Pesatyel]] 07:15, 27 January 2009 (UTC)
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| I could have sworn I'd seen this before. Turns out I had, and it ended up in [[Suggestion:20080410 "survivors gathered" Recognize Contacts|Peer Reviewed]]. {{User:Revenant/Sig}} 10:19, 27 January 2009 (UTC)
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| :Not surprising-I was surprised I didn't find it in my search. Thanks. {{User:Linkthewindow/Sig}} 10:24, 27 January 2009 (UTC)
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| ::No probs! I just [http://wiki.urbandead.com/index.php/Special:Search?ns102=1&search=recognise&searchx=Search searched the Suggestion namespace for "recognise"]. What can I say? I have search kung fu. <tt>;)</tt> {{User:Revenant/Sig}} 10:30, 27 January 2009 (UTC)
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| ===Props=== | | ===Action Points=== |
| {{suggestionNew | | {| |
| |suggest_time=[[User:A Big F'ing Dog|A Big F'ing Dog]] 22:53, 26 January 2009 (UTC) | | |'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022 |
| |suggest_type=Improvement | | |- |
| |suggest_scope=Clothing | | |'''Type:''' Action Points Increase Regeneration Rate |
| |suggest_description=This is a clothing suggestion, but I'm posting it here because it's to suggest a new slot of clothing instead of a single garment. | | |- |
| | | |'''Scope:''' Everyone |
| Clothes are designed to act like costumes, correct? If you're a doctor wear a labcoat, etc. Playing soldier? Wear dogtags. But part of a costume is what you're holding. Since people can't see your inventory, I suggest adding a new clothing slot for a prop.
| | |- |
| | | |'''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. |
| What is a prop? It's something you hold. It could include stuff like:
| | |} |
| | | ====Discussion (Action Points)==== |
| A purse. Guitar. Backpack. Flags. Walking stick. Cane. Flute. Boxing gloves. Flowers. Candy bar. Swiss army multitool. Mirror. Sleeping bag. Manila envelope. Polaroid camera. Etc.
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| Props would be the same as clothing. You wouldn't search for them but instead add them to your profile in select buildings. Just like clothing they'd have no in game effect, and they'd get bloodied and damaged each time you're killed. There would be no props that overlap with actual items (so no fire axe prop).
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| Zombies would be able to select one prop, but just like clothing after that they'd need to get revived to get new props. This seems like an obvious suggestion, so if you can find a dupe please let me know.
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| |discussion=|}}
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| ====Discussion (Props)==== | |
| I'm not opposed to the idea, but there is a significant factor your neglecting. Most players have a weapon in hand. Would it mean you'd be able to see what weapon someone is using?--[[User:Pesatyel|Pesatyel]] 03:20, 27 January 2009 (UTC)
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| :No, weapons wouldn't be props. You wouldn't see anyone's inventory at any point. The idea is more about the thematic trademark possession your character might carry rather than weapons. Stuff like a cane, a cigar, or a purse. --[[User:A Big F'ing Dog|A Big F'ing Dog]] 07:03, 27 January 2009 (UTC)
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| There are just so many possibilities to cover. Too many. Just put it in your character description. --[[User:WanYao|WanYao]] 06:19, 27 January 2009 (UTC)
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| ===Construction Worker=== | | ===Drone=== |
| {{suggestionNew | | {| |
| |suggest_time=[[User:Corinthias|Corinthias]] 22:46, 26 January 2009 (UTC) | | |'''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 class | | |- |
| |suggest_scope=Survivors | | |'''Type:''' Survivor Item |
| |suggest_description=There are many kinds of people that escape a post-apocalyptic zombiefied world, and no one has considered the working class. I suggest a new class of civilian, the construction worker, who starts with: | | |- |
| *the construction skill
| | |'''Scope:''' Survivors |
| *a toolbox.
| | |- |
| | | |'''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. |
| Naturally, this is a hard character to level up, as you don't gain experience with the construction skill. In itself, it balances out to being a skill that novice and beginner classes would have difficulty leveling up with, and experienced players would still have a rough time.
| | |} |
| |discussion=|}}
| | ====Discussion (Drone)==== |
| ====Discussion (Construction Worker)==== | | 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) |
| :The problem is that survivors could create lots of level 1 characters just to repair ruined buildings. All those 80+ AP ruins out there? A survivor could create a throwaway character to patch it up. I think this has been suggested before. --[[User:A Big F'ing Dog|A Big F'ing Dog]] 22:58, 26 January 2009 (UTC)
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| This has been suggested many times before and spammed out for the above reason. --[[User:The Hierophant|Papa Moloch]] 00:15, 27 January 2009 (UTC)
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| :What the above two said-mostly zerging issues, and we don't need ''another'' useless starting class {{User:Linkthewindow/Sig}} 01:25, 27 January 2009 (UTC)
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| First, there is [http://wiki.urbandead.com/index.php/PR_Class_New:_Survivor_%26_Zombie#Science:_Engineer this] already in Peer Review. Then we had [http://wiki.urbandead.com/index.php/Suggestions/1st-Apr-2006#Construction_Worker this] and [http://wiki.urbandead.com/index.php/Suggestions/13th-Apr-2007#Construction_Worker this]. That was just searching for "constructio worker". The game really doesn't need new classes since th are all, roughly, the same by level 6 anyway. Plus, this is just zerge bait.--[[User:Pesatyel|Pesatyel]] 03:40, 27 January 2009 (UTC)
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| ===Radio transmitters in more places=== | | ===Backpack=== |
| {{suggestionNew | | {| |
| |suggest_time=[[User:WanYao|WanYao]] 18:11, 24 January 2009 (UTC)
| | |'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC) |
| |suggest_type=Increased item availability | | |- |
| |suggest_scope=Survivors
| | |'''Type:''' New item |
| |suggest_description=As it stands, radio transmitters can only be found in Malls and Forts. This doesn't seem right to me. Therefore, I suggest that Radio Transmitters be added to the following locations, which seem logical to me:
| | |- |
| *Fire Stations and Police Departments and (probably make FS's the higest %age to give them a bit more functionality, as well as not water down ammo searches in PDs too much)
| | |'''Scope:''' Survivors |
| *Junkyards (very low %age)
| | |- |
| Specifics are up for discussion.
| | |'''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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| It's only logical to me that PDs and FSs would have radio transmitters. At the very least, this change would help make survivor play less mall-centric. People could play far from malls and still have access to this very useful in-game communication tool. More flexibility for the non-mall rats and non-fort-roaches seems good to me.
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| |discussion=|}}
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| ====Discussion (Radio transmitters in more places)====
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| apologies ahead of time if this is a dupe! --[[User:WanYao|WanYao]] 18:13, 24 January 2009 (UTC)
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| My first thought, on reading the title, was "won't this just create more radio spam?" After reading, that is still a concern.--[[User:Pesatyel|Pesatyel]] 19:17, 24 January 2009 (UTC)
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| A real problem in borehamwood, with only 2 locations to find them. Hmm. perhaps. I'll have a think. --{{User:Rosslessness/Sig}} 23:56, 24 January 2009 (UTC)
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| To be honest, I don't care about radio spam. I just ignore it, I don't know why everyone else doesn't. Or, if you catch a spammer, just shoot him. :) Anyway, radios are very useful. Back in the day when I hung around Pole Mall, we coordinated the feral harmanz with radios. Now that I don't hang malls around so much, I still wanna be able to use radios without having to deal with all those damn housewives in sweats! And the farkin' WalMart greeters, I do NOT need you to greet me, leave me alone already!!! :P And, thing is... It's exactly those places that are far from malls that could use radios the most... Again, a very cool added benefit of this would be another small shift away from mall-centric play. And I am pretty strongly in favour of anything balanced that makes mall-centric play weaker. --[[User:WanYao|WanYao]] 03:41, 25 January 2009 (UTC)
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| :Seems like a good idea. I don't think it needs to water down ammo search rates at all though. Just slightly decrease the chance of finding nothing. Since people search A LOT in police stations for ammo search rates should be fairly low. Maybe 2% in PDs? --[[User:A Big F'ing Dog|A Big F'ing Dog]] 16:02, 26 January 2009 (UTC)
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| :Because people need a reason to complain. What search rates were you thinking?--[[User:Pesatyel|Pesatyel]] 03:42, 27 January 2009 (UTC)
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| Sounds fine. I've always wondered why Fire Departments don't have radios anyway. {{User:Linkthewindow/Sig}} 05:20, 27 January 2009 (UTC)
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| Ok... So let's make FS's the primary place to find a transmitter. I'm thinking somewhere from 4-8%, I dunno, these are very tentatives numbers, all of them. They can also be found in PDs, but rather rarely: 2% is plenty , imo. And as part of the pile in junkyards, however Kevan deals with junkyards. What do you's think about this? --[[User:WanYao|WanYao]] 06:11, 27 January 2009 (UTC)
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| :Should I put it up for voting, then? --[[User:WanYao|WanYao]] 00:39, 29 January 2009 (UTC)
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| ===Canned Food===
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| {{suggestionNew
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| |suggest_time=[[User:Red Hawk One|Red Hawk One]] 07:05, 17 January 2009 (UTC)
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| |suggest_type=New recovery item
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| |suggest_scope=Survivors.
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| |suggest_description=Imagine yourself as a survivor who just miraculously survived a zombie attack with a small amount of HP and an infection. You crawl off into a warehouse to die when an untouched can of food left on one of the shelves catches your eye. You quickly wolf it down and, feeling slightly rejuvenated now that you have food in you, think you may be able to make it to the local hospital to seek medical attention. Canned food would be a new method of healing HP, along with [[First Aid Kits]] and [[beer|alcoholic beverages]]. When used, food would have a 50% chance of restoring 5 HP, and a 50% chance of restoring 1 HP (representing spoiled food). Food would have a 2% encumbrance, not cure infection, and only be useable on oneself. It could be found in warehouses (8%), schools (5%), stadiums (3%), cinemas (3%), and possibly in malls (a new grocery store/ food court?). Canned food would help survivors, particularly low-leveled ones, in situations where a hospital is out of reach (low AP, over barricaded, etc.) and health is severely needed.
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| Food would also be an interesting addition in the RP sense as well. Currently zombies are able to eat when active, while survivors seem to be mysteriously immune to the effects of hunger. While it is possible survivors eat while logged off, there are also just as many times where they would eat during activity as well- a survivor celebrating a triumph over a zombie with a snack comes to mind.
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| Any and all comments/ideas/criteque are welcome.
| | Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies? |
| |discussion=|}}
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| ====Discussion (Canned Food)====
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| So. At random in some buildings there are cans of food (like corpses for zombies but more random.)
| | 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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| You have a button saying eat food. and you get a random number of [[HP]] and then its gone?
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| Maybe. But.
| | Q: If it wastes AP, what is the point? |
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| *Certainly not in ruined buildings.
| | 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. |
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| *The has to be a chance it does you damage. Remember how long the food been there.--{{User:Rosslessness/Sig}} 14:27, 17 January 2009 (UTC)
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| :But not kill, as falling from a ruined building? Also, it does need some adjusting, but then again, that's the purpose of this page. {{User:Dr Cory Bjornson/Sig}} 19:47, 17 January 2009 (UTC)
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| ::Can you not die by falling? never knew that. --{{User:Rosslessness/Sig}} 19:49, 17 January 2009 (UTC)
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| :::Isn't this a dupe? --[[User:WanYao|WanYao]] 20:00, 17 January 2009 (UTC)
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| :::::[[Suggestion:20070802_Here_have_a_rat|Peer Reviewed]] no less, complete with food poisoning mechanics in the community's approval. -- {{User:Iscariot/Signature}} 21:25, 17 January 2009 (UTC)
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| ::::::While both of these adress the same idea (eating as a form of survivor-HP restoration), it seems to me that the implementation of that idea is different enough to not warrant a dupe. Besides, is eating a can of food really the same as eating a rat?--[[User:Red Hawk One|Red Hawk One]] 18:46, 18 January 2009 (UTC)
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| ::::Just to clarify, food is found and used exactly in the same way as alcohol. Given the base search rate, finding food in a ruin is rather low, but there is always the chance of finding a can the zombies missed. As for HP, something like a 40% chance healing 5HP, 25% chance for 1HP, 25% 0HP, and 10% chance of causing 2 damage might be a little better; I am just a little wary of too many variables for such a relatively simple function. As Dr. Cory suggested, food could not kill (like when falling from a ruin), but would always leave the survivor with at least 1HP. I am fairly confidant this is not a dupe; the only food suggestions I ever came a cross were all in [[Humorous Suggestions]].--[[User:Red Hawk One|Red Hawk One]] 20:32, 17 January 2009 (UTC)
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| The only reason that beer and wine are in the game are due to genre reasons. It's popular for people to cope (or not depending on your view) with a zombie apocalypse by getting blind drunk. People don't break out their can opener and gorge on sweetcorn when they can't cope with reality any more. -- {{User:Iscariot/Signature}} 21:25, 17 January 2009 (UTC)
| | Please give your thoughts. |
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| First of all, food is already an assumed part of the game. While it happens in scary moviesall the time, Malton citizens don't get caught off guard taking a shit either. The easiest thing would be to just replace the description of beer/wine at some locations with "cans of cat food" (or whatever). But the food poisoning is kinda interesting.--[[User:Pesatyel|Pesatyel]] 06:38, 18 January 2009 (UTC)
| | |} |
| :While making food a carbon copy of alcohol would be easier, it still stands that food and beer are two different things. You're probably (physically) going to feel better after eating than drinking; likewise, you'll feel the effects of rotten food (damage from food poisoning) a lot faster than any adverse health effects of alcohol.--[[User:Red Hawk One|Red Hawk One]] 18:46, 18 January 2009 (UTC)
| | ====Discussion (Backpack)==== |
| ::True, but your STILL ignoring the fact that food is already considered part of the game.--[[User:Pesatyel|Pesatyel]] 03:50, 20 January 2009 (UTC)
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| ::: It is ''assumed'' to be part of the game- nothing (other than player assumptions) either confirms or denies that survivors even eat. As far as that flavor argument goes, if zombies can eat during playtime, why shouldn't survivors?--[[User:Red Hawk One|Red Hawk One]] 05:13, 20 January 2009 (UTC)
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| ::::Because the game is BASED IN REALITY. The only special conditions for Urban Dead are that zombies are real and the ability to resurrect the dead is real. Those are the only fantastical elements. Otherwise everything strives to be realistic (in fact that is one of the two KEY ingredients of suggestions). The reason zombies eat is because it is part of the zombie genre. The time frame for playing is severly limited and the basic game is zombies vs survivors. We don't need the AP spent eating, let alone taking a shit, sleeping, bathing, or other generic "assumed" events.--[[User:Pesatyel|Pesatyel]] 06:26, 21 January 2009 (UTC)
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| ::::: Food would just be an alternative, semi-useful (and flavorful) way to regain a little HP. If you don't want to spend your AP rummaging in a warehouse for and eating a can of food, don't. It would have absolutely no effect on you or how you play. Put simply, food would serve ONLY as a recovery item and nothing else (think of a first aid kit but tastier).--[[User:Red Hawk One|Red Hawk One]] 06:15, 23 January 2009 (UTC)
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| :::::That's why I suggested just renaming beer and wine at some locations to food names. Beer and wine don't go bad?--[[User:Pesatyel|Pesatyel]] 08:11, 23 January 2009 (UTC)
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| ==Suggestions up for voting==
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| [[Category:Suggestions]]
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