Developing Suggestions: Difference between revisions

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


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


Nothing on this page will be archived.
===Ignore based on Radio Broadcast===
 
{|
== Please Read Before Posting ==
|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC)
 
|-
*''Be sure to check [[Frequently Suggested#The List|The Frequently Suggested List]] and the [[Suggestions Dos and Do Nots | Suggestions Dos and Do Nots]] before you post your idea.'' There you can read about many idea's that have been suggested already, which users should be aware of before posting what could be a '''dupe''', or a duplicate of an existing suggestion. '''These include [[Suggestions/RejectedNovember2005#SMG.2FMachine_Pistol|Machine Guns]] and [[Suggestions/24th-Apr-2007#Rooftops.2C_Sniper_Rifle.2C_and_Sniper_Ammo|Sniper Rifles]]'''. There users can also get a handle of what an appropriate suggestion looks like.
|'''Type:''' UI enhancement
*Users should be aware that this is a talk page, where other users are free to use their own point of view, and are not required to be neutral. While voting is based off of the merit of the suggestion, opinions are freely allowed here.
|-
*It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
|'''Scope:''' Interface
*<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>
|-
 
|'''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====
 
Please use this template for discussion. Copy all the code in the box below, click [edit] to the right of the header
"'''[[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.
 
<nowiki>
===</nowiki><font color="red">Suggestion</font><nowiki>===
{{suggestionNew
|suggest_time=~~~~
|suggest_type=</nowiki><font color="red">Skill, balance change, improvement, etc.</font><nowiki>
|suggest_scope=</nowiki><font color="red">Who or what it applies to.</font><nowiki>
|suggest_description=</nowiki><font color="red">Full description. Check spelling and be descriptive.</font><nowiki>
|discussion=|}}
====Discussion (</nowiki><font color="red">Suggestion Name</font><nowiki>)====
----</nowiki>
 
====Cycling Suggestions====
Developing suggestions that appear to have been abandoned (i.e. two days or longer without any new edits) will be given a warning for deletion. If there are no new edits it will be deleted seven days following the last edit.
 
This page is prone to breaking when there are too many templates or the page is too long, so sometimes a suggestion still under strong discussion will be moved to the [[Developing Suggestions/Overflow1|Overflow]]-page, where the discussion can continue between interested parties.
:'''The following suggestions are currently on the Overflow page:''' ''No suggestions are currently in overflow''.
 
If you are adding a comment to a suggestion that has the deletion warning template please remove the <nowiki>{{SNRV|X}}</nowiki> at the top of the discussion section. This will show that there is active conversation again.
 
__TOC__
 
<span style="font-size:1.5em"><font color="red">'''Please add new suggestions to the top of the list.'''</font></span>
----
 
==Suggestions==
===Dark Building Anonymity===
{{suggestionNew
|suggest_time=[[User:LaosOman|LaosOman]] 00:03, 9 March 2009 (UTC)
|suggest_type=Building change
|suggest_scope=Survivors in dark buildings
|suggest_description=<i>With the lights out, you can hardly see anything.</i>
 
So how is it that you can still identify other survivors when in a dark building? I propose that instead of <i>Also here are <person X> and <person Y></i>, it will read <i>There are two survivors here.</i> If a person is in your contact list, you will be able to identify them, since you know them well enough to know their voice - <i>There are four survivors here. You recognise two of them as <person Y> and <person Z>.</i>
 
If the persons are not in your contact list, and it's really important for you to know their identity, one could use Feeding Drag as a zombie, or install a generator as a survivor. Any interaction with you that they have in the darkness, (with healing being the most obvious example), will show <i>A survivor healed you for 10 HP</i>, with a link to the profile in <i>A survivor</i>.
 
Diagnosis would no longer work in dark buildings, since names are not portrayed. Healing will be done like DNA Extraction, but if you heal a survivor who is not yet at full health, they will still be next up for healing. Attempting to heal a person with full health or bringing a person to full health will move the stack.
 
If a zombie has Scent Fear, the attack order will be grouped in "dying, wounded, normal", but order within those categories is random. A zombie with Scent Blood has a more advanced attack order, with the least healthy survivors getting attacked first. If a zombie does not have Scent Fear, attack order will be determined like with other zombies.
|discussion=|}}
====Discussion (Dark Building Anonymity)====
 
I appreciate the realism but dark buildings were enough of a pk buff. This is too far.--{{User:J3D/ciggy}} 01:19, 9 March 2009 (UTC)
 
How would interacting with non-contact-listed survivors work? Like zombies? Or would it work at all? --[[User:Midianian|Midianian]]<small><sup>¦[[User talk:Midianian|T]]¦[[Developing Suggestions|DS]]¦[[Suggestions|SP]]¦</sup></small> 09:08, 9 March 2009 (UTC)<br>
<b>Re:</b>Interaction would work the same as with zombies: <i>You heal a survivor for 10 HP.</i> The Diagnosis skill would not work for obvious reasons, but if you heal somebody who had full HP, the next person in the stack will be the next to be targeted. Attacking order is determined as usual for survivors, you just don't see the dropdown box.--[[User:LaosOman|LaosOman]] 14:20, 9 March 2009 (UTC)
 
Zombie identity can be revealed by scanning and this would need some sort of similar process. A torch might work for this purpose:
*"You shine your torch into the dark corners of the building and reveal 'survivor x'"
Preferably this would show the description from their profile page and the link so you can see skills or add them as a contact. It could work really well but I have to ask what it would add to the game other than making it harder to hunt down PKers? --[[User:Honestmistake|Honestmistake]] 13:07, 9 March 2009 (UTC)<br>
<b>Re:</b> Survivors can already be identified by fueling a generator or by using Feeding Drag on them (takes them outside into the light). If they interact with you, for instance with attacks or healing, the <i>a survivor</i> in <i>a survivor healed you for 10 HP</i> will be a link to their profile, like with zombies.<br>
As for your second question: this adds only "realism" to the game. Or rather, more logic. As side effects, PKers may become harder to hunt down, but one can simply add known PKers to a contact list to avoid that.<br>
...I actually think this may shift balance to the zombies more than to pro-survivors or PKers. A zombie with Scent Fear will attack in order of "dying, wounded, normal", while a zombie with Scent Blood will actually attack the survivor with the least HP first (they work with scent, rather than sight, so naturally it still works in a dark building). Basically, this makes dark buildings just a little less attractive to the survivors, who are generally considered as the "overpowered" side.--[[User:LaosOman|LaosOman]] 14:20, 9 March 2009 (UTC)
 
I like this. {{User:Revenant/Sig}} 13:45, 10 March 2009 (UTC)
----
----
 
===Shrink the map===
===Rubble Usage===
{|
{{suggestionNew
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|suggest_time==[[User:Col Noonan|Col Noonan]] 11:38, 6 March 2009 (EST)
|-
|suggest_type=Improvement
|'''Type:''' Map change
|suggest_scope=Humans
|-
|suggest_description= I had the idea for a quick and easily available weapon for humans that I read was used in a four hour long skirmish in Stalingrad. Add a brick to the weapons list. It would have to have a low accuracy rate and damage dealt, so that it isn't too cheap. It would be available in EVERY square, and would deal one more damage than a punch, with a little less accuracy rate. It's just for those that, say, run out of ammo and absolutely need a weapon.
|'''Scope:''' Everyone
|discussion=|}}
|-
====Discussion (Rubble Usage)====
|'''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.
I'm not arguing against your suggestion exactly, but your logic.  When you "run out of ammo" that is what tennis rackets, baseball bats, pipes, knives, axes, hockey sticks, fencing foils, cricket bats, crowbars, golf clubs, and ski poles are for.  As for the suggestion itself you really need to be specific with your game mechanics.  "A little less accurate than a punch" is too vague.--[[User:Pesatyel|Pesatyel]] 04:33, 7 March 2009 (UTC)
|}
:Either way, it's a [[Suggestion:20090227_Bricks:_Blunt_Ranged_Weaponry_for_the_Rest_of_Us#20090227_Bricks:_Blunt_Ranged_Weaponry_for_the_Rest_of_Us|dupe]]. {{User:Blue Command Vic/Sig}} 07:52, 7 March 2009 (UTC)
====Discussion (Shrink the map)====
::And humans, by definition, means zombies too. Man, I'm such a perfectionist, I even make myself proud. {{User:DanceDanceRevolution/sig}} 10:50, 7 March 2009 (UTC)
::Since I created the entry being cited above, you have my endorsement if this makes it to Peer Reviewed. Bear in mind, however, that you'd have to satisfy the critics when I couldn't. -[[User:CaptainVideo|CaptainVideo]] 04:17, 11 March 2009 (UTC)
----
----


===Fence Repair===
===Action Points===
{{suggestionNew
{|
|suggest_time=[[User:Super Nweb|Super Nweb]] 07:11, 6 March 2009 (UTC)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
|suggest_type=Skill
|-
|suggest_scope=Humans
|'''Type:''' Action Points Increase Regeneration Rate
|suggest_description= Ooh about to get flamed again, I just know it. As of now fences are useless (Along with wire cutters). Now I think the idea of all the fences in UD magically repairing themselves is stupid so why not let the humans do it, this is a spin on an old suggestion. New skill under construction "Advanced Construction" basically it allows you to take an area that previously had a fence and if you have a lead pipe in your inventory you can cade it up to VSB+2 for 5ap. This is balanced by the fact that you need lead pipes to do it, and wire cutters would be useful again, but it wouldn't be invincible to zombies, just an easy barricade.
|-
|discussion=|}}
|'''Scope:''' Everyone
====Discussion (Fence Repair)====
|-
#Dupe.
|'''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.
#Game breakingly overpowered since wire cutters can't be found any more. -- {{User:Iscariot/Signature}} 07:15, 6 March 2009 (UTC)
|}
#. This honestly doesn't make sense. -[[User:CaptainVideo|CaptainVideo]] 04:14, 11 March 2009 (UTC) EDIT: I realized that this needs clarification. Even if wirecutters were reenabled, the idea of fences healing themselves is what gets me. 04:18, 11 March 2009 (UTC)
====Discussion (Action Points)====
 
Incomplete: you haven't explained how wire cutters would be useful again; also, as Iscariot says, wirecutters can no longer be found. As-is, this is broken due to buffing what's already one of the biggest survivor AP advantages. {{User:Revenant/Sig}} 09:28, 6 March 2009 (UTC)
----
----


===Crucifixes===
===Drone===
{{suggestionNew
{|
|suggest_time=[[User:Super Nweb|Super Nweb]] 08:05, 3 March 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=Flavour
|-
|suggest_scope=Humans
|'''Type:''' Survivor Item
|suggest_description= Crucifixes *Prepares to be flamed* are a useless part of Urban Dead, so why not make them "Usefullerish" if that is even a word. Make it so you can attack with a crucifix and the text reads 'You hit XXX on the head with a crucifix while shouting religious phrases, they get a bruise on the head and nothing else, dealing 1dmg'. It would have a 25% hit rate and deal one damage (1/4th as powerful as the knife to put it in perspective).
|-
|discussion=|}}
|'''Scope:''' Survivors
====Discussion (Crucifixes)====
|-
Half damage and half to hit? That would be 50% as powerful as a knife....
|'''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.
 
|}
The only thing that crucifixes should grant is an automatic success when it comes to molesting children. However there is no "Molest Minor" action in UD so crucifixes will remain useless. -- {{User:Iscariot/Signature}} 08:15, 3 March 2009 (UTC)
====Discussion (Drone)====
:Looky there, it's Iscariot again making such a completely called for and ''witty'' comment totally ''not'' trying to offend anyone! I believe this the 10,000th one too! Let's give him a Standing O!--{{User:SirArgo/Signature}} 08:46, 3 March 2009 (UTC)
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)
:::Awww. Argo, are you one of these delusional fuckwits who believes that some omnipresent father figure will spank those who are mean to you after you die? If you are, a true prophet will now inform you [http://www.youtube.com/watch?v=u3zgblmCAO0 what you should do]. -- {{User:Iscariot/Signature}} 05:34, 4 March 2009 (UTC)
::::No, I just don't see why fucktards like you have to make their balls feel big by publicly and for no reason insulting things they don't agree with. Then again, I'm trying to reason with '''THE LORD ISCARIOT. PRAISE HIM AND HIS OMNIPOTENT WIKIMARTYR STATE'''. For someone who hates religion, you sure to love to act like God.--{{User:SirArgo/Signature}} 05:49, 5 March 2009 (UTC)
::vation?--{{User:J3D/ciggy}} 08:49, 3 March 2009 (UTC)
::::A 'standing O' is choir boy slang. It has nothing to do with clapping. -- {{User:Iscariot/Signature}} 05:34, 4 March 2009 (UTC)
:::::Wow, did your mom hit you over the head with a rock when you were young, or did your dad beat you?--{{User:SirArgo/Signature}} 05:50, 5 March 2009 (UTC)
:::50% chance to hit / 2 = 25 / 2 (Since it is half the damage) = 12.5    12.5 X 4=50 Iscariot, before you decide to make witty comments make sure you actually do the math correctly. --[[User:Super Nweb|Super Nweb]] 01:54, 4 March 2009 (UTC)
::::Damage and accuracy are two unconnected values, it's not height and depth. But do continue to think they are. -- {{User:Iscariot/Signature}} 05:34, 4 March 2009 (UTC)
:::::Damage * accuracy = average damage per AP, which is generally used as a measure of how powerful a weapon is. --[[User:Midianian|Midianian]]<small><sup>¦[[User talk:Midianian|T]]¦[[Developing Suggestions|DS]]¦[[Suggestions|SP]]¦</sup></small> 08:44, 4 March 2009 (UTC)
:And I thought you could calculate. Halving something twice only leaves a quarter. --[[User:Midianian|Midianian]]<small><sup>¦[[User talk:Midianian|T]]¦[[Developing Suggestions|DS]]¦[[Suggestions|SP]]¦</sup></small> 17:45, 3 March 2009 (UTC)
:This seems as good a place as any: Why is it that everyone in Suggestions hates everyone else in Suggestions? Seriously. All I see are people complaining, deriding and yelling. Has it always been this bad, or is this a recent development? -[[User:CaptainVideo|CaptainVideo]] 05:03, 4 March 2009 (UTC)
::You do realise we've been really nice to each other recently? -- {{User:Iscariot/Signature}} 05:34, 4 March 2009 (UTC)
:::Mister, I think you and I have different definitions of "nice." -[[User:CaptainVideo|CaptainVideo]] 03:21, 5 March 2009 (UTC)
::Iscariot just hates religion because he doesn't believe in a deity and other people do. Naturally, he acts like a condescending jackass when anyone brings up the topic in his stomping grounds. People roll their eyes and call him out on his jackassery. It's the circle of life. Kind of. --{{User:William Told/Sig}} 09:48, 5 March 2009 (UTC)
:Dearest Iscariot,
:I know you like to mock people because they don't accept your word as law, but you seriously need to get some of that sand out of your vagina. Sure, you're not especially witty and your intelligence is vastly exceeded by your own estimation of your intelligence, but you don't have to take your frustration and hostility out on people for not recognizing the greatness you assume to be obvious in yourself. It makes you look like a jackass.
:[[Suggestion:20081016 Useless Use for the Crucifix|With Heavenly love,]]
:--{{User:William Told/Sig}} 09:46, 5 March 2009 (UTC)
'''Iscariot:''' {{CodeInline|1=0.5 * 0.5 = 0.25}} – he was correct. <tt>:P</tt>
'''Super Nweb:''' Get rid of the pointless flavour text, particularly the "shouting religious phrases" – that's what the Speech action is for. No free actions. Otherwise, this is fine. {{User:Revenant/Sig}} 07:44, 4 March 2009 (UTC)
:Yup, Iscariot has forgotten math. It would have to have 100% to hit to be as good as the knife which deals 1 damage per AP, this deals .25 damage per AP(1 damage every 4 AP). Some people really just need to learn when they don't know what the fuck they're talking about and stop there.--<small>[[User:Karek#K|Karek]]<sup><font face="Monotype Corsiva">[[User:Karek/ProjDev/OmegaMap|maps?!]]</font></sup></small> 21:22, 5 March 2009 (UTC)
Also, for future reference I would leave your suggestion here for discussion for at least a week or two before you decide to put it up for a vote. --{{User:Maverick Farrant/sig}} 08:28, 4 March 2009 (UTC)
:A good guideline is "Don't put it to voting until the discussion has died down". It can be less than a week or it can be more. --[[User:Midianian|Midianian]]<small><sup>¦[[User talk:Midianian|T]]¦[[Developing Suggestions|DS]]¦[[Suggestions|SP]]¦</sup></small> 08:44, 4 March 2009 (UTC)
::Ja, I waited for a week after the talk died down on my crucifix suggestion, and it was peer reviewed. <tt>:P</tt>--{{User:William Told/Sig}} 09:46, 5 March 2009 (UTC)
::Aww iscariot just needs a hug >--[[User:Alex1guy|Alex1guy]] 17:46, 6 March 2009 (UTC)
----
----


===Save Monroeville===
===Backpack===
{{suggestionNew
{|
|suggest_time=[[User:Super Nweb|Super Nweb]] 07:51, 3 March 2009 (UTC)
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|suggest_type=Replaying Monroeville
|-
|suggest_scope=Monroeville Players
|'''Type:''' New item
|suggest_description=
|-
 
|'''Scope:''' Survivors
As we currently know Monroeville is essentially dead. It was an epic idea, perma-death and such. But unfortunately that has caused us to essentially kill the game because everyone is deaqd. Therefore I propose this idea for Monroeville!
|-
 
|'''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).
No revives, headshot permadeath will be in effect
 
-Every 4(?) months the game resets and the quarantine is lifted for 2(?) week. After 1(?) months of play, headshot is introduced.
 
-To maintain a continuity of a character's track record throught the quarantines and so that players are able to make IP donations without fear of forever losing their characters, dead characters will be resurrected after every reset.
 
-To prevent an overpopulation of headshotters killing level 1 zombies, everyone will have their characters wiped and will be back to the class selection screen after every round.
 
-Every character will have badges / text in their profile between their character description and skills, which reads total number of zombies headshotted, brains eaten, humans killed, as well as number of times you survived, were a walking corpse or headshot corpse in all the resets.
 
This would make picking your skills MUCH more improtant since it would be hard to acquaire all the skills in those 4 (?) months, therefore you couldn't be a one man army, people would really have to focus on their class, or become a weaker but all aroudn player, the possibilities are endless.
|discussion=|}}
====Discussion (Save Monroeville)====
Not sure why but I got flamed for this suggestion awhile back, people were mad that they wouldn't be able to play their characters fully because of the reset, but guess what... YOU CAN'T PLAY THEM NOW ANYWAY! Enough with the flames, improve, not insult. --[[User:Super Nweb|Super Nweb]] 07:54, 3 March 2009 (UTC)
 
 
#Don't assume. I can play my Monroeville character any time I want.
#You got flamed for good reason. I'll type it slowly and clearly so you understand: NOBODY CARES ABOUT MONROEVILLE. All it does is bring its mistress, lag, to the main game. It should be closed permanently along with its bastard cousin Boredomwood.
#Re-suggesting this weeks later only annoys the shit out of us, don't re-suggest it again. This is now in the same category as sniper rifles. -- {{User:Iscariot/Signature}} 08:21, 3 March 2009 (UTC)
 
 
 
#Don't assume I don't care about Monroeville.
#I get no lag when a new city goes up
#There is never a reason to flame someone, that is just stooping to the same level
#And I quote "Enough with the flames, improve, not insult." nice job reading the article, if you couldn't even folow one simple guideline.--[[User:Super Nweb|Super Nweb]] 01:57, 4 March 2009 (UTC)
 
:I think one of the reasons people get flamed when suggesting 'hardcore'/Monroeville suggestions is because the flamers don't like playing the game when something is at stake... In Monroeville you had to take care of yourself, sleeping in the wrong building could get you messed up forever, no revives, no coming back once your head is blown off. Lets face it, it made the game more of a challenge to survive and made it more intense and exciting. The flamers are doing what they do best... sitting at a computer screen trying to be big where there is no risk of repercussions... Just like in Malton. The biggest risk in Malton is being inconvenienced if your a survivor and get killed. Hardcore zombie obsesses don't even have that risk (by HcZOs I mean people who only play as zombies and dislike all things survivor related). Reading this actually makes me want to re-try my non-revive-perma-death character idea for use in malton. Sorry if this is a bit inconsistent, I've been awake for about 36hours and have 12 to go (guess the goal). --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 09:24, 3 March 2009 (UTC)
::Lots of people cared about the 'lesser' cities precisely because it is the early race to gain skills and kill/be killed that make the game most fun. The headshot = instant perma death was a step too far IMHO but with tweaking (it causes the perma loss of x hits?) I would be all for a reset every few months. As it does not involve the main city it should not worry people like Iscariot who clearly would not want to play... after all they would not play. For those of us who do like the idea then i would hope that it would not be too much work for Kevan to simply restart the cities every 3-6 months!--[[User:Honestmistake|Honestmistake]] 09:57, 3 March 2009 (UTC)
:::Of course, I didn't give a shit about Monroeville.... that's why I ran a horde there.... -- {{User:Iscariot/Signature}} 05:36, 4 March 2009 (UTC)
 
I think it's a valid idea but maybe longer time in-between resets.  Given that you only accomplish so much in 4 months, changing it to 6 months before a reset seems simpler and allows for people to flesh out characters with extra skills in the last few months. --{{User:Maverick Farrant/sig}} 10:31, 3 March 2009 (UTC)
 
Fuck Monroeville. As for the claim that we who don't care about playing the side-line cities have no reason to be bothered if they are restarted, Iscariot already covered it: LAG. Every time a new city starts it lags the shit out of an already delicate server. --[[User:The Hierophant|Papa Moloch]] 10:53, 3 March 2009 (UTC)
:Monroeville is gone. Rather than rebooting, I'd rather it was replaced.--{{User:Rosslessness/Sig}} 16:06, 3 March 2009 (UTC)
::Agreed. Nothing special about Monroeville other than permadeath. --[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 17:51, 3 March 2009 (UTC)
 
Like the people in it, the city lived and died. And like the people in it, it should not be revived. --[[User:Midianian|Midianian]]<small><sup>¦[[User talk:Midianian|T]]¦[[Developing Suggestions|DS]]¦[[Suggestions|SP]]¦</sup></small> 18:03, 3 March 2009 (UTC)
:Indeed, come on Kevan, something new! With [[Wirecutters]]! --{{User:Rosslessness/Sig}} 18:05, 3 March 2009 (UTC)
Well, I'll say one thing about Monroeville, I think there are several suggestions that COULD be incorporated into UD, but would be good to be "tested" first.  Monroeville could be a test city for suggestions.--[[User:Pesatyel|Pesatyel]] 05:29, 5 March 2009 (UTC)
----


===Additional Necronet Info===
{{suggestionNew
|suggest_time=[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 17:14, 2 March 2009 (UTC)
|suggest_type=Improvement
|suggest_scope=Necronet usage
|suggest_description=There are a few extra details I think Necronet should give us, in addition to the map of scanned zombies.


#Number of revives performed in the last 24 hours in the map's area.
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?
#The change in the overall number of scanned zombies in the map's area over the past 24 hours, and the current total of all zombies on the map. As zombies become unscanned as time passes, are revived, or leave the area this number would go down.
#Number of scanned brain rotters currently in the map's area.


All of this information would logically be collected by Necrotech (otherwise why scan?), and it makes sense that scientists could access it. So below the map a scientist might see:
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.


:<b>Over the last twenty four hours:
:22 revivifications performed
:Population of scanned zombies increased by 15 to 129
:31 zombies with brainrot currently detected
</b>


This information doesn't provide any direct military advantage (except maybe knowing when to flee), but it'd give a scientist a decent estimate as to a suburb's current condition, and whether the zombies are winning the battle for the area.
Q: If it wastes AP, what is the point?
|discussion=|}}
====Discussion (Additional Necronet Info)====
Is this a skill? --{{User:Rosslessness/Sig}} 18:36, 2 March 2009 (UTC)


This is a rather interesting idea. It would definetly add more of a use to the scientist class, along with the necronet system. The good thing about it is that it only detects scanned zombies, so unless survivors co-ordinated and did large sweeps of the suburb, the system would not be effective, as per the normal necronet. I'd say it's a good suggestion. --[[User:Happy doodle|Happy doodle]] 18:40, 2 March 2009 (UTC)
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.


Not sure the change in numbers is worthwhile but number of rotters would be useful and logicaly should be available. If implemented I would also suggest showing how many scanners are operating and how many necronet terminals in the scan area.--[[User:Honestmistake|Honestmistake]] 20:22, 2 March 2009 (UTC)


I don't see how Necronet would be able to gather a revive count given the current operation of scaners and syringes. Rotters is a useful stat and obviously possible though. {{User:The_Rooster/Sig}} 20:35, 2 March 2009 (UTC)
Please give your thoughts.
:I would assume that the reviver who scans first could easily be considered to enter a note of his actions as part of the process?--[[User:Honestmistake|Honestmistake]] 23:54, 2 March 2009 (UTC)
:Well scanning gives you the option of immediately reviving.  I can see the revive count ONLY applying in the case of a "scanner activated" revive (as opposed to just using a syringe).  It might skew the numbers some (since there would be more revives then indicated) but most people scan first anyway so as to not waste a syringe on a rotter.  I don't see this suggestion having any significant problems.--[[User:Pesatyel|Pesatyel]] 05:02, 3 March 2009 (UTC)
:I still don't know if I approve of the revive count.  That seems like a stretch, a kind of like a useless bit of info as well.  Other than telling the scientist how quickly the RP lines are moving, it doesn't really give any information.  I love the rest though. --{{User:Maverick Farrant/sig}} 06:52, 3 March 2009 (UTC)
::Some people might not have scanners, and some people might not scan before reviving. As mentioned above, not a particularly great stat. Certainly one of the most boring when considered Malton-wide. It's essentially constant. {{User:The_Rooster/Sig}} 18:28, 3 March 2009 (UTC)
:::Adding to this, a scan shows zombie information at the time of being scanned. It extracts DNA, and links that information to NecroNet. It doesn't put a tracking device in the zombie. If the revive count were to work properly, the syringes themselves would have to be connected to the NecroNet, and if that were the case, one could revive rotters in a 9x9 area around powered NecroTech buildings... Long story short, it's impossible to implement a revive count without serious consistency issues. --[[User:LaosOman|LaosOman]] 14:30, 11 March 2009 (UTC)


Dupe. -- {{User:Iscariot/Signature}} 08:21, 3 March 2009 (UTC)
|}
:Do you have a link so we can compare it to this one? --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 09:31, 3 March 2009 (UTC)
====Discussion (Backpack)====
::Probably not. It's Iscariot, after all. --{{User:Blue Command Vic/Sig}} 08:50, 4 March 2009 (UTC)
:::Tell me why I'd give him the help to alter this so it doesn't class as a dupe, when I can just wait until it goes for voting and get two friends to help me remove it? -- {{User:Iscariot/Signature}} 09:42, 4 March 2009 (UTC)
::::*Because he had the sense to post it here, where we can give detailed feedback, instead of going straight to the main suggestion page?
::::*Because it would save everyone time and effort later?
::::*Or how about so people can see that you are not always an asshat?--[[User:Honestmistake|Honestmistake]] 11:48, 4 March 2009 (UTC)
:::::Well it's been up for voting for 2 days now and none of the dupe brigade have appeared yet... Shouldn't this be moved to the suggestion discussion now? --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 14:42, 6 March 2009 (UTC)
----
----
===Carry===
{{suggestionNew
|suggest_time=[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 13:57, 2 March 2009 (UTC)
|suggest_type=Flavour
|suggest_scope=Profile checkers
|suggest_description=
In addition to the wearing section of the description page there should be a "Carrying" section with two slots, one for hands and one for back. Objects being carried have no effect on game play and are purely for flavour. As with clothes different items are available in different places and some are available in a range of colours. Feel free to suggest additional items to the example lists below:
Hand objects:
*A Wrench
*Some Frankincense
*Some Rosary Beads
*A Broken Torch
*A Shovel
*A Safety Sign
*A Fire Hose
*A Broken Assault Rifle
*A Stethoscope
*A Bucket
*A Car Tyre
*A Plastic sword
*A Generator Parts
*A Traffic Cone
*A Stereo
*A Football
*A Hockey ball
*A dead rat
Survivors can also equip an item from their inventory to display the sort of roll they are currently fulfilling, if the equipped item is dropped/used/etc. then it is removed from the description.
<s>Back Objects:
*A Child's backpack
*A Back pack
*A Rucksack
*A Sleeping bag</s>
In addition to these objects for survivors there are several objects only zombies can pick-up in the presence of dead bodies...
Hand Objects:
*01+ bodies - A Bone
*05+ bodies - A Human liver
*10+ bodies - A Severed arm
*15+ bodies - A Human heart
*20+ bodies - A Human head
Although these objects will have no effect on the game, I and (I'm assuming) other players enjoy reading the colourful descriptions of the mostly silent population of Malton. These objects will help people better define their characters appearance and possibly provide an idea of the players mindset. I am aware their is a description section but there is only so much room in it and this allows us profile readers a little more fun and to use our description to better express our characters personality.
|discussion=|}}
====Discussion (Carry)====
I don't really feel this is necessery, but I don't have any strong objections either. The back space seems to have too little in it. I suppose you could add a bum bag to the back space! Carefull with the wrench - it looks like something that should have an in game effect, such as smashing someones skull in. [[User:The Mad Axeman|The Mad Axeman]] 14:35, 2 March 2009 (UTC)
:I admit it's not necessary, it's purely flavour and has no in game effect. I know the back list is a little empty, feel free to suggest as many things as you can think of that are appropriate. I'll update the list later. If Kevan ever implemented one of these objects as an item I see no reason why it can't be on both choices, there's no harm in showing people what you are carrying. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 15:24, 2 March 2009 (UTC)
''"In addition to the wearing section of the description page there should be a "Carrying" section with two slots, one for hands and one for back. Objects being carried have no effect on game play and are purely for flavour."'' - Take it to Clothing Suggestions. -- {{User:Iscariot/Signature}} 18:00, 2 March 2009 (UTC)
:Its not a clothing suggestion though and should certainly be here, if implemented it could best be improved on that page though. --[[User:Honestmistake|Honestmistake]] 20:26, 2 March 2009 (UTC)
::Necklaces are not clothing, medallions are not clothing, 3D glasses are not clothing, goggles are not clothing, and gas masks are not clothing. And this isn't even one third into [[Clothes]]. This ''is'' essentially a clothing suggestion, even if they aren't exactly clothes. --[[User:Midianian|Midianian]]<small><sup>¦[[User talk:Midianian|T]]¦[[Developing Suggestions|DS]]¦[[Suggestions|SP]]¦</sup></small> 22:01, 2 March 2009 (UTC)
:::those are all worn items though, this deals very specifically with things being visably carried which i personally see as being a distinct enough change to be discussed here.--[[User:Honestmistake|Honestmistake]] 08:06, 3 March 2009 (UTC)
::::Objects with a distinct use and the require a failure possible search = items. Objects with purely flavour reasons that appear in the 'character is wearing' pane = clothing. Which part of this logical progression escapes you? All this does is spam up this page because you can't be arsed to take it to the correct page. -- {{User:Iscariot/Signature}} 08:24, 3 March 2009 (UTC)
:::::Your complaining about spam? 90% of your comments are non-constructive and spam up idea discussions (And just to ensure you don't start on some stupid debate about this being a spam comment) I've removed the backpacks from the idea to account for the "It's there so it must do something" mentality that some people adopt and made a change to items that can be shown... --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 09:49, 3 March 2009 (UTC)
::::::Iscariot "In addition to the wearing section of the description page there should be a "Carrying" section" ...which part of this led you to believe these are worn when it clearly states they will be in a seperate section called "Carrying"? No where does this suggestion say you can place searchable items in these slots, that is my addition to the discussion. Nowhere do I say that these searchable items would no longer require searching... in fact i clearly state that they should be in your inventory (hence you would already have to have searched for them!) Saying you don't like an idea is fine, saying you don't like it and that means it has no right to be here is not.. even if this '''should''' be on clothing suggestions when complete it is here for discussion and development which is very definitely the purpose of this page.--[[User:Honestmistake|Honestmistake]] 10:06, 3 March 2009 (UTC)
I don't like idea for a slot for the back as it can only mislead folk into thinking they can carry more. As for the rest I think the carry object should also allow any item in your inventory to be selected.--[[User:Honestmistake|Honestmistake]] 20:26, 2 March 2009 (UTC)
Midianian is right this really IS a clothing equivalent suggestion.--[[User:Pesatyel|Pesatyel]] 04:58, 3 March 2009 (UTC)
It is essentially a new clothing slot in many respects, however given the very nature of the slots they could be seen to act differently. There would be no point posting these onto the clothing page as the slots do not exist, also, because any sort of bag is going to suggest improved carrying capacity it deserves discussion (and i believe killing) Finally the "item" slot could and probably should be expanded to allow the display of a favoured "useful" item as well as the purely decorative. If it gets accepted then it would deserve space on the clothing page but at the moment it is a developing suggestion to iron it out and gauge support for the extra slot/s --[[User:Honestmistake|Honestmistake]] 08:06, 3 March 2009 (UTC)
'''This is a clothing suggestion.''' New clothing slots have been suggested before, guess where they went? Clothing suggestions. If it has an effect, it's a suggestion. If it does nothing but appear in your profile, it's clothing. I repeat, '''this is a clothing suggestion.''' {{User:Revenant/Sig}} 07:36, 4 March 2009 (UTC)
:If he includes my suggestion to allow inventory items to go in this slot it would have an in game effect. If you place a syringe, toolkit, FAK etc there it shows people what you might focus on. Sure you could just type that into the description but this would do it better.--[[User:Honestmistake|Honestmistake]] 11:52, 4 March 2009 (UTC)
::I'm actually going to try re-work this suggestion into two parts in a few days...  The first being the "adding a carry slot to display an item in your inventory" and the second being a "list of flavour items that can be found in buildings for the carrying slot"... the boys and girls can bitch and moan about the new flavour items option all they want but the first part should be 'unique' enough to satisfy the nit-pickers. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 21:49, 5 March 2009 (UTC)
:::[[Clothes/Suggestions/Other#In-Game_items|Dupe]]. Also, [[Suggestions_Dos_and_Do_Nots#Writing_New_Suggestions|don't connect suggestions]]. --[[User:Midianian|Midianian]]<small><sup>¦[[User talk:Midianian|T]]¦[[Developing Suggestions|DS]]¦[[Suggestions|SP]]¦</sup></small> 22:09, 5 March 2009 (UTC)
There is already a clothing suggestion nearly identical to this one. I voted no. --{{User:William Told/Sig}} 09:53, 5 March 2009 (UTC)
----
===Kick Out Skill===
{{suggestionNew
|suggest_time=[[User:Close to death|Close to death]] 20:00, Monday, 2nd March 2009
|suggest_type=Skill
|suggest_scope=Survivor.
|suggest_description=New skill, Civilian skill, 35% Chance of hit, 2 Damage
This is a skill that will even it out a bit, the zombie skill "Feeding Drag" lets the zombie player drag helpless survivors outside for the kill, right? well this is a skill that will let you kick them out before they can drag you out.
Practicaly it is a skill that lets you kick a zombie that just entered the building, out again,
Condition for skill to work: The doors still have to be open, the baracades have been destroyed.
This is a skill ment as a last ditch efforts to save the building while dealing some damage in the process.
Cost 5AP,
Cannot be used against other survivors.
Alternate is this skill adds "Kick" as an attack with the same parameters as punch, but with the chance of kicking the zombie out of an open door.
What it will say if you miss "You attack the zombie but miss"
What it will say if you hit "You kick the zombie for 2 damage. They drop to x."
What it will say if you hit and zombie gets kicked out "You land a kick on a zombie and it gets forced out the open door for 2 damage. They drop to x."
|discussion=|}}
====Discussion (Kick Out Skill)====
Well how does this sound?
Moved from [[:Category:Current Suggestions]]. {{User:Linkthewindow/Sig}} 10:11, 2 March 2009 (UTC)
Sounds pretty pointless to me.  You might as well finish the zombie off and dump the body.  And you want to be re-barricading if possible, which conflicts with kicking the zombie out. --[[User:Explodey|Explodey]] 13:46, 2 March 2009 (UTC)
:I dunno. It saves a step, and when you're down to your last couple of AP points, that matters. -[[User:CaptainVideo|CaptainVideo]] 05:06, 4 March 2009 (UTC)
Terrible for many different reasons, not the least of which is that zombies have to gravely weaken survivors in order to drag them. Add into that the massive AP cost of getting a zombie into a building as compared to the minimal AP cost for a survivor to do the same and I think we can just say that this suggestion isn't workable. --[[User:The Hierophant|Papa Moloch]] 13:48, 2 March 2009 (UTC)
Dupe. -- {{User:Iscariot/Signature}} 17:58, 2 March 2009 (UTC)
:From where? -[[User:CaptainVideo|CaptainVideo]] 05:06, 4 March 2009 (UTC)
::From the brain of everyone's favorite wiki-bigot. --{{User:Blue Command Vic/Sig}} 21:53, 5 March 2009 (UTC)
As Explodey said, it doesn't really have much relevance or point to the current game system. Also, you should elaborate on what is considered a 'recent' break in. Can you kick a zombie till ten minutes after he has gotten inside the building? Or what? --[[User:Happy doodle|Happy doodle]] 18:47, 2 March 2009 (UTC)
Overpowered.  Feeding Drag has a the requirment of the victim being 12 hp or less.  With this, I could, conceivably, kick out 9 full health zombies, then spend the last APs to barricade (or run).  Maybe if there were significant penalties you would do better.  Maybe there is a chance of you going out with the zombie.  Hell, maybe there is a chance of getting infected (kicking knocks something of the zombie or something).--[[User:Pesatyel|Pesatyel]] 04:53, 3 March 2009 (UTC)
While I don't seem much use other than flavor from it, for balance you could fix it to better balance with Feeding Drag by only being able to use it on a zombie at 12 hp or less and not doing any damage. --{{User:Maverick Farrant/sig}} 06:55, 3 March 2009 (UTC)
:Hell no. There'd be no point to killing zombies at all (other than XP). You just get them down to 12 HP and kick them out. If they try back in, you could kick them out immediately. A zombie at 12 HP is ''already'' much worse off than one that's dead, this would make them almost completely powerless. The zombies would have to start killing eachother if they ever wanted to get anything done. --[[User:Midianian|Midianian]]<small><sup>¦[[User talk:Midianian|T]]¦[[Developing Suggestions|DS]]¦[[Suggestions|SP]]¦</sup></small> 18:14, 3 March 2009 (UTC)
Ok, so the main thing that needs to be changed is that this has to only be affective against zombies with "12 hp or less", i'll just see if there are any more suggestions by you guys and then i'll edit the skill to better match what the players want. --{{User:Close to death|Close to death}} 19:20, 4 March 2009
'''No.''' Read Papa Moloch's comment. This is overpowered no matter what. It takes a lot of effort for zombies to break into buildings, and survivors shouldn't be able to just kick them out. --{{User:William Told/Sig}} 09:56, 5 March 2009 (UTC)
----
===Warn against biting barricades===
{{suggestionNew
|suggest_time=[[User:Explodey|Explodey]] 22:51, 27 February 2009 (UTC)
|suggest_type=help text
|suggest_scope=Mostly zombies
|suggest_description=
'''You''' know and '''I''' know that biting barricades is pointless because it can't damage them, right?
Well newbie zombies might not know that, because they haven't discovered the wiki yet.
You couldn't blame them if they looked at the accuracy and damage for the 2 weapons available to them (hands & teeth) and figured that teeth looked better, because of the higher average damage (against harmanz, this is true, just not against cades.)  Also they won't know that damage per hit is fixed at 1 for barricades.
At the moment you get messages like:
* You bite the barricade, to no effect (zombie teeth)
* You swat the barricade (newspaper)
* You shoot the barricade, to no effect (firearms)
This message should be made clearer, with warnings in red text that you should not attempt the same attack again.  Otherwise they may think they were just unlucky & missed, and try again until they've wasted around 20AP.
It's a bit less likely that a survivor would make that mistake, but the same applies to them also.
|discussion=|}}
====Discussion (Warn against biting barricades)====
There doesn't seem to be very much harm to simply change the text in the game, especially if it is to help and inform newbies. One problem that I can think of for this suggestion is that how many people will read this message? Alot of people will find out before-hand that it's pointless to bit a barricade so changing the text is not necessary . But as long as the text is there to let them know, it can't hurt.--[[User:Kez0|Kez0]] 21:12, 28 February 2009 (UTC)
Looks good. I'd vote Keep.--{{User:Drawde/Sig}} 22:04, 28 February 2009 (UTC)
I think that the "...to no effect" on the message pretty much already tells you that it's a lost cause.  If you're a zombie and you swat at the 'cades with you hands, on a bad hit you still get a vaguely positive message, "it creaks".  So it seems kind of needless to me for a change. --{{User:Maverick Farrant/sig}} 10:56, 1 March 2009 (UTC)
::Not really.  "...to no effect" could apply to THAT particular attack, not ALL attacks (by bite).--[[User:Pesatyel|Pesatyel]] 03:46, 2 March 2009 (UTC)
keep --[[User:Topgun|Topgun]] 15:43, 1 March 2009 (UTC)
So, something like "You bite at the barricades, but you can't do any damage that way"? It's just a little be clearer. I like it. [[User:Faranya|Faranya]] 01:33, 2 March 2009 (UTC)
:That's what "to no effect" means. {{User:Revenant/Sig}} 08:13, 2 March 2009 (UTC)
::Not really.  "...to no effect" could apply to THAT particular attack, not ALL attacks (by bite).--[[User:Pesatyel|Pesatyel]] 03:46, 2 March 2009 (UTC)--[[User:Pesatyel|Pesatyel]] 04:23, 3 March 2009 (UTC)
Ok, so you want to change the message?  To what do you want it changed?--[[User:Pesatyel|Pesatyel]] 03:46, 2 March 2009 (UTC)
i agree with pesatyel: you would only ever attempt to bite the barricades if you didn't actually know it was impossible, to no effect could imply that you simply failed THIS time.
"you bite the barricades, but they are too strong to effect" I don't think this is an epidemic that needs solving immediately, but anything that clarifies the game mechanics to new comers is good for Urban Dead and it's future.  --[[User:Topgun|Topgun]] 14:04, 2 March 2009 (UTC)
So how about:
*Biting the barricade will not harm it.
*Swatting the barricade with a newspaper will not harm it.
*Shooting the barricade will not harm it.
-[[User:Pesatyel|Pesatyel]] 04:38, 3 March 2009 (UTC)
----
===Map of Malton===
{{suggestionNew
|suggest_time={{User:Blake Firedancer/sig}} 09:00, 26 February 2009 (UTC)
|suggest_type=Item.
|suggest_scope=Survivor.
|suggest_description=New item, 2% encumberance. Findable outside at 3% rate, plus in hotels/motels at a 6% base rate.
When you have a map, everytime you notice a flare, or some other event that gives you a distance, you automatically consult the map for the name of the block where the event originated.
e.g. ''A flare was fired 7 blocks to the west and 4 blocks to the north. Your map shows this point to be [name of location]''
If you also have NecroTech Employment and the point of origin is a NT building, it will say ''A flare was fired 1 block to the east and 11 blocks to the north. Your map shows this point to be [name of location], a known NecroTech building''
|discussion=|}}
====Discussion (Map)====
I was about to shout "DUPE" but thankfully I read it first. I like this... I would still like to have one of the previously suggested links to actual suburb maps included instead though. --[[User:Honestmistake|Honestmistake]] 09:12, 26 February 2009 (UTC)
I like it. I still won't respond to flares until they mean something, but I like it. {{User:Extropymine/sig}} 09:15, 26 February 2009 (UTC)
Well there are 2 maps in [http://wiki.urbandead.com/index.php/PR_Equipment_New#Equipment_New Peer Review], but neither works specifically like this.--[[User:Pesatyel|Pesatyel]] 09:20, 26 February 2009 (UTC)
Ver Nice, i like.--{{User:J3D/ciggy}} 11:48, 26 February 2009 (UTC)
Oooooh, nifty. I can't say that I'd ever use it, but it would be a nice flavor. --[[User:Johnny Bass|Johnny Bass]] 19:26, 26 February 2009 (UTC)
Inventive, even if I am unsure of its utility. By the way, I take it this wont work for zombies, as I'm not sure that the undead have the mental facilities to use maps. [[User:The Mad Axeman|The Mad Axeman]] 12:18, 27 February 2009 (UTC)
:Yeah, zombies are generally considered not to be intelligent enough to use items, this map would be no different. --{{User:Blake Firedancer/sig}} 01:03, 28 February 2009 (UTC)
::Generalities about zombies doesn't really cut it with Urban Dead.--[[User:Pesatyel|Pesatyel]] 04:32, 28 February 2009 (UTC)
:::True, however a map does require using a bit of brain power. I just can't picture a zombie using one. --{{User:Blake Firedancer/sig}} 07:04, 28 February 2009 (UTC)
::::That's what Memories of Life is for.  That skill SHOULD be more than just the memories of how a doorknob works or it would be call "Doorknob" instead.--[[User:Pesatyel|Pesatyel]] 10:45, 28 February 2009 (UTC)
:::::There's a big difference between pushing down on a door handle and pulling out a map and cross referencing it with your location and a flare you see in the distance. Having said that I consider it nice flavour but pretty useless; I'm more concerned with why the flare went up as opposed to where. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 18:35, 1 March 2009 (UTC)
::::::Of COURSE there is!  That was my entire point.  A skill called "Memories of Life" implies at lot more than just opening doors.  That's why I said it would be called "Doorknob" if that's all it was meant to be....to open a door.  Your also ignoring a significant factor about Urban Dead that does not conform to "standard" zombie genre....zombies are players too.--[[User:Pesatyel|Pesatyel]] 03:50, 2 March 2009 (UTC)
:::::::I can't disagree, MOL should entail more than opening doors (as a Stand-alone skill), however, there are things in the game that zombies do and that could be placed under MOL but aren't because zombies are players. For example: A 'typical' zombie would not be able to identify building types, or care... to a zombie a building is a building, if the lights are on or there is activity there may be food so it's likely to attack. Zombies attack Malls, PDs, NTs because they know that survivors are likely to gather in these places and they can identify these buildings and recall why survivors are more likely to be in them (or because of learned behaviour if they have been around for a while). The alternative would be to rename buildings to 'a building' until they get MOL which would just plain suck... Don't forget there is a whole tree of abilities zombies can use because they have those initial MOLs. MOL give zombie exactly that, Memories of life, not analytical skills/logical skills/motor-functions that allow the zombie to pull out a map, locate where they are then calculate where the flare was fired from. They may be able to recall that they did it as a survivor but they're not going to be able to do it because it is too complex especially in comparison to a door HANDLE.--[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 12:31, 2 March 2009 (UTC)
::::::::Quite. A cat can open a door, but I've yet to see one do triangulation. [[User:The Mad Axeman|The Mad Axeman]] 14:20, 2 March 2009 (UTC)
::::::::I think there could stand to be a bit of "restructuring".  It makes sense that the "living" skills (NT building recognition and Diagnosis) could NOT be used without MoL.  To me, it also make sense that MoL would be necessary to use blunt objects (not that zombies really do, but they CAN).  But the building recognition (well, beyond NT) is a game necessity.--[[User:Pesatyel|Pesatyel]] 03:38, 3 March 2009 (UTC)
:::::::::A restructuring would probably be the best step but the problem is people are used to the current way, any attemots to change it would probably just result in an old coke vs new coke scenario--[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 09:55, 3 March 2009 (UTC)
----
==Suggestions up for voting==
*[[Suggestion:20090301 Skyscrapers as Navigation Landmarks]] is up for voting. Discussion moved to [[Suggestion talk:20090301 Skyscrapers as Navigation Landmarks|here]]. {{User:Linkthewindow/Sig}} 10:22, 2 March 2009 (UTC)
*[[Suggestion:20090302 Basic Character Visuals]] is up for voting. Discussion moved to [[Suggestion talk:20090302 Basic Character Visuals|here]]. --[[User:Midianian|Midianian]]<small><sup>¦[[User talk:Midianian|T]]¦[[Developing Suggestions|DS]]¦[[Suggestions|SP]]¦</sup></small> 18:24, 5 March 2009 (UTC)
*[[Suggestion:20090310 Direction With Most Group Groans]] is up for voting. Discussion moved to [[Suggestion talk:20090310 Direction With Most Group Groans|here]]. {{User:Revenant/Sig}} 11:53, 11 March 2009 (UTC)
----
[[Category:Suggestions]]

Latest revision as of 17:27, 8 July 2024

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

Cycling Suggestions

  • Suggestions with no new discussion in the past month may be cycled without notice.


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



Ignore based on Radio Broadcast

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

Discussion (Ignore based on Radio Broadcast)


Shrink the map

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

Discussion (Shrink the map)


Action Points

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

Discussion (Action Points)


Drone

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

Discussion (Drone)

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


Backpack

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


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

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


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

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


Please give your thoughts.

Discussion (Backpack)