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>
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===Shrink the map===
==Suggestions==
{|
 
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
===Megaphone===
|-
{{suggestionNew
|'''Type:''' Map change
|suggest_time=[[User:The Master Scout|The Master Scout]] 12:36, 17 May 2009
|-
|suggest_type=Item
|'''Scope:''' Everyone
|suggest_scope=Survivors
|-
|suggest_description=Simple: a megaphone that allow survivors to launch vocal messages in the streets, and that works in a way similar to Graffiti and Feeding Groans. The player wrote the message in a text box, and everybody within a certain range (3,4 or so...)) will display it, maybe through something like "You heard a megaphone shouting "TEXT" from *DIRECTION*".
|'''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.
...to make things better, it's use can be limited in certain building. In any dark builings (no windows) it could be impossibile. While, in Tall Buildings and Towers, survivors may be supposed to use it on the roof, hence, it range can be wider.
|}
Just like Spray Cans, it's use can be limited to certain times before discard. After all, megaphones use batteries.
====Discussion (Shrink the map)====
It can be found, says, in Police Depts, Fire Stations, Hardware Store and the like. I think it can be an interesting variant to Radio Messages and Mobile Phones.
|discussion=|}}
====Discussion (Megaphone)====
Seems a bit dupish...if that's even a word. I don't know, this isn't really necessary, and people will spam with this.--[[User:MisterGame|Thadeous Oakley]] 12:44, 17 May 2009 (BST)
:It is a dupe, from 2005 IIRC. -- {{User:Iscariot/Signature}} 13:08, 17 May 2009 (BST)
::Dupe-o-rific. But I'm lazy-o-rific. --[[User:WanYao|WanYao]] 20:15, 17 May 2009 (BST)
 
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----


===Sculptures In Parks===
===Action Points===
{{suggestionNew
{|
|suggest_time=[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 20:48, 15 May 2009 (BST)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
|suggest_type=Flavour
|-
|suggest_scope=Park squares
|'''Type:''' Action Points Increase Regeneration Rate
|suggest_description=Why should only the indoors be decorated? I suggest allowing people to place sculptures (and maybe other weather-proof decorative items) in parks as they can in buildings.
|-
 
|'''Scope:''' Everyone
Zombies would be able to attack these outdoors sculptures and destroy them one at a time with an accurate hit, but since they're out in the open and easy to attack there would be no xp gain for doing so.
|-
|discussion=|}}
|'''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 (Sculptures In Parks)====
|}
 
====Discussion (Action Points)====
'''Question''' - What's the point, really, if most survivors visit parks for a minute or so, looking for an EP? --{{User:Haliman111/sig}} 20:52, 15 May 2009 (BST)
 
Usually I am all open for more atmosphere in urbandead, but this seems just useless. I mean, when I am moving outside through open blocks its just click-click for me.--[[User:MisterGame|Thadeous Oakley]] 22:47, 15 May 2009 (BST)
:Many parks are used as revive points. This would give the waiting mrh cows, visiting scientists, and scan blocking brainrotters a more interesting view. --[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 22:52, 15 May 2009 (BST)
 
Dupe of in-game. Monuments are sculptures in the open. -- {{User:Iscariot/Signature}} 00:02, 16 May 2009 (BST)
:Can you attack monuments?
::No
:Can you choose where to place them?
::No
:Is this suggestion a dupe?
::No
:Is this suggestion worth implementing?
::Also No.--[[User:Honestmistake|Honestmistake]] 14:47, 16 May 2009 (BST)
 
Nope. As Iscariot and Honest M. I'd like to be able to target statues and monuments for grafitti/vandalism, though, that might be fun. --[[User:WanYao|WanYao]] 20:17, 17 May 2009 (BST)
 
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===Extra first aid kits display as if they where ammunition===
===Drone===
{{suggestionNew
{|
|suggest_time={{User:Turtleboy412/sig}} 02:34, 14 May 2009 (BST)
|'''Timestamp:''' [[User:Rosslessness|<span style="color: MidnightBlue ">R</span><span style="color: Navy">o</span><span style="color: DarkBlue">s</span><span style="color: MediumBlue">s</span><span style="color: RoyalBlue"></span>]][[User_Talk:Rosslessness|<span style="color: RoyalBlue">l</span><span style="color: CornflowerBlue">e</span><span style="color: SkyBlue">s</span><span style="color: LightskyBlue">s</span>]][[User_Talk:Rosslessness/Quiz|<span style="color: LightBlue">n</span><span style="color: PowderBlue">e</span>]][[Monroeville Many|<span style="color: PaleTurquoise">s</span>]][[The Great Suburb Group Massacre|<span style="color: PaleTurquoise">s</span>]]<sup>[[Location Page Building Toolkit|<span style="color: DarkRed">Want a Location Image?]] </span> </sup>  19:10, 23 July 2022 (UTC)
|suggest_type=A bit of a change to equipment.
|-
|suggest_scope=People who carry a fair ammount of first aid kits.
|'''Type:''' Survivor Item
|suggest_description=My suggestion is simple. If you find a first aid kit you see ''"Searching through the hospital, you find some first aid supplies and add them to your first aid kit"'' or somthing along those lines. Instead of seeing First aid kit, First aid kit, First aid kit, First aid kit, First aid kit, First aid kit, First aid kit, First aid kit, First aid kit, First aid kit you would see First aid kit (11). Nothing would change except having multiple first aid kits would be displayed as having plenty of supplies for one kit. It also seems a bit more realistic as people will not be able to carry 30 first aid kits ''and'' be able to jump through the windows of buildings like freaking spider man.
|-
|discussion= |}}
|'''Scope:''' Survivors
====Discussion (Extra first aid kits display as if they where ammunition)====
|-
This is a good idea and I like it. It makes sense. [[User:Sorakairi|Sorakairi]] 02:48, 14 May 2009 (BST)
|'''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.
 
|}
So your just suggesting changing the flavor text for when you find a FAK.--[[User:Pesatyel|Pesatyel]] 04:59, 14 May 2009 (BST)
====Discussion (Drone)====
 
Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --{{User:A Helpful Little Gnome/Sig}} 02:19, 24 July 2022 (UTC)
I like it as long as it doesn't change encumbrance.  Just consolidate the individual items into a number.--[[User:Necrofeelinya|Necrofeelinya]] 06:56, 14 May 2009 (BST)
 
Inventory/UI mod, such as [http://www.adzone.org/UDTool/ UDtool]. --{{User:BobBoberton/sig}} 08:44, 14 May 2009 (BST)
:Oh, and it's a dupe. --{{User:BobBoberton/sig}} 08:54, 14 May 2009 (BST)
 
In game changes to act like current add-ons and mods are dupes. Get Firefox and download them or live with it. -- {{User:Iscariot/Signature}} 08:58, 14 May 2009 (BST)
:No they are not. A dupe is a suggestion that has been suggested before in either the same or a very similar format. An existing add-on is often a good sign that something should be in game but isn't (possibly because of the very existence of that add on) This particular suggestion is still a Dupe though.
:One last thing, a great many people play this game from work and do not have the option of using mods and add-ons. Killing good ideas just because you do not need it in game is not a reasonable option. --[[User:Honestmistake|Honestmistake]] 09:28, 14 May 2009 (BST)
::They are dupes because they've been put through the system before for the same reason as the current suggester wants them. Kevan hasn't implemented them. End of debate. -- {{User:Iscariot/Signature}} 09:30, 14 May 2009 (BST)
 
[[PR_UI:_Main_Screen#Item_Stacking|This is a dupe. A really old dupe. Discussion? Over.]] --{{User:BobBoberton/sig}} 20:10, 14 May 2009 (BST)
:Yep, this is done to death. And solved with inv sorting apps. Your interpretation of the interface is wrong anyway: all clips show individually. Next, please. --20:20, 17 May 2009 (BST)
 
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===Fire Through and Reach Through Barricades===
===Backpack===
{{suggestionNew
{|
|suggest_time=[[User:Sorakairi|Sorakairi]] 02:50, 14 May 2009 (BST)
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|suggest_type=Skills
|-
|suggest_scope=Zombies and Humans
|'''Type:''' New item
|suggest_description= This was posted here earlier, but now I'm redoing it.
|-
 
|'''Scope:''' Survivors
Fire Through 'Cades.
|-
A Military Skill, this skill can only be bought when you have all gun skills. It allows you to point your gun through the 'cades to the outside, and fire. You cannot fire through anything above Lightly Barricaded, because of everything in the way. You cannot specifically target, and your accuracy is decreased from 65% to 45% to deal with the objects in your way. You can shoot through, even if no one is there
|'''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).
 
Reach Through 'Cades
A MoL or Combat skill, either way it could be bought whenever. It allows you to reach through and claw. You cannot reach through anything above Lightly Barricaded. You can't target specific people, just Harman or Zombah. This time, though, your accuracy is decreased by 15%, due to the fact that you could buy it at anytime, and Zombies are usually shown as reaching through Barricades in most movies. You won't attack if no one is there.
 
 
Recap of FTC:
All gun skills before accessible.
Fire though LiB or lower.
No Specific Targeting
Accuracy Decrease of 20%
Fire Through even if no one there.
 


Recap of RTC:
Accessible after MoL or Vigour Mortis.
Allows to reach through and claw.
Reach through LiB or lower.
Targeting Human or Zombie.
Accuracy Decrease of 15%.
Won't attack if no ones there.


|discussion=|}}
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?
====Discussion (Fire and Reach Through Barricades)====
I have rewritten this, as 2 separate skills. Hope you like it. [[User:Sorakairi|Sorakairi]] 02:50, 14 May 2009 (BST)


I can see, maybe, how someone MIGHT use it.
A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away.
*Zombies:  Zombie attacks are dropped to 10/20/35.  Debarricading at the same levels would be 12/17/25, so a zombie would have a SLIGHTLY higher chance to hit then to debarricade.
*Survivors:  Survivor attacks are dropped to 5/30/40.  They can also barricade as normal.
But you still have the x-ray vision problem.--[[User:Pesatyel|Pesatyel]] 05:27, 14 May 2009 (BST)


I feel this suggestion still falls under the categories of "encouraging the wrong things" and "just not smart." --{{User:BobBoberton/sig}} 08:45, 14 May 2009 (BST)


Just so you know, this is just taking up space on this page. No matter what changes you make, the ability to look outside your current building without exposing yourself to attack is X-Ray Vision and will be spammed in less than 24 hours. -- {{User:Iscariot/Signature}} 09:00, 14 May 2009 (BST)
Q: If it wastes AP, what is the point?


Two ways this might work for zombies:
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.
*Restrict it to working only against folk the zombie knows are inside because they have followed their scent trail.
*The attack option is always open even if no one is inside. The only way the zombie gets to know for certain is if it hits something, with the attack chances as they are they could easily give up due to bad luck.
For survivors i think its pretty fair to say they can only shoot at a zed who has recently reached through the barricade, ie their last action was to try this and the cade level has not changed.--[[User:Honestmistake|Honestmistake]] 09:36, 14 May 2009 (BST)
:Or they could get lucky and have a low-chance (but still possible) means of X-Ray vision. Spend a few AP, find buildings with people in them. As for "can only shoot out if a zombie's last action was to reach in," that's just all kinds of crap. It takes 1 AP then to make it impossible for a survivor to shoot back. But then, this suggestion smells overall. --{{User:BobBoberton/sig}} 20:13, 14 May 2009 (BST)
::Survivor steps outside to shoot zombies then spends 1AP to move away making it impossible for the zombie to fight back... how exactly is that any different to allowing a zombie to move away from limited shooting range? --[[User:Honestmistake|Honestmistake]] 14:51, 16 May 2009 (BST)


Bugger off already. --[[User:WanYao|WanYao]] 20:21, 17 May 2009 (BST)
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===Suicide With A Vengeance===
Please give your thoughts.


I was bored, so I put it up for a vote.  It wasn't getting much discussion here anyway.  If people can't even bother to troll it, maybe it's a good idea.  Or not... guess we'll find out.--[[User:Necrofeelinya|Necrofeelinya]] 18:58, 13 May 2009 (BST)
|}
====Discussion (Backpack)====
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===Suicide Improvement===
{{suggestionNew
|suggest_time=--[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 22:47, 8 May 2009 (BST)
|suggest_type=Improvement
|suggest_scope=Jumpers
|suggest_description=Any dedicated zombie knows that combat revives can be a pain but are easily negated by suicide. Whilst it may appear to be an easy choice with a low AP cost suicide should never be taken lightly. The blunt trauma inflicted across the entire body can quite easily exceed the effects of a well aimed cricket bat to the head. With that in mind I present the following:
:1) When a player commits suicide by jumping from a tall building they must spend an extra 5AP to stand up.
:2) Any player inside/outside a building a player jumps from receives the message "''Player'' jumped out a window".
|discussion=|}}
====Discussion (Suicide Improvement)====
Part two is a dupe, as below. As for part one, I don't think brain-rot zed players should be punished for getting combat revived. --{{User:BobBoberton/sig}} 23:00, 8 May 2009 (BST)
:Part two was pretty much inspired by that minus the radius but it's only flavour and entirely optional. The penalty is not intended to punish Zombies, it is intended to add a bit more realism and balance. Yes CR's are annoying but they cost the user and Rot also helps counter, the ability to (literally) jump to zeds and stand up for as little as 2AP and with full health is a bit unfair, my alternative idea would be standing up at 1/2 health (similar to being revived) but I fear there may be more opposition. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 00:03, 9 May 2009 (BST)
I loathe this suggestion (the AP loss part of it anyway), but there is a change to suicide that I would support... letting people use suicide as a targeted attack against anyone in the immediate space outside the building.  Lots o' damage, not a great chance to hit, but it would be oh-so worth it to try.  Also, I don't think I've ever seen a suicide from outside a building, or if so I haven't noticed.  Is it accompanied by a descriptive message?  It should be.  Especially if they land on you.  What a great way to encourage people to jump off of tall buildings.--[[User:Necrofeelinya|Necrofeelinya]] 00:41, 9 May 2009 (BST)
:Oh, and to juice it more, give it a 10% chance that when you jump off a building and successfully land on someone, you don't die right away, instead losing 4/5ths of your Max HP immediately and get a condition called Grievous Injury, which has basically the same effect as infectious bite, but stops costing HP after the first 20... that way you can stay alive (barely) even if it's just by drinking tons of beer, but if you don't do anything to heal pretty quickly you'll croak.--[[User:Necrofeelinya|Necrofeelinya]] 01:08, 9 May 2009 (BST)
You want to give all buildings free headshot? Fuck you!
Let's look at Newbie Zombie A. Newbie Zombie A has only Vigour Mortis, but he wants to play in character so he spends a day attacking a building. With his last AP he enters the building as any good zombie should. Unfortunately NZA doesn't know that this building is a NT because he doesn't metagame in anyway, even to the point of never looking at the wiki. He's the 10 minutes a day casual player this game is supposed to be for, not us hours a day way to serious pseudo tacticians. He can't even tell which buildings are NTs even when he grows up as there's no skill to tell him and he refuses to buy harman skills. Now, back to his break in. So, when he's asleep and swaying, one of you mighty mathematical warriors saunter over to him and sticks a needle in the back of his head, first time, every time, putting him down in a single shot. Now hypocrites that you are you don't seem to think it odd that you can walk up to a sleeping zombie, place a pistol to its head and still miss 35% of the time but anything other than a 100% hit ratio for delicate and precise medical procedures is a game breaking nerf that will cause the extinction of all survivor kind, but I digress.
When NZA wakes up in the morning with his daily AP he has to stand up, this costs him 10AP because he does not have Ankle Grab, this is more than a fifth of his daily AP, a very damaging loss to him. Now his problems aren't over, he wishes to play in character and not buy any harman skills or spend time breathing so he has to die to play in character. Now he can't immediately jump out the window because the maths warriors have dumped his body and caded past VSB. He could wait for a passing zombie to kill him, but he wants to have his turn today and he can only play for 10 minutes a day, so he goes looking to die. So he must find a tall building with cades at VSB or less, he doesn't have free running remember, enter and jump. I'll be exceedingly generous and say this process takes 5AP, something I consider a smaller amount than it would actually take him. Now NZA jumps and he must stand up, this now costs him 15AP due to your dumb 'buildings have headshot' suggestion. Finally though, he can play as the in-genre character he's chosen to.
Since all you number crunchers love the equations, let's do the maths. 10AP to stand from the needle + 5AP to search and enter and jump + 15AP to stand from suicide due to the street having headshot = 30AP to play as the in-genre character type. That's 62.5% of his daily AP to play as a zombie in a zombie apocalypse game! And because he doesn't have the XP yet to buy Brain Rot, there's nothing to stop you doing that to him again tomorrow, or the next day, or every day until he decides that he doesn't want to play a game where someone can spend 14AP to remove 30 of his, and with his remaining 28AP he can at most move 14 squares and then do nothing, or attack where he stands 28 times at 35% and hope he can get lucky, remove the cades and get in some valuable XP earning shots on a harman.
Fuck you on behalf of every casual zombie player who takes the time to log in every day even though cunts like you would piss and cry if your 100% hit ratio was taken away for the same balance your try and claim when you go out of your way to fuck the casual player this game was designed for and the zombie players who make this game what it is. Retards like you make them leave this game, and we take one step closer to Urban PKer being the next update to the game's name. -- {{User:Iscariot/Signature}} 05:22, 9 May 2009 (BST)
:Agreed entirely. Also, [[Suggestion:20071004 Suicide Causes Headshot|Dupe]]. {{User:Revenant/Sig}} 06:27, 9 May 2009 (BST)
::I didn't think that would count as a dupe because it was removed from voting for "revisioning".
::As for Iscariots emo-esque rant...
:::Paragraph 1 (I'm ignoring that first sentance) - Congratulations for NZA getting into a NT which is most probably EHB (from your description either the suburb is full of survivors or be attacked by a strike team who are prioritising NTs). I agree that syringes should not be 100% accurate, so don't start bitching to me cause its not like I see you doing anything about it.
:::Paragraph 2 - So NZA has the normal stand up cost (which is another thing I feel needs changing), gets up and out right decides that he wants nothing to do with the survivor side... Ok, I'll accept that this player has a zombie fetish/<s>hates humanity</s>/odd (if he hated humanity he'd probably turn G/R/PKiller when alive. He then decides he wants to commit suicide (I'm assuming that he has been playing long enough to have broke into a few tall buildings and find out what suicide is and simultaneously not figured out how to spend XP/spent it on the scent tree as opposed to something obviously more beneficial).
::Once again you've outlined the ideal situation for your argument and probably not considered the other end of the spectrum where experienced player use this mechanic to abuse the system. I'm not going to bother arguing about it with you, in fact I thank you for actually putting some effort into your response as opposed to just doing your traditional 'dupe without a link', even though you did result to the 'play as a zombie, you've never played as a zombie, if you had played as a zombie you would feel the way I do' whining that you do so well, but then again without that and your angst it wouldn't have your trade mark internet tough guy mark. I must admit your last paragraph was a little weaker than the rest of it though, the whole "fuck you on behalf of" was done not to long ago and to much greater effect. I'm not sure how you figured it was zombies who make this game what it is, true it would be fairly boring without them, but it would probably be even more boring without survivors (zombies DO have less things to entertain themselves with), the game is about both sides. As for your final thought, If I could make players who only played one side of the game leave I would, granted that would probably include you but telling you to fuck of is a bit pointless and we both know it, if more people played dual nature it would be better in my opinion. I know this may be difficult for you to fathom but one of my characters is a lvl 2 zed with shopping, the rot and excess XP and it's the only player I'm not playing dual nature with, considering how I spend most of my time as a zombie because I don't actively use a cemetery to get revived I probably know just as much as you (if not more) about playing as a zombie without LG&AG as you do. Either way if other people agree this version sucks I'll put the alternate version up for discussion anyway. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 14:45, 9 May 2009 (BST)
A free headshot in every tall building =/= good idea. Why the fuck screw over zombie players like this?? Why not, as Iscariot rightly points out, nerf our 100% to hit, 100% effective anti-zombie attack? Sure, you don't like CRs? Get rot! But... wait... your suggestion screws me for getting rot!!! Great. Fucking. Idea.
And, if being a better writer and having more acute critical thinking skills than you makes Iscariot "emo"... Then I'm off to buy my tortiseshell glasses right now!! --[[User:WanYao|WanYao]] 15:12, 9 May 2009 (BST)
:Don't forget your little sisters makeup and jeans! {{User:DanceDanceRevolution/sig}} 15:25, 9 May 2009 (BST)
:But seriously, listen to Iscariot. Or Wan, who can sum it up in much smaller rant. {{User:DanceDanceRevolution/sig}} 15:27, 9 May 2009 (BST)
::I'm not sure how this screws over rotters? Could you clarify that a bit please. The whole point of this suggestion is to make suicide less appealing, it doesn't stop you doing it but it makes you think that little bit more about before you do it. If your concerned about making every AP count then attack the barricades and wait outside for the hoard to retake you or play as a survivor until your inevitable demise. The emo comment, well that's just a different interpretation, I was referring to the attitude he used (AII) not the content which is pretty solid but biased. I have actually read Iscs comment numerous times, it's not exactly easy reading though. To summarise how I read it, "this screws over newbies who commit suicide every time they're revived".  --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 16:07, 9 May 2009 (BST)
:::Do you actually play a dedicated zombie, KB? One usually buys rot to play a dedicated zombie. If a rotter is CRed in an NT and choses to jump -- which is what dedicated rotters do -- he now pays an extra 5 ap for it. Shafted. Wait, let the other zombies eat me? Did you know that's a big waste of AP which could be better spent on barricades or on eating survivors? This suggestion sucks because it screws over people who play a totally legitimate style. And, your emo comments just paint you as an in-the-closet jocko homo, and are lame. Like this suggestion. --[[User:WanYao|WanYao]] 19:29, 9 May 2009 (BST)
::::As I mentioned earlier my dedicated zombie has the rot and nothing else, my others are dual natured. I wouldn't say this screws over a legitimate way of playing, it just means that every time you commit suicide there's a penalty. And now we come back to the age old argument that there's only 1% of the map where rotters can't be revived, if they hate being revived don't go to those places. As it stands enough people don't appear to want it so feel free to let it die unless the mood switches. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 21:15, 9 May 2009 (BST)
:::::Wow. I'm glad this is going to be left to die, because no matter how many times we say it, and how many different ways we word it, you're totally missing the point. Even though you just ''agreed'' with me, you still don't ''get'' it... And, playing a level 2 feral does NOT count as playing a dedicated zombie, sorry. And FTR no one is whining about rotters getting CRed in NTs, as you seem to be implying. Dedicated rotters accept that they may be CRed in NTs. But then after you misapprehend (and misrepresent) that rotters are whining, you tell them to stay away from the most strategically important buildings in the game??? If that weren't so contemptable, it'd be laughable. If you comprehended zombie play better, none of this would even be an argument. And, finally, "the mood won't change": this is a bad idea and it will ''remain'' a bad idea. Period. Now go back to calling people "emo" and pretending you're butch...  --[[User:WanYao|WanYao]] 21:56, 9 May 2009 (BST)
:::::"... there's only 1% of the map where rotters can't be revived, if they hate being revived don't go to those places." You sure don't sound any kind of experienced to me. Please try again. --{{User:BobBoberton/sig}} 22:03, 9 May 2009 (BST)
:::::::I accepted that as a typo and let it go. Even that latitude, however, doesn't change the fact that basically everything KB has argued in favour of this bad idea is totally fallacious. It's shit like this which is why some of us become "trollish" on Talk:Suggestions... the constant stream of newbie suggestions from people who can't be arsed to read the Freq Suggested page, interspersed with people who think they know shit and arrogantly ignore and dismiss what everyone else says as "just some passing emo mood swing"... And when it rains, it ''pours''... --[[User:WanYao|WanYao]] 01:35, 10 May 2009 (BST)
Iscariot expressed everything I was thinking while reading this suggestion. Think about the effects this will have on both sides of the game before suggesting something. --{{User:Pestolence/Sig}} 16:02, 9 May 2009 (BST)
Combat Reviving isn't used for the AP drain on the zombie - just getting the zombie out as fast and reliably as possible. The extra 5AP to stand up from a fall just seems randomly punishing. --{{User:A Helpful Little Gnome/Sig}} 16:29, 9 May 2009 (BST)
I might have supported this if it weren't for the fact that we need those die-hard zombies to have a 30-40% zombie population. This should technically encourage dual nature, but then you need to encourage survivors to play dual nature too, not just the zombies. - [[User:Whitehouse]] 17:08, 9 May 2009 (BST)
first of all, it's my first time posting... so be gentle with me please... *makes 'oowww' noise*
I guess this suggestion does make a nice way of viewing the game... but as people know, being a SURVIVOR means you want to... well... surprise... SURVIVE. even if you were a undead, now you feel alive, or you wouldn't have the "adrenaline rush"... so... the chance on hitting someone outside wouldn't count as much as the chance to TAKE THE GUTS to jump from a REALLY DARN TALL BUILDING. let's face it, it's not like it's going to happen so often... tall buildings aren't that rare, are they? they are? oh christ... anyways... i don't know by you guys, but the chance of hitting someone while falling must be quite impossible, (as MythBusters told me so, lol).
then you should redo it a little bit... like a little chance to take the guts to jump off the building and a even smaller chance to hit somebody... unless you're a total psyco who simply wants to kamikaze (erm... sorry... haven't seen your nickname untill now...).
rotten brains really aren't that easy to get the shock from the falling... i mean... no neural system and all... so same amount of AP to stand up, i guess... no headshot for those.
if the building is so tall it can kill somebody when u fall, it should kill you, even tho you use somebody as a "soft bed"... if you can survive from the falling, the person you fall over really should survive also... physics, sorry, bro.
4/5 of the HP seems too much for me... i mean... YOU @!@#!# FELT FROM A BUILDING!!! COM'ON!!!! that means if i'm a regular full-lifed person (like, let's say, an macdonald's eater...) i would get to 10HP... looks simple to me... let's grab a FAK and jump! if i got bodybuilding... well, u do the math, i'm simply not in the mood... feels like i would get it a little down a bit... with the same wounds effect... but... only SURGERY would fix me! com'on! IM BLEEDING! and i can't perform surgery while i'm BLEEDING AND DYING AND COFFING AND SO! zombies could easily access me while i'm on the floor also... and because i'm bleeding and my skin is like... ruined (plastical surgery?) i would be easier to be taken HP from (feeding).
if i think in any more suggestions for your suggestion... well... i'll post it here. even tho the details are like... well... the general idea sounds fair. --[[User:HentaiX|HentaiX]] 06:11, 10 May 2009 (BST)
:now THAT was emo  --[[User:WanYao|WanYao]] 06:20, 10 May 2009 (BST)
::Yeah, I don't know, but there's been a surge of people around here with the SELECTIVE CAPS so that they can EMPHASIZE certain things and make themselves look silly. Now we've got tons of ellipses and more AOLspeak, too! --{{User:BobBoberton/sig}} 06:45, 10 May 2009 (BST)
:::I don't know what "AOLspeak" means. --[[User:WanYao|WanYao]] 10:23, 10 May 2009 (BST)
I think the widespread acknowledgement of this idea being more retarded than a sysop justifies what I wrote and makes KB look like a brat. The only thing I will comment on is ''"probably not considered the other end of the spectrum where experienced player use this mechanic to abuse the system"'' - What? As opposed to survivor players who get PKed, stand up for one AP and stand up for another one AP after being revived? Odd how zombies standing after returning to their play style for 2AP is 'abusing the system' but a survivor doing it is all fine and dandy.... I think we have a positive trenchie diagnosis. -- {{User:Iscariot/Signature}} 07:18, 10 May 2009 (BST)
:Well, let's look at Newbie Survivor A. Newbie Survivor A has only Free Running, but he wants to play in character so he spends the day scouting the area, and uses his last AP to get to a safehouse as any good survivor should. Unfortunately NSA doesn't know that this building is an NT because he doesn't metagame in any way, to the point of never looking at the wiki. Blah di blah di blah, zombies come in and kill him.
:When NSA wakes up in the morning with his daily AP he has to stand up, this costs him 10AP because he doesn't have Ankle Grab, this is more than a fifth of his daily AP, a very damaging loss to him. Now his problems aren't over, he wishes to play in character and not buy any zombie skills or spend time smelling funny so he has to become revived to play in character. Now he can't revive himself, so he needs to find a revive point. Since he doesn't metagame, the only way to tell where the RP's are is by graffiti - first he has to find graffiti, then he has to get to the actual RP. I'll be exceedingly generous and say this process takes 10AP, something I consider a smaller amount than it would actually take him. Now NSA has to wait for a revive, which is even more AP gone to waste. A survivor then has to spend 10AP on reviving him, and NSA is forced to spend another 10AP getting up. Finally though, he can play as the in-genre character he chose to.
:Since all you number crunchers love the equations, let's do the maths. 10AP to stand from death + 10AP to search an RP + 10AP to stand from the needle = 30AP to play as the in-genre character type. That's 62.5% of his daily AP to play as a survivor in a zombie apocalypse game! And because he doesn't want to buy the zombie skill Ankle Grab, there's nothing to stop you doing that to him again tomorrow, or the next day, or every day until he decides that he doesn't want to play a game where someone can spend 16AP to remove 30 of his (upon getting revived, he'll have 25HP), and with his remaining 28AP he can at most move 14 squares and then do nothing, or attack where he stands 28 times at 10% and hope he can get lucky, do some 1-damage punches and gain at least a little XP.
:I say, zombies killing people will only discourage newbies from playing the game at all! Let's make a policy where zombies don't get to make survivors dead anymore. I hope you realise now how silly it is to complain about combat revives? --[[User:LaosOman|LaosOman]] 08:31, 12 May 2009 (BST)
::Combat revives are still silly. And, I think it should more expensive for survivors to get revived - it's as you said, a zombie ''apocalypse'' game, not "let's have a party in Malton!" or "PKer Apocalypse." --{{User:BobBoberton/sig}} 18:10, 12 May 2009 (BST)
::Look at your math from the newbie zombie point of view. No ankle grab + headshot = 15AP stand-up and happens almost everyday in many/most burbs. That leaves only 35AP and bugger all chance to do anything but scratch ineffectually at the barricades,  without a stroke of luck they are probably not going to earn more than 10XP a day until they have at least 1 or 2 more skills. Your level one scout on the other hand will probably only make the "OOOPS, I camped in an NT" mistake once before working out where he is and thus will almost always be somewhere none descript and strongly (or better) caded for the rest of his UD life. A smart (and lucky) survivor can go months without ever dying or even seeing a zombie, while a zed will be lucky to make it over a weekend unless he is in the middle of a dead burb or huge horde--[[User:Honestmistake|Honestmistake]] 19:34, 12 May 2009 (BST)
:::Not if the zombies break into his well-caded, non-descript safehouse. Besides, it's easy to avoid death as a zombie. Don't end your turn inside. Survivors will have no incentive to attack you, and you get to hear feeding groans. Honestly, why would you even want to spend time indoors? --[[User:LaosOman|LaosOman]] 17:50, 13 May 2009 (BST)
:::::Ending turns inside as a zed is done for very good reasons.... here's 2: Holding the doors for more zeds to arrive. Ransacking and ruining buildings is more effective if you block attempts at repairing --[[User:Honestmistake|Honestmistake]] 09:53, 14 May 2009 (BST)
::::::Those aren't good reasons. Newbie Zombie A can't ransack anyway, and he wouldn't want to help other zombies at his own expense. The things you listed only matter to zombies in a group. --[[User:LaosOman|LaosOman]] 19:05, 14 May 2009 (BST)
::::Please play the game for another month or maybe more and come back when you have a little more experience. "Easy to avoid death as a zed" and "don't end your turn inside." Pfft. --{{User:BobBoberton/sig}} 00:36, 14 May 2009 (BST)
:::::Hey, I'm the one who's right here. If you don't want to die, don't end your turn in buildings. It's a policy I've applied for months (well, in the zombie periods anyway) and my zombie seems to be doing quite well because of it. You see, ferals have more use for feeding groans than for headshots. So please play the game for another month or maybe more and come back when you have a little more experience. --[[User:LaosOman|LaosOman]] 19:05, 14 May 2009 (BST)
::::::Do you really want to get into a pissing contest over who's played the game longer? You're wrong. Completely fucking wrong. -- {{User:Iscariot/Signature}} 19:16, 14 May 2009 (BST)
::::::'''Zombies don't care if they die or not. They're zombies.''' The only ones who "worry" are new players, and I think it's safe to assume that Gait/Grab get picked up by babah zambahs really quickly. Anyway, the AP cost of killing a zombie still usually outweighs their standing cost. The way survivors drain zombie AP is through cades, and the way zombies drain survivor AP is through cades, searching, and being killed. --{{User:BobBoberton/sig}} 20:25, 14 May 2009 (BST)
:::::::If you're going to respond to what I said, at least make it relevant, you idiot. --[[User:LaosOman|LaosOman]] 12:13, 17 May 2009 (BST)
::::::::I did respond to what you said. I pointed out that you were completely fucking wrong. Anything else you say is flawed because the basis of your argument is faulty. -- {{User:Iscariot/Signature}} 13:10, 17 May 2009 (BST)
I would respond to Laos' points, but apparently some people don't think I can defend my own points, so I'll let them do it. -- {{User:Iscariot/Signature}} 10:16, 14 May 2009 (BST)
:But I love laughing at the morons of the wiki! --{{User:BobBoberton/sig}} 20:25, 14 May 2009 (BST)
::The difference is I'd have shut him down in two paragraphs. -- {{User:Iscariot/Signature}} 20:33, 14 May 2009 (BST)
----
===The OTHER Gun Range===
{{suggestionNew
|suggest_time={{User:Blake Firedancer/sig}} 13:24, 8 May 2009 (BST)
|suggest_type=Flavour change
|suggest_scope=Survivors
|suggest_description=Allows survivors in Forts to use the target ranges for weapon practice.
You spend 1 AP to place a target, which then appears in the Attack menu, listed AFTER all the survivor names as "Range target" (as is the way with the generator, barricades etc.)
The target can take 6 hits, after which you will see the message ''The target falls over''. You then need to set it back up.
No XP benefit for hitting the target, but 1 XP is given for a target kill. This will encourage survivors with free time to use the targets, but at a rate where the gain is minimal.
|discussion=|}}
====Discussion (The OTHER Gun Range)====
I like it, although the having to stand the target back up again seems like an unnecessary extra. It would be nice if the hit message had some flavour such as "You score ''(RNG<sup>1-10</sup>x10)'' points" as a suffix with 1XP being rewarded for scoring 100 points. That way you still get the slow XP gain, but don't have to bother standing the target back up. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 15:59, 8 May 2009 (BST)
Meh. This basically makes no sense to me, sorry. It's kind of pointless. You want a better idea? Here... The Fort Armouries and all PDs now have firing ranges. You can attack a firing range target. Flavour text is irrelevant but wuold exist. For each shot you take, you have a 10% chance of gaining an XP, which is just like reading a book. It ''does'' use ammo, of course. Survivors really don't need new ways to level up, but this is such a huge waste of AP that it's "why the hell not?"
Ain't that better than all these other lousy suggestions? Simple. Straightforward. To the point. Parallels a current game mechanic to boot. That's how you do a suggestion... And I made this up on the spot. Oh... and suicide as an attack?? That's just fucking retarded. --[[User:WanYao|WanYao]] 14:56, 9 May 2009 (BST)
:I like that idea.--[[User:Pesatyel|Pesatyel]] 18:45, 9 May 2009 (BST)
::It's not bad, is it? :) --[[User:WanYao|WanYao]] 19:35, 9 May 2009 (BST)
:::Well people need to be reminded of K.I.S.S. and it IS something survivors would probably do.--[[User:Pesatyel|Pesatyel]] 07:10, 10 May 2009 (BST)
::::I know, lol. It'd probably pass Peer Review, too. --[[User:WanYao|WanYao]] 10:28, 10 May 2009 (BST)
:::::So suggest it?--[[User:Pesatyel|Pesatyel]] 08:08, 11 May 2009 (BST)
----
===GPS Use - Display Suburb===
{{suggestionNew
|suggest_time=[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 18:28, 4 May 2009 (BST)
|suggest_type=Improvement
|suggest_scope=GPS Device
|suggest_description=I suggest allowing people to use GPS units to inform others of their general area. Clicking a GPS unit would cost 1AP and turn on this feature. Clicking it again would turn it off.
If you have a GPS unit your contact list would display the current suburb of any contact with an <i>activated</i> GPS unit in their inventory. Your own GPS need not be activated. This makes GPS units useful but risky to use, as they can attract both friends and enemies. However only providing the suburb, not the precise location, prevents them from being overpowered or overly dangerous.
Zombies would be able to use this as well, but they'd have to acquire their GPS units and turn them on or off while living. They'd also be able to drop their GPS units to hide.
|discussion=|}}
====Discussion (GPS Use - Display Suburb)====
Certainly allows for a lot of harassment. I'd say you should only be able to access it if yours is on as well. No free rides (positions). Then again, I'm not a fan of the idea in general. --{{User:BobBoberton/sig}} 18:38, 4 May 2009 (BST)
:I thought about that, but someone could just turn it on, check their contact list for someone's positions, and then turn it off again. Making it work for mutual contacts only is one option, but people use their contact list for enemies as much as allies. A complicated system to only allow certain color contacts would work, but I decided to follow K.I.S.S. Also to make it less "free" this could be dependent on both parties having a powered phone mast in their suburb.--[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 19:13, 4 May 2009 (BST)
::"Last known location" could be one way to discourage people just flipping it on for a second. You ping, you're visible. Like active sonar in a submarine! --{{User:BobBoberton/sig}} 19:15, 4 May 2009 (BST)
:::True, but since the odds of the person staying in the same location the entire time your using your AP for te day is pretty high, that wouldn't matter so much.--[[User:Pesatyel|Pesatyel]] 06:11, 5 May 2009 (BST)
::::Pinging isn't a bad idea, but can't be the only method or zombies wouldn't be able to use GPS units they carry. How about if your GPS unit is on it displays your current suburb in normal text, if it is off it just displays the last suburb it was on within in faint gray text. Dropping all GPS units would make it blank.--[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 15:02, 5 May 2009 (BST)
nothing against your general ideia... but for me zombies can't check a GPS once or awhile. in "realistic mode" they're kinda dumb... (unless they buy the skill memories of life...? or something...?) in UD mode (im not saying it isn't realistic... dont glare at me like that!), they can't see what they're carrying.--[[User:HentaiX|HentaiX]] 06:48, 10 May 2009 (BST)
:Yeah, but they can still understand English and read, and even listen to radios. --[[User:A Big F'ing Dog|A Big F&#39;ing Dog]] 20:51, 15 May 2009 (BST)
----
===Sprinter===
{{suggestionNew
|suggest_time= 12:09, 27 April 2009 (BST) (By [[User:WarlockVI|WarlockVI]])
|suggest_type=Skill.
|suggest_scope=Zombies/Humans/both.
|suggest_description= +10 to your AP max.   
(Basicaly allows you to store more AP, so you can do more things in a big sprint.)
(you can do Exactly the same ammount as anyone else, in total, just more in one session (if you want to)).
|discussion=|}}
====Discussion (Sprint)====
Not against it per say but it would lead to a rush of violence when all the office only players log in on a Monday morning--[[User:Honestmistake|Honestmistake]] 12:11, 27 April 2009 (BST)
As with HM, I think it would be interesting to see this in action. I doubt that it would be game breaking, but it would cause all sorts of chaos. --[[User:Johnny Bass|Johnny Bass]] 20:44, 27 April 2009 (BST)
Not to mention that IP hits would need to possibly be re-calculated. The hit limit now is 160, and this is for 3 characters - about 53 apiece, so 50 AP and some login stuff. This would potentially require a 190 hit limit, or people with this skill are going to more frequently run into the current limit. --{{User:BobBoberton/sig}} 23:53, 27 April 2009 (BST)
:Not really. All the characters would still get only 48 AP per 24 hours, so most of the time there wouldn't be a problem. --[[User:Midianian|Midianian]]<small><sup>¦[[User talk:Midianian|T]]¦[[Developing Suggestions|DS]]¦[[Suggestions|SP]]¦</sup></small> 09:46, 28 April 2009 (BST)
::Well yes, but if you take a day off then it's going to stack up and your third character will be screwed over halfway through playing. The IP limit is based not on regen, but on max AP. Well, if we change max AP... it's still something to take into consideration. --{{User:BobBoberton/sig}} 18:49, 28 April 2009 (BST)
How?--[[User:Pesatyel|Pesatyel]] 03:29, 28 April 2009 (BST)
:Exactly, under what circumstances? What is the inherent disadvantage of choosing to use this action? There needs to be more details to this suggestion. {{User:DanceDanceRevolution/sig}} 10:11, 29 April 2009 (BST)
:? Disadvantage to using this action? it isnt an action, The Disadvantage would be that you wasted your xp on the Skill, it just is, like so many other skills. +x% to hit combat skills, Free running, actualy 90% of the skills, they dont have a disadvantage, They just are. Ps: more details?, this kinda says all thats needed i believe. namely exactly what it does, it simply adds +10 to you AP storage Max. Aka Allowing you to store up to 60ap, instead of just 50.--[[User:WarlockVI|WarlockVI]] 12:36, 29 April 2009 (BST)
::The other skills are generally limited in their use by requiring some extrnal addition.  Free Running requires you be in a building from which you can free run.  Tagging requires a spraycan.  This is an "always on" skill.  So why not just suggest +50 AP?  +100 AP?  ALL skills require some level of realism.  Just saying you want more AP doesn't mean you should just GET more AP.  Take a look at the update history of the game.  Everything that has been added has been added with a thematic/realism element attached.  All THIS suggestion says is that veteran players can kick the crap out of newbies that much longer.  There HAS to be some kind of penalty/downside.--[[User:Pesatyel|Pesatyel]] 04:44, 30 April 2009 (BST)
:::there is a downside, if you come back after a weekend away and burn through those 60AP over your monday morning coffee break you will log on for tuesdays coffee break to find you have 12 less AP than you had yesterday... thats the same number you would have had before the AP cap was raised but its going to seem less. Also (as pointed out above) if you play 3 characters without donating then one of them is only going to run out of IP hits pretty fast. --[[User:Honestmistake|Honestmistake]] 09:23, 1 May 2009 (BST)
This would result in many players (esp zombies) creating an extra character so they can cycle round the IP hits for maximum actions per day... not necessarily a bad thing but worth  considering the negative aspects, IP switching zergers would just have more actions for less effort while the rest of us would have the annoying option of choosing which character didn't get to use all his AP today--[[User:Honestmistake|Honestmistake]] 13:36, 29 April 2009 (BST)
what bout this new skill simply need u to use something to "boost" ur character? like using a dose of adrenalyne... "you inject yourself with adrenalyne..." or "you summon the powerful snickers out off the bible" or even "u eat the newspaper!"? --[[User:HentaiX|HentaiX]] 08:05, 10 May 2009 (BST)
::Adrenaline would kinda give you just X AP if it where ever implemented, While this is just saving your energy's for a later date. its just a character trait, (one i myself personaly posses) your able to expend a lot of energy in one go, but will need to rest a lot lot longer then most others for it to fill up again.  (wich is kinda what this does) --[[User:WarlockVI|WarlockVI]] 15:16, 11 May 2009
I feel to many people are thinking to much about the implementation and scripting of it And the IP limit etc, not just the general suggestion.
Wich is what this should be about, (well according to their own Suggestions FAQ) Implementation beeing left to the designer. 
But thats just my oppinion. --[[User:WarlockVI|WarlockVI]] 15:19, 11 May 2009
:This has the potential to change the whole balance of the game. Increase the stored AP too much and no barricaded building would be safe from even a single zombie, let alone a horde. Organised zombie hordes attack in coordinated waves, waiting until they are all at maximum AP and breaking in. A 10 zombie break in, with 10 extra ap each means something like 3 extra, full HP, survivor deaths per break in. Keep multiplying, and you get the idea. The games percentages and damage rates have been designed around that 50ap limit.
:The 50ap limit also works well for time management reasons. Every 24hours you are close to maximum aps without having missed any. People work on daily timetables, and getting time for UD often only comes at a set time of day, meaning that you can coordinate with others in your optimal play-time. Having your maximum APs come up at a different time each day (every 30 hours) wouldn't be as convenient... unless you're going to modify your sleep patterns to optimise your UD ap usage :P <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 14:54 11 May 2009 (BST)</small>
----.
==Suggestions up for voting==
[[Category:Suggestions]]

Latest revision as of 17:27, 8 July 2024

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To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.


Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
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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.

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



Ignore based on Radio Broadcast

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

Discussion (Ignore based on Radio Broadcast)


Shrink the map

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

Discussion (Shrink the map)


Action Points

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

Discussion (Action Points)


Drone

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

Discussion (Drone)

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


Backpack

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


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

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


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

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


Please give your thoughts.

Discussion (Backpack)