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| {{Suggestion Navigation}}[[Category:Suggestions]] | | <noinclude>{{Developing Suggestions Intro}}</noinclude> |
| ==Developing Suggestions==
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| ''This section is for presenting and reviewing suggestions which '''have not yet been submitted''' and are still being worked on.''
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| ''Nothing on this page will be archived.''
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| ===Further Discussion=== | | ===Ignore based on Radio Broadcast=== |
| *Discussion concerning this page takes place [[Talk:Developing Suggestions|here]].
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| *Discussion concerning the suggestions system in general, including policies about it, takes place [[:Category_talk:Suggestions#Suggestion_Discussion|here]].
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| ==Please Read Before Posting==
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| *'''Be sure to check <big>[[Frequently Suggested#The List|The Frequently Suggested List]]</big> and the [[Suggestions Dos and Do Nots]] before you post your idea.''' You can read about many ideas that have been suggested already, which users should be aware of before posting what could be a '''dupe''': a duplicate of an existing suggestion. '''These include [[Suggestions/RejectedNovember2005#SMG.2FMachine_Pistol|Machine Guns]] and [[Suggestions/19th-Nov-2005#Sniper_Rifle|Sniper Rifles]].'''
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| *Users should be aware that page is discussion oriented. Other users are free to express their own point of view and are not required to be neutral.
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| *It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
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| *''After new game updates, users are requested to allow time for the game and community to adjust to these changes '''before''' suggesting alterations.''
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| ==How To Make a Suggestion==
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| ===Adding a New Suggestion===
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| *Copy the code in the box below.
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| *<span class="stealthexternallink">[http://wiki.urbandead.com/index.php?title=Developing_Suggestions&action=edit§ion=7 Click here to begin editing.]</span> This is the same as clicking the [edit] link to the right of the [[Developing Suggestions#Suggestions|Suggestions]] header.
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| *Paste the copied text '''above''' the other suggestions, right under the heading.
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| *Substitute the text in <font color="red">RED CAPITALS</font> with the details of your suggestion.
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| <nowiki>{{subst:DevelopingSuggestion
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| |time=~~~~
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| |name=</nowiki><font color="red">SUGGESTION NAME</font><nowiki>
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| |type=</nowiki><font color="red">TYPE HERE</font><nowiki>
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| |scope=</nowiki><font color="red">SCOPE HERE</font><nowiki>
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| |description=</nowiki><font color="red">DESCRIPTION HERE</font><nowiki>
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| }}</nowiki>
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| *'''Name''' - Give the suggestion a short but descriptive name.
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| *'''Type''' is the nature of the suggestion, such as a ''new class'', ''skill change'', ''balance change'', etc. Basically: '''What is it?''' and '''Is it new, or a change?'''
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| *'''Scope''' is who or what the suggestion affects. Typically ''survivors'' or ''zombies'' (or both), but occasionally ''Malton'', the game ''interface'' or something else.
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| *'''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 you spelling and grammar.
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| ===Cycling Suggestions===
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| *Suggestions with no new discussion in the past two days should be given a warning notice. This can be done by adding {{CodeInline|1='''<nowiki>{{SDW|</nowiki><font color="darkred">date</font><nowiki>}}</nowiki>'''}} at the top of the discussion section, where <font color="darkred">date</font> is the day the suggestion will be removed.
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| *Suggestions with no new discussion in the past week may be removed.
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| *If you are adding a comment to a suggestion that has the warning template please remove the {{CodeInline|1='''<nowiki>{{SDW|</nowiki><font color="darkred">date</font><nowiki>}}</nowiki>'''}} at the top of the discussion section to show that there is still ongoing discussion.
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| This page is prone to breaking when the page gets too long, so sometimes suggestions still under discussion will be moved to the [[Developing Suggestions/Overflow1|Overflow page]], so the discussion can continue.
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| __TOC__
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| <span style="font-size:1.75em; color:red">'''Please add new suggestions to the top of the list'''</span>
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| ----
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| ==Suggestions==
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| ===Certificates===
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| {|
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| |'''Timestamp:''' [[User:Brainguard|Brainguard]] 18:59, 28 August 2009 (BST)
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| |-
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| |'''Type:''' Skill, Profile, Useless flavor
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| |'''Scope:''' Survivors
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| |'''Description:''' There would be a civilian skill under [[Radio Operation]], Printing. People with Printing can print Certificates (with whatever text they want, 50 character limit) and give them to players in the same room for 1 AP. There would be a button with a text box, "Give Certificate to (drop-down list of players), (text box)". Certificates display on your profile like this:
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| {{udspan|"(Certifiate text)", presented by (player)}}, and the recipient has to accept them (0 AP) first. That way, you can't just write, "Dickwad" on people's profiles.
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| Certificates only give flavor; no XP.
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| |}
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| ====Discussion (Certificates)====
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| Intresting, would be a REALLY effective way to PM instead of this cellphone BS --[[User:Kakashi on crack|Gat]] 19:28, 28 August 2009 (BST)
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| Yay, now one person can give me hundreds of lines of text spam a day.--{{User:Yonnua Koponen/signature}} 20:03, 28 August 2009 (BST)
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| :Radio already does that. Similarly, perhaps there can be an over-arching option to auto-deny incoming certificates, giving the sender "That person has opted not to receive certificates." --'''[[User:BobBoberton|<span style="color: #FF4500">Bob Boberton</span>]] <sup>[[The_Fortress|<span style="color: #6B8E23">TF</span>]] / [[The_Fortress/Dark_Watch|<span style="color: #778899 ">DW</span>]]</sup>''' [[Image:Littlemudkipsig.gif]] 20:21, 28 August 2009 (BST)
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| : - I'd have to agree with YK; This seems like pointless screen-spam that works exactly like speaking for communication or PMs for privacy.{{User:Lelouch/sig}} 20:24, 28 August 2009 (BST)
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| ----
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| ===Hunger strikes===
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| {|
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| |'''Timestamp:''' [[User:Kamikazie-Bunny|Kamikazie-Bunny]] 15:22, 28 August 2009 (BST)
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| |'''Type:''' Item & Effect
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| |'''Scope:''' All Players
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| |'''Description:''' Oh for the woe of a box of shreddies!
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| '''All players'''
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| For every 100AP a player spends they gain a level of hunger, each level of hunger removes 5HP from their '''maximum HP'''. There are 4 levels of hunger:
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| :*1 - Slightly hungry (Max HP = 45/55)
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| :*2 - Hungry (Max HP = 40/50)
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| :*3 - Very Hungry (Max HP = 35/45)
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| :*4 - Starving (Max HP = 30/40)
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| Hunger level appears beneath your name/HP/XP/AP in the form "You are {Hunger level}." only if you have a hunger level. Your hunger level is reduced back to 0 if you are killed/die/revived in either zombie or survivor form, the exception being if you are killed as a zombie by a zombie.
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| '''Survivors'''
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| Survivors can reduce their hunger level to 0 by eating 'Canned Food'. 'Canned Food' (*enc 2%) can be found in the following buildings:
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| :*Malls - Malls will also have a new area to search called 'food court' if the survivor has the shopping skill.
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| :*Mansions - Kitchens
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| :*Stadiums - Snack Stalls
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| :*Fort storehouses
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| :*Cinema - Snack stalls
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| :*Hotels - Restaurant
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| :*Pubs - Pub Lunch
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| :*Schools - Canteens
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| '''Zombies'''
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| Zombies can reduce their hunger by 1 level by biting a survivor. If the zombie has digestion their hunger level is reduced to 0.
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| |}
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| ====Discussion (Hunger strikes)====
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| No.--{{User:Yonnua Koponen/signature}} 15:25, 28 August 2009 (BST)
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| :Care to elaborate? Also just realised zombies can avoid hunger by killing each other, will try correct this. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 15:26, 28 August 2009 (BST)
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| ::No, I think what I said covers this adequately.--{{User:Yonnua Koponen/signature}} 17:08, 28 August 2009 (BST)
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| Yeah, make Malton even more of a living hell for new zombies. That'll totally fly. --'''[[User:BobBoberton|<span style="color: #FF4500">Bob Boberton</span>]] <sup>[[The_Fortress|<span style="color: #6B8E23">TF</span>]] / [[The_Fortress/Dark_Watch|<span style="color: #778899 ">DW</span>]]</sup>''' [[Image:Littlemudkipsig.gif]] 15:53, 28 August 2009 (BST)
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| :Actually, its easier for zombies to ease hunger than survivors. --[[User:Brainguard|Brainguard]] 16:03, 28 August 2009 (BST)
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| ::While I agree in part about how this will make it harder for new zombies the main argument for new zombies having difficulties is they die on a daily basis and have to stand up (which negates this) and the effort taken to get through barricades. This would only affect a new (or any) zombie after they have been active for 100 AP (two days) without dying by survivor hands which is (IME) quite rare. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 16:07, 28 August 2009 (BST)
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| ::Uh-huh. It's really easy with our beloved RNG for new zombies to A) even get to targets in the first place and then B) make them use their crappy 10%/20% bite attack to relieve hunger. --'''[[User:BobBoberton|<span style="color: #FF4500">Bob Boberton</span>]] <sup>[[The_Fortress|<span style="color: #6B8E23">TF</span>]] / [[The_Fortress/Dark_Watch|<span style="color: #778899 ">DW</span>]]</sup>''' [[Image:Littlemudkipsig.gif]] 16:25, 28 August 2009 (BST)
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| :::I know the RNG can be a bitch but bites are actually best for gaining XP and causing damage if the Zombie only has 1 or 2 zombie combat skills... --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 16:38, 28 August 2009 (BST)
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| Better than my old idea. Though there should also be a Thirst rating that affects maximum AP (zombies would not be affected) Here's my idea for thirst-related items:
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| There would be a new Mall store called a "Food Court".
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| *Water Heater - ''Factories, Power Stations, Mall Hardware Stores, and Fort Storehouses.'' Can be installed in buildings, only works in powered buildings. In a watered building, survivors have the options to "Drink Water" (cures Thrist), "Fill Canteen" (fills 1 of the user's Canteens) and "Wash Clothes" (removes blood and fuel form clothes). Can be attacked, and has these damage levels: 'dented', 'battered', 'damaged', 'leaking', and destroyed.
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| *Canteen - ''Fire Departments, Warehouses, Mall Sports Stores, Fort Storehouses.'' Appears as either "Canteen (Full)" or "Canteen (Empty)". If you use a full Canteen, it cures thirst but empties the Canteen (can be filled fo 1AP in powered buildings with Water Heater).
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| *Fast Food - ''Cinema, Bar (Pub), Mall Food Court, Hotel, Fort Barracks.'' Cures Hunger, but, due to the diuretic nature of soda and grease of fast food, has a 50% chance of causing Thirst.
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| --[[User:Brainguard|Brainguard]] 16:59, 28 August 2009 (BST)
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| It's a good idea, but again, not for Urban Dead. A more realistic zombie sim, probably, but as far as this game is concerned, adding this would completely change the game. [[User:RinKou|RinKou]] 16:07, 28 August 2009 (BST)
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| :I know it would be a big change however I'm not sure any of us know what kind of game Kevin wants urbandead to develop into. If the 'realism' isn't going to be advanced then I agree this shouldn't be added. However I hope that if this gets suggested you vote keep if you still believe this is a good idea so that Kevin is more likely to notice it if this is the direction he wants the game to head. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 16:16, 28 August 2009 (BST)
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| It's not actually a bad suggestion, as far as hunger suggestions go, but it simply isn't suited to Urbandead. If I wanted to deal with this sort of thing then I would go and play The Sims.--{{User:The General/sig}} 17:12, 28 August 2009 (BST)
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| :lol nice. Yeh an while we're at it we can get jobs and worry about our hygiene and go to the bathroom, yadda yadda. And the sims have zombies, too. The perfect criticism HA!--{{User:Giles Sednik/sig}} 18:29, 28 August 2009 (BST)
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| ::The Sims - Zombie Apocalypse... Now THAT I would like, give the sims guns and the ability to barricade, throw in the compulsory zombies and tell me that's not a game you'd play. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 18:48, 28 August 2009 (BST)
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| I'm going to stay neutral on this because I'm in a good mood... This idea has been suggested many times in different ways, I have no qualms with food and such but it, in all suggestions, makes certain areas death zones and others zombie-free... Why don't we just put in some money for people to spend at Mczeds? XD --[[User:Kakashi on crack|Gat]] 19:31, 28 August 2009 (BST)
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| ===Motorcycle===
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| {|
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| |'''Timestamp:''' [[User:Brainguard|Brainguard]] 00:10, 28 August 2009 (BST)
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| |'''Type:''' Vehicle
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| |'''Scope:''' Malton
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| |'''Description:''' First of all, this isn't some dumb vehicle dupe, so don't assume it is.
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| Motorcyles would be special items, findable in Auto Repair Shops for ~1% search rate. They take 40-50% encumbrance, and cannot go inside buildings (the [[Fort]] Gatehouse being the exception). They can be stored in [[Auto-Repair Shops]] by a method similar to [[Suggestion:20080414 Personal Lockboxes]], except that ONLY motorcycles can be stored this way, limit 1 per user per building.
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| When there is a motorcycle in your inventory, you cannot enter a building. You can move normally on the map, or use the motorcycle. To use the motorcycle, you select a compass direction and you move 2 squares in that direction for 1 AP. However, motorcycles must be fuelled like generators in order to be used (1 can per 120 hours).
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| There would also be a way to account for debris built up on roads. Roads and the outside of buildings would have a certain debris percentage. When moving through a square, the debris percentage would be the chance of failing. If you fail on a block, your motorcycle stops on that square and you get the message: {{udspan|Your motorcycle runs into debris. You pull it out.}}
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| When you crash, there is also certain chance (~2%) your motorcycle is trashed, and you take 10 damage: {{udspan|Your motorcycle crashes into debris and you take 10 damage.}}
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| Players with the skill Street Maintainance (requires Construction skill first) can remove debris. Likewise, zombies with the skill Street Damage (requires Ransack skill first) can put more debris in the way. Ruining a builing adds more debris to its outside. Repairing it removes debris.
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| There - a balanced non-trenchie vehicle suggestion.
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| '''EDIT: Rather than "Road Damage" and "Road Maintaiance", debris are simply created and destroyed through Ransack and Construction. Also, crashing into debris has a much larger chance (50%) of doing damage to you and trashing your cycle. Attacking a survivor on a powered motorcyle does extra damage and gives zombies more XP. Killing a survivor on a cycle destroys the cycle and gives extra XP. --[[User:Brainguard|Brainguard]] 18:46, 28 August 2009 (BST).'''
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| |}
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| ====Discussion (Motorcycle)====
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| I would just say simplify it to "ruins = debris, non-ruined = debris-free." Still makes you manuever, without the added skills/actions performed outside. You should only be able to get into ARs if they're normally accessible (VSB+2 or less) as well. Beyond that... fast travel's controversial. And the crash percentage is high - though if it's only possible on ruin squares, it might be workable. --'''[[User:BobBoberton|<span style="color: #FF4500">Bob Boberton</span>]] <sup>[[The_Fortress|<span style="color: #6B8E23">TF</span>]] / [[The_Fortress/Dark_Watch|<span style="color: #778899 ">DW</span>]]</sup>''' [[Image:Littlemudkipsig.gif]] 01:26, 28 August 2009 (BST)
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| :Ok, but how will the system work on roads? Maybe you can ruin roads? --[[User:Brainguard|Brainguard]] 03:09, 28 August 2009 (BST)
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| I don't know if it's a vehicle dupe, but it's still dumb. As if survivors weren't strong enough, you want to let them double their large-scale movement? This solves no in-game problem, and multiplied by a billion would completely effect the way sieges worked; zombies could ruin an entire suburb, only to have the survivors potter on over to the nearest mall or NT a whole burb away to stock up because they didn't spend forever utterly trashing the outside of every single building.{{User:Lelouch/sig}} 03:24, 28 August 2009 (BST)
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| :But they technically couldn't, because of the debris factor from ruins. Ruining it alone will make it hard to move. Plus, there's a chance to fall off --[[User:Brainguard|Brainguard]] 03:42, 28 August 2009 (BST)
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| :::Look, there's two ways this can go:
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| :::# If this makes survivor movement easier and more efficient, then all my above arguments stand. Survivors will just motorcycle across the map and TRP access will be changed forever.
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| :::# If this doesn't make that movement easier, then it's useless and worthless spam.
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| :::#Nobody Expects the Spanish Inquisition.
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| :::{{User:Lelouch/sig}} 04:11, 28 August 2009 (BST)
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| '''Spam'''. Just say no to godlike movement abilities. The game is balanced to prevent people from moving all the way across the city in a single day. And for good reason. --[[User:WanYao|WanYao]] 03:30, 28 August 2009 (BST)
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| :But remember, you have to keep it fuelled, keep clear of ruins, etc. I could change to fuel limit to 24 hours. --[[User:Brainguard|Brainguard]] 03:42, 28 August 2009 (BST)
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| This could actually work, although I don't believe street damage should be a separate skill. It would work well as a feature of ransack --[[User:Bwii|Bwii]] 03:56, 28 August 2009 (BST)
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| :Good idea.--[[User:Brainguard|Brainguard]] 04:00, 28 August 2009 (BST)
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| It's not TECHNICALLY a dupe, but vehicles have been suggested a few times. The main flaw with such suggestions is this. They are all TELEPORTATION. If I am trying to go from point A to point E, I have to click on B, C, D and E and that takes time, even if that "time" is only as fast as it takes for me to click on "B", for the page to load, for me to click on "C", for the page to load, for me to click on "D", for the page to load and finally for me to click on "E".. The computer is inherently faster then that, especially if you consider you don't need to worry abouty anything happening at B and D (since the computer would automatically bypass them). Any players active in those squares wouldn't have a chance to react. Not to mention, what if you are trying to get to D? Or B? There is also the fact that survivors are inherently faster, not just because they start a 1 AP per, but because they can Free Run. Also, you should automatically crash (and take significant damage) when you hit debris.--[[User:Pesatyel|Pesatyel]] 05:46, 28 August 2009 (BST)
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| Prehaps it could be if a building is ruined then the square outside has debris on it but pesatyel also makes some good points --[[User:Posydon|<span style="color: Blue">Posydon</span>]] <sup>[[User talk:Posydon|(talk)]]</sup><sup>[[Malton College of Medicine|(MCM)]]</sup><sup>[[Umbrella Biohazard Containment Service|(UBCS)]]</sup> 12:22, 28 August 2009 (BST)
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| It's a lot better thought out than most vehicle suggestions, that's for sure. But still, as above, balance issues. Besides, if you're moving two squares per click, you won't even be able to see where you're heading without consulting a map. [[User:RinKou|RinKou]] 16:09, 28 August 2009 (BST)
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| :#Balance? There could be increased accuracy and extra XP when attacking survivors with motorcycles.
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| :#I admit not being able to see where you're going ould be a problem, but that's the point of recon. Plus, you can't enter buildings or Free Run with it. So no risk of flying into ruins. --[[User:Brainguard|Brainguard]] 17:06, 28 August 2009 (BST)
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| ::As with others, nice job coming up with this. However, I think you should really read pesatyel's comment. He thought of some pretty big problems. If you can address those problems then we might be getting somewhere.--{{User:Giles Sednik/sig}} 18:34, 28 August 2009 (BST)
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| Ok brain, heres the situation, UD isn't really big on the vehicle things... trust me I created a giant one a while back and I got basically no responses and those mentioned were all rants about my ideas. Vehicles are intresting but they seem kinda OOC for urban dead... (kinda like green zones) --[[User:Kakashi on crack|Gat]] 19:37, 28 August 2009 (BST)
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| Oh, and there's one other issue. If you can move two squares but only see one... how will you even know there's debris in the way? Whoops, you just hit something you couldn't see before, here's a broken motorcycle and 10 damage. I just don't see a way to fix this, as extending viewing range is bad for both the server and in general gameplay-wise. --'''[[User:BobBoberton|<span style="color: #FF4500">Bob Boberton</span>]] <sup>[[The_Fortress|<span style="color: #6B8E23">TF</span>]] / [[The_Fortress/Dark_Watch|<span style="color: #778899 ">DW</span>]]</sup>''' [[Image:Littlemudkipsig.gif]] 19:41, 28 August 2009 (BST)
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| ----
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| ===Beta-Ville! (Thats not the sanctioned title, just something I'm kicking around the office in my head)===
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| {|
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| |'''Timestamp:''' [[User:Devorac|Devorac]] 06:22, 27 August 2009 (BST)
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| |'''Type:''' New Testing City (NTC)
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| |'''Scope:''' All Enormous Suggestions
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| |'''Description:''' How many times have you seen a suggestion that has amazing potential, that is amazing potential to either be amazingly cool, or to break the system in a truly amazing fashion, but the catch is ''you have no idea until the suggestion is implemented what will happen!''
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| Now most of the time you can make an informed hypothesis about the ''probable'' effect of a particular change, and on little things you will be correct almost all of the time. For instance The "Just a Knife" suggestion, it only changed the name of a thing, this means that the effect will be near nil. Now let's say we are to consider the Augmented fear that's under discussion now, that one can pan out in a great number of ways some good, some bad, some that really don't make much difference and only addd complication. Now instead of being forced to either ditch it completely or implement it, why not create a city where large scale suggestion could be tested without breaking any of the other burbs?
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| In this new testing city (Reffered to as NTC from here on) Kevan -or a particularly motivated team sanctioned by kevan- could implement new suggestions in full scale tests without hurting malton. This allows for suggestions to be refined further than they could be before by putting them under live-fire conditions, the residents of the NTC should probably mostly be suggesters themselves (if you know how to make something then you'll probably be better at ripping it to shreds as well) to help stress testing and so that they can provide experienced, intelligent *Eyes several people* feedback.
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| I know every experienced Suggester here has/had something they would love to get testing for, but if we decided to test everything then the coding alone would be more demanding than mass genocide. So there would have to be a set of fairly rigorous conditions first, it would have to be of sufficient scope that beta-testing in the NTC would be worthwhile, and it would have to be passed by a sufficient majority of people willing to test it -willing to test, way different from voting keep. I would vote kill on most of the SMG suggestions i've seen, but there are a few i'd like to test out the intricacies of- so that if it is implemented there will be people to use it and provide sufficient feedback.
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| Alright, your thoughts, wants, etc
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| |}
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| ====Discussion (Beta-Ville! (Thats not the sanctioned title, just something I'm kicking around the office in my head))====
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| Sounds good to me! Of course I wouldn't have to do any of the coding for it or pay for the servers but hell yes I'll show up and test stuff.--{{User:Giles Sednik/sig}} 07:54, 27 August 2009 (BST)
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| I like it, but it's a little idealistic, this could potentially give Kevan hours and hours of work with little payoff... In the end, Kevan knows what he will want to implement, and that's all that matters. --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 08:06, 27 August 2009 (BST)
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| :It would be a team sanctioned by Kevan. That way, they could show him what worked and what didn't. --[[User:Brainguard|Brainguard]] 15:06, 27 August 2009 (BST)
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| Finally the idiot trenchie can see that his suggestions are retarded, the whiny zombie can see how stupid it is to exterminate survivors, and the suggestion page aristocrats can be unthroned. --[[User:Brainguard|Brainguard]] 15:05, 27 August 2009 (BST)
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| It'd probably suffer from the same problems as Boringwood and Moronville - lack of participants. Sure, we might get a few hundred, but that's hardly representative of the ~25,000 in Malton. Also, I'd bet that certain players would stop using this NTC if something undesirable (to them) were to be implemented there. Well, if a ZL suggestion were implemented, it'd be a ghost town in no time. --'''[[User:BobBoberton|<span style="color: #FF4500">Bob Boberton</span>]] <sup>[[The_Fortress|<span style="color: #6B8E23">TF</span>]] / [[The_Fortress/Dark_Watch|<span style="color: #778899 ">DW</span>]]</sup>''' [[Image:Littlemudkipsig.gif]] 15:29, 27 August 2009 (BST)
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| There's plenty of precedent for changing the rules mid-game in Monroeville, so this is effectively a dupe of in-game. All that's required is for Kevan to reopen the city and start tweaking the rules to try various options. It would, of course, be slow going, as you'd want to test each change individually and give each of them a while to show their effect before implementing another, but it'd be worth it, I think.--[[User:Necrofeelinya|Necrofeelinya]] 15:51, 27 August 2009 (BST)
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| You could make it only the size of one or two 'burbs so that it wouldn't be hard to code. It would have a Fort, a Mall, some typical buildings and TRPs, and an "Army testing ground" ([[empty blocks]] where new weapons could be found and tested). --[[User:Brainguard|Brainguard]] 00:10, 28 August 2009 (BST)
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| :Good idea, that both makes it so you don't have to code as much, plus you don't have to have as many people to run effective tests. If malton is 10 by 10 then how about 3 by 3, or 4 by 4?-[[User:Devorac|Devorac]] 00:48, 28 August 2009 (BST)
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| ::I'm thinking it wouldn't just be the coders playing - anyone could join, too. The TRPs and Mall would be to test the effect on full-scale seiges. --[[User:Brainguard|Brainguard]] 03:12, 28 August 2009 (BST)
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| ::Remember:Too much better than climaxville!!..Betaville is the Fictional City of another game...try to change ir later...And sound ok for ...Is only a city for test of people can enter?---{{User:Alvaromesa/Sig}} 04:14, 28 August 2009 (BST)
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| | |
| :::People can enter. And here's my idea for the "Army Testing Complex", which would be used to test prototype items:
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| {| cellpadding="5" cellspacing="1" align="center" style="border: 1px solid black; text-align:center"
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| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground'''
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| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground'''
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| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground'''
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| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground'''
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| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground''
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| |-
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground'''
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| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground'''
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| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground'''
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| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground'''
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| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground''
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| |-
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| |style="width:72px; height:58px; font-size:90%; {{Zoo}}"|'''Shooting Range'''
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| |style="width:72px; height:58px; font-size:90%; {{Zoo}}"|'''Shooting Range'''
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| |style="width:72px; height:58px; font-size:90%; {{Zoo}}"|'''Shooting Range'''
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| |style="width:72px; height:58px; font-size:90%; {{Zoo}}"|'''Shooting Range'''
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| |style="width:72px; height:58px; font-size:90%; {{Zoo}}"|'''Shooting Range'''
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| |-
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo}}"|'''Silo'''
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| |style="width:72px; height:58px; font-size:90%; {{Zoo}}"|'''Guard Tower'''
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| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Road'''
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| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Hangar'''
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| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Secret Research Facility'''
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| |-
| |
| |style="width:72px; height:72px; font-size:90%; {{Wasteland}}"|Wasteland
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| |style="width:72px; height:72px; font-size:90%; {{PerrynSW}}"|'''Fort Storehouse'''
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| |style="width:72px; height:72px; font-size:90%; {{PerrynS}}"|'''Fort Gatehouse'''
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| |style="width:72px; height:72px; font-size:90%; {{PerrynSE}}"|'''Fort Barracks'''
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| |style="width:72px; height:72px; font-size:90%; {{Wasteland}}"|Wasteland
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| |}
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| *Testing Ground - [[empty blocks]]
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| *Shooting Range - tall buildings for testing sniper-related suggestions
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| *Silo - where prototype weapons could be found
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| *Guard Tower - PD, just for flavor
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| *Hangar - where new vehicles could be found
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| *Secret Reaseach Facility - where new medical and NT items culd be found
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| New items would first only be available in the Testing Complex. Once proven to be bug-free, they would be tested in the rest of Beta-Ville for balance. --[[User:Brainguard|Brainguard]] 16:19, 28 August 2009 (BST)
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| Good idea in theory but I don't see it as practical. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 15:37, 28 August 2009 (BST)
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| Okay the idea of special buildings for the items, I don't like at all. The items should be found ''''as they would be naturally found if implemented in malton.'''' That gives you a bit more accurate idea of how this will work, the point is not for this to be flooded with trenchies who want to test automatic shotguns, but for suggestions to beta tested on a small scale world that replicates malton. If the NTC is going to be 4-by-4 then there should be two forts and two malls (bit unbalanced, but we would need at least one that survivors can access at all times for testing) so if your SMG is found in an armory you go grab it ''from an armory'' not from a silo. If your Black powder rifle is found in a museum THEN IT IS FOUND IN A MUSEUM, and not in strange facilities, Etc. Zombies who beta should have the opportunity to start with one of the new zombie skills, survivors should have the opportunity to start with a new item. All big changes (hunger/fear/motorcycles/mutant space goats) would be implemented on '''''one particular quadrant'''''. This prevents weird feedbacks between different ideas, allowing you to test multiple ideas at the same time, just in different areas allowing you to preserve the purity of your tests. -[[User:Devorac|Devorac]] 20:37, 28 August 2009 (BST)
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| Betaville sounds fun.--[[User:Maps|Maps]] 20:41, 28 August 2009 (BST)
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| ----
| |
| | |
| ===Climaxville===
| |
| {|
| |
| |'''Timestamp:''' [[User:BlueSpurt|BlueSpurt]] 00:43, 27 August 2009 (BST)
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| |-
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| |'''Type:''' New city.
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| |-
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| |'''Scope:''' Cool people.
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| |-
| |
| |'''Description:''' So we all know that Malton sucks balls. It's boring and everything is destroyed. Therefore, I say we open a new city - Climaxville. The city would be administrated by DanceDanceRevolution, Boxy and Devorac and that Kevan guy or whatever he's called would pay for the servers and shit. This way, when a good suggestion comes along, the guys can like, put it in their city right away and make the city awesome and whatso. The city would hold home to many cool and unique places including: the Wikipedia Building, Burger King and Bill Cosby's House. So, what do you think?
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| | |
| *Moved this to Developing Suggestions. I feel it must ripen before advancing any further in it's path to glory.*
| |
| |}
| |
| ====Discussion (Climaxville)====
| |
| Your basis is bad, and you should feel bad. --'''[[User:BobBoberton|<span style="color: #FF4500">Bob Boberton</span>]] <sup>[[The_Fortress|<span style="color: #6B8E23">TF</span>]] / [[The_Fortress/Dark_Watch|<span style="color: #778899 ">DW</span>]]</sup>''' [[Image:Littlemudkipsig.gif]] 00:53, 27 August 2009 (BST)
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| While I appreciate being made administrator of a new city, I don't think that you should give that to someone who joined the wikipedia group less than a month ago. Also I would like to say, '''''WHAT THE HELL ARE YOU THINKING??!'''''
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| *Creation of a new area as a testing grounds for new ideas= awesome idea one that I will have to champion of your just going to be sarcastic.
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| *You being bitter because the majority of your ideas have died in flames= understandable.
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| *You doing something stupid to get back at people= Not the best maneuver, it not only makes you look like a dick but it also makes people equate "new testing city" with that sarcastic idea that a bitter suggester made.
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| Think hard, roll with the punches, and use developing suggestions with either the purpose of providing pleasure or to add constructive input. -[[User:Devorac|Devorac]] 01:29, 27 August 2009 (BST)
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| :: '''RE:''' I'm sorry? I'm not just going to be sarcastic, I don't understand what's up with everybody. It's not an attack at anyone...
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| Meh, fuck off you vandalizing troll; no one gives a shit about the fact that you're getting butthurt because your suggestion sucked. Try either learning to take criticism or making suggestions that don't suck in the future.{{User:Lelouch/sig}} 02:36, 27 August 2009 (BST)
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| :: '''RE:''' I really don't care about suggestions I make. I can take criticism, what has that got to do with anything? Will someone fucking explain what I've done wrong? This was supposed to be a humorous suggestion...
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| :::Yeah, it was "humorous" until you started pissing all over the suggestions system with it, breaking anti-spam rules, and trying to falsify evidence to cover it up.{{User:Lelouch/sig}} 03:29, 28 August 2009 (BST)
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| :::What did you do wrong? This area is not FOR humorous suggestions. Also, if YOU don't "care about your suggestions", why should we? And if we don't why are you wasting everyone's time (not to mention the limited space on this page) with stuff no one will care about?--[[User:Pesatyel|Pesatyel]] 05:59, 28 August 2009 (BST)
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| Wow. I'm trying to decide whether or not this is the worst "new city" suggestions I've ever read.--[[User:Pesatyel|Pesatyel]] 04:47, 27 August 2009 (BST)
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| I thought that this was a humorous suggestion...--[[User:Uberursa | Uberursa]]<sup>this bear wants honey</sup> 06:04, 27 August 2009 (BST)
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| ::::Please not let the children made more suggestion...next time we are going to fight zombie Pokemons--{{User:Alvaromesa/Sig}} 04:19, 28 August 2009 (BST)
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| You lost me at "the guys can like,". --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 15:39, 28 August 2009 (BST)
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| ----
| |
| | |
| ===Head Desk===
| |
| {|
| |
| |'''Timestamp:''' --[[User:Johnny Bass|Papa Johnny]] 15:28, 26 August 2009 (BST)
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| |-
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| |'''Type:''' Adding important realism to the game
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| |-
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| |'''Scope:''' Survivors.
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| |-
| |
| |'''Description:''' Survivors now get a button labeled "Head Desk." This button only appears indoors. Upon clicking it, the action will cause 1 damage to the player, display "You deliberately hit your head onto a desk for 1 damage," and other players will see "X hit his head onto a desk." This would be an important addition to the game and clearly must have been left out by mistake. Also, you cannot die by damage caused by using this. This action would cost 1 ap and would not be affected by infection.
| |
| | |
| |}
| |
| ====Discussion (Head Desk)====
| |
| Game balancing suggestion {{User:MoonShine/Sig}} 15:30, 26 August 2009 (BST)
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| If you were fucking a sparkly vampire, you would not need this. --{{User:Jasonjason/sig}} 15:33, 26 August 2009 (BST)
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| :[http://img525.imageshack.us/img525/5555/3gunr.jpg]..... --[[User:Johnny Bass|Papa Johnny]] 15:35, 26 August 2009 (BST)
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| ::Exactly! --{{User:Jasonjason/sig}} 15:36, 26 August 2009 (BST)
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| :You would once you realized due to the lack of pumping blood vampires can't "get it up" {{User:MoonShine/Sig}} 15:39, 26 August 2009 (BST)
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| ::Unfounded assumptions about vampire anatomy, all the vampires I've known have been able to get it up. --{{User:Jasonjason/sig}} 15:43, 26 August 2009 (BST)
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| :::It would seem you have been had then by men (not real vampires) taking advantage of your unhealthy teen obsession with twilight, i'm sorry :( {{User:MoonShine/Sig}} 15:45, 26 August 2009 (BST)
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| ::::I'm not actually obsessed with it. However, if you can enjoy a nice hard, sparkly, cold cock and then tell me its owner is not a vampire, you're blinded by dislike for Twilight and thus in denial that the guy you're fucking is a vampire. --{{User:Jasonjason/sig}} 15:50, 26 August 2009 (BST)
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| :::::Glitter and ice packs... {{User:MoonShine/Sig}} 15:53, 26 August 2009 (BST)
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| ::::::Meh. If the sex is good, I'm not going to nitpick over whether or not the guy's really a vampire. --{{User:Jasonjason/sig}} 15:56, 26 August 2009 (BST)
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| :::::::<nowiki>*</nowiki>Preorders The Vamp* --{{User:Fifth_Element/sig}} 16:09, 26 August 2009 (BST)
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| I also approve of this suggestion. --{{User:Fifth_Element/sig}} 15:52, 26 August 2009 (BST)
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| What's the AP cost on this? .1? Besides that missing piece of information, this suggestion is A++++ would vote strong keep again. --'''[[User:BobBoberton|<span style="color: #FF4500">Bob Boberton</span>]] <sup>[[The_Fortress|<span style="color: #6B8E23">TF</span>]] / [[The_Fortress/Dark_Watch|<span style="color: #778899 ">DW</span>]]</sup>''' [[Image:Littlemudkipsig.gif]] 16:00, 26 August 2009 (BST)
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| :Added 1 ap cost and note about infection to prevent death culting abuse. --[[User:Johnny Bass|Papa Johnny]] 16:01, 26 August 2009 (BST)
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| ::Suggestion upgraded to A++++++ would vote strong keep every time thanks to abuse limitations. --'''[[User:BobBoberton|<span style="color: #FF4500">Bob Boberton</span>]] <sup>[[The_Fortress|<span style="color: #6B8E23">TF</span>]] / [[The_Fortress/Dark_Watch|<span style="color: #778899 ">DW</span>]]</sup>''' [[Image:Littlemudkipsig.gif]] 16:03, 26 August 2009 (BST)
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| You are obviously taking the piss, however take away the damage and it would add a little harmless humour to the game so Meh :) --[[User:Honestmistake|Honestmistake]] 17:01, 26 August 2009 (BST)
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| :The damage was actually included to try and keep people from spamming it constantly and make them think twice before doing it 49 times. --[[User:Johnny Bass|Papa Johnny]] 17:12, 26 August 2009 (BST)
| |
| ::'''DUPE!''' Oh god what a '''[[Suggestion:20070613_President_of_Malton_Elections|dupe]]'''. I will dupe the flavor out of this duping dupe. Oh gawd oh gawd dupe dupe dupe...
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| ::oh god.
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| | |
| ::dupe--{{User:Giles Sednik/sig}} 17:20, 26 August 2009 (BST)
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| :::Wrong suggestion. --[[User:Johnny Bass|Papa Johnny]] 17:23, 26 August 2009 (BST)
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| :Just for a second assuming you are serious I would have to point out how easy this would make leveling for zergers who normally use whack n Fak to advance. --[[User:Honestmistake|Honestmistake]] 17:47, 26 August 2009 (BST)
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| ::They would hit each their characters and FAK them anyways to level up, this doesnt change anything, they would X attacked Y then Y attacked X, now they just have X and healing X...perhaps there is a way to prevent XP from the FAK process if you head desked. Other then that is is balanced well to avoid Death Cultists abuse and would add much needed humor to the game. --{{User:The Colonel/Sig}} 22:57, 26 August 2009 (BST)
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| ::Meh, it's not abuseable enough for leveling for it to be a concern in my book given FAK find rates. --[[User:Johnny Bass|Papa Johnny]] 23:53, 26 August 2009 (BST)
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| | |
| I support this suggestion unequivocally, as per Moonie. Now as for the zerg-levelling thing... If you made it a function of a skill you have to buy, then it'd be "balanced". Because it'd be the same as buying a couple of gun skills and going nuts. Question is, what skill? Headshot? Makes sense, but there are some characters who never buy Headshot (I have an alt or two like that) so it kinda shafts that RP choice :\ Any other ideas? --[[User:WanYao|WanYao]] 00:39, 27 August 2009 (BST)
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| :I think I've got it: Memories of Life! :D --[[User:WanYao|WanYao]] 00:40, 27 August 2009 (BST)
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| ::lol!!! I like this idea as it would give me somethign to do when I want to waste AP :D --[[User:Kakashi on crack|Gat]] 01:38, 27 August 2009 (BST)
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| | |
| It's a great suggestion, but be sure to submit it to [[Humorous Suggestions]] instead of the normal system.{{User:Lelouch/sig}} 02:37, 27 August 2009 (BST)
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| :Flavor and realism, not humorous. It's not nearly ridiculous enough to be humorous. --[[User:Johnny Bass|Papa Johnny]] 05:30, 27 August 2009 (BST)
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| ::Agreed. This is a real suggestion. --[[User:WanYao|WanYao]] 03:33, 28 August 2009 (BST)
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| :::Okay if we're talking for reals I would spam this.--{{User:Giles Sednik/sig}} 18:38, 28 August 2009 (BST)
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| :::: Giles, get that pole out of your ass, why are you always so pessimistic??? :P --[[User:Kakashi on crack|Gat]] 19:46, 28 August 2009 (BST)
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| | |
| ----
| |
| | |
| | |
| | |
| ===A Quick Nap===
| |
| {|
| |
| |'''Timestamp:''' [[User:Villard|Villard]] 18:03, 25 August 2009 (BST) [[User:Villard|<span style="color: Red">Villard</span>]]
| |
| |-
| |
| |'''Type:''' Game Change
| |
| |-
| |
| |'''Scope:''' Survivors, mainly new players
| |
| |-
| |
| |'''Description:''' The basic idea is simple. At low levels, most survivors don't have an easy source of healing. They find it hard to get into hospitals, and use up their little FAKS very quickly because they aren't any good with them. An infection is a slow death sentence for them. I was thinking of allowing survivors a "rest" option, that would essentially be converting your AP into HP. I was thinking 5 AP for 5 HP, though the rate could easily be bumped higher.
| |
| | |
| Higher level players have much more useful things to with their AP, so this wouldn't change things much for them, except allowing them to get into negative AP for some small gain, but it would really help the lower-leveled ones from slowly trickling down to 0 HP from the various hazards they face, or get back up to full after reviving.
| |
| |}
| |
| ====Discussion (A Quick Nap)====
| |
| {{SDW|2 September 2009 at 10:33 (BST)}}
| |
| | |
| Every newbie survivor quickly learns to keep at least one FAK around to cure infections. If they fail that there are other options including finding a hospital, searching and hoping the RNG is feeling nice. Otherwise just sit tight in a safehouse and hope another survivor heals you rather than wasting your own AP and HP. If you don't use AP, the infection is no threat. So ''even if'' you're in the nasty spot of being without a FAK, they are plenty of viable alternatives already. Infection is weak enough without allowing survivors an indefinite way to postpone death by simply trading away their AP for another 5 searches. {{User:The_Rooster/Sig}} 19:20, 25 August 2009 (BST)
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| | |
| Surprisingly enough, this isn't a stupid or horrible suggestion; it's just a useless one. At this stage in the game, newbies are about the only characters seriously vulnerable to infections over a long period of time; call your group, metagame, keep a FAK handy, and remember that zombies are players too.{{User:Lelouch/sig}} 22:40, 25 August 2009 (BST)
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| | |
| Making early game easier is a good idea, but, like Lelouch said, it's a bit unnecessary. As far as I can tell, there's a lot of VSB only resource buildings. EHB ones generally only appear in contested suburbs, where new survivors would be killed quickly, infection or not. [[User:RinKou|RinKou]] 00:35, 26 August 2009 (BST)
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| As a zombie one of my favorite actions is wearing a newb survivor down to low health and then infecting them, delighting in the knowledge that they will suffer an ignoble death. Please don't take my sunshine away. =) --{{User:Giles Sednik/sig}} 01:41, 26 August 2009 (BST)
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| | |
| 1) It nerfs infection. Yes it sucks that low levels are affect more easily then others but it is not THAT hard to find a FAK or get healing which leads to 2) People will frequently heal each other in order to get easy XP. Granted this suggestion doesn't really affect healing for XP THAT much, the author's reasoning for the suggestion IS already "taken care of" in the game.--[[User:Pesatyel|Pesatyel]] 07:04, 26 August 2009 (BST)
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| You wanna convert AP to HP? Search for some Faks. Ergo, dupe of in-game effect. Kinda. Sorta. ;P But, seriously... --[[User:WanYao|WanYao]] 10:33, 26 August 2009 (BST)
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| Oh well, I tried didn't I? That's what developing suggestions is for anyway. I'll be back! [[User:Villard|Villard]]
| |
| ----
| |
| | |
| ===Toolbox vs. Heavy Barricades===
| |
| {| | | {| |
| |'''Timestamp:''' <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 13:20 25 August 2009 (BST)</small> | | |'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC) |
| |- | | |- |
| |'''Type:''' Accuracy change | | |'''Type:''' UI enhancement |
| |- | | |- |
| |'''Scope:''' Survivors removing barricades over VS | | |'''Scope:''' Interface |
| |- | | |- |
| |'''Description:''' [[Toolbox]]es are carried around by dedicated, maintenance orientated survivors, and would contain tools like pribars, hammers, handsaws, etc., that are perfect for removing the tangle of [[barricade]] material when the cades are more than VSB, but it's tools arn't very helpful when just levering away lighter cades, which just requires brute strength. | | |'''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. |
| | |
| The mechanics of this suggestion is that the halving of the [[melee weapon]] hit rate when aimed at barricades be removed from toolboxes, just like is currently the case with the [[crowbar]], giving the toolbox a slightly higher hit rate (25% vs. 20%), but once the cades come down to VSB, the bonus is removed from the toolbox.
| |
| |} | | |} |
| ====Discussion (Toolbox vs. Heavy Barricades)==== | | ====Discussion (Ignore based on Radio Broadcast)==== |
| I like this, so long as the crowbar is still alot better than the toolbox.--{{User:Yonnua Koponen/signature}} 15:17, 25 August 2009 (BST)
| |
| :It isn't, the crowbar's accuracy against barricades is 20%, with this, the toolbox would have and accuracy of 25%. I don't like it because it encourages the tearing down of barricades from the inside to VSB. While that is not a death sentence, I don't want a death cultist or a griefer coming along and tearing down my barricades when I'm holding off zombies outside of a building. The only use I see for this is to encourage the aforementioned activities because a crowbar does the same job for less encumbrance and a maxed-out survivor can just as easily use a fire axe as a crowbar to tear down barricades, especially most survivors have one on them anyway. --[[User:Uberursa | Uberursa]]<sup>this bear wants honey</sup> 19:49, 25 August 2009 (BST)
| |
| ::Then I disapprove. The Crowbar should always be the best weapon for decading. And Uberursa, as far as I can see, the primary purpose of this would be dealing with overcading, from a survivor's perspective.--{{User:Yonnua Koponen/signature}} 20:12, 25 August 2009 (BST)
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| :::I like it. Overbarricading is one of the most annoying things for survivors of all levels. Especially newbs. So let's make the game more fun, give survivors a nice way to bring the cades to VSB and let the good times roll.--{{User:Giles Sednik/sig}} 01:44, 26 August 2009 (BST)
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| ::::Anything that allows survivors to lower barricade levels also allows survivors to lower barricade levels; beware of griefing potential.{{User:Lelouch/sig}} 03:07, 26 August 2009 (BST)
| |
| :::::That's why it's limited to heavily and above barricades, and balanced by being a toolbox with a huge encumbrance. Overbarricading by paranoid survivors (rather than griefers) is annoying to a survivor character trying to keep an area "newbie friendly", because it's almost impossible to do anything about it... I've thought about it, and the best option (hell, make that the '''only''' option) would be to jump out a window, and start clawing <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 11:02 26 August 2009 (BST)</small>
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| ::::::Everyone carries a toolbox anyway. The encumbrance isn't going to dissuade them. Crowbars should always be the best decading weapon for survivors, because that's the point of the crowbar. Make the crowbar better in that barricade bracket, don't make something else better than the crowbar.--{{User:Yonnua Koponen/signature}} 11:28, 26 August 2009 (BST)
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| :::Unfortunately, the axe is "technically" better at debarricading then the crowbar when you get axe profiency. Both are 20% against barricades, so why bother carrying a crowbar too? Oh and, even with the suggestion's limitations, you don't like it?--[[User:Pesatyel|Pesatyel]] 07:16, 26 August 2009 (BST)
| |
| :::::::I would support making the crowbar better or making a skill that allowed a survivor to better use the crowbar and/or fire axe for dealing with over barricading. This is simply for realistic purposes, because a screwdriver isn't going to be as effective as a crowbar when getting rid of things in the way. In other words, a toolbox is meant to build while a crowbar is meant to destroy. --[[User:Uberursa | Uberursa]]<sup>this bear wants honey</sup> 20:56, 26 August 2009 (BST)
| |
| Maybe he should just it from "toolbox" to "crowbar".--[[User:Pesatyel|Pesatyel]] 04:31, 27 August 2009 (BST)
| |
| ---- | | ---- |
| | | ===Shrink the map=== |
| ===BARRICADE NOTICE=== | |
| {| | | {| |
| |'''Timestamp:''' [[User:Jmadsen|Jmadsen]] 13:06, 24 August 2009 (BST) | | |'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC) |
| |- | | |- |
| |'''Type:''' An announcement when you add to/destroy barricades | | |'''Type:''' Map change |
| |- | | |- |
| |'''Scope:''' Survivors | | |'''Scope:''' Everyone |
| |- | | |- |
| |'''Description:''' Simple - when a survivor adds to or destroys barricades, announce it in the building ("Dickwad added to the barricades"). So when people keep telling Dickwad not to cade up to EHB, and then he shoves another #$%& chair in front of the door, the entire building can fill him full of lead and use thier axes on his head like a pinata. | | |'''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. |
| | |
| That's right - I'm talkng to you, Dickwad!
| |
| |} | | |} |
| ====Discussion (BARRICADE NOTICE)==== | | ====Discussion (Shrink the map)==== |
| {{SDW|2 September 2009 at 07:18 (BST)}}
| |
| | |
| It's basically a dupe of in-game. It shows when someone adds to barricades already, but only their first barricade action. --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 13:10, 24 August 2009 (BST)
| |
| uhm, don't get you. You mean, I barricade...it says something, then as long as I stay in the same place, I can barricade without a notice?
| |
| | |
| If that's correct, then mine is NOT a dupe, because it doesn't solve the issue I am trying to address. {{unsigned|Jmadsen}}
| |
| :Yeah, that's what is in the game. Otherwise we'd get too much spam. --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 13:16, 24 August 2009 (BST)
| |
| Then lets change this to every time it change level? (Ex. VSB-->HB) {{unsigned|Jmadsen|13:20, 24 August 2009}}
| |
| :Probably still a bit much. I'd just go for the one change from VSB++ to HB. "Some guy strengthened the barricades and made the building unenterable from street level". Addresses your problem without masses of spam. I have good money somebody will turn up a dupe of it though. {{User:The_Rooster/Sig}} 13:24, 24 August 2009 (BST)
| |
| ::Sure, that would solve it. I searched about, but didn't find anything similar.{{unsigned|Jmadsen}}
| |
| :::I'd actually be for that sort of thing. --'''[[User:BobBoberton|<span style="color: #FF4500">Bob Boberton</span>]] <sup>[[The_Fortress|<span style="color: #6B8E23">TF</span>]] / [[The_Fortress/Dark_Watch|<span style="color: #778899 ">DW</span>]]</sup>''' [[Image:Littlemudkipsig.gif]] 19:43, 24 August 2009 (BST)
| |
| ::::You could just have it use the ''...and again'' the game already does with most repetitive actions.(Unless it does that already and I'm just babbling like a moron)--[[User:Uberursa | Uberursa]]<sup>this bear wants honey</sup> 20:07, 24 August 2009 (BST)
| |
| | |
| '''[[Suggestion:20070704 Barricade Alerts]]''' <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 20:58 24 August 2009 (BST)</small>
| |
| :Well darn. I mean, yay! *stumbles off* --'''[[User:BobBoberton|<span style="color: #FF4500">Bob Boberton</span>]] <sup>[[The_Fortress|<span style="color: #6B8E23">TF</span>]] / [[The_Fortress/Dark_Watch|<span style="color: #778899 ">DW</span>]]</sup>''' [[Image:Littlemudkipsig.gif]] 21:32, 24 August 2009 (BST)
| |
| ::I'm not sure if he's trying to suggest that is a dupe because the suggestion is from Undecided.--[[User:Pesatyel|Pesatyel]] 04:43, 25 August 2009 (BST)
| |
| :::Ah, sorry - didn't know about the Undecided list. What does that mean, exactly? Kevan or some group will look at it and make a final decision? {{unsigned|Jmadsen|04:10, August 25, 2009}}
| |
| :::::Voting here is only a way of organising and improving suggestions. Kevan is the one that makes the final decision on what to put into the game. Being peer reviewed/undecided only makes it more likely that he'll notice it <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 10:10 25 August 2009 (BST)</small>
| |
| ::::Undecided basically means a suggestion didn't quite get enough keep votes to make Peer Review. The original idea, as I understand it, was that the "almost made it to PR" type of suggestions went to Undecided so that, later, they could be resurrected and discussed again and/or tinkered with (especially if some significant game change occured). The problem, now, is that suggestion never GO to Undecided anymore. Either they are easily kept or quickly spammed. Or worse, given the ambiguous "dupe" vote (in which if the same word appears in both ideas it is automatically considered a dupe). The reason I even brought it up is that there are people that would say it WAS a dupe, even though it was in Undecided.--[[User:Pesatyel|Pesatyel]] 05:42, 25 August 2009 (BST)
| |
| :::::Undecided suggestions are eligible for duping, they're workable suggestions that simply didn't get a clear majority (PR) <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 09:58 25 August 2009 (BST)</small>
| |
| ::::::Then all those suggestion should be moved to Peer Rejected, should they not? How does that work exactly that they are considered "dupeable"?--[[User:Pesatyel|Pesatyel]] 07:18, 26 August 2009 (BST)
| |
| ---- | | ---- |
|
| |
|
| ===TUCOK -BBHHN- (The United Churches Of Kevan) -Blessed be his holy name-=== | | ===Action Points=== |
| {| | | {| |
| |'''Timestamp:''' [[User:Devorac|Devorac]] 09:05, 24 August 2009 (BST) | | |'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022 |
| |- | | |- |
| |'''Type:''' Humorous suggestion that I felt like writing because I'm bored, depressed and need to make myself laugh damnit. | | |'''Type:''' Action Points Increase Regeneration Rate |
| |- | | |- |
| |'''Scope:''' All [http://wiki.urbandead.com/index.php/Church_of_Kevan Kevanists] | | |'''Scope:''' Everyone |
| |- | | |- |
| |'''Description:''' Why is it that Kevan the one true god of malton does not have his own church? Why is it that an imposter has churches in malton, a city who's God has come forth and the citizens know of his glory? | | |'''Description:''' Due to the passage of time with mobile games and other real time action games without restriction, I think that we should address the action points system of the game. This game can only realistically be played for 5 minutes a day. So it's not really a seller for new blood. If we want to see this game survive it needs to evolve into something more exciting than 5 minutes. My suggestion is double the regeneration rate to improve activity. I love this game. I want to play it more. And the die hard fans I'm sure feel the same. More will go on in a day, sure. But that's for both sides. We're ready for it. Let's get this game moving again. We need this. |
| | |
| I come before you humbly putting forth my suggestion to rectify this situation, this... atrocity.
| |
| | |
| Four Churches of Kevan -Blessed be his holy name- should be erected, one in each corner of malton to signify his presence in all points of malton, this churches will be as standard churches, and shall be made according to Kevan's -Blessed be his holy name- will.
| |
| | |
| But Behold! Kevan -Blessed be his holy name- the Great and terrible God of malton needs more than just a few small churches to signify his cyber-divinity! In the exact center of malton a great cathedral shall be erected, the cathedral of our Lord Kevan the omnipotent who punishes Zerger with a stern hand, shelters those who walk the path, and smites thos who exploit it!
| |
| | |
| Kevan -Blessed be his holy name- is an active God however, in the cathedral there shall be set forth a button, and lo that button shall be on the screen of thine computer and it shall say unto ye "Pick up statuette Of Keven" -Blessed be his holy name-. This statuette is not only a symbol of our lord it is also an instrument that we may direct our prayers through. (Thou mayest also pick up a statuette at a normal church but it must be searched for, it's search odds replace that of the crucifix in the Churches of Kevan -Blessed be his holy name-.)
| |
| | |
| As a survivor you may through the Grace of Kevan -Blessed be his holy name- pray for assistance, but Kevan -Blessed be his holy name- is not a kind and benevolent god, answering his servants whims with whatever they desire, forsooth he is a god of dualities life and death, zombie and survivor, Pkers and pro-survivors, and his answer to your prayers reflects his duality.
| |
| | |
| There is a 5% Chance for a survivors prayer to Kevan -Blessed be his holy name- being answered at all and it can have the following effects,
| |
| | |
| *Kevan -Blessed be his holy name- smiles upon you, you regain 30 HP. (10% chance)
| |
| | |
| *Kevan -Blessed be his holy name- Frowns upon you, you lose 30 HP. (10% chance)
| |
| | |
| *Kevan's -Blessed be his holy name- radiance flows through you, All dead bodies inside and outside are now reviving. (10% chance)
| |
| | |
| *Kevan's -Blessed be his holy name- anger is channeled through you, all reviving bodies insed and outside are now zombies again. (10% chance)
| |
| | |
| *Kevan -Blessed be his holy name- Laughs with you, All people in the same block with you regain 15HP and are cured. (10% Chance)
| |
| | |
| *Kevan -Blessed be his holy name- Laughs at you, Everyone in the same block as you takes 15 damage and is infected. (10% chance)
| |
| | |
| *Kevan's -Blessed be his holy name- will is with you, all attacks are at +15% to hit and deal an additional +2 damage. (10% Chance)
| |
| | |
| *Kevan's -Blessed be his holy name- will is against you, all attacks are at -15% to hit and you take an additional +2 damage. (10% chance)
| |
| | |
| *Kevan's -Blessed be his holy name- Blessing is upon you and your kind, Everyone inside and outside is revived, set to max health, and cured. (10% Chance)
| |
| | |
| *Kevan's -Blessed be his holy name- Curse is upon you and your kind, Everyone inside and outside is killed, de-revived, and infected.
| |
| | |
| NOTE: Only one answered prayer per block, per day.
| |
| | |
| '''Kevan''' -Blessed be his holy name- does Not favor survivors exclusively, indeed a zombie may take a statuette of Kevan -Blessed be his holy name- if he has proven himself worthy and has gained access to the cathedral of Kevan -Blessed be his holy name-.
| |
| | |
| If a zombie possesses a statuette of Kevan -Blessed be his holy name- there is a 10% chance that for every 12 AP spent Kevan -Blessed be his holy name- will come to help or to hinder.
| |
| | |
| *Kevan -Blessed be his holy name- instills his grace upon you, all attacks cost .5 AP and are at +5% to hit. (10% chance)
| |
| | |
| *Kevan -Blessed be his holy name- hinders your movement, all attacks cost 2 AP and are at -5% to hit. (10% chance)
| |
| | |
| *Kevan's -Blessed be his holy name- Visage Grins and winks at you, All barricades in a 3 by 3 section centered on you drop 3 levels. (10% Chance)
| |
| | |
| *Kevan's -Blessed be his holy name- Visage Glares icily upon you, All barricades in a 3 by 3 section centered on you raise 3 levels (10% chance)
| |
| | |
| *Kevan -Blessed be his holy name- Grants you a boon of flesh, You Regenerate 2 HP for every action for 30 actions. (10% chance)
| |
| | |
| *Kevan -Blessed be his holy name- inflicts horrid decay upon you, you lose 2HP for every action for 30 actions. (10% chance)
| |
| | |
| *Kevan's -Blessed be his holy name- spirit Fights beside you, you and all zombies on the block get +10% to hit and +3 damage. (10% chance)
| |
| | |
| *Kevan's -Blessed be his holy name- spirit Fights against you, All zombies suffer a -10% attack penalty and take 3 extra damage. (10% chance)
| |
| | |
| *Kevan -Blessed be his holy name- Favors the undead this day, all zombies rise automatically at no AP cost for 4 hours, revives have only a 50% chance of success for 6 hours. (10% chance)
| |
| | |
| *Kevan -Blessed be his holy name- Does not favor the undead this day, for 4 hours there is a 10% chance per zombie that they will be revived by Kevan -Blessed be his holy name- every 15 minutes, all zombies must pay 10 AP to stand for 6 hours. (10% chance)
| |
| | |
| For reasons that are unclear to anybody (including myself) I believe this will be perfectly balanced and will not upset the game at all. If you disagree with me I will make silly and non-relevant justifications for petting my cat.
| |
| | |
| ----
| |
| | |
| | |
| I just wanted to make an absolutely ludicrous suggestion so that people can relax and laugh at something that is actually in my opinion kind of funny, I can also tease the people with mildly less ludicrous suggestions than myself, lol.
| |
| | |
| I need a compulsive suggester template...
| |
| |} | | |} |
| ====Discussion (TUCOK -BBHHN- (The United Churches Of Kevan) -Blessed be his holy name-)==== | | ====Discussion (Action Points)==== |
| <nowiki>*</nowiki>contemplates whether putting unfunny Humourous suggestions to DS is vandalism* --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 09:43, 24 August 2009 (BST)
| |
| :No as I'm having in DS to develop it's funnyocity, therefore it is a proper use of DevSug. -[[User:Devorac|Devorac]] 09:45, 24 August 2009 (BST)
| |
| ::As long as you don't actually go and submit it to the regular Suggestions system it isn't vandalism. That said, I wouldn't push my luck too hard. {{User:Cyberbob240/Sig}} 10:06, 24 August 2009 (BST)
| |
| :::It has nothing to do with vandalism or humor. This is a waste of space. There is only so much room on the page for LEGITIMATE discussion of LEGITIMATE suggestions. You want some fun? Put it on your own page and put a link in your sig.--[[User:Pesatyel|Pesatyel]] 04:47, 25 August 2009 (BST)
| |
| :::: *Smiles mirthlessly* Right now there are so many suggestions that are a waste of space that I doubt one (and one that at least a few people think is funny) is going to destroy the world as we know it. Chill... breathe deep in the blue. -[[User:Devorac|Devorac]] 09:37, 26 August 2009 (BST)
| |
| | |
| ALL HAIL KEVAN (BLESSED BE HIS HOLY NAME)!!!!!! --[[User:Uberursa | Uberursa]]<sup>this bear wants honey</sup> 20:11, 24 August 2009 (BST)
| |
| : '''''HAIL KEVAN!''''' -Blessed be his holy name-
| |
| ::this is truely genius--[[User:Posydon|<span style="color: Blue">Posydon</span>]] <sup>[[User talk:Posydon|(talk)]]</sup><sup>[[Malton College of Medicine|(MCM)]]</sup><sup>[[Umbrella Biohazard Containment Service|(UBCS)]]</sup> 21:15, 24 August 2009 (BST)
| |
| | |
| Why not put some section that allows butthurt trenchies to bitch at kevan or his holder, causing him to either not give a crap or smite them?{{User:Lelouch/sig}} 22:39, 24 August 2009 (BST)
| |
| | |
| : Nah, Kevan -Blessed be his holy name- automatically smites those who just complain and whine without trying to change things. -[[User:Devorac|Devorac]] 22:49, 24 August 2009 (BST)
| |
| | |
| to quote nick cave, "i don't believe in an interventionist god" --10:35, 26 August 2009 (BST)
| |
| | |
| : Not even if that god has his own page on wikipedia? -[[User:Devorac|Devorac]] 00:05, 27 August 2009 (BST)
| |
| ::kevanism isn't in doubt; it's an absolute fact! All bow down to kevan!{{User:Lelouch/sig}} 02:45, 27 August 2009 (BST)
| |
| ---- | | ---- |
|
| |
|
| ===Conditions=== | | ===Drone=== |
| {| | | {| |
| |'''Timestamp:''' [[User:Brainguard|Brainguard]] 01:50, 24 August 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) |
| |- | | |- |
| |'''Type:''' Game change, new item | | |'''Type:''' Survivor Item |
| |- | | |- |
| |'''Scope:''' Survivors | | |'''Scope:''' Survivors |
| |- | | |- |
| |'''Description:''' Survivors, due to the stress of zombie combat, would begin to have different conditions: | | |'''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. |
| ====Conditions====
| |
| *Hunger - happens at random intervals, cured by eating food item. Movement costs an extra AP for every 30% extra encumbrance.
| |
| *Thirst - happens at random intervals, cured by drinking water. Every "active" action (movement, attacking, etc) has about a 1% chance of lowering HP by 1.
| |
| *Filth - chance of happening when attacked, cured by washing off. Increased chance of [[Infection]].
| |
| *Buzz - comes from drinking alchohol, wears off in 3 turns. Increased [[melee]] attack.
| |
| **Tipsy - comes from drinking Beer while Buzzed, wears off in 3 turns. Movement costs an extra AP for every 30% encumbrance.
| |
| ***Drunk - comes from drinking Beer while Tipsy, wears off in 3 turns. Reduced [[firearms]] accuracy.
| |
| ****Poisoning - comes from drinking [[Beer]] while Drunk, cured with FAK. [[Infection]]-like effect from alchohol poisoning.
| |
| | |
| It is possible to have multiple conditions at the same time (except that new alchohol-related conditions replace old ones).
| |
| ====Items====
| |
| There would be a new Mall store called a "Food Court".
| |
| *Water Heater - ''Factories, Power Stations, Mall Hardware Stores, Storehouses.'' Can be installed in buildings, only works in powered buildings. In a watered building, survivors have the options to "Drink Water" (cures Thrist), "Fill Canteen" (fills 1 of the user's Canteens) and "Wash Clothes" (cures Filth). Can be attacked, and has these damage levels: 'dented', 'battered', 'damaged', 'leaking', and destroyed.
| |
| *Canteen - ''Fire Departments, Warehouses, Mall Sports Stores, Fort Storehouses.'' Appears as either "Canteen (Full)" or "Canteen (Empty)". If you use a full Canteen, it cures thirst but empties the Canteen (can be filled fo 1AP in powered buildings with Water Heater).
| |
| *Fast Food - ''Cinema, Bar (Pub), Mall Food Court, Hotel, Fort Barracks.'' Cures Hunger, but, due to the diuretic nature of soda and grease of fast food, has a 50% chance of causing Thirst.
| |
| *Meal - ''Hospital, Bar, Mall Food Court, Bar (Pub), Hotel, Fort Storehouse.'' Cures Hunger.
| |
| *Hot Stew - may be created from a Meal in any powered building with a Water Heater. Cures hunger AND thirst.
| |
| |}
| |
| ====Discussion (Conditions)====
| |
| {{SDW|1 September 2009 at 14:24 (BST)}}
| |
| | |
| : Look drop the alcohol you seem to have an alcohol fetish. Unless you can put a new, radical, amazing, borderline stupendous turn on the drinking idea it will be slammed so far down into itself by dupe votes that it will have to drop it's pants to say hello, cut the alcohol clean off of your suggestion if you want a chance of passing. And what do you mean by filthy giving you an increased chance of infection? a zombie bite is a 100% chance of infection on hit, 0% on miss simple as that. If you're saying that there should be a chance of getting infected by simply being ''in'' filthy clothes, well that is a dupe of a suggestion that died horribly in flames about a week ago. As to hunger and thirst, we survivors REALLY don't need another thing to screw us over in sieges or when traveling cross country. I'm sorry man but I just don't see anything in this one, not so much as a glimmer. -[[User:Devorac|Devorac]] 05:37, 24 August 2009 (BST)
| |
| :Yeah, I did mean there was a chance of infection from just being dirty. Then again, not a good idea. --[[User:Brainguard|Brainguard]] 14:24, 25 August 2009 (BST)
| |
| | |
| Do you even think before you post this stupid crap here, or do you just write down "screw over survivors for no reason" and start hitting keys randomly until it's big enough to be an idea?{{User:Lelouch/sig}} 02:15, 24 August 2009 (BST)
| |
| :Isn't DS for, I don't know, developing your suggestions?--[[User:Brainguard|Brainguard]] 14:24, 25 August 2009 (BST)
| |
| | |
| I like to screw over survivors personally lol... anyways I see where brain is going with his ideas and I love realism as much as the next guy, but brain... there are few people who will actually agree with realism as in most eyes realism=less fun and nonrealism=more stuff to shoot at. --[[User:Kakashi on crack|Gat]] 05:26, 24 August 2009 (BST)
| |
| {{User:DanceDanceRevolution/ds}}
| |
| --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 05:30, 24 August 2009 (BST)
| |
| | |
| The only one even remotely...anything is "filth". Survivors are already assumed to eat, drink and use the toilet. It is part of the game that isn't necessary. I've gotta agree with the sentiment that the author has a decided fixation on alcohol. While there could, potentially, be SOMETHING alcohol could do other than heal, the author might do well to look at past suggestions involving it to find out why they don't work. And filth increasing the chance of infection? How? The most important thing is that those are SEPERATE SUGGESTIONS (hunger and thirst could go together at best). Don't multi-suggest. Do you know why?--[[User:Pesatyel|Pesatyel]] 05:45, 24 August 2009 (BST)
| |
| :I must say, I like the realism you're going for, and I really do appreciate that you're trying to add to the genre. It would be cool to play a game where survivors have to manage their resources and think about stocking up on food for a seige. Unfortunately, this just isn't urban dead. There's not enough AP in a 24 hour cycle for survivors to deal with the additional costs of eating and bathing and drinking. These would be interesting mechanics in a different game.--{{User:Giles Sednik/sig}} 07:14, 24 August 2009 (BST)
| |
| | |
| [[User:Zombie_Lord/hardcore_city/stats| Dupe]] of Zombie Lord's "Hardcore" city. Oh, except his is thought out better.--{{User:Yonnua Koponen/signature}} 12:13, 24 August 2009 (BST)
| |
| :Luckily for us, 'hardcore' city never made it into the suggestion system, so this could still beat it. In fact, fuck it, let's submit ZL's hardcore city so he can never ever suggest it! --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 12:35, 24 August 2009 (BST)
| |
| | |
| Jeez, you're all so harsh. It really isn't a bad idea. In fact, I like it. The problem is, though, this would change Urban Dead completely as a game. You'd probably have an easier time making your own zombie apocalypse game than trying to radically change on already in place. [[User:RinKou|RinKou]] 17:04, 24 August 2009 (BST)
| |
| :No. It ISN'T a bad idea...for some other game. Part of the problem is that suggestions like this tend to be poorly thought out. Read it again to see what I mean. He says "random intervels" without saying what they are. He says "increased melee attack" without defining it (greater damage? increased hit chance? what?). For me THAT is more of a problem with the suggestion than the suggestion "not working" in the game.--[[User:Pesatyel|Pesatyel]] 04:54, 25 August 2009 (BST)
| |
| :Ok, so her's what I meant by "random intervals". Every time you cure your condition (or when you start the game), the server resets the countdown and chooses a random number of turns until you get the condition again. INcreased melee attack means more damage done. I consider "attack" different from "accuracy," maybe that's from my experience with other games.--[[User:Brainguard|Brainguard]] 14:24, 25 August 2009 (BST)
| |
| ----
| |
| | |
| ===Gat's crap===
| |
| {|
| |
| |'''Timestamp:''' [[User:Kakashi on crack|Crazy Hobo Man]] 06:52, 21 August 2009 (BST)
| |
| |-
| |
| |'''Type:''' Crap
| |
| |-
| |
| |'''Scope:''' Everyone you MOFO
| |
| |-
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| |'''Description:''' ehh... I hope this schnizz works :D
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| ==== Random crap ====
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| before I begin, let me take to saying I have no fucking clue how to code shit so you don't ask ahead of time ^_^ I will say though that I have worked with TES construction set, nwn toolset, and a few other quest-creators/world-editors... Also take notice that all these ideas have been pre-created and the majority were duped or attacked by zergers on the wiki. --[[User:Kakashi on crack|Crazy Hobo Man]] 06:52, 21 August 2009 (BST)
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| nails, you can find these basically anywhere, these can be used with some sort of weapon that can be used without causing damage to the item itself (axe, pipe, crowbar, pistol/shotgun, etc.) nails will allow you to nail items into a wall and such, unfortunatly certain items (such as ammo, metal-based items, flareguns, etc.) when you try to nail them to the wall will not work, and some may cause sparks and damage to the player who tried to nail them to the wall (A.K.A. evil guy bob tries nailing a flare gun to the wall and a flare gets let loose, hitting him in the chest and causing a random amount of damage from 1-10) --[[User:Kakashi on crack|Crazy Hobo Man]] 06:52, 21 August 2009 (BST)
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| string, yes string, I think it should be able to be used to decorate houses, basically you find them in factories, malls, office buildings, and any useless area in the game. when you use it you get the message " (insert building name) seems to be covered with a ton of string... whoever was here last must have gone mad... it will then give an option to remove string, removing string will put it into your inventory and if dropped will auto-place onto the area but instead will say "there is a pile of string on the floor" and give an option to pick it up... string has a 50% chance of disapearing every week IRL.
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| Needles: needles are a special item used in combo with something else found later on in this... basically if used as a weapon they have a 10% base chance of hitting and do only 1 damage (and you will randomly get the "you stab the zombie to no affect" text if you miss since I don't see how someone can "miss" a swaying zombie with a tiny needle...)
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| the incinerator: in powered factories, people will now find these, you can put any item into these to get ashes (if they weigh more then 2% encumberence) or just for an alternate way to get rid of them... They also have a useful effect! suicide bombing!!! no it's not what you think. Bassically if you are grabbed onto by a zombie or have been attacked by one in the past 30 minutes, you can drag them into the fiery infernos of the incinerator at a 50% chance of you coming along... this has positive and negative effects...
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| on the bright side, this will cause the zombie holding onto you to revive at half HP, on the other hand it will do the same to you until you get revived/FAKed... in other words as soon as someone FAKs or revives someone who was incinerated, they will no longer start at half HP, simply inserting a syringe into a zombie is enough to heal them of their burn status... let alone if it works or not... Also any clothes you had on will remove bloodstains when you go into the incinerator but will now appear as charred or nearly-destroyed clothing/apparel. --[[User:Kakashi on crack|Crazy Hobo Man]] 06:52, 21 August 2009 (BST)
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| Tailoring skill: basically when a survivor gets this skill, they can make simple clothing no matter what level they are or anything, all they require is string (used as thread) a needle, a knife (for cutting) and a bolt of cloth (will appear as 1/4 2/4 3/4 or 4/4 when found)... On use, the system will randomly generate a color and thats what color all clothes made with that cloth will be until the cloth is used up (maximum of 4 uses from a 4/4 bolt of cloth)... making a main item (shirt, pants, or jackets) will cost 5 AP and making a sub-item (hoods, gloves, etc.) will cost 2-3 AP. certain items such as boots will not be able to be made... --[[User:Kakashi on crack|Crazy Hobo Man]] 06:52, 21 August 2009 (BST)
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| raining, every 72 hours it will rain, if your character is outside or in a building with smashed windows, their clothes will be soaked for 2 hours...
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| drunk, yeah you should get drunk if you drink too much beer, then everyones name will be slurred and if you try to talk you'll sound like a zombie shitting themselves. I'm surprised some of you haven't died from alchol poisoning by now...
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| rage hour and survival hour, selected randomly every day, these will give slight boosts to the two sides stats making the game have a bit of strategy (basically from what I can tell, a zombie is most active at midnight and a survivor is most active at afternoon, in otherwords, perhaps at randomly selected times it will be "midnight" or "afternoon" but it'll never be the same one twice in a row... during these hours, the appropriate team may gain a slight bonus, say 1 extra damage, better search rates by 3-10%, and better attack rates by 3-10%?)
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| shitting yourself, when your about to die, even if offline, you can't tell me you'll sit there with a straight face? if I was a human and was about to get killed, I'd be shitting myself! (in otherwords the pants will then appear to have brown/green smudges on them that will disapear when you change your pants) 50% chance of happening?
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| on-death message, basically when you die, your character may say something silly like mother fu... or oh shi... or gaa... or something random, these would be togleable so you would or wouldn't have them and they could be ignored...
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| shrooms, the sequal! basically, when you eat random mushrooms on the ground, random thigns will happen, in other words: say survivor eats this shroom, they realise that it was poisoned and die instantly, another may make them high reducing attack hit chance but improving their damage (somehow O_o) and another may luckily give them 1 extra AP on the next AP give time, but only once! on the other hands zombies could eat any shrooms they see to no effect but for strategy reasons...
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| shroom reading skill, if the above is added to the game, anyone no matter what side they are on will be able to purchase this skill giving them a 50% chance of finding out the effects of one shroom in the area, afterwards they can choose to eat the shroom or "flag" it (leave something to show it is poisoness and/or could help them...)
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| Ascension, for those who don't get it, basically its for those guys who are maxed out with nothing to do... when they ascend, they will restart as a level 1 with enough EXP to get 1 extra starting skill, on a second ascension they will get 2 extra starting skills and at a third they will get 3, after three ascensions they will be perma-maxed with that character. this would only be available to those who are maxed level and have acumulated 1000 EXP (a simple task, trust me) on every ascension they will have to improve their search skills or attack skills with a certain weapon by 3% chance of hitting overall, not large enough to affect the game majorly but enough to make a difference on their third ascension with say claws as their weapon of choice all three times. (at max that would be 50%+10% on grab+9% from ascensions=69% chance of hitting instead of 60%, this could be changes to 2% instead to reduce it to around 65% chance of hitting at max) this would be useless almost to a casual guy but the people who are serious about UD will have a tactical advantage! --[[User:Kakashi on crack|Crazy Hobo Man]] 06:52, 21 August 2009 (BST)
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| Clarification: when you Ascend, you will keep any clothes on you, and the majority of items that weigh 5% or less, you will just be reset to level one and randomly teleported to another building of similar status (if in NT building, will be taken to another safe one, if in mall, same thing, etc...
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| ==== Zombie specific skills/weapons/etc. ====
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| Zombie sniper bite! basically this skill will be extremely useful to zombies and possibly help fill the gaps between zeds and survivors without causing any major differences...
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| Zombie sniper bite is... another zombie skill... this skill will seem useless on the everyday survivor but will be extremely useful in large raids and such!
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| basically zombie sniper bite can be taken after getting infectious bite, digestion, and neck lurch... this ability (which will have a name change if people like it) will give a zombie a +2% chance of hitting on bite attacks but mainly gives the zombie a chance to do something serious to the survivors! when using bite attacks with this skill, zombies will have a 30% chance of disabling the survivor's ears! When a survivor's ears are disabled, they will only hear every 4th word said, this will limit it so if people meta-game this they will be forced to waste a lot more AP to get a messagde to deaf survivors! a human who is deaf who wants to be able to hear again must A. kill themselves causing the zombie regenerative process (only explaination for how they get up so often) or B. get healed by SOMEONE ELSE and will have no affect if they heal themselves...
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| Common tounge! basically a comprehension skill for zombies...
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| basically if zombie A says "come out humans" in zombie, it being this EXACTLY just in zombie, anyone with the common tounge skill who IS a zombie will hear "come ot humanz" or something similar as it is their "common tounge" and they understand it well. very usefull for zombbies!
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| body-rot
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| with this ability, zombies can hide O_O
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| zombies with this skill will be able to go into a new "mode" called body-rot IF they have 25 AP at least or are below 50% health... activating body rot has useful, and negative effects on the zombie...
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| basically zombies will have a new button called "body rot (on/off)" that they can activate to make their bodies... well rot... rotted bodies will soon fall to the ground from rapid degeneration (next reset) and will appear as corpses that "smell horrible" (not strange).
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| in this state, any other zombies in the area can tell that they are alive and will be able to do anything basically to them (including a new attack) but at the same time humans won't be able to touch them... this has good and bad effects...
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| good effects:
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| can't be hurt by humans
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| can be dragged inside by a fellow zombie
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| can stay alive if dieing
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| can be used kinda like a hide in plain sight like in dnd
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| bad effects:
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| CAN be hurt by other zombies
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| will regenrate turns at half the rate
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| will lose 5 HP due to body rotting
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| will have to spend the natural 1-10 AP to stand up
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| Kick the corpse:
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| zombies with the "kick the corpse" skill will be able to kick a corpse at someone... kicking a corpse at someone will count as a ranged weapon attack with a base % of 30% along with human-based ranged weapon bonus skills you can get!
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| because kicking a corpse counts as two attacks, it will cost two AP to kick a corpse at someone
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| a corpse that has been kicked at someone will be counted as that corpse "temporarily grappling" them even if they don't have tangling grasp skill so that if they wake up and haven't been taken outside, they will be grappled to that person until they are ungrappled by natural means...
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| kicking a corpse does: 5 damage to a survivor, 3 damage to the corpse on next revive
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| a corpse can also just be kicked with a button to do 3 damage to it only... if done inside a building that someone can commit suicide in, they will be kicked off of the building dealing an extra 5 damage on getting up from the fall. (still 2 AP)
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| remember 1 thing! this skill may be extremely accurate and do massive damage, but you can only kick a corpse one time until they die again! this means that you should make the most of it as a chance to try and do extra damage if there is one corpse while doing this... at the same time people could enter a mall infested with zombies and play a game of corpse ball :D --[[User:Kakashi on crack|Crazy Hobo Man]] 06:52, 21 August 2009 (BST)
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| brute strength:
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| basically with this skill, a zombie can automatically tear down one barricade level at the cost of 10AP if the barricade is lightly caded or below... unfortunatly this also means that they had to have an adreniline rush and won't be able to open doors until the next reset!
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| extreme diseased (prestige class for zombies since humans get zombie hunter)
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| extreme diseased is the skill a zombie can take once they have ALL other skills in the zombie category, it is extremely powerful and as
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| such requires that a zombie truly want to be a zombie...
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| you are a zombie... you walk the lands searching for scraps and have mastered almost everything... recently you found that your targets are weak and pitiful... and have mastered the ways of the scum humans you consider food...
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| you now have an extreme immunity to necrotech syringes... even inside a powered necrotech facility they only have a 50% chance of reviving you...
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| with this skill you will be able to buy additional skills for your prestige zombie!
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| ==== extreme undead skills ====
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| advanced memories of life: You can now identify what they are by an initial next to their name when you see someone... NT(necrotech) D (defense such as military, firefighter, or police) M(medic) Z(zombie) B(anyone who is brainrotted will also get this initial next to their name) S(scout) C(civilian) H(hunter) ED(any other extreme undead)
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| body odor...
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| You have been finding it hard to mask that you are here as of late... every time you fall you let out a horrible stench that can be smelt from blocks away.
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| you can now release a stench into the air that anyone can smell and track to you... this skill is manually activated unless dead...
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| first 24 hours corpse: anyone inside or outside the square you are at can smell your horrible stench and can try jabbing you with syringes and FAKs to get the smell to go away...
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| third 24 hours: anyone in map range will smell your presence, any survivors with 1-2 HP who logs in will find themselves dead...
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| fourth 24 hours dead/corpse: anyone within groaning range will smell your presence, the smell is now too much for the survivors and anyone with 6 HP or less will find themselves dead...
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| fith 24 hours: the smell disapears! doesn't matter if you are active, your body has now used up all resources and you must stand or sit as if you are any other corpse... you have lost your ability to produce gasses for 3 resets after you get up...
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| advanced "regnerative" mode: you can double your ability to withstand damage but will also have your attack% chance of hitting cut to 1/4 its normal value... this can only be activated with 25 AP or higher
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| adrenaline rush advanced:
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| you can rip off the barricades of VSB or lower for 80AP, in other words you will be at -30 AP and have taken 30 damage... only to be used as a last resort...
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| extremely advanced brain rot: your brain is mush... litterally... you now have a 25% chance of being revived in a necrotech building that's powered... good luck with that :P
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| ==== hunter skills ====
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| I find that humans are OPed as it is and require no more skills... I do however think it is shitty to have a "zombie hunter" prestige class with only one fucking skill...
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| my skills I suggest for zombie hunters will have to be taken in order, you heard me you don't have a choice in the matter :P
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| zombie trap!
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| A hunter can set a trap in front of the door for 20 AP, this trap will allow a hunter to gaurd an area but will deactivate as soon as they leave the area... this trap will place any melee weapon in front of the door so WHATEVER enters through the door (human or zombie)will get auto-hit by it once and will be unable to miss it unless they have the sense trap skill, then the trap will be deactivated and the weapon lost... yeah not that useful but will probably scare the crap out of someone when they enter a building to find out "so and so attacked you with a (weapon) for (#) damage"
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| NOTE: if one hunter has set a trap and a second one tries to in the same area, both traps will be deactivated
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| sense trap!
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| A hunter with this skill will be able to see if a trap is set at the front entrance when outside of a building, if they try and enter it the weapon will be reduced to only a 50% chance of hitting...
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| morale boost!
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| this skill will allow a hunter to boost the morale of nearby survivors to give a bonus to their search rates in that building until 5 hours have passed.
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| the list of + to search rates is as follows...
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| +4% if there are only 5 or less people in the room
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| +3% if there are only 10 people or less in the room
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| +2% if there are only 24 or less people in the room
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| +1% if there are 25+ people in the room to a max of 100 people
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| called shot
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| a hunter can aim at the claws or head of a zombie with a weapon but their chance of hitting is slashed in half, when aiming at the head they will recuce 1 damage from bites and while aiming at the claws they will reduce 1 damage from claw attacks until the zombie dies/gets FAKed... these effects will last until the hunter leaves the area so trenchies can't abuse it, if anyone else tries to shoot the same zombie with a called shot, they will get a message saying the zombie is crippled enough already and instead do a normal attack
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| extended comprehension:
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| a hunter can make out some words a zombie says, meaning they get a partial version of common tounge skill, this can be useful in finding out information
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| this skill also lets a hunter get an additional 1 EXP point when reading books or reviving a zombie!
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| radio-bomb
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| if the zombie hunter has 30 AP, a FAK, a toolbox, handheld radio, and flare gun, the zombie hunter will try to mix them together with a 75% chance of success, making this bomb is probably the second most usefull zombie hunter abilities ever!
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| the radio-bomb will remain on the hunter until they die and will take up 20% encumberance in the player's inventory... a small price to pay for its usefullness...
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| basically if the said hunter was to be killed by someone, they would be shot out of the building by a small explosive connected to the zombie hunter's pulse... this will do 10 damage instantly and force the person who killed them outside of the building... if they are inside a building that you can commit suicide in, they will fall out the window from the blast..
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| if the said person was grappling them when they died, the explosive would do a whopping 30 damage as they were holding onto him/her and will still shoot them out of the building (yes I know its OPed but zed hunters should be badass... not an excuse for a free griefing skill...)
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| (must have all other hunter abilities first)
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| necro-trap, this skill requires the hunter to have every skill other then this in-game to get it. The hunter can set up a trap inside a building for 50 AP, three syringes, and a toolbox. the trap that will shoot three syringes at the next three zombies to enter the room. will have a 90% chance of sucess, and the other 10% says you will get killed immediatly. All three syringes have a 70% chance of success since they aren't being directly applied...
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| reminder: this skill will auto-deactivate if someone else tries to put a trap in, if the hunter leaves the area his/her trap will be disabled and have to be rebuilt...
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| ==== headhunter skills ====
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| a new prestige class to futher the chaos...
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| the headhunter class will have only three skills...
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| death rattle human: can talk using death rattle as a human
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| human hater: does an extra 1 damage to humans as a human and will also have 10% added to hit% chance against them...
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| hide: will become a "corpse" any actions they do will reveal their true nature... also if zombies feed on them, they will auto-become a zombie, it will cost 5AP to stand up, and if a human searches they will find them alive revealing their nature! (can only be used with 25 AP or more)
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| and I may update this :D --[[User:Kakashi on crack|Crazy Hobo Man]] 06:52, 21 August 2009 (BST)
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| |} | | |} |
| ====Discussion (Gat's crap)==== | | ====Discussion (Drone)==== |
| {{SDW|31 August 2009 at 22:42 (BST)}}
| | Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --{{User:A Helpful Little Gnome/Sig}} 02:19, 24 July 2022 (UTC) |
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| by the way I realise a few of these may deserve to be in do's and don't's... that's why they are here for inspection :D--[[User:Kakashi on crack|Crazy Hobo Man]] 07:14, 21 August 2009 (BST)
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| Headhunter is probably on every PKer's wish list. and zombie headshot is a dupe.
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| eh I don't mind if you don't sign your comment... anyways if your reffering to zombie sniper shot, it really isn't a headshot and I had no intention of making it that, I only used the name "sniper shot" because usually they are aimed at the persons head if they are using sniper rifles and in this case the ears. I really think PKers deserve some motivation to PK... otherwise whats the point in the first place? think about it... --[[User:Kakashi on crack|Crazy Hobo Man]] 00:19, 22 August 2009 (BST)
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| '''Random Crap''': Firstly, ditch the tailoring. UD players shouldn't be wasting their AP on clothing, they should be using all of it to fight in the apocalypse. The incinerator thing is goddamn stupid because we should be '''incinerated''' if we fall in there, also, no insta kills. Rain and Drunk are both dupes. Rage and Survival hour is interesting, but 'shit yourself' is fucking nonsense, on-death message is a dupe I'm pretty sure, shrooms is, again, '''stupid''', drugs in UD are dupes already and are quite obviously not wanted by the community. Ascension is interesting, it'd give those mega old zombies an excuse to tear up malton.
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| My final proposition? Sift through this shitheap and among the dupes, spam and utter crap, you might actually find workable suggestions in there that a majority of DS might actually want to participate in. But there's way too much here to discuss. Take it a couple at a time. --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 00:19, 24 August 2009 (BST)
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| You're supposed to post each of these suggestions as their own section.{{User:Lelouch/sig}} 00:21, 24 August 2009 (BST)
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| :If he cared, he wouldn't have pulled this crap. I don't think he even plays the game.--[[User:Pesatyel|Pesatyel]] 06:00, 24 August 2009 (BST)
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| :: http://urbandead.com/profile.cgi?id=1341036 Add me to your enemy list Pesatyel :P
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| {{User:DanceDanceRevolution/ds}}
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| --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 05:30, 24 August 2009 (BST) | |
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| Funny, in a sick OMFG kind of way, like watching idiots. -[[User:Devorac|Devorac]] 07:12, 24 August 2009 (BST)
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| :Watching idiots is funny until you realize that you can't stop because of how many of them there are; then it just gets sad and boring{{User:Lelouch/sig}} 22:42, 24 August 2009 (BST)
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| ---- | | ---- |
|
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|
| ===Leg Crunch=== | | ===Backpack=== |
| {| | | {| |
| |'''Timestamp:''' [[User:Brainiac3397|Brainiac]] 08:34, 23 August 2009 (BST) | | |'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC) |
| |- | | |- |
| |'''Type:''' Zombie Hunter Addition | | |'''Type:''' New item |
| |- | | |- |
| |'''Scope:''' Survivors | | |'''Scope:''' Survivors |
| |- | | |- |
| |'''Description:''' if your going to hunt a zombie you obviously want to do some major damage in any possible way,even if death doesn't occur a temporary disadvantage to the zombie would be major help. im thinking that if zombies can infect us and slow us down to get us to use a first aid kit we should be able to slow them down to.this skill would add a 20% chance of hitting the zombies leg and cause him to use twice the AP to move and cause half double damage but only with melee weapons.zombies with lurching gait would use 2 AP while others without it would use 4 AP and only way to rid of it would be to spend 6 AP to "fix displaced leg" but maybe lose 2 hp from blood lose. | | |'''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). |
| --[[User:Brainiac3397|Brainiac]] 08:34, 23 August 2009 (BST)
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| |}
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| ====Discussion (Leg Crunch)====
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| {{SDW|2 September 2009 at 07:21 (BST)}}
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| Nooouuuu!! [[Suggestions_Dos_and_Do_Nots#AP.2C_Inventory.2C_Skills.2C_and_Barricades|Leave my AP alone!]]--[[User:Maps|Maps]] 08:47, 23 August 2009 (BST)
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| You only need ask yourself if this would be fun to know its a bad idea. 4AP for movement is not fun!--[[User:Honestmistake|Honestmistake]] 10:12, 23 August 2009 (BST)
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| This suggestion is offensive. 4ap just to move. --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 10:15, 23 August 2009 (BST)
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| You must have the most comically ill-chosen name on this wiki. --[[User:The Hierophant|Papa Moloch]] 13:37, 23 August 2009 (BST)
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| :Ah, if only you knew how truely good I am at Dance Dance Revolution ;) --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 13:46, 23 August 2009 (BST)
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| ::Aww crap. Does this mean that I have to change my username to Football Manager 2009? It's really not catchy. :o( --[[User:The Hierophant|Papa Moloch]] 23:18, 25 August 2009 (BST)
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| It's an interesting concept, but obviously needs to be better implemented. I say get rid of the additional hit percentage (20% is way too high anyway). I also say scrap AP from this suggestion altogether - use HP. You say you want to make this like a surivor version of infectious bite, yet infectious bite doesn't modify AP at all. Name doesn't work either. So here's how I picture this skill working:
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| '''Crippling Blow''' ''(Player can cripple a dying zombie (those with 12 HP or less) causing them to lose 1 HP per move for 2-5 moves.)''
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| Have a new action button, "Crippling Blow" with two boxes next to it - one for which weapon to use and the other for which zombie. Good luck, hope this makes it to current suggestions and then soon. [[User:BlueSpurt|BlueSpurt]] 14:02, 23 August 2009 (BST)
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| No. Zombies already get the short end of the stick on AP-usage. Survivors don't need this overpowered buff, they just need to up the level of their game play. As usual. --[[User:WanYao|WanYao]] 17:20, 23 August 2009 (BST) And infections are almost meaningless, almost not worth the AP needed to inflict them... and FAKs are cheap and easy to come by... This is the creme-de-la-creme of bad, super-trenchy ideas. --[[User:WanYao|WanYao]] 17:24, 23 August 2009 (BST)
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| Your suggestion is broken, useless, and suggestive of someone who is too stupid or lazy to even think about their own ideas before asking others to fix them, and BlueSpurt's idea is just worthless. This suggestion isn't going to work. Take my word for it; it's broken beyond hope of repair.{{User:Lelouch/sig}} 17:23, 23 August 2009 (BST) Edit Conflicts! Curse you Yao!
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| :Why? It's a perfect suggestion! Think of these newbies who join the game everyday! Those who choose playing as zombies! They will have to waste amazing amounts of AP just for walking! With this, We'll show them the right way! The SURVIVOR WAY! That would balance the game, making it fair for us, poor survivors! UR AWESUM U DUDE :D! (No, seriously now. There's no fun in playing a game about zombies if no one wants to be a zombie)--{{User:OrangeGaf/Sig}} 19:26, 23 August 2009 (BST)
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| This is effectively a quick way to knock down a zombie. While it wouldn't be effective at all in a siege environment, it would be useful in griefing lone, traveling zeds. This suggestion is useless to survivors and painfully annoying to zombies, akin to a bully pushing over a child in a playground. Also, you misspelled "loss." --[[User:Uberursa|Uberursa]] 18:38, 23 August 2009 (BST)
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| whoa... another noob who thinks that we should make the game urban alive! I'm sorry but this idea is crap, ok, its just crap because zombies are already weaker then survivors in every way, even in areas they should be STRONGER then them in... The only things zombies get are the ability to get up at full health, and not get turned into the enemy if they die... next thing you know we'll start seeing the necro-knife, a weapon that can revive zombies while hurting them for double the EXP -_- I'm pissed at all these survivor ideas now, seriously are you guys not already OPed as it is??? do you NEED to exterminate all forms of zombies? almost every zombie in the stats page is a rotter >_> (rage post out of anger at survivor ideas... --[[User:Kakashi on crack|Gat]] 21:52, 23 August 2009 (BST)
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| nice to know you guys were so interested and this was my first post!.......i guess name was stupid enough to attract enough people,you all say that zombies should be stronger then i will change to to benefit the zombies.
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| --[[User:Brainiac3397|Brainiac]] 20:27, 24 August 2009 (BST)
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| :Who said "zombies should be stronger"? Have you even PLAYED one? I have the perfect way for you to test your suggestion. Create a new zombie. Then every time you step into a new square, immediately waste 2 AP. Suggestions like this you have to be reminded that zombies are players too.--[[User:Pesatyel|Pesatyel]] 05:08, 25 August 2009 (BST)
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| i do have a zombie account and yes 2 ap is a pain but isn't that why this is for the zombie hunters? its not just for everyone and my ALT zombie account has lurching gait so its only 1 AP to walk.
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| --[[User:Brainiac3397|Brainiac]] 22:54, 25 August 2009 (BST)
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| :Being "limited" to Zombie Hunters is irrelevant. It isn't them that need to deal with it. You just said "2 ap is a pain"...so imagine FOUR AP per move. That's more fun?--[[User:Pesatyel|Pesatyel]] 07:21, 26 August 2009 (BST)
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| ----
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| | |
| ===Vault===
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| {|
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| |'''Timestamp:''' [[User:Brainguard|Brainguard]] 20:46, 22 August 2009 (BST)
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| |-
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| |'''Type:''' Building change, new skill
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| |-
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| |'''Scope:''' [[Banks]] and [[NecroTech Buildings]]
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| |'''Description:''' I had earlier suggested a storage closet idea, but realized it had too much zerging potential. So here is my revised idea, vaults:
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| All [[banks]] and [[NecroTech buildings]] (and [[Malls]] and [[Fort Armories]]) would have a storage vault. To use the vault, the bank would need to be powered, and you would need to buy any of these three skills:
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| #Hacking (a scientist class skill)
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| #Safecracking (a military class skill)
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| #Locksmith (a civilian class skill)
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| When in the building, humans would have two options, <nowiki>"Take [item] from vault.", and "Put [item] in closet."</nowiki> Any items in the closet could be used by anyone, but there is a 20 item limit to closet items. Flavor text:
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| *Putting in: "The lock on the vault beeps/clicks/turns and the door opens. You stuff your ''item'' in and slam the door shut again."
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| *Taking out: "The lock on the vault beeps/clicks/turns and you take out a(n) ''item'' before shutting the door."
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| *Too many items to put more in: "Despite your attempts, the vault has reached its capacity limit." (0AP spent)
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| Zombies can also attack the vault doors. Humans with a toolbox '''can repair them'''. Vault doors have the same damage system as radio transmitters or generators: 'dented', 'battered', 'damaged', 'badly damaged', and destroyed. When the doors are destroyed, successful attacks will destroy one random item in the vault.
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| Flavor text for destroying & repairing:
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| *Hitting a vault with non-destroyed doors: "The vault door is dented/battered/damaged/badly damaged from your swing/shot/claw/bite."
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| *Completely destorying the vault doors: "There is a bang as the vault doors crash to the floor."
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| *Destroying an item in the vault: "Your swing/shot/claw/bite smashes a(n) ''item'' contained in the vault."
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| *Missing an attack on the vault: "The vault echos, but there is no damage done to the vault or its contents."
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| *Repairing a vault with a detroyed door: "You pick the remains of the the vault's door and reattach it to the lock."
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| *Repairing a vault: "You tighten the hinges and bang out the dents on the vault door."
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| |}
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| ====Discussion (Vault)====
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| {{SDW|31 August 2009 at 07:25 (BST)}}
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| I don't see how this fixes the zerging problems in the earlier suggestion. Also, if you obtained one vault skill, what would the other skills do? Ideally, there should only be one skill.--{{User:Yonnua Koponen/signature}} 20:50, 22 August 2009 (BST)
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| :Well, he attempted to by putting doors on his Storage Closet and requiring a generator. But I don't think that is enough of an offset to counter all the zerge issues.--[[User:Pesatyel|Pesatyel]] 21:01, 22 August 2009 (BST)
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| ::Zergers couldn't just make expendable accounts - you would eed to be lvl2 or higher.--[[User:Brainguard|Brainguard]] 23:11, 22 August 2009 (BST)
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| :::And getting to level 2 is difficult now?--{{User:Yonnua Koponen/signature}} 23:12, 22 August 2009 (BST)
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| ::::No, but
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| ::::#You won't see a million lvl 1 zergs descent upon a vault and deposit everything they own.
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| ::::#Anyone can take the items out, so it isn't exactly "trading".
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| ::::#Must be in a powered, unruined bank. So it may take some effort to find one.
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| Basically, it's to hard to create insta-zerg armies without some effort. --[[User:Brainguard|Brainguard]] 00:13, 24 August 2009 (BST)
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| :3. It doesn't take much effort to walk to one suburb which is green, and thus abuse the bank there.
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| :2. Yes it is trading, it's just you don't know who you're trading with, unless you alt abuse.
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| :1. Why not? I also fixed your formatting. --{{User:Yonnua Koponen/signature}} 12:18, 24 August 2009 (BST)
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| There was a suggestion some time ago that involved players using a bank's safety deposit boxes to store items for themselves. Unless your adamant about sharing items (in which case, go ahead and stop now) you might want to try that line.--
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| [[User:Pesatyel|Pesatyel]] 21:01, 22 August 2009 (BST)
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| :Yeah, I'm for item sharing.--[[User:Brainguard|Brainguard]] 23:11, 22 August 2009 (BST)
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| ::Go ahead and stop now. --'''[[User:BobBoberton|<span style="color: #FF4500">Bob Boberton</span>]] <sup>[[The_Fortress|<span style="color: #6B8E23">TF</span>]] / [[The_Fortress/Dark_Watch|<span style="color: #778899 ">DW</span>]]</sup>''' [[Image:Littlemudkipsig.gif]] 23:22, 22 August 2009 (BST)
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| ::It wouldn't be trading, just communal sharing. --[[User:Brainguard|Brainguard]] 00:13, 24 August 2009 (BST)
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| :::Item sharing would add tremendously to game play if only we idn't have so many sad-sacks willing to create disposable accounts to search for them.--[[User:Honestmistake|Honestmistake]] 02:19, 23 August 2009 (BST)
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| ::::All it would add would be dedicated survivor ammo/syringe search "sub-groups" that do nothing but re-supply their front line group-mates. The huge encumbrance that survivors can carry now more than makes up for not being able to store things in cupboards or vaults. Sharing/trading/giving just wont work in a low tech game like UD, which is why it will always be [[Suggestion:20070826 Give Items Away I KNOW ITS A NO NO BUT READ 1ST|spammed, with extreme prejudice]] <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 02:39 23 August 2009 (BST)</small>
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| ::::That might be true if we had limited resources. But all these suggests are is "arming the new character" suggestions. The maxed character, with nothing to do, searches with maxed percentages for all the "good stuff" for their new alt.--[[User:Pesatyel|Pesatyel]] 22:30, 23 August 2009 (BST)
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| Here's a link to a [[Suggestion:20080414 Personal Lockboxes|suggestion]] that allows for caching without the zerg problems, and it was almost duped by one similar to this <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 10:39 23 August 2009 (BST)</small>
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| :The point is that it would be a ''communal'' caching. That way, groups can have a shared cache if the TRps fall. --[[User:Brainguard|Brainguard]] 00:40, 24 August 2009 (BST)
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| ::Actually, I looked at the suggestion and think [[Suggestion:20080414 Personal Lockboxes]] is better.
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| ::Yes, and that is why this suggestion will die because it is impossible to control the cache.--[[User:Pesatyel|Pesatyel]] 06:37, 24 August 2009 (BST)
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| Isn't this in freq-sugg? If not it should be. Survivors already get huge advantages from stored AP... they don't need this. --[[User:WanYao|WanYao]] 17:21, 23 August 2009 (BST)
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| :Here's one of the problems with item-sharing, even if you pretend that it wouldn't be abused by zergers - it would present unfair AP storage as wan yao just mentioned. I'll explain. It takes time and AP to search for and collect ammunition/FAKs/needles. So a pistol clip represents ''stored AP'', with the potential to do a lot of damage in a short amount of game time. Having a treasure trove of needles and shotgun shells laying around in banks only adds to this stored AP and creates an imbalance between survivors and zombies. Does that make sense?--{{User:Giles Sednik/sig}} 07:25, 24 August 2009 (BST)
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| ----
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| | |
| ===Augmented Fear===
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| {|
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| |'''Timestamp:''' {{User:Giles Sednik/sig}} 00:35, 22 August 2009 (BST)
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| |-
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| |'''Type:''' game change, new skill, skill change
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| |-
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| |'''Scope:''' zombie vs survivor confrontations
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| |-
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| |'''Description:''' Okay this suggestion is big and crazy but as a community we can work out the details.
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| I propose that the element of fear in the game be expanded upon in the following ways:
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| *'''Game change:'''When a survivor is at 13HP or less, they experience mortal fear. Wild with terror, their fine motor skills diminish and their chance-to-hit for all attacks drops by 10% (or whatever % the community decides is best).
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| *'''Skill change:'''Zombies who have [[Zombie_Skills|scent fear]] and [[Zombie_Skills/Scent_Death|scent death]] will now have an enhanced ability to smell the mortal fear of their prey. When they use scent death, the positions of survivors with 13HP or less will show up on the scent death map as red asterisks. Only one red asterisk will display per block, regardless of how many dying survivors are at that location. There would be no difference between survivors outside or behind barricades (negotiable).
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| *'''New skill:'''Survivors can purchase a new skill called ''"Focused Fear"'' (or whatever sounds best). It would be a civilian skill under body-building (or a military skill under hand-to-hand combat). It would cost the same as other survivor skills relative to its branch, ie civilian, military, scientific. ''Focused Fear'' can only be used when a survivor is at 13HP or less.
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| *''Focused Fear'' is a survivor's ability to channel their near-death adrenaline rush to deal more damage with heavy melee weapons. They would deal an extra 2HP of damage (or whatever amount works best - the end result should better than a fire axe but not as good as a pistol) with heavy melee weapons like fire axes, toolboxes, lengths of pipe and baseball bats. Knives and fencing swords would be unnafected. Other weapons are up for debate. They would still have the 10% hit penalty with these weapons, because they are using crazy rage to attack, rather than precision and technique.--{{User:Giles Sednik/sig}} 00:35, 22 August 2009 (BST)
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| |}
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| ====Discussion (Augmented Fear)====
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| Okay I realize this suggestion is hardcore and it involves a number of changes, but I think it would add greatly to the gameplay and to the fun of pitting survivors vs. zombies. My general idea is that greatly wounded survivors should feel an additional sense of impending peril. They should feel ''hunted''.
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| Also, I like the risk/reward of being a constant target with low HP and dealing more damage. Finally, the zombie scent skills are extremely disappointing. Zombies should be granted a better hunting tool for maxing out the scent tree.--{{User:Giles Sednik/sig}} 00:46, 22 August 2009 (BST)
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| The skill should probably be a zombie hunter skill because a)Science doesn't make sense and we have too many military skills and b)It makes sense that this would be gained over time. Also, when you say "better" do you mean in AP spent per damage or flat out damage?--[[User:Uberursa|Uberursa]] 02:05, 22 August 2009 (BST)
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| :That's a good question and I hadn't considered if it should be damage or AP efficiency. I want this to be a community developed suggestion so I'll leave it to you and the community to decide what would be the most balanced option. Also, you're right that it should be a zombie hunter skill, that makes more sense. Maybe it could be called ''Death Blow''--{{User:Giles Sednik/sig}} 02:30, 22 August 2009 (BST)
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| The effect of this is so vast that it really should probably be tried in a new city first, not in Malton, but I like the idea. It just needs a test drive somewhere before we could really know what effect it would have. Monroeville would be good for that if Kevan were to decide to reopen it.--[[User:Necrofeelinya|Necrofeelinya]] 04:45, 22 August 2009 (BST)
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| As far as the weapons go, I'd imagine any of the "clubbing" weapons would apply. It doesn't take a lot of percision to swing a tennis racket or bat when your trying to crush something.--[[User:Pesatyel|Pesatyel]] 06:38, 22 August 2009 (BST)
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| '''No. No. No. No. No. No.''' Just No. The Skill change is an acceptable alteration, it would even be good, but the rest is just '''horrible'''. Too much of a zombie buff.--{{User:Yonnua Koponen/signature}} 11:32, 22 August 2009 (BST)
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| I tried something like this once before. It didn't work. --{{User:Blake Firedancer/sig}} 11:49, 22 August 2009 (BST)
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| :As blake, there are several elements in this suggestion that have been tried before. User's don't like their accuracy etc being messed with beyond their control. --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 15:31, 22 August 2009 (BST)
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| ::Fair enough, Yonnua. I like that you see some promise in the skill change and I respect your criticism. Let's try this: what specifically is wrong with the rest of the suggestion and what would you do to fix it?--{{User:Giles Sednik/sig}} 19:17, 22 August 2009 (BST)
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| :::In real-time battles (although they aren't common, this is probably all they'd effect), survivors are already screwed by infection. We don't need to make the situation worse by lowering their accuracy. At the same time, we don't need survivors to be able to lower each other to 13hp, and run around dealing 12 damage a shell. --{{User:Yonnua Koponen/signature}} 19:47, 22 August 2009 (BST)
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| :::::I'm not sure you read the suggestion. YOu said above that "the skill change is an acceptable alteration". As I read the suggestion, the "skill change" is changing Scent Death to allow zombies to see those that are "dying". That is already waht Scent Fear does so that entire part is a little bit of a nerf. That is the only acceptable part? And "12 damage per shell"? The suggestion ONLY applies to melee weapons (most specifically axe, toolbox, pipe and bat unless he decided to include the others).--[[User:Pesatyel|Pesatyel]] 20:39, 22 August 2009 (BST)
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| ::::::I missed the part about it only being melee. Still, a 5 damage axe? That would completely nerf the pistol.--{{User:Yonnua Koponen/signature}} 20:48, 22 August 2009 (BST)
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| :::::::Well he did say the damage was negotiable. Also, the 5 damage axe has lots of penalties to its use and I'd imagine that would offset the extra damage. A pistol does 5 damage, sure, but at 65% to hit (this would be, currently 30% to hit) and you can use a gun whenever as opposed to this where you have to be near death.--[[User:Pesatyel|Pesatyel]] 21:09, 22 August 2009 (BST)
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| ::::::::It actually only affects guns. A flak jacket wouldn't affect an axe, that would be stupid. No weapon should be able to deal 5 damage, or even 4 damage, without having to reload. It would be far over the top.--{{User:Yonnua Koponen/signature}} 23:08, 22 August 2009 (BST)
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| :::::::::Not according to the game mechanics. The fact there are no melee weapons that, currently, do 5 or more damage does NOT change the game's mechanics. Hence why it becomes an issue in this suggestion. You DID read the suggestion right? Or are you saying all the negative associated with gaining the ability to do 5 damage with an axe are not enough? I'm not clear on why your displeased. Also, why would it 'be stupid" for a flak jacket to affect an axe?--[[User:Pesatyel|Pesatyel]] 20:32, 23 August 2009 (BST)
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| ::::::::::Come back to me when you know what a flak jacket is.--{{User:Yonnua Koponen/signature}} 20:50, 23 August 2009 (BST)
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| :::::::::::Nice catc all answer and avoidance of actually answering. ;) That's fine.--[[User:Pesatyel|Pesatyel]] 21:48, 23 August 2009 (BST)
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| ::::::::::::Fine, I'll say it then. An axe would cut through a flak jacket easily. Flak jackets are built to resist gun and shrapnel attacks. Therefore, it would be stupid for an axe to be weakened by one. Therefore flak jackets only effect guns, not all weapons greater than 5.--{{User:Yonnua Koponen/signature}} 22:02, 23 August 2009 (BST)
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| :::::::::::::My point was it is a GAME MECHANIC consideration, not a reality one. IF there is ever a melee weapon that does 5 or more, it will be effected by flak unless Kevan changes the mechanic and, given the circumstances, it is a relavant point in this discussion.--[[User:Pesatyel|Pesatyel]] 22:22, 23 August 2009 (BST)
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| ::::::::::::::Well, no. Where did you get this nonsense about it effecting weapons of 5 or more from? It effects GUNS. if the fire axe did 5 or more, Kevan would make it so that it did not effect it. Plain and simple. Because a fire axe isn't a gun.--{{User:Yonnua Koponen/signature}} 22:35, 23 August 2009 (BST)
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| :::::::::::::::I got this "nonsense" from [http://wiki.urbandead.com/index.php/Useful_Items#Flak_Jacket here]. It only affects guns on technicality because there are no other weapons that do the same. Unless you count [http://wiki.urbandead.com/index.php/Firearms#Flare_Gun fire]. We are talking a "gun" yes, but if you look down farther about the "fuel soaked clothes", fire ISN'T a gun, but still affected by flak. And, so you know, I'm NOT disagreeing with you. I'm only going by the mechanics AS WE KNOW THEM. If Kevan were to include a non-gun weapon that did 5+, he MAY make it so that flak isn't going to affect it. Or he may change the name to "body armor" or something, but regardless its what we know not what you think it should be until it is.--[[User:Pesatyel|Pesatyel]] 01:24, 24 August 2009 (BST)
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| :::::::::::::::: *clap, clap* You quoted an article written by another member of the game. Very well done. I also like how you've completely ignored that the fire isn't the aspect being effected, and the flare itself is, because it penetrates a far smaller surface area, thus rendering less fire on to the flesh. *clap, clap.* --{{User:Yonnua Koponen/signature}} 12:24, 24 August 2009 (BST)
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| :::::::::::::::::Ok. If you say so. Doesn't change the mechanics as we know them now does it.--[[User:Pesatyel|Pesatyel]] 05:25, 25 August 2009 (BST)
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| 1) Game Change: 10% is definately too much. I'd say 5% at best. But the point is to "simulate fear" in someone who is significantly injured, tired and afraid, right? What about having a % chance of an action costing +1 AP (it is taking more energy to do it because of the way you feel).
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| | |
| 2) Skill Change: This part doesn't really make sense. Scent Fear already does this. It allows you see those that are "wounded" (25 HP) or "dying" (13 HP). And Scent Death doesn't apply at all (with regards to this situation) but Scent Bloood might by comparison. Either way this part is more of a nerf then a bonus.
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|
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|
| 3) New skill: Gotta agree, making it a Zombie Hunter skill sounds better.
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|
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|
| 4) Focused Fear: I'd think it would apply to any of the "clubbing" weapons. and +2 damage is fine, especially if you consider that those wearing flak (or with Flesh Rot) would get the reduction. What about having such attacks cost 2 AP (or, of course, as above a chance of costing that much).--[[User:Pesatyel|Pesatyel]] 20:39, 22 August 2009 (BST)
| | Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies? |
| :Flaks only affect guns. The +2 damage would stand. Also, YOU are the one who's misread the suggestion. He says that on the Scent Death scan image that you get, it would show squares with injured survivors. Scent fear does not do this.--{{User:Yonnua Koponen/signature}} 20:48, 22 August 2009 (BST)
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| ::Flak affects only guns by technicallity. It affects ALL DAMAGE of 5 or more. And, again, this suggestion does not apply to guns anyway. And, yes I didn't consider that Scent Death would get a buff (mostly becuase that part is dumb and makes no sense since Scent Death applies to dead bodies and would thus not really apply to people that are still ambulatory). And Scent Fear, the point of Scent Fear, is to tell a zombie which players have 25 or 13 HP which is BETTER than what this suggestion is doing.--[[User:Pesatyel|Pesatyel]] 21:06, 22 August 2009 (BST)
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| :Beer and wine should (temporarily) stop fear, and the Focused Fear skill should be under Zombie Hunter. --[[User:Brainguard|Brainguard]] 20:51, 22 August 2009 (BST)
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| ::What is it with you and beer suggestions? Do you own a pub or something?--{{User:Yonnua Koponen/signature}} 20:55, 22 August 2009 (BST)
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| :::Does it matter? It isn't a bad idea to consider.--[[User:Pesatyel|Pesatyel]] 21:07, 22 August 2009 (BST)
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| ::::Actually, yes, it is. Alcohol has been added to the game as a 1hp heal item. It wasn't added to make being drunk look funny or cool, and definitely shouldn't make people think that being drunk makes you stronger. Alcohol has a purpose, this is '''not''' it's purpose.--{{User:Yonnua Koponen/signature}} 21:10, 22 August 2009 (BST)
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| :::::Who said anything about making them look funny or be stronger (in this context)? His idea was that it negated fear temporarily. Nothing more. It's current purpose is as a 1 HP heal, true, but that was before this idea. Alcohol is commonly called "courage in a bottle" for a reason.--[[User:Pesatyel|Pesatyel]] 21:26, 22 August 2009 (BST)
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| ::::::Because it makes people drunk? It doesn't actually make people mroe courageous. Hell, it makes people less courageous. And I was quite purposefully referrign to hsi suggestion, as you would have noticed if you'd paid attention to the scope of my comment.--{{User:Yonnua Koponen/signature}} 23:08, 22 August 2009 (BST)
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| :::::::I'm not advocating drinking. I'm not old enough to drink. But alchohol should have more effects and more of a purpose than a 1HP heal. --[[User:Brainguard|Brainguard]] 23:14, 22 August 2009 (BST)
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| ::::::::And I suppose FAKs should have more use than they currently do too? And Newspapers? And books? Ooh, let's not forget poetry, that needs to cure infections. And let's not forget crucifixes, they need their almighty lasers of death. No. it has a use, and that's healing 1hp.--{{User:Yonnua Koponen/signature}} 23:45, 22 August 2009 (BST)
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| :::::::::Actually the reason its called "courage in a bottle" is because alcohol lowers inhibitions (not always a good idea), it also tends to lead to increased aggression and "fearless" behaviour when taken to excess.. it was this reason that led to the insanely large rum rations given to british troops before battle in the 18th & 19th centuries. --[[User:Honestmistake|Honestmistake]] 02:24, 23 August 2009 (BST)
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| ::::::::::Excessive amoutns of alcohol are also why Harold Godwinson lost at the battle of Hastings.--{{User:Yonnua Koponen/signature}} 12:25, 23 August 2009 (BST)
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| :::::::::::I suppose getting shot through the eye by an arrow didn't help things either. That william was such a bastard. --{{User:Rosslessness/Sig}} 13:16, 23 August 2009 (BST)
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| ::::::::::::Actually, Harold, who had just finished battling Harald Hadrada in the North, had a diminished force, and so reruited an army of mainly peasants, all of whom got drunk the night before the battle. By the time they got to Hastings, it didn't matter that Harold and his brother were ploughed down by archers.--{{User:Yonnua Koponen/signature}} 13:39, 23 August 2009 (BST)
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| :::::::::::::Where exactly did you get that from? Its true that Harald had just annihilated a viking army in the north but your drunken peasants story is new to me? --[[User:Honestmistake|Honestmistake]] 23:26, 23 August 2009 (BST)
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| ::::::::::::::Well, it's correct. After he returned South to face William, his forces were diminished, he had to recruit untrained, inexperienced peasants, who knew they'd probably die, so they went out and got drunk the night before to celebrate or something. I dunno. --{{User:Yonnua Koponen/signature}} 00:14, 25 August 2009 (BST)
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| :::::::So you were referring to brainguard's suggestion or gile's? Honestmistake actually summed up my point. I'm NOT saying drinking is a good idea. I'm saying that brainguard suggested it temporarily counter the effects of fear. How temporarily? No idea. Ask him. I just don't get all the piss and moan about it. In fact for all the negativity people have been spewing about it, how does alcohol even heal?--[[User:Pesatyel|Pesatyel]] 20:41, 23 August 2009 (BST)
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| ::::::::The flavour for alcohol healing should be that you pour it on wounds, but I'm sure people would complain about that. And I was referring to Brainguard's suggestion. And if you were drunk, and saw a zombie, you would suddenly stop being scared. Logic doesn't work that way.--{{User:Yonnua Koponen/signature}} 20:50, 23 August 2009 (BST)
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| :::::::::Fine.--[[User:Pesatyel|Pesatyel]] 21:55, 23 August 2009 (BST)
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| eh... I'm gonna stay neutral on this... --[[User:Kakashi on crack|Gat]] 01:37, 23 August 2009 (BST)
| | A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away. |
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| Alright, I did the math and as is, the suggestion would raise the damage per AP of an Axe from 1.4 to 1.6 (damage per single AP) whereas the damage per AP for a pistol, (reload and fire) is 2.23 AP. --[[User:Uberursa|Uberursa]] 02:13, 23 August 2009 (BST)
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| :I assume you counted searching for ammo?--{{User:Yonnua Koponen/signature}} 12:25, 23 August 2009 (BST)
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| ::No, but it would be somewhere around 1.15 damage per AP. I didn't want to anger the [http://tvtropes.org/pmwiki/pmwiki.php/Main/RandomNumberGod RNG]--[[User:Uberursa|Uberursa]] 18:45, 23 August 2009 (BST)
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| :::Read Giles' comment below.--{{User:Yonnua Koponen/signature}} 21:40, 23 August 2009 (BST)
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| :And your point is what?--[[User:Pesatyel|Pesatyel]] 20:34, 23 August 2009 (BST)
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| ::There's a nice article on [[Median_Battle_Rating]] which lists the axe at an MBR of 1.2. With this suggestion, a survivor who was using the new skill would weild the fire axe for an MBR of 1.5, which would make it more powerful than a pistol or shotgun against a flak jacket, but less powerful than zombie claws and bites. SO, now that everyone has actually read the suggestion and sorted out what it means, what's wrong with it and how can I make it better?--{{User:Giles Sednik/sig}} 21:11, 23 August 2009 (BST)
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| :::For starters, the axe shouldn't be better than the guns.--{{User:Yonnua Koponen/signature}} 21:40, 23 August 2009 (BST)
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| :::We just got into a stupid side argument about alcohol. So people aren't actually commenting on whether or not the fear penalties are enough to compensate for the bonuses granted. Or maybe they just don't think they do? Hard to say. That was the point I was trying to make with my "and your point is?" post. The suggestion ISN'T just allowing a player to do 5 with an axe. so maybe you need tougher penalties?--[[User:Pesatyel|Pesatyel]] 21:53, 23 August 2009 (BST)
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| ::::Or maybe, he needs to make it weaker. You shouldn't give someone something overpowered, and balance it by screwing them in another area. Just make it weaker.--{{User:Yonnua Koponen/signature}} 22:02, 23 August 2009 (BST)
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| :::::Perhaps. But then all he could do would be +1 instead of +2. Is that significant enough? This whole idea is more of a "realism" suggestion then anything else and players should probably feel they are getting some "good enough" benefit to warrant including this in the game. If all it is penalties, only the handful of players that want more realism would like it. Nobody else would.--[[User:Pesatyel|Pesatyel]] 22:22, 23 August 2009 (BST)
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| ::::::Exactly. I don't think that this suggestion is good. (Other than the scent death part).--{{User:Yonnua Koponen/signature}} 22:35, 23 August 2009 (BST)
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| :::::::How is the Scent Death part good? Scent Death allows you to detect which corpses are reviving so, techmically, it is "Scent Revive Serum in Corpse". Not to mention you need Scent Fear (which already tells you which players are at or below 13 HP) so giving, basically, the same ablity to Scent Death would be both moot and meaningless.--[[User:Pesatyel|Pesatyel]] 01:29, 24 August 2009 (BST)
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| ::::::::He suggested adding an asterix to the scent death map, indicating where such survivors were. This would be useful to zombies in a besieged suburb, as it would allow them to find weakened buildings without having to resort to metagaming.--{{User:Yonnua Koponen/signature}} 12:24, 24 August 2009 (BST)
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| @ Pestayel - I'm not sure you understand how the suggestion would change scent fear and scent death. Do you know that scent death currently gives you a mini map of reviving and dead bodies? And you know scent fear just lists (wounded) or (dying) next to the names of survivors, right? What I'm proposing is a skill enhancement whereby zombies would know precisely where dying survivors are in their immediate area, via a mini map. Does that change your opinion on the skill enhancement?
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| :Yes it does. Thanks for clarifying. But even so, Scent Death is moot. This could either be just an add on to Scent Fear or a new skill (but probably better the add on).--[[User:Pesatyel|Pesatyel]] 06:30, 24 August 2009 (BST)
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| @ Yonnua, how about if a maxed fireaxe had an '''[[Median Battle Rating| MBR]]''' of 1.3 with this suggestion? That puts it between a fire axe with a 1.2MBR (assuming maxed skills) and a pistol with a 1.37MBR (assuming maxed skills vs flack jacket). Also, what if it was 1.4? Would it still be imbalanced if the survivors using the skill had to take the trade-off of acting like a homing beacon for zombies in the area?--{{User:Giles Sednik/sig}} 05:58, 24 August 2009 (BST)
| | Q: If it wastes AP, what is the point? |
| :1.3 would easily be acceptable. You'd have to convince me more on the 1.4. It wouldn't be that drastically difficult to have a group with 3 strike teams, one who knocks their members down to 13hp, that group then runs out and destroys all zombies in sight, returning to be healed by the third. But still, it's a lot of effort, so a 1.4 might well be acceptable.--{{User:Yonnua Koponen/signature}} 12:24, 24 August 2009 (BST)
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| ::Thank you both for your excellent input and for helping me to develop this. So, I agree that it's cheesy to put the skill change into scent death. Let's make it a change to scent fear as pestayel suggested. And I've been thinking about the survivor strike team idea and that is definitely a problem. While such a tactic would be rewarding groups for coordinated play, (and that's good), I'm not sure I like the idea of people putting each other into the death state so they can be more effective fighters.
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| ::My original vision is for the new fear dynamic to be a highly situational bonus for both sides, and the situation is when a zombie is tearing a survivor to shreds but can't quite finish the job. This should be a special situation where the survivor really feels the impending death and can swing away with some desperation attacks before succumbing to infection. I'm going to think more about how to implement this properly, and please feel free to comment with any ideas in the meantime.--{{User:Giles Sednik/sig}} 20:06, 24 August 2009 (BST)
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| :::Well, if you coudl pull it off so that it worked without abuse, that would be awesome. There should be benefits to be actually weakened to low health, but there's no real way I can see that people can't just do it to themselves. You could always say that you get a bonus / penalty / both if you've been attacked within 10 minutes, because that would be more reminiscent of fear, i feel. But still, not overly exciting or useful. So, I dunno. :S--{{User:Yonnua Koponen/signature}} 00:14, 25 August 2009 (BST)
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| ::::Okay, I've checked the math and it's possible to put the fireaxe at 1.4MBR and 1.32MBR. 1.4 is easy, it involves a 5% hit penalty and +1 damage. 1.32 is kinda cheesy since it involves a 7% hit penalty and +1 damage. Everything with accuracy in UD seems to work in increments of 5%. Anyways I've thought about it and developed a way to counter survivors spamming the new skill to devastate zombies. How about this: Survivors enter the "panic state" when ''a '''zombie attack''' brings their health below 14HP''. The "panic state" ends when they either receive a FAK or when they die.
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| ::::So in essence, the game mechanic would work something like infection in that it can only be caused by a zombie, and anyone offering aid can calm the survivor down and end their panic. This would prevent survivors from intentionally triggering the damage bonus and then healing each other, as you mentioned. Also it would make it highly difficult to zerg. Also, this would make the "panic state" an exhilarating experience for survivors, since it doesn't happen all that often. By the same token it would be fun and useful for zombies to sniff the air and zero in on a nice tasty snack that is guaranteed to be at very low health. What do you think?--{{User:Giles Sednik/sig}} 06:48, 25 August 2009 (BST)
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| :::::I love it. You've counterbalanced everything, and there's no way to fiddle it. Nicely done.--{{User:Yonnua Koponen/signature}} 11:08, 25 August 2009 (BST)
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| Okay great. I'll put it up for discussion with the new changes worked into the suggestion. Let's see what the rest of the community thinks about it now that we've had a chance to trim down the weak points.--{{User:Giles Sednik/sig}} 01:36, 26 August 2009 (BST)
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| I like the idea of it requiring a zombie to "put you in the state" but the main problem with that is that "live" combats are very rare. I'm not sure how much of a factor THAT will be. So a zombie puts me in "fear mode". Then what? I'd have to say you should only get to use the "bonus" against zombies. No P/G/Rking. The other idea I had was what if using the hit bonus had the chance of causing you damage. Not damage that could kill you, but say, for example, a 10% chance of doing a point of damage (or perhaps needing an additonal AP to complete the action).--[[User:Pesatyel|Pesatyel]] 04:43, 27 August 2009 (BST)
| | A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies. |
| :Hmm, I would have to disagree with the chance of doing damage. That's adding a whole new element to it and people generally don't like causing damage to themselves. I want the suggestion to be fun, not aggrivating, and self inflicted damage is aggravating.
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| :And as I understood it, we weren't talking about having this as a "live" combat feature. Any attack by a zombie that takes you under 14HP just makes you "afraid". From there you keep the damage bonus until you die or are FAKed.--{{User:Giles Sednik/sig}} 18:44, 28 August 2009 (BST)
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| ----
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|
| ===XP Hoarding===
| | Please give your thoughts. |
| {|
| |
| |'''Timestamp:''' [[User:Uberursa|Uberursa]] 15:17, 21 August 2009 (BST)EDIT: --[[User:Uberursa|Uberursa]] 00:47, 23 August 2009 (BST)
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| |-
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| |'''Type:''' Mechanincs
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| |-
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| |'''Scope:''' anyone who gains XP
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| |'''Description:''' Players will only be able to accumulate as much XP as is useful. A second TXP amount will keep track of the XP that a character has gained since the beginning of their time in Malton. The TXP amount will take the place of the current XP amount on the profile page.
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| When a new skill comes out, XP for the skill will become available for those who have excess XP. While this amount is derived from the TXP amount, it does not effect the TXP amount and only effects the useful XP amount.
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| |} | | |} |
| ====Discussion (XP Hoarding)==== | | ====Discussion (Backpack)==== |
| While this would not fix any current in-game problems, it would make suggesting some changes easier. Case and point being the Rot cure suggestions that pop up, as this would help prevent abuse of such a system if it were implemented. In addition, it would make it a bit more interesting for level 43 players when a new skill came out as they would have to gain the XP needed to buy it. It would also stop people from making suggestions that drain your XP (or at least give an excuse for every voter to spice the mechanically separated ham). People with big egos get the TXP amount. Everyone wins!--[[User:Uberursa|Uberursa]] 15:18, 21 August 2009 (BST)
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| :But this already exists. --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 15:37, 21 August 2009 (BST)
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| ::I think he is suggesting that any XP over what is needed for the current skills is stored only as a statistic and cannot be spent. If a new skill comes along you would not be able to buy it from these existing xp but would instead need to earn more. --[[User:Honestmistake|Honestmistake]] 15:44, 21 August 2009 (BST)
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| :::Exactly. --[[User:Uberursa|Uberursa]] 16:40, 21 August 2009 (BST)
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| ::::No. We like to collect XP.--{{User:Yonnua Koponen/signature}} 17:24, 21 August 2009 (BST)
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| ::::But that's essentially what a player has right now? So what if they are level 32 and have 3000xp, just add 3200 XP onto the total and you've accumulated the approximate amount of XP they've gotten- this feature is practically already in the game, in a better form than I see this is. --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 17:29, 21 August 2009 (BST)
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| :::::Sort of but as I say the main (indeed only) point of this seems to be to make all that excess XP unusable once you are maxed out meaning you will always have to do some work to obtain a new skill rather than just buying it with some of that unused XP mountain so many of us have... I almost approve tbh, only problem is that its pretty much only going to have any effect on zombies who buy rot. --[[User:Honestmistake|Honestmistake]] 19:01, 21 August 2009 (BST)
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| It's not really useful as a change to the game, but may be useful or even vital to the implementation of other suggestions. I don't know whether I'd vote for it, but I think it should at least be sent through the system. Even if it winds up in peer-rejected, it will still be on record.{{User:Lelouch/sig}} 21:08, 21 August 2009 (BST)
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| This would put those players who never gain the whole skill set (survivors without brain rot, or zombies without survivor skills) at an advantage. Because they always have skills available to buy, even though they never will, they will have the XP available to buy any new skills immediately, while brain rotted zombies with all the human skills will have to earn new points each time. The same applies to zombies with no intention of buying any of the human skills, they will have hundreds of XP immediately available, because the system doesn't realise that they have no intention of buying basic firearms training, etc. <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 22:21 21 August 2009 (BST)</small>
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| :True, but the current system has that anyway.--[[User:Uberursa|Uberursa]] 22:37, 21 August 2009 (BST)
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| ::No it doesn't. Currently, level 43's can save XP for immediate use, under your system they would be the only ones not to have XP available for new skills until the new skill was implemented <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 22:52 21 August 2009 (BST)</small>
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| :::Oh so that's what you wanted to get across. Sorry, I didn't pick that up. In any case, it could be changed so that when a new skill came out, it would automatically transfer the correct amount of XP back into usable form. --[[User:Uberursa|Uberursa]] 02:00, 22 August 2009 (BST)
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| ::::So what's the point? It then becomes so similar to what we have now that there's no point. --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 06:19, 22 August 2009 (BST)
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| I don't like this as it diminishes my Ascension idea under Gat's crap which basically lets you spend 1k EXP to start over when you reach max level... look under gats crap sometime for it as I wish to expand on it. --[[User:Kakashi on crack|Crazy Hobo Man]] 02:20, 22 August 2009 (BST)
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| :In what way? I looked at the idea, and it could simply be available as an option when someone get 1000 above the useful XP amount.--[[User:Uberursa|Uberursa]] 05:18, 22 August 2009 (BST)
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| :- Damn it crackhead, stop hyping your stupid list of dumb ideas you didn't even bother to post on DS, and stop trying to act like any of it matters.{{User:Lelouch/sig}} 16:03, 22 August 2009 (BST)
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| | |
| I believe you guys are misreading the suggestion. As I read it, the suggestion says NOTHING about doing anything to your XP. It is suggesting that, somewhere on your profile, it shows how much XP your character has earned. Simple as that. The way the game currently works, I can look at your character's profile and infer how much you have earned based on your class and skills, but beyond that I don't know for certain. This suggestion would let me know for certain.--[[User:Pesatyel|Pesatyel]] 04:13, 22 August 2009 (BST)
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| :You're half right. Everything you said it true, but (as I said above) it would also prevent a level 43 character from gaining any more useful XP. The XP they gained while level 43 would show up in their profile, but could not be used to buy skills. Also, a level 41 character would have 200 useful XP, in case they ever wanted to buy brain and flesh rot. By the time this goes up, it will probably have been changed so that a level 43 character would get XP available when a new skill is implemented.--[[User:Uberursa|Uberursa]] 05:18, 22 August 2009 (BST)
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| ::Ah, ok, guess I was wrong too. But now that makes me ask....what's the point?--[[User:Pesatyel|Pesatyel]] 06:29, 22 August 2009 (BST)
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| :::Yeah. Now it's actually been explained properly, it's just absolutely useless. --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 08:30, 22 August 2009 (BST)
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| ::::Currently, it is useless. However, it would be useful to future suggestions, case and point being the Rot cure suggestions, because one of the argument that can be gotten rid of is the fact that it can be abused by those who have mountains of XP. Other than that, it takes the guesswork out of determining the total amount of XP a person has ever gained. --[[User:Uberursa|Uberursa]] 14:04, 22 August 2009 (BST)
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| :::::Basically you are arguing for something that will appeal to a very small target audience; that being those that want to see who has the most XP. For those 0.5% of UD players that want as such can take the time to find the total amount of XP the hard way, for all I care, for the current system is fine. --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 15:33, 22 August 2009 (BST)
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| So this suggestion actually has NOTHING to do with XP totals (to which I can just put in my description if I wanted people to know), but is all about forcing maxed out players to go out and earn XP in order to buy any new skills that may be added to the game. The "XP total appearing on your page" thing is just a side effect so people don't feel like they are getting screwed since they are, technically, losing the thousands of XP they've accrued since the last couple of skills were added.--[[User:Pesatyel|Pesatyel]] 20:46, 22 August 2009 (BST)
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| :'''While this would not fix any current in-game problems, it would make suggesting some changes easier'''(See Leluoch's post). Case and point being the rot cure suggestions. You're right about taking away useless XP from characters. What I'll just do now is attempt to re-word it so that it is more clear and allow characters with excess XP to retrieve XP when new skills come out. --[[User:Uberursa|Uberursa]] 00:39, 23 August 2009 (BST)
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| ::In that case, this is a dupe of an ingame function. Since XP can only be spent on skills and there are no no skills currently to be bought, then the XP is, effectively "unavailable" until a new skill is introduced. And, if I wanted people to see my XP total, I can put it in the character's description.--[[User:Pesatyel|Pesatyel]] 20:26, 23 August 2009 (BST)
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| :::I will say this again THIS WILL NOT FIX ANY IN GAME PROBLEMS. IT WILL SIMPLY MAKE IMPLEMENTING CERTAIN SUGGESTIONS EASIER, INDEED POSSIBLE, WHILE DISCOURAGING THE USE OF XP AS A BALANCING FACTOR. That is all I'm trying to do. That is the point. I have said it four times now, once in bold. I'm sorry if I am being offensive, but it is not a dupe. It changes a technicality into a hard-and-fast rule, similar to making a flack jacket work only on guns as opposed to weapons that do 5+ damage.--[[User:Uberursa | Uberursa]]<sup>this bear wants honey</sup> 02:54, 24 August 2009 (BST)
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| :::::You can USE ALL THE CAPS YOU WANT since your not saying anything at all.
| |
| *Your suggestion: Once a player is maxed out, they cannot use their xp for anything until a new skill comes along. Once one does, they can then spend the XP they have accrued (75, 100 or 150, depending on class and skill) to acquire the new skill. Is that or is that not what your suggesting?
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| *Current game operation? Once a player is maxed out, they cannot use their xp for anything until a new skill comes along. Once one does, they can then spend the XP they have accrued (75, 100 or 150, depending on class and skill) to acquire the new skill.
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| Now, how is what your suggesting NOT a dupe of how the game currently works? The only way it isn't is if you force players to earn the XP to buy the new skill when it comes up, but you yourself said you were going to allow maxed out characters to spend their banked XP. So did you change your mind?--[[User:Pesatyel|Pesatyel]] 05:59, 24 August 2009 (BST)
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| ::::::First, yes. Look at the suggestion again. Also, would you consider changing the mechanics of the flack jacket from reducing damage by 1 for every 5 base damage into only working on guns (-1 for pistol, -2 for shotgun) a dupe of an in game function? It is like 2+2=4 versus 1+3=4, different equations, same answer. If the answer is what you base your dupe argument on, then I would have to agree, however, I am trying to change the way we get there to make it useful to other, future, suggestions.--[[User:Uberursa | Uberursa]]<sup>this bear wants honey</sup> 20:28, 24 August 2009 (BST)
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| So your saying you changed your mind and your NOT going to include the ability of players to use cached XP for new skills when they get added? You ARE going to force them to earn the XP to buy the new skill?--[[User:Pesatyel|Pesatyel]] 05:29, 25 August 2009 (BST)
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| :No...--[[User:Uberursa | Uberursa]]<sup>this bear wants honey</sup> 19:32, 25 August 2009 (BST)
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| ::No WHAT? No your not going to let players used bank XP or no your not going to force them to earn the XP when a new skill is added? Which is it?--[[User:Pesatyel|Pesatyel]] 07:23, 26 August 2009 (BST)
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| :::People will not be forced to get new XP. --[[User:Uberursa | Uberursa]]<sup>this bear wants honey</sup> 20:24, 26 August 2009 (BST)
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| ::::Then it is a dupe because thatis how the game works right now. You don't see that?--[[User:Pesatyel|Pesatyel]] 04:44, 27 August 2009 (BST)
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| :::::''Would you consider changing the mechanics of the flack jacket from reducing damage by 1 for every 5 base damage into only working on guns (-1 for pistol, -2 for shotgun) a dupe of an in game function? It is like 2+2=4 versus 1+3=4, different equations, same answer. If the answer is what you base your dupe argument on, then I would have to agree, however, I am trying to change the way we get there to make it useful to other, future, suggestions.'' I understand that nothing will change initially. I have said that. I'm just trying to make it easier to suggest future things. --[[User:Uberursa | Uberursa]]<sup>this bear wants honey</sup> 06:29, 27 August 2009 (BST)
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| ::::::Your not understanding. Your not ACTUALLY suggesting anything at all.
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| *Your suggestion: Once a player is maxed out, they cannot use their xp until a new skill comes along. Once one does, they can then spend the XP they have accrued (75, 100 or 150, depending on class and skill) to acquire the new skill.
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| *Current game operation: Once a player is maxed out, they cannot use their xp until a new skill comes along. Once one does, they can then spend the XP they have accrued (75, 100 or 150, depending on class and skill) to acquire the new skill.
| |
| :::::Show me how your suggestion is 2+2=4 and the current game mechanics are 3+1=4. If you had stuck with the "force players to earn the XP to buy the new skill(s)" you would have a suggestion.--[[User:Pesatyel|Pesatyel]] 07:09, 27 August 2009 (BST)
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| ::::::It is a different way to achieve the same result. Players will be forbidden to use their XP as opposed to just not having anything to use it on. The difference is removing the "for anything" from your description of my suggestion.--[[User:Uberursa | Uberursa]]<sup>this bear wants honey</sup> 14:59, 27 August 2009 (BST)
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| I said show me how your suggestion is 2+2=4 and the current game mechanics are 3+1=4. Did you? No. You said players are "forbidden" to use their XP...until a new skill comes along. Then they are no longer forbidden. Other than semantics, how is that different from how the game works now? Forbidden = not having anything to spend the XP on. BECAUSE YOU HAVE NOTHING TO SPEND THE XP ON. Since you couldn't answer my question, how about I posit another. My character is maxed out right now. Then what happens?--[[User:Pesatyel|Pesatyel]] 05:55, 28 August 2009 (BST)
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| :This is about semantics (and nothing in answer to your question)--[[User:Uberursa | Uberursa]]<sup>this bear wants honey</sup> 14:20, 28 August 2009 (BST)
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| ::Recommendation: Don't submit as an actual suggestion.--{{User:Yonnua Koponen/signature}} 23:16, 28 August 2009 (BST)
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| ----
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| | |
| ===Storage Closet===
| |
| {|
| |
| |'''Timestamp:''' [[User:Brainguard|Brainguard]] 03:53, 21 August 2009 (BST)
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| |-
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| |'''Type:''' Building Addition
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| |-
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| |'''Scope:''' Buildings
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| |'''Description:''' All buildings would have a storage closet. When in the building, humans would have two options, <nowiki>"Take [item] from closet.", and "Put [item] in closet."</nowiki> Any items in the closet could be used by anyone, but there is a 20 item limit to closet items. Flavor text:
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| *Putting in: "You open the closet and place your <nowiki>[item]</nowiki> in."
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| *Taking out: "You open the closet and take out a(n) <nowiki>[item]</nowiki>."
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| *Too many items to put more in: "Despite your attempts, you cannot stuff anything else into the closet."
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| Zombies and humans can also attack the closet, which destroys one random item in the closet (if it hits).
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| Flavor text:
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| *Hitting the closet: "You <nowiki>[swing/shoot/claw/bite] at the closet and destroy a(n) [item]</nowiki>."
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| *Missing the closet: "You <nowiki>[swing/shoot/claw/bite]</nowiki> at the closet to no avail."
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| |}
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| ====Discussion (Storage Closet)====
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| {{SDW|29 August 2009 at 06:21 (BST)}}
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| NTY, I'm in a good mood so I'll just say this is in dupes, I'm sure a better wiki editor will post it :P --[[User:Kakashi on crack|Crazy Hobo Man]] 04:14, 21 August 2009 (BST)
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| '''No'''. Did you even read the [[Suggestions Dos and Do Nots]]? I'm going to say this in large bold letters, not to show anger, but to ensure that everyone sees this. '''NO ITEM TRADING, AND DON'T MESS WITH OTHER PEOPLE'S INVENTORIES! IT ZERGS, IT SUCKS, IT FAILS; DON'T DO IT'''.{{User:Lelouch/sig}} 04:25, 21 August 2009 (BST)
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| :tbh messing with other people's inventories isn't strictly relevant here. It means messing with someone's inventory without their consent. This suggestion is still dupetastic though. --[[User:Anotherpongo|Anotherpongo]] 08:50, 21 August 2009 (BST)
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| ::It lets you destroy someone else's items, how is that not screwing with their inventory? It doesn't matter; this suggestion is irredeemably mired in failure.{{User:Lelouch/sig}} 14:07, 21 August 2009 (BST)
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| :::Its not in their inventory anymore though is it. Its in the storage closet of zerginess. --[[User:Honestmistake|Honestmistake]] 15:21, 21 August 2009 (BST)
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| If you suggest it, it WILL be spammed, and it WILL be duped, and it WILL be cycled within a week. Rule #7 of suggestions: ''If it is even remotely possible to zerg with it, people will vote it down. If it is very clearly zerging, then it will die in a ball of flames and hatred. Do not take it personally.'' --{{User:Blake Firedancer/sig}} 05:34, 21 August 2009 (BST)
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| As blake. this is zerg-abusable and shouldn't be put any further than the depths of [[DS]]. --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 14:09, 21 August 2009 (BST)
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| What if you made it so that you could only take an item out if you were not of the same IP as the guy who put it in. No zergs! --[[User:Brainguard|Brainguard]] 14:23, 21 August 2009 (BST)
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| :No decent-minded zerg uses the same IP anyway. It's all done through proxy's, so that clause wouldn't help this suggestion a single bit. --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 15:13, 21 August 2009 (BST)
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| ::I never realized this had zerg potential, so I'm actually gonna ''thank'' you for shooting this down before it did any damage.--[[User:Brainguard|Brainguard]] 21:49, 21 August 2009 (BST)
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| :::Holy '''$#%&''': An author who actually listened to information which proved his idea to be fundamentally flawed, understood it, took the advice, avoided screaming or cursing, and actually used Developing Suggestions in the manner that it was intended for! I guess you really do see everything if you hang around long enough... You, good sir, will be getting a congratulatory template from me right after I regain feeling in my arms...{{User:Lelouch/sig}} 22:33, 21 August 2009 (BST)
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| :::Similarly, thank you for responding in such a selfless manor about what we said. Best of luck to you in the future. --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 06:21, 22 August 2009 (BST)
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| ----
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| ==Suggestions up for voting==
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| ===[[Suggestion:20090825 Last reviver reviver's note!!!|Last Reviver reviver's note!!!]]===
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| This suggestion is now up for voting. Its discussion has been moved to its [[Suggestion talk:20090825 Last reviver reviver's note!!!|talk page]].
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| ===[[Suggestion:20090814_Starting_Clothes_Selection|Starting Clothes Selection]]===
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| This suggestion is now up for voting. Its discussion has been moved to its [[Suggestion talk:20090814_Starting_Clothes_Selection|talk page]].
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| ===[[Suggestion:20090827 Hide XP|Hide XP]]===
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| This suggestion is now up for voting. Its discussion has been moved to its [[Suggestion talk:20090827 Hide XP|talk page]].
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