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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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| *If you decide not to take your suggestion to voting, please remove it from this page to avoid clutter.
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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 your 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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| ==Suggestions==
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| ===Weather indicator===
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| {| | | {| |
| |'''Timestamp:''' [[User:Bucz|Bucz]] 20:17, 9 September 2009 (BST) | | |'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC) |
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| |'''Type:''' Environment, Gameplay | | |'''Type:''' UI enhancement |
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| |'''Scope:''' H & Z | | |'''Scope:''' Interface |
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| |'''Description:''' A short text would be added to the description to the environment, like "The sun is shining", "Quite cold today", "Foggy". It would change once a day. A script would check a real weather in some place of the real (without zombies) world and set up a text upon the real weather there. | | |'''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. |
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| It would not affect a game itself, just would add some Role Play... Only if fog appears, in The City would appear also fog (that's mechanism is already implemented).
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| Zombies are dead and cold, so they would not get indicators related to the temperature.
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| |} | | |} |
| ====Discussion (Weather indicator)==== | | ====Discussion (Ignore based on Radio Broadcast)==== |
| This same idea has been put forth before. --'''[[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]] 20:28, 9 September 2009 (BST)
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| ---- | | ---- |
| | | ===Shrink the map=== |
| ===No AP log-in cost=== | |
| {| | | {| |
| |'''Timestamp:''' [[User:Bucz|Bucz]] 20:07, 9 September 2009 (BST) | | |'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC) |
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| |'''Type:''' AP | | |'''Type:''' Map change |
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| |'''Scope:''' Humans and Zombies | | |'''Scope:''' Everyone |
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| |'''Description:''' First of all, I know that AP suggestions might be dropped quickly, but nevertheless I post It. | | |'''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. |
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| When you log in, you loose one AP. Try to log-in, log-out and ten log-in again. From time to time I would like to know if my character is still standing or if someone had replied to me without loosing 1AP. In case I would like to check it 4x daily, I loose 4AP.
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| Technically, it would be achieved just by adding AP = AP + 1 when logging (am I right?). Other thing is that the traffic would increase. If the server would be able to handle current refresh rate x 2 I think that it should not be any problem, in case that we assure somehow (suggestions?) that most of the people won't click refresh every 3 seconds.
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| |} | | |} |
| ====Discussion (No AP log-in cost)==== | | ====Discussion (Shrink the map)==== |
| No you don't lose an AP from logging in - if you are, something may be wrong with your browser, though I find even that suspect. The [[Hit Limit|IP hits]] limit already exists to control how much server bandwidth a player eats, and you can refresh by hitting the "graffiti" or "speak" button with no text entered into them. Failing that, there are some UI mods that add a refresh button, and failing that, just go to your profile and hit "back to the city." --'''[[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]] 20:11, 9 September 2009 (BST)
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| ===Trap Runner=== | | ===Action Points=== |
| {| | | {| |
| |'''Timestamp:''' {{User:Sorakairi/sig}} 23:05, 8 September 2009 (BST) | | |'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022 |
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| |'''Type:''' Skill | | |'''Type:''' Action Points Increase Regeneration Rate |
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| |'''Scope:''' Huamsn and Zombies | | |'''Scope:''' Everyone |
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| |'''Description:''' For anyone who actually knows, I took the name from a great PS1 game. Anyway. This makes 2 new skills. Trap Runner, which is a sub-skill of Free Running, and Trapper, which can possibly be a Zombie Hunter skill or just a Military skill. | | |'''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. |
| Trapper allows Humans to create different traps by using a combination of both Items in their Inventory and items found in the building, with different flavor depending on where you set your Trap e.g. ''You set up an elaborate Fire Axe trap on the door. The next person to enter from the street will set it off''. Or ''Taking your pistol, you set up a Trap to fire it at the next person who enters from the outside''. Whenever a Zombie enters through the door, their message would be something like A Human Trap is set off as you enter. You take X amount of damage. There is a 75% chance that the player entering the building will be affected by the trap. Not being affected would give you a message along the lines of As you enter the building, a Trap is set off. Fortunately, it is misaimed, and you aren’t hurt. This would use up the Trap, and there is only one Trap per building. Traps can only be set in certain buildings. I haven’t thought of which ones, so please suggest some. It would cost 10AP to set up a Trap.
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| Possible Traps include: A Fire Axe Trap – Does 3 Damage, Needs a Fire Axe. A Pistol Trap – Does 5 Damage, Needs a Pistol. Shotgun Trap – does 6 Damage, Needs a Shotgun. Mêlée Trap – does between 1 and 4 damage, Requires a Mêlée Weapon.
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| In Short:
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| • 10 AP to create Trap.
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| • Useable only once, then destroyed.
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| • Only in Certain buildings.
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| • 75% Chance of working.
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| Trap Runner increases the chance of avoiding the Trap by 50% when entering by Free Running, and 25% when entering from the street. Avoiding the Trap when you have Trap Runner provides a message of ''Thanks to your battle hardened reflexes, you avoid the Trap set in the building''.
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| |} | | |} |
| ====Discussion (Trap Runner)==== | | ====Discussion (Action Points)==== |
| No auto-attacks that can do damage without warning. --'''[[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]] 23:17, 8 September 2009 (BST)
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| It is also a dupe.--[[User:Pesatyel|Pesatyel]] 04:46, 9 September 2009 (BST)
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| Auto-attacks are a pretty big no, sorry. Plus, survivors are pretty overpowered as it is, they don't really need another upgrade, so. [[User:RinKou|RinKou]] 07:45, 9 September 2009 (BST)
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| ===Slight gesture change=== | | ===Drone=== |
| {| | | {| |
| |'''Timestamp:''' [[User:Kakashi on crack|Gat]] 17:40, 7 September 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) |
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| |'''Type:''' zombie
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| |'''Scope:''' eh? whats the difference between type and scope again...
| | |'''Type:''' Survivor Item |
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| |'''Description:''' Just a few slight changes to the UD flailing gesture taunts and such...
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| 1. zombies can point at that dead corpse on the ground, doesn't seem like a big deal and I couldn't find it...
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| 2. zombie can point a graffiti on the wall, also not a big deal but still has its usefullness
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| |}
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| ====Discussion (Slight gesture change)====
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| I agree with this suggestion. Also, scope is who or what it effects, and type is flavour / skill, etc. For you, it would be flavour.--{{User:Yonnua Koponen/signature}} 17:50, 7 September 2009 (BST)
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| Why not? :-) --{{User:Brainguard/Sig}} 20:13, 7 September 2009 (BST)
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| Don't see any harm.{{User:Lelouch/sig}} 00:37, 8 September 2009 (BST)
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| :Wait, can zombies point to a ''specific'' corpse? If so, that could affect anonymity...{{User:Lelouch/sig}} 00:38, 8 September 2009 (BST)
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| Graffiti part is a [[Suggestion:20071214 Gesture to Graffiti|dupe]]. --[[User:Midianian|Midianian]] 08:39, 8 September 2009 (BST)
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| I really haven't seen a zombie point at anything but the barricades, actually... Though, in any case, there isn't anything wrong with it. Even if specific corpses could be pointed at. No affect on anonymity, since they're not really zombies at that point. Just corpses, heh. [[User:RinKou|RinKou]] 07:47, 9 September 2009 (BST)
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| :I broke into an NT building and pointed at myself a lot (along with some Mrh? and such) to indicated I wanted a revive. As for pointing at specfic corpses, if Bob is on my contact list, I can see him as a corpse, right?--[[User:Pesatyel|Pesatyel]] 09:07, 9 September 2009 (BST)
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| ===Zombie Hunter Skill Trees===
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| {|
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| |'''Timestamp:''' {{User:Brainguard/Sig}} 15:39, 6 September 2009 (BST)
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| |'''Type:''' New skills
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| |'''Scope:''' Survivors and Zombies
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| |'''Description:''' There should be some new zombie hunter skills:
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| *Tactics - allows you to spraypaint 3x3 charts, with a 5 character per square limit.
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| **Deep Reconnaissance - if you have binoculars, you can use a "Deep Recon" button, giving you an estimate (random margin of error up to 10%) of the number of players (zombies and humans, no difference given) outside.
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| ***Seige Warfare - you can now throw melee weapons outside of the building, attacking a random player (zombie or survivor). Hit rate is (2*number of players outside)%. However, any future area-of-effect weapons cannot be thrown.
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| ****Battle Engineering - now [[PR_Weapon#Molotov_Cocktails|this]] or any other "explosives" can also be thrown outside of buildings, if they're implemented.
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| *Espionage - knowledge of secret tactics allows you to use the following skills:
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| **Cryptography - allows you to broadcast and listen on frequency 25.90 MHz (currently unused).
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| ***Caches - knowledge of secret weapons caches increases search rates in PDs and Armouries by >1%.
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| |}
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| ====Discussion (Zombie Hunter Skill Trees)====
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| It will totally unbalance the game. And the "Infiltration" makes the game almost impossible for newbies. With it, high-level characters will barricade buildings to HB, letting zombies and newbies outside.--{{User:OrangeGaf/Sig}} 15:58, 6 September 2009 (BST)
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| :Ok, get rid of Infiltration. --{{User:Brainguard/Sig}} 20:09, 7 September 2009 (BST)
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| No idea why these all have to have Zombie Hunter as a prerequisite. You need to spell out the attack percentages and damage rates for thrown weapons. I suspect that Molotov Cocktails haven't been implemented for a reason... no area of effect weapons. Caches is simply a search percentage buff <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 16:12 6 September 2009 (BST)</small>
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| :Ok, how about attack rate is (2*number of players outside)%? --{{User:Brainguard/Sig}} 20:09, 7 September 2009 (BST)
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| Some of these have some potential for use. Tactics sounds difficult to code, but could be an interesting idea. Cryptography might be nice for some high-end broadcasting, making it more free of spam and propaganda. Cache would be nice in moving the game away from malls, but I really recommend that you drop the NT search boost, Necrotechs are vital enough as is, and syringes are just as common as they need be, especially with the behind the screen fiddling that Kevan does. '''Villard'''
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| :It's all broken; every text rapist in the game would just buy Crypt, and making mini-malls all over the map is sooper dooper OP.{{User:Lelouch/sig}} 22:44, 6 September 2009 (BST)
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| ::But then they could only pick on other people with Crypt, and anyone with Crypt could technically see it. --{{User:Brainguard/Sig}} 20:09, 7 September 2009 (BST)
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| :::Are you not getting it? All of this is either useless or overpowered. It doesn't matter if another OP pro-zombie suggestion could be used to cancel it out, a ''basic'' skim of the voting guidelines shows that we are '''voting on this suggestion, and this suggestion alone'''. It's an '''Epic Fail'''.(and I do mean that in a non-offensive literal sense as shorthand for the giant template I don't feel like dropping in here){{User:Lelouch/sig}} 02:52, 8 September 2009 (BST)
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| for every skill you give to humans, you must equally give one that counteracts it for zombies, that being said most of these sound a bit too trenchcoaty in my opinion... --[[User:Kakashi on crack|Gat]] 06:33, 7 September 2009 (BST)
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| : Suggestions don't have to take that into account really. The metagame will change over time, the question is, can these skills improve the game in some way, assuming they are inserted into the proper metagame, with other zombie skills? '''Villard''' {{unsigned|Villard|16:41, September 7, 2009}}
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| :Really?....Wow.--[[User:Pesatyel|Pesatyel]] 06:46, 8 September 2009 (BST)
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| What is it with you and multi-suggestions? You DO know what that means right? Apparently not since you CONTINUE to do it. If you suggest 3 skills at the same time and I like only 1 of the three....how do I vote?
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| *Tactics: Please clarify.
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| *Siege Warfare: No attacking through barricades.
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| *Battle Enginnering: Don't connect suggestions.
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| *Espionage: Basically a "do nothing" skill?
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| *Cryptography: Probably the only "real" skill.
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| *Caches: 1%? For weapons only or for "any" items found in said locations?
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| So, as said, the only viable skill is Espionage, thus I'd probably have to vote kill (or spam) as all the others are crap.--[[User:Pesatyel|Pesatyel]] 06:52, 8 September 2009 (BST)
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| ===Ripoff of Boxing Gloves, stolen from Dr Frank===
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| Moved to voting.
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| ===Boxing Gloves===
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| {|
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| |'''Timestamp:''' {{User:Dr Frank/Signature}} 12:00, 4 September 2009 (BST)
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| |'''Type:''' New Weapon | |
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| |'''Scope:''' Survivors | | |'''Scope:''' Survivors |
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| |'''Description:''' This is a new item, and basically, a melee weapon. It has a 2% encumbrance. They can be found in Mall Sports Store, Mansion, School, Stadium, Barracks and Junkyard. Undecided on search rates. | | |'''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. |
| Deals 2 damage per hit and has a 15% base chance of damage. Accuracy is affected by the [[All human skills#List of Military skills|Hand to Hand]] survivor skill.
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| |}
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| ====Discussion (Boxing Gloves)====
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| I thought it would be interesting to see boxing gloves in the game. I know that there are a lot of other melee and household weapons but I thought that this would add an interesting flavour. It also has a slightly more base hit chance than your regular fist. This '''does not''' affect the punch, character description, clothes description or anything else and is simply a new weapon in the inventory. I need some help regarding locations and search rates. Oh, and on the offhand side I took [http://img216.imageshack.us/img216/3748/grammar.jpg this screenshot]. --{{User:Dr Frank/Signature}} 12:00, 4 September 2009 (BST)
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| Personally, I don't feel the need for these. Brass knuckles would have been more interesting. Besides, I'm not sure if boxing gloves do more damage then bare knuckles anyway. [[User:The Mad Axeman|The Mad Axeman]] 14:32, 4 September 2009 (BST)
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| :They don't. Boxing gloves were invented to increase the surface area, and thus cause less damage to the face than hitting with bare knuckles. Also, this dilutes search rates in PDs, which is never a good thing.--{{User:Yonnua Koponen/signature}} 15:27, 4 September 2009 (BST)
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| ::That was pretty much what I suspected. [[User:The Mad Axeman|The Mad Axeman]] 13:39, 5 September 2009 (BST)
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| [http://wiki.urbandead.com/index.php/PR_Weapon#Brass_Knuckles Dupe]. And brass knuckles make more sense than boxing gloves anyway. As Yonnua said, boxing gloves are designed to do less damage.--[[User:Pesatyel|Pesatyel]] 04:48, 5 September 2009 (BST)
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| I don't know, if I were out punching zombies I'd rather wear the gloves than not. Anyway this wuz just an idea for flavour. --{{User:Dr Frank/Signature}} 11:53, 5 September 2009 (BST)
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| How did you know that I was thinking of creating an Iron Mike Tyson character who runs around threatening to eat people's babies and only uses punches and bites? This suggestion would have been perfect for that! Just make it so that it takes 1 AP to equip or unequip boxing gloves, and when you're equipped with them you can't use any other items or attack with any other weapons. That would pretty much take this puppy out of dupe status in my opinion, and survivors could even start arranging boxing matches in-game. Perfect!--[[User:Necrofeelinya|Necrofeelinya]] 03:44, 6 September 2009 (BST)
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| :I think that would do it; it's not like fists are a common weapon at the moment anyway...{{User:Lelouch/sig}} 03:46, 6 September 2009 (BST)
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| ===Mutually Exclusive Class System===
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| {|
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| |'''Timestamp:''' [[User:Harrison Htachet|Harrison Hatchet]] 15:03, 2 September 2009 (BST)
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| |'''Type:''' Class Redesign
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| |'''Scope:''' Future city in UD
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| |'''Description:''' I have some ideas about redesigning the class system for a future UD city. My rationale is that classes as currently implemented become meaningless as you advance in levels. Every high-level character has all, or almost all, skills. Instead, classes should be specialized and interdependent. One character shouldn't be able to do everything. Below are some more details.
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| # All survivors would start as civilians.
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| # Most of what we now consider must-have skills would be classified as civilian (free running, basic hand-to-hand combat, basic firearms combat, diagnosis, construction).
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| # After the civilian has acquired some prerequisite number of civilian skills, he/she can choose to become either military or scientist and have access to the chosen class's skills.
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| # All zombie skills would be off limits, though there might be a Dual Nature class. A Dual Nature class would have a limit on total number of skills and have some distribution limit (e.g., maximum of 20 skills, with no more than 13 in either survivor or zombie skills).
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| # If you change your mind, you should be able to change classes, forget all skills of the old class, and get back some (not all) of your spent experience points.
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| |} | | |} |
| ====Discussion (Mutually Exclusive Class System)==== | | ====Discussion (Drone)==== |
| Why? What problem does this solve, and what end does this serve other than breaking the game, deleting everyone's skills, and violating a crapload of the basic [[Suggestions Dos and Do Nots]]?{{User:Lelouch/sig}} 18:38, 2 September 2009 (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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| It's also incredibly dupish, and completely nerfs survivors. To make this even reasonably fair, zombies would only be able to bite or claw. Otherwise, it's complete spam.--{{User:Yonnua Koponen/signature}} 18:42, 2 September 2009 (BST)
| |
| | |
| I can see what you're getting at here, and other games have implemented a similar system. However, the nature of the game rather dictates the current structure and the change really wouldn't work now that it's been around so long. In conclusion, it's not actually a bad idea but it would only really work if it was implemented at the start of the game. At this stage of the game, survivors would all be up in arms over losing their skills and it would never pass voting.--{{User:The General/sig}} 19:30, 2 September 2009 (BST)
| |
| | |
| I did say a future city, not Malton or the others. There are three cities, so there might be others in the future, right? So no one would lose skills, it would be this way at the start, etc. etc. Zombies could have classes too, though I don't have any concrete ideas. --[[User:Harrison Htachet|Harrison Hatchet]] 22:06, 2 September 2009 (BST)
| |
| :Both of the other cities were promotional. I'd wager that if they make a movie of Pride and prejudice... and zombies, then that will be made in to a city. Other than that, I don't see a need for more cities. Furthermore, it's just not that good an idea overall.--{{User:Yonnua Koponen/signature}} 22:13, 2 September 2009 (BST)
| |
| | |
| Yes to implementing this in another city. In Malton? No.--[[User:Maps|Maps]] 13:43, 3 September 2009 (BST)
| |
| :Agreed... on a side note, if you want to play like that, go play DND or [http://scrollwars.com scroll wars] --[[User:Kakashi on crack|Gat]] 04:07, 5 September 2009 (BST)
| |
| ---- | | ---- |
|
| |
|
| ==="Stand Up" Revisited=== | | ===Backpack=== |
| {| | | {| |
| |'''Timestamp:''' [[User:FoxtrotJazzy|Foxtrot]] 12:43, 1 September 2009 (BST) | | |'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC) |
| |- | | |- |
| |'''Type:''' Game mechanic change.
| | |'''Type:''' New item |
| |-
| |
| |'''Scope:''' Urban Dead players.
| |
| |-
| |
| |'''Description:''' Please don't hit me if this is a bad idea. But I think it would be a decent and balanced solution to a very frustrating game mechanic. At the moment, standing up costs quite a bit of AP. Many players use their dead time to regenerate AP and prepare for a new day. However, it is very frustrating when I have waited a day for my 50 AP and I end up with only 40 AP or so. I understand that Ankle Grab nerfs this mechanic, however I feel it would be better to have 1 (Ankle Grab)/6 (Ankle Grab + Headshot) /10 (Default) /15 (Headshot) AP subtracted from a player when they are killed, as opposed to when they stand up. It would still cost 1 AP to stand up, but no more than that.
| |
| |}
| |
| ====Discussion ("Stand Up" Revisited)====
| |
| That isn't terrible. Hmm. --{{User:Rosslessness/Sig}} 14:11, 1 September 2009 (BST)
| |
| :Hmmm... --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 14:32, 1 September 2009 (BST)
| |
| ::seems familiar, though... --[[User:WanYao|WanYao]] 15:02, 1 September 2009 (BST)
| |
| :::Yes, seems dupish. BTW, it nerfs [[:?rise]] tactics <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 15:37 1 September 2009 (BST)</small>
| |
| ::::how so nerf? --{{User:J3D/ciggy}} 02:09, 2 September 2009 (BST)
| |
| :::::Think about it. Under this, you can't ?rise if you have only a few AP remaining before getting killed. And it penalises zombies who happen to get caught in a real-time fight, ?rise or no ?rise. Seems hamrless -- even beneficial -- but I fear it might have negative repercussions on zombies. --[[User:WanYao|WanYao]] 05:13, 2 September 2009 (BST)
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| ::::::It also penalises survivors in a real-time fight, in the exact same way. Except without the ?rise nerf.--{{User:Yonnua Koponen/signature}} 22:14, 2 September 2009 (BST)
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| :::::::mmmm only relevant ifyou've got under 6ap. So doesn't affect survivors because they stand up as zombies if they just died. And if a zombies undr 6ap i see the issue but i think its fairly minor...--{{User:J3D/ciggy}} 04:19, 3 September 2009 (BST)
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| | |
| Getting a bit hazy here, but headshot currently punishes newbs much more than experienced zombies. This would seem to even that out a bit, whilst still slowing down zombies, newbs would get more ap's to use between each headshot. Hmm. Rise things an issue, but saying that I never really knew if Kevan thought it was a viable tactic or not. Hmm.--{{User:Rosslessness/Sig}} 16:38, 1 September 2009 (BST)
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| | |
| I remember at least one conversation on this and I am pretty sure it got shot down by both sides. If I remeber right a lot of survivors didn't like the idea of zombies being able to wait a few hours and standing up for "no penalty" while the hardcore zombie mob screamed "don't you nerf mah [[:?rise]]" Me, I would be all for it. --[[User:Honestmistake|Honestmistake]] 16:54, 1 September 2009 (BST)
| |
| | |
| I don't really see a problem with it at the moment, although one may be revealed later; the same AP cost still applies. Not that I'm against nerfing ?risers, but how exactly does this do so? I don't see anything that stops them from continuing to spam get-up commands until they IP.{{User:Lelouch/sig}} 22:31, 1 September 2009 (BST)
| |
| :Once you run out of AP, you can no longer stand. This shifts the AP cost to beforehand.
| |
| For example: Zombie A is in a seige. He has 5AP left. He is knocked to zero hp, falls down. Currently, using ?rise, he'll isntantly stand up, going down to -15AP (assuming he's headshot without Ankle Grab). Even though his AP is now below 0, he's still standing, and needs to be killed again. With this addition, he's killed, and drops to the floor. He loses the AP at this point, reducing him to -10. He can now perform no actions until he reaches 1AP. This includes standing with ?rise. So, he cannot stand up, and only needs to die once.--{{User:Yonnua Koponen/signature}} 22:37, 1 September 2009 (BST)
| |
| :Sounds like an improvement to me.{{User:Lelouch/sig}} 22:39, 1 September 2009 (BST)
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| | |
| Alright, so what do you think, guys? Worth submitting to actual suggestions? - [[User:FoxtrotJazzy|Foxtrot]] 22:46, 1 September 2009 (BST)
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| :Probably, but prepare for it to be spammed by the papas. I doubt they'll be fond of it.--{{User:Yonnua Koponen/signature}} 22:51, 1 September 2009 (BST)
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| :-- I might leave it up for another day just to be sure no one has anything to say, but I'd vote for it as is.{{User:Lelouch/sig}} 23:02, 1 September 2009 (BST)
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| :Search for a dupe first, or get someone to search for you. --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 02:10, 2 September 2009 (BST)
| |
| With the first read, I wasn't sure what exactly was being suggested. I didn't see the difference paying at death was to paying at standup. Yonnua's example helps, so you might consider adding it when it goes to vote. So we have to look at the 2 affected events. One is the ?rise. I have no problem with that being adversally affected. The other is standig up without any AP (to spend performing actions after standing up). THAT tactics forces survivors to deal with "fresh" zombies before they can barricade, for example. Is losing that zombie tactic worth it?--[[User:Pesatyel|Pesatyel]] 02:00, 2 September 2009 (BST) Oh, and, by the way, I don't have a problem with it. I like the suggestion.--[[User:Pesatyel|Pesatyel]] 02:01, 2 September 2009 (BST)
| |
| | |
| I suspect very few zombies actually use ?rise. How many of them linger on the wiki is more likely to be a problem when this comes to voting. --[[User:Honestmistake|Honestmistake]] 08:07, 2 September 2009 (BST)
| |
| :I don't use the ?rise command itself, but I do enjoy the ability to use the stand up button when I find myself inside after someone kills me on their last AP, or is just too silly to dump me immediately (see the bottom of my user page).<br />Basically, this suggestion is removing my ability to ''choose'' when I loose the AP to headshot. As it stands now, I can choose to stand immediately and take the penalty, or stay down to avoid further headshots. I often stand up early when already dumped, so that I get loose the headshot penalty early, and can work up to near 50AP. It's only in green suburbs that further headshots outside are likely <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 11:45 2 September 2009 (BST)</small>
| |
| ::Yeah, I can see advantages both ways myself. On balance I think I would prefer this method 9 times in 10 but its a close call. I think this would probably be best tested in a new city or introduced as a result of a limited run of "hollow point" ammo or some such. --[[User:Honestmistake|Honestmistake]] 13:00, 2 September 2009 (BST)
| |
| :::How about a switch?--[[User:Pesatyel|Pesatyel]] 08:06, 3 September 2009 (BST)
| |
| ::::Set it to take AP on stand up then, when you are down re-set it to take on kill and get up for free :) --[[User:Honestmistake|Honestmistake]] 08:13, 3 September 2009 (BST)
| |
| | |
| Why would this nerf [[?rise]]? Surely they would still pay the AP that they would to stand up anyway? {{User:Rorybob/Sig}}18:51, 2 September 2009 (BST)
| |
| :To [[?rise]] you need to be on positive AP. As it currently stands the AP penalty for standing is paid '''when''' you stand... this would make the penalty for headshots apply immediately making it very likely that the zombie will be taken to negative AP and thus unable to stand untill long after the building has fallen to others or (more likely) he has been chucked into the street. --[[User:Honestmistake|Honestmistake]] 20:28, 2 September 2009 (BST)
| |
| ::Actually this mechanic applies to any kill but should really only be applied to headshots or it will end up doing favours for the Mhr cows. --[[User:Honestmistake|Honestmistake]] 20:31, 2 September 2009 (BST)
| |
| ::Does this count for revives also? {{User:Rorybob/Sig}}20:36, 2 September 2009 (BST)
| |
| :::Yep. - [[User:FoxtrotJazzy|Foxtrot]] 22:18, 2 September 2009 (BST)
| |
| | |
| ...Are you sending this to voting or not? It's a good idea.{{User:Lelouch/sig}} 19:01, 8 September 2009 (BST)
| |
| :Yeah, don't worry, I've just been busy lately. I'll try to get it up tommorow. - [[User:FoxtrotJazzy|Foxtrot]] 21:02, 8 September 2009 (BST)
| |
| ----
| |
| | |
| ===Survivor Rescue===
| |
| {|
| |
| |'''Timestamp:''' [[User:Goudy|Goudy]] 01:45, 1 September 2009 (BST)
| |
| |-
| |
| |'''Type:''' New Military Skill | |
| |- | | |- |
| |'''Scope:''' Survivors | | |'''Scope:''' Survivors |
| |- | | |- |
| |'''Description:''' Sleeping outside due to no AP is something no survivor wants to do. With this skill survivors are able to carry other survivors that are outside of course with a penalty of needing about 2 or 3 AP to move around while carrying them. If the survivor is logged in then he would reject the option of being saved. This could help newbies that find themselves outside with no AP. Of course the person saving would gain some XP | | |'''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). |
| |}
| |
| ====Discussion (Survivor Rescue)====
| |
| [[Peer_Reviewed_Suggestions#Skill_New:_Survivor:_Civilian|This]] [[Suggestions/30th-Nov-2005#Fireman.27s_Carry|is]] [[Suggestions/RejectedMay2006#Carrying|one]] [[Suggestions/RejectedNovember2005#Carry_Comrade|hell]] [[Suggestions/21st-Nov-2005#Carry_Comrade|of]] [[Suggestions/19th-May-2006#Fireman.60s_Carry|a]] [[Suggestions/RejectedMay2006#Fireman.60s_Carry|dupe]]. --'''[[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]] 02:11, 1 September 2009 (BST)
| |
| | |
| Fireman's carry made it into peer reviewed as I recall, so first DON'T FIX WHAT ISN'T BROKEN DAMNIT!. And second [http://wiki.urbandead.com/index.php/Frequently_Suggested#Pied_Piper_Skills No leading people around, really.] What's to stop a group of pkers from ripping people out of safe houses at 5 AP a person? (1 to pick up + 3 Move + 1 to put down) I'm pretty sure that the thought of throwing living people out of buildings for 5 AP is making every zerger within a mile salivate. Getting XP for it makes zero sense example. Begin example... *Huff, puff, drag* *gains enough XP for a level* Hey! Now that I've carried joe bob in circles for six hours on my back I can do surgery! Really, that makes no sense. -[[User:Devorac|Devorac]] 02:26, 1 September 2009 (BST)
| |
| :<small><small><small>well maybe for bodybuilding --'''[[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]] 02:27, 1 September 2009 (BST)</small></small></small>
| |
| {{Quote|3=Devorac said:|2=What's to stop a group of pkers from ripping people out of safe houses at 5 AP a person?|}}
| |
| :::::It would be quite simple to only allow survivors to drag '''in''', in the same way that zombies can only drag '''out''' <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 11:34 1 September 2009 (BST)</small>
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| | |
| Please read the documentation before operating the machine, i.e. freq suggested and dos and don'ts--[[User:WanYao|WanYao]] 02:55, 1 September 2009 (BST)
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| | |
| Well ok i see why it is a bad idea now; I've seen it in some movies in which Character faints and when he/she wakes up she is inside a building or somewhere save and thought it'd be cool to see here. Of course i know this game is no movie. [[User:Goudy|Goudy]] 03:16, 1 September 2009 (BST)
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| Combat revived zombies often "sleep outside" so that they wake up un-dead, and feed the horde at the same time. It would be annoying to be carried inside in these situations. Such a suggestion at the very least would require the "dragee" to be able to opt out of being dragged inside <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 11:34 1 September 2009 (BST)</small>
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| I hate to use this term, but it's true: this is way too abuseable. Maybe if it was like Boxy suggested, a skill that allows survivors to drag other survivors into a building. [[User:FoxtrotJazzy|Foxtrot]] 12:36, 1 September 2009 (BST)
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| : If it only allows you to drag someone into a building then it is a complete dupe of Firemans carry, which did make it to peer reviewed.-[[User:Devorac|Devorac]] 17:42, 1 September 2009 (BST)
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| | |
| Change this so it allows survivors the option to "RESCUE" another survivor who they have seen dragged out but only while the cades are down '''and''' if that survivor is on their contact list. EXAMPLE: You log on to see that survivor "Dead Meat" was dragged out 17 minutes ago and the cades are still down. You add him to your contact list and now have the option to "Rescue" him for 1AP. '''IF''' (big if) he is still alive and the cades remain down you drag him in; however the chance of doing so should be modified in exactly double the chance of the zombies blocking cading attempts. Usefull but very limited... could also use further input cos I am half pissed ( HAPPY BIRTHDAY ME :D ) and have probably missed loads...--[[User:Honestmistake|Honestmistake]] 20:43, 2 September 2009 (BST)
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| ----
| |
| | |
| ===Catacombs in Cemeteries===
| |
| {|
| |
| |'''Timestamp:''' [[User:Brain Flakes|Brain Flakes]] 20:53, 31 August 2009 (BST)
| |
| |-
| |
| |'''Type:''' Building change
| |
| |-
| |
| |'''Scope:''' Cemeteries
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| |-
| |
| |'''Description:''' Since you can enter in exit buildings, you should be able to enter and exit Cemeteries. The outdoor description should remain the same, but the indoor description should read, {{udspan|You are underneath ____ Cemetery in the catacombs.}} Since catacombs are underground, you cannot find items in them or Free Run from them. Catacombs have no doors.Catacombs could be the safe point for Zombies they could have a breather while they are looking to be revived if they were players or were infected also dead bodies could be found in catacombs dead bodies= more zombies hense a more difficult level for the survivors. The zombies could be spawned from catacombs instead of just on the street to make the game more realistic. Just a suggestion it's my first obviously.
| |
| |}
| |
| ====Discussion (Catacombs in Cemeteries)====
| |
| Need more info here. What do catacombs do? Why would anyone use them? etc.--{{User:The General/sig}} 21:30, 31 August 2009 (BST)
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| :Pointless extra hiding place for survivors.--{{User:Yonnua Koponen/signature}} 21:33, 31 August 2009 (BST)
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| :I'm not sure what the author was intending...he appears to want some new flavor text. --[[User:Brainguard|Brainguard]] 21:48, 31 August 2009 (BST)
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| What?''"also dead bodies could be found in catacombs dead bodies= more zombies hense a more difficult level for the survivors"'': You know, ''zombies are players too'', right?--{{User:OrangeGaf/Sig}} 00:02, 1 September 2009 (BST)
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| :I think this guy was a newbie, but you could interpret that to mean that new zombies spawn in the catacombs. --[[User:Brainguard|Brainguard]] 01:38, 1 September 2009 (BST)
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| Sometimes think it would be nice to have a few hundred rambling NPC zombies wandering malton with no directive, But most of those times I've been sniffing glue. -[[User:Devorac|Devorac]] 02:46, 1 September 2009 (BST)
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| This is Malton, not Paris... Doesn't fit the "story", really, imo --[[User:WanYao|WanYao]] 02:56, 1 September 2009 (BST)
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| If you suggested crypts with search rates for shovels in them, (and shovels as a new pointless flavor melee weapon)... In any case, spending time around here before posting's probably a good idea. Just so you can get the ins and outs of the whole game/suggestions thing. [[User:RinKou|RinKou]] 07:11, 1 September 2009 (BST)
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| I like the concept for some reason, but I'm not clear on the details. Can they be barricaded? Are they [[dark]]? Can they be lit? are these in every cemetery or just in some? What can you find in them? Personally, I think they it should be so you cannot barricade them, so it may provide some basic protection for new survivors and zombies in green suburbs. --[[User:Uberursa | Uberursa]]<sup>this bear wants honey</sup> 15:35, 4 September 2009 (BST)
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| ----
| |
| | |
| ===Stabilization===
| |
| {|
| |
| |'''Timestamp:''' --[[User:Johnny Yossarian|Johnny Yossarian]] 02:29, 29 August 2009 (BST)
| |
| |-
| |
| |'''Type:''' Survivor skill
| |
| |-
| |
| |'''Scope:''' People over level ten w/ 'doctor' tree
| |
| |-
| |
| |'''Description:''' ''Using whatever is handy, you can now stabilize your infections for 5 AP, ending damage after 25-30 turns.''
| |
| | |
| Basically, this would allow infections only half of their normal lifespan, depending on whether or not you have Bodybuilding. You stabilize an infection so that, while it still does normal damage (1 hp per turn) after 25-30 turns it will end completely instead of hounding you till death. So no: If you're already low on HP this won't help you very much, but if a zombie infects you and doesn't hurt you any further, this is an quick fix, but at a cost:
| |
| | |
| First of all, it costs 5 AP to use: Definitely not as easy to use as a FAK, and plus you're still damaged for 25-30 turns.
| |
| | |
| Second ,(and third), you need the full doctor tree of First Aid, Surgery, and Diagnosis: And, you have to be at least level 10. I was considering putting this under Zombie Hunter skills, but it seemed to fit better here. You also CANNOT use this skill on others, only yourself.
| |
| | |
| Flavor: (after stabilizing) {{udspan|You halt the spread of your infection, but it still hurts badly.}}
| |
| | |
| After 12-15 turns: {{udspan|Your infection is starting to ache a little less now.}}
| |
| | |
| After 25-30 turns: {{udspan|Your infection has been completely stabilized.}}
| |
| | |
| How does it sound? Worth a real suggestion?
| |
| |}
| |
| ====Discussion (Stabilization)====
| |
| No. Because for half, even a third of the AP you spend before the infection cures, you could find the nearest Hospital, search, and heal yourself. If you added a 10 hour cap for the infection to cure as well as the 30ap, it could work, but personally I think 25-30ap is way too much. That's 30HP before it even fixes itself. Most people get ''revived'' with 30HP and an infection, what then? --{{User:DanceDanceRevolution/sigcode|BlueViolet}}-- 02:43, 29 August 2009 (BST)
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| | |
| No. You can use 4 AP searching for a FAK and 1 AP to use it. You gain 5 HP and you cure your infection, 15 HP if you are in a powered hospital. Your suggestion is WAY underpowered. No one would use 5 AP just for getting their infection "Stabilized", and losing 30HP.
| |
| '''Searching for a FAK''' | |
| *10 turns for searching -10AP -10HP
| |
| *1 turn to use it -1AP +10HP
| |
| *Something else -39AP
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| 60HP
| |
| | |
| '''Using your skill'''
| |
| *1 turn to use -5AP
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| *Something else -45AP -30HP
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| 30HP
| |
| --{{User:OrangeGaf/Sig}} 02:46, 29 August 2009 (BST)
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| | |
| Actually, the "normal lifespan" of infection is UNTIL CURED. So if you get infected and then die (via the infection or not) then get revived, your STILL infected. In fact, your infected while as a zombie, you just don't take damage. Your also forgetting that most players will heal each other for the XP. You don't get XP for curing an infection, but if your infected that probably means your down 4 HP so someone WOULD get the 5 XP for healing you (and curing your infection at the same time).--[[User:Pesatyel|Pesatyel]] 04:43, 29 August 2009 (BST)
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| Sorry, but it's a no from me. I think this is a pretty useless idea - if you are infected, you are going to have taken a fair bit of damage anyway (from the zombie that infected you). Even with this, 30 HP is most probably still going to be enough damage to kill you, and even if not, doesn't this go against the point of an infection, a typical zombie one especially? It just wears off over time? Yeah, it's a no from me, but thanks for taking the time to suggest. - [[User:FoxtrotJazzy|Foxtrot]] 18:57, 30 August 2009 (BST)
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| Infection is so feeble as it stands. Stop trying to nerf something that that is cured with a few AP's worth of searching and one to apply the FAK. --[[User:WanYao|WanYao]] 21:16, 30 August 2009 (BST)
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| Im most likely to be infected after Ive just been revived. At this point my health is at 30hp anyway. As such stablilisation will do nothing to save me. --{{User:Rosslessness/Sig}} 11:51, 31 August 2009 (BST)
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| | |
| Mm. As noted, it's a lot more efficient to use a FAK. For this to be a viable tactic, infection'd have to be only surgery-removable or something. Which is a suggestion that'll get shot down pretty quickly anyway, so. Thanks for putting some thought into it, though. [[User:RinKou|RinKou]] 07:14, 1 September 2009 (BST)
| |
| ----
| |
| | |
| ===Hunger strikes===
| |
| {|
| |
| |'''Timestamp:''' [[User:Kamikazie-Bunny|Kamikazie-Bunny]] 15:22, 28 August 2009 (BST)
| |
| |-
| |
| |'''Type:''' Item & Effect
| |
| |-
| |
| |'''Scope:''' All Players
| |
| |-
| |
| |'''Description:''' Oh for the woe of a box of shreddies!
| |
| | |
| '''All players'''
| |
| | |
| 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:
| |
| :*1 - Slightly hungry (Max HP = 45/55)
| |
| :*2 - Hungry (Max HP = 40/50)
| |
| :*3 - Very Hungry (Max HP = 35/45)
| |
| :*4 - Starving (Max HP = 30/40)
| |
| 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.
| |
| | |
| '''Survivors'''
| |
| | |
| Survivors can reduce their hunger level to 0 by eating 'Canned Food'. 'Canned Food' (*enc 2%) can be found in the following buildings:
| |
| :*Malls - Malls will also have a new area to search called 'food court' if the survivor has the shopping skill.
| |
| :*Mansions - Kitchens
| |
| :*Stadiums - Snack Stalls
| |
| :*Fort storehouses
| |
| :*Cinema - Snack stalls
| |
| :*Hotels - Restaurant
| |
| :*Pubs - Pub Lunch
| |
| :*Schools - Canteens
| |
| | |
| '''Zombies'''
| |
| | |
| Zombies can reduce their hunger by 1 level by biting a survivor. If the zombie has digestion their hunger level is reduced to 0.
| |
| |}
| |
| ====Discussion (Hunger strikes)====
| |
| {{SDW|6 September 2009 at 23:06 (BST)}}
| |
| No.--{{User:Yonnua Koponen/signature}} 15:25, 28 August 2009 (BST)
| |
| :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)
| |
| ::No, I think what I said covers this adequately.--{{User:Yonnua Koponen/signature}} 17:08, 28 August 2009 (BST)
| |
| | |
| 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)
| |
| :Actually, its easier for zombies to ease hunger than survivors. --[[User:Brainguard|Brainguard]] 16:03, 28 August 2009 (BST)
| |
| ::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)
| |
| ::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)
| |
| :::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)
| |
| | |
| | |
| 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:
| |
| | |
| There would be a new Mall store called a "Food Court".
| |
| *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.
| |
| *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.
| |
| --[[User:Brainguard|Brainguard]] 16:59, 28 August 2009 (BST)
| |
| | |
| 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)
| |
| :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)
| |
| | |
| 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)
| |
| :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)
| |
| ::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)
| |
| 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)
| |
| | |
| No. Adding a hunger meter hasn't worked for any game, ever, (The Sims and its various ripoffs being exempt) and this is no exception. Too many new items would be implemented for something that will not be fun, innovative, or more than anything but an annoyance. The realism argument makes no sense either: If this were a realistic game, every police department would have long since ran out of guns and ammo, every FAK would have been consumed, and zombies wouldn't exist in the first place! --[[User:Johnny Yossarian|Johnny Yossarian]] 01:24, 29 August 2009 (BST)
| |
| | |
| There is one thing to consider that hasn't been brought up. Zombies with Digestion can feed on corpses.--[[User:Pesatyel|Pesatyel]] 04:33, 29 August 2009 (BST)
| |
| | |
| Yes, but only if the zombie hunger aspect goes away.--[[User:Maps|Maps]] 07:50, 29 August 2009 (BST)
| |
| | |
| I'm sorry, but this is a game. This really isn't fun, I don't want to crippled by starvation. - [[User:FoxtrotJazzy|Foxtrot]] 19:14, 30 August 2009 (BST)
| |
| | |
| Ugh. --[[User:WanYao|WanYao]] 21:17, 30 August 2009 (BST)
| |
| | |
| I like the idea, but most other people don't. How about making it flavour, like clothing? That would allow people who don't want to spend time with it to ignore it, but allowing serious roleplayers to have to worry about being hungry. {{User:Armpit_Odor/sig}} 23:06, 30 August 2009 (BST)
| |
| ----
| |
| | |
| ===Beta-Ville! (Thats not the sanctioned title, just something I'm kicking around the office in my head)===
| |
| {|
| |
| |'''Timestamp:''' [[User:Devorac|Devorac]] 06:22, 27 August 2009 (BST)
| |
| |-
| |
| |'''Type:''' New Testing City (NTC)
| |
| |-
| |
| |'''Scope:''' All Enormous Suggestions
| |
| |-
| |
| |'''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!''
| |
| | |
| 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?
| |
| | |
| 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.
| |
|
| |
|
| 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.
| |
|
| |
|
| Alright, your thoughts, wants, etc
| | Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies? |
| |}
| |
| ====Discussion (Beta-Ville! (Thats not the sanctioned title, just something I'm kicking around the office in my head))====
| |
| 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)
| |
|
| |
|
| 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)
| | 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. |
| :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)
| |
|
| |
|
| 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)
| |
|
| |
|
| 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)
| | Q: If it wastes AP, what is the point? |
|
| |
|
| 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)
| | 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. |
|
| |
|
| 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)
| |
|
| |
|
| :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)
| | Please give your thoughts. |
|
| |
|
| ::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)
| |
|
| |
| ::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)
| |
|
| |
| :::People can enter. And here's my idea for the "Army Testing Complex", which would be used to test prototype items:
| |
| {| cellpadding="5" cellspacing="1" align="center" style="border: 1px solid black; text-align:center"
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground'''
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground'''
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground'''
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground'''
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground''
| |
| |-
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground'''
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground'''
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground'''
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground'''
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Testing Ground''
| |
| |-
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo}}"|'''Shooting Range'''
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo}}"|'''Shooting Range'''
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo}}"|'''Shooting Range'''
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo}}"|'''Shooting Range'''
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo}}"|'''Shooting Range'''
| |
| |-
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo}}"|'''Silo'''
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo}}"|'''Guard Tower'''
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Road'''
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Hangar'''
| |
| |style="width:72px; height:58px; font-size:90%; {{Zoo Empty}}"|'''Secret Research Facility'''
| |
| |} | | |} |
| *Testing Ground - [[empty blocks]]
| | ====Discussion (Backpack)==== |
| *Shooting Range - tall buildings for testing sniper-related suggestions
| |
| *Silo - where prototype weapons could be found
| |
| *Guard Tower - PD, just for flavor
| |
| *Hangar - where new vehicles could be found
| |
| *Secret Reaseach Facility - where new medical and NT items culd be found
| |
| 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)
| |
| | |
| Good idea in theory but I don't see it as practical. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 15:37, 28 August 2009 (BST)
| |
| | |
| 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)
| |
| :Ok, get rid of the special buildings for items. The tesing complex would just be a TRP. There would be no fort below it. The resources of the buildings in it:
| |
| *Shooting Range - ammo and flak jackets.
| |
| *Silo - same items as Fort Storehouse.
| |
| *Guard Tower - same items as Fort Barracks.
| |
| *Hanger - same items as Fort Vehicle Depot.
| |
| *Secret Research Facility - same items as NecroTech.
| |
| --[[User:Brainguard|Brainguard]] 02:33, 30 August 2009 (BST)
| |
| | |
| Betaville sounds fun.--[[User:Maps|Maps]] 20:41, 28 August 2009 (BST)
| |
| | |
| Here's an idea for the news update for Betaville: {{udspan|The military has set up a new live-fire training and testing facility and is looking for [[military|soldiers]], [[civilian|citizens]], and [[scientists]] to staff it ''(Signup link for survivors)''. NecroTech has been collecting [[zombies|specimens]] to fill the facility (Signup link for zombies).}}
| |
| There be two seperate signup pages, one for survivors and one for humans.
| |
| --[[User:Brainguard|Brainguard]] 02:33, 30 August 2009 (BST)
| |
| | |
| Meh, sorry, no - it's not something I see being public. Gives Urban Dead too much of an open-source feel. Perhaps if it was only accessable by members invited specifically by Kevan, but otherwise, no, sorry. - [[User:FoxtrotJazzy|Foxtrot]] 19:23, 30 August 2009 (BST)
| |
| | |
| As long as the amounts of survivors and zombies are limited to keep people from filling it with thousands upon thousands of characters. {{User:Armpit_Odor/sig}} 23:14, 30 August 2009 (BST)
| |
| | |
| brainguard, NO. Down, Stay would you kindly?. There would not be a public opening, the public might not want to play in a burb with ever changing rules and items, where you can't be sure that anything will be at all the same as the second before. The opening would be on a wiki page, open to all willing beta testers '''''who know full well what they are getting themselves into.''''' And there would be a cap on the number of people able to join total. -[[User:Devorac|Devorac]] 05:25, 31 August 2009 (BST)
| |
| | |
| Alright then, man. This is a good idea. If Kevan doesn't take this up, I could always have a look at programming a city for us (I can't make any promises though). - [[User:FoxtrotJazzy|Foxtrot]] 12:16, 31 August 2009 (BST)
| |
| : -both eyebrows raise- I'm impressed, if you could do that then most of us suggesters would be in your debt. -[[User:Devorac|Devorac]] 02:51, 1 September 2009 (BST)
| |
| :: Yeah, I could definetely program one. Only problem is finding an online web server with a functional MySql database. I won't lie, I don't know much about web servers. - [[User:FoxtrotJazzy|Foxtrot]] 22:49, 2 September 2009 (BST)
| |
| :::Not that you could get an accurate beta-ville without Kevan's precise code for the game. --'''[[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]] 23:15, 2 September 2009 (BST)
| |
| :::: We can always ask him. -[[User:Devorac|Devorac]] 01:12, 3 September 2009 (BST)
| |
| ::::: We know how the mechanics work. As long as they function the same, it doesn't really matter how they are programmed. - [[User:FoxtrotJazzy|Foxtrot]] 03:05, 4 September 2009 (BST)
| |
| ::::::I don't know if this is Important, but I Random Page a LOT, and I swear I once saw the coding for Urban Dead...Not Sure though it could be something to look for...{{User:Sorakairi/sig}} 15:03, 8 September 2009 (BST)
| |
| ----
| |
| | |
| ===Climaxville===
| |
| {|
| |
| |'''Timestamp:''' [[User:BlueSpurt|BlueSpurt]] 00:43, 27 August 2009 (BST)
| |
| |-
| |
| |'''Type:''' New city.
| |
| |-
| |
| |'''Scope:''' Cool people.
| |
| |-
| |
| |'''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?
| |
| | |
| *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)
| |
| | |
| 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??!'''''
| |
| | |
| *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.
| |
| | |
| *You being bitter because the majority of your ideas have died in flames= understandable.
| |
| | |
| *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.
| |
| | |
| 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)
| |
| | |
| :: '''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...
| |
| | |
| 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)
| |
| | |
| :: '''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...
| |
| :::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)
| |
| :::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)
| |
| | |
| 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)
| |
| | |
| I thought that this was a humorous suggestion...--[[User:Uberursa | Uberursa]]<sup>this bear wants honey</sup> 06:04, 27 August 2009 (BST)
| |
| ::::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)
| |
| | |
| You lost me at "the guys can like,". --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 15:39, 28 August 2009 (BST)
| |
| | |
| This would be the ONLY TIME IN MY FUCKING LIFE when I would vote SPAM. --[[User:Brainguard|Brainguard]] 01:45, 1 September 2009 (BST)
| |
| | |
| :Meh, if it came up I'd still just vote kill, gotta stick to your guns. (not to mention your axes, knives, flares, Etc. -[[User:Devorac|Devorac]] 02:41, 1 September 2009 (BST)
| |
| ----
| |
| | |
| ==Suggestions up for voting==
| |
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| ===[[Suggestion:20090905_Food|Food]]===
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| This suggestion is now up for voting. Its discussion has been moved to its [[Suggestion:20090905_Food|talk page]].
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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: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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| ===[[Suggestion:20090909 New River|New River]]===
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| This suggestion is now up for voting. Its discussion has been moved to its [[Suggestion:20090909 New River|talk page]].
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