Developing Suggestions: Difference between revisions

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{{Suggestion Navigation}}[[Category:Suggestions]]
<noinclude>{{Developing Suggestions Intro}}</noinclude>
==Developing Suggestions==
''This section is for presenting and reviewing suggestions which '''have not yet been submitted''' and are still being worked on.''


''Nothing on this page will be archived.''


===Further Discussion===
===Ignore based on Radio Broadcast===
*Discussion concerning this page takes place [[Talk:Developing Suggestions|here]].
*Discussion concerning the suggestions system in general, including policies about it, takes place [[:Category_talk:Suggestions#Suggestion_Discussion|here]].
 
 
==Please Read Before Posting==
*'''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]].'''
*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.
*If you decide not to take your suggestion to voting, please remove it from this page to avoid clutter.
*It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
*''After new game updates, users are requested to allow time for the game and community to adjust to these changes '''before''' suggesting alterations.''
 
==How To Make a Suggestion==
===Adding a New Suggestion===
*Copy the code in the box below.
*<span class="stealthexternallink">[http://wiki.urbandead.com/index.php?title=Developing_Suggestions&action=edit&section=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.
 
*Paste the copied text '''above''' the other suggestions, right under the heading.
*Substitute the text in <font color="red">RED CAPITALS</font> with the details of your suggestion.
 
<nowiki>{{subst:DevelopingSuggestion
|time=~~~~
|name=</nowiki><font color="red">SUGGESTION NAME</font><nowiki>
|type=</nowiki><font color="red">TYPE HERE</font><nowiki>
|scope=</nowiki><font color="red">SCOPE HERE</font><nowiki>
|description=</nowiki><font color="red">DESCRIPTION HERE</font><nowiki>
}}</nowiki>
 
*'''Name''' - Give the suggestion a short but descriptive name.
*'''Type''' is the nature of the suggestion, such as a ''new class'', ''skill change'', ''balance change'', etc. Basically: '''What is it?''' and '''Is it new, or a change?'''
*'''Scope''' is who or what the suggestion affects. Typically ''survivors'' or ''zombies'' (or both), but occasionally ''Malton'', the game ''interface'' or something else.
*'''Description''' should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.
 
===Cycling Suggestions===
*Suggestions with no new discussion in the past 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.
*Suggestions with no new discussion in the past week may be removed.
*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.
 
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.
 
 
__TOC__
 
<span style="font-size:1.75em; color:red">'''Please add new suggestions to the top of the list'''</span>
----
 
==Suggestions==
 
===Morphine===
{|
{|
|'''Timestamp:''' [[User:Captdrett|Captdrett]] 18:42, 19 December 2009 (UTC)
|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC)
|-
|-
|'''Type:''' Drug
|'''Type:''' UI enhancement
|-
|-
|'''Scope:''' Survivor
|'''Scope:''' Interface
|-
|-
|'''Description:''' Morphine can be used by a survivor on another survivor or on themselves temporarily making all movements cost double.  This would not effect other actions and no XP would be awardedThe effects of morphine would last 12 hours of real time, regardless of AP used during that time.  Morphine can not be used on zombiesMorphine can only be found at hospitals.
|'''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 visibleAdding 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 experienceIn 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.
Cost to use: 1 AP
 
Encumbrance: 2% (for needle)
 
Requires: Lab Experience
 
Optional Effect:  Morphine causes all attempted speech to be jumbled.  Players type as normal; however, letters are randomly replaced when the character speaks making it difficult to understand what was said.  This does not effect what the character hears.
|}
|}
====Discussion====
====Discussion (Ignore based on Radio Broadcast)====
And the point of this is? - [[User:Whitehouse]] 18:47, 19 December 2009 (UTC)
:Griefing.--{{User:Yonnua Koponen/signature‎}} 18:48, 19 December 2009 (UTC)
::Well that is what I thought it sounded like. :P - [[User:Whitehouse]] 18:50, 19 December 2009 (UTC)
:::Ideally, it would be used defensively; but, yes it certainly could be used as griefing, although a player could avoid any negative effects by waiting it out. [[User:Captdrett|Captdrett]] 19:06, 19 December 2009 (UTC)
::::Defensively? What benefit to defense does this give? Also, "wait it out?" I guess you can just "wait out" those zombie break-ins too... no, nobody ever needs to flee and people just ''love'' having their movement speed halved for no reason. --'''[[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]] 19:07, 19 December 2009 (UTC)
:::::Yes.  Defensively.  To escape a PKer or to escape as a PKer and increase your odds of getting away.  And waiting wouldn't be required, just a way to avoid any negative effects. If you got 1 AP you can run out of the building whether you spend 1 or 2 AP. [[User:Captdrett|Captdrett]] 19:15, 19 December 2009 (UTC)
Did you even read the [[Suggestions Dos and Do Nots]], or do you just decide that your idea was too awesome to possibly have mistakes?{{User:Lelouch/sig}} 18:53, 19 December 2009 (UTC)
:I did actually.  Care to be more specific? [[User:Captdrett|Captdrett]] 18:56, 19 December 2009 (UTC)
::'''Don't Reward Players for Playing Out of Character''', '''Multiply it by a Billion''', '''Put Yourself in the Other Person's Shoes''', '''Make it More Fun, Not Less Fun''', '''Make it Fun!'''. Are those enough?{{User:Lelouch/sig}} 19:04, 19 December 2009 (UTC)
:::Not to mention the whole "this has absolutely no benefit yet allows survivors to jab each other and grief to no end." --'''[[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]] 19:06, 19 December 2009 (UTC)
::::How is that out of character?  As for the fun, yes you are right, it doesn't perticularly add fun but I don't feel it takes it away either.  I could see an issue with maintaining the timer on all players, so I'll agree that could be a problem.  And, as for putting yourself in others shoes, this would be no different than moving zombie without lurching gait. [[User:Captdrett|Captdrett]] 19:12, 19 December 2009 (UTC)
:::::...Are you stupid or something?{{User:Lelouch/sig}} 19:15, 19 December 2009 (UTC)
::::::Yeah, sure am, but I put this under developing suggestions for a reason.  I appreciate your comments on why it wouldn't work. [[User:Captdrett|Captdrett]] 19:21, 19 December 2009 (UTC)
:::::::Fine.
::::::#'''Don't Reward Players for Playing Out of Character''': That means you should avoid helping PKers, ZKers, Life Cultists, and Death Cultists. This suggestion only allows survivors to hurt other survivors, and is out of character.
::::::#'''Multiply it by a Billion''': If every griefer spent all their AP finding and using these things, assuming they have little trouble finding their targets, they would probably be able to permanently suppress just about every active survivor's movement indefinitely. That's bad.
::::::#'''Put Yourself in the Other Person's Shoes''': It wouldn't be like playing as a zombie without lurching gait, because zombies don't have to find entry points, gather supplies, run from falling buildings, scout the area, or go through a lengthy process of receiving a revive every time they die. It would in fact be like playing as a survivor with x2 movement costs.
::::::#'''Make it More Fun, Not Less Fun''': Who is going to enjoy this? Griefers? They don't count. This clause and the next one are in the D&DN almost specifically to kill realism-over-fun and pro-griefing suggestions.
::::::#'''Make it Fun!''': See above
::::::#Overall, this suggestion would add nothing of any value to the game, and would only serve as useless nerf to allow griefers to take away fun from other survivors.{{User:Lelouch/sig}} 19:55, 19 December 2009 (UTC)
:::::::>PKers and Death Cultists are pretty in-genre.  Human on human conflict, as well as mad religious cults are pretty staple to the zombie genre when it started.  But besides that, all other points hold.  Some people only play at a certain time each day, like say, right before they go to bed.  If you jab them within twelve hours before that time, you've more or less forced them not to play that day.  Or at the very least, not play as effectively.  Not everybody spends all day watching their UD accounts for the morphine timer to run out. [[User:RinKou|RinKou]] 20:28, 19 December 2009 (UTC)
::::::::While I don't agree with all assertations.  I do agree, this was a poor suggestion.  I will without sarcasm now agree with the stupid comment. Thank you, Lelouch.    [[User:Captdrett|Captdrett]] 20:36, 19 December 2009 (UTC)
:::::::::Bah, no one who is even capable of considering themselves unintelligent actually is. It was a dumb idea, but everyone, no matter what, does some god-awful stupid things, worse than this, every now and again [thinks of last A/VB Talk comment about Iscariot]. The fact that you're willing to see your own idea's flaws means you're better at it than most of the people who put things up on this page.{{User:Lelouch/sig}} 21:07, 19 December 2009 (UTC)
::::::::::# '''Don't Reward Players for Playing Out of Character''': This guideline is stupid and bullshit. Pking and culting is perfectly in character at any given time. please bawwwww some more about it.
::::::::::# '''Multiply it by a Billion''': "If every griefer spent all their AP finding and using these things, assuming they have little trouble finding their targets, they would probably be able to permanently suppress just about every active survivor's movement indefinitely. That's bad." the only valid and good point you've made with your "i'mma be smarrt!" liste.
::::::::::# '''Put Yourself in the Other Person's Shoes''': "It wouldn't be like playing as a zombie without lurching gait, because zombies don't have to find entry points, gather supplies, run from falling buildings, scout the area, or go through a lengthy process of receiving a revive every time they die. It would in fact be like playing as a survivor with x2 movement costs." Which would be a lot more fairer to newbie zombies who deal with worse shit all the time. Try limiting yourself to 35 ap AND 2x movement costs for a hell of a long time because you can't get the xp to get skills to give you a little bit more ap in the long run. Shut up.
::::::::::# '''Make it More Fun, Not Less Fun''': Pkers and cultist would enjoy this quite a bit. They DO fucking count, because, you know what? It's a playing style in the game. It's been here just as long as the other ways of playing too.
::::::::::# '''Make it Fun!''': It would definitely be fun as a pker/cultist to go in a safehouse and mass stick people, and then have the horde come in and wreck everything.
::::::::::In short, you're a dumbass. Pkers and Cultists have become a fairly influential part of the game at this point, it's time you all grow up and stop thinking of them as a random anomaly (hint: they're not). Also. "huurrr r u stupid? hurrr". Get over yourself.--[[¯\(°_o)/¯|<span style="color: DarkMagenta"> ¯\(°_o)/</span>]][[User_talk:Suicidalangel|<span style="color: DarkTurquoise">¯</span>]] 22:58, 19 December 2009 (UTC)
:::::::::::u dun?{{User:Lelouch/sig}} 00:05, 20 December 2009 (UTC)
::::::::::My last note got removed :\ But anyway, it was basically what DM said.  Human on human conflict, and to a lesser extent, mad cults, are pretty in genre.  At least when everything started, that is.  As far as Romero's films went, the central conflicts were human on human, with zombies in the background.  In any case, some people only log on around one time a day.  Some times that happens to be right before they go to bed.  At worst, you've kept this person from playing one day.  At best, you're still costing them at least 25 AP.  Not everybody has the time to sit around and watch their morphine clocks. [[User:RinKou|RinKou]] 01:14, 20 December 2009 (UTC)
lmao the real-life properties of heroin are the opposite of what this suggestion is suggesting [[User:GasCandle|GasCandle]] 06:23, 20 December 2009 (UTC)
----
----
 
===Shrink the map===
===Doors/Memories of Life===
{|
{|
|'''Timestamp:''' {{User:Zombie Lord/sig2}} <tt>23:44 18 December 2009(BST)</tt>
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|-
|-
|'''Type:''' Improvement
|'''Type:''' Map change
|-
|-
|'''Scope:''' Doors/MoL Skill
|'''Scope:''' Everyone
|-
|-
|'''Description:''' Ok it’s time for the doors, as they currently function, to go. The whole thing is just stupid. Here’s the skinny:
|'''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.
 
'''<u>Doors</u>'''
 
1. Now doors act like just one more level of Barricades that can be broken down like any other level. Yay, you Survivors get one extra level of cades! Neat huh?
 
2. Once a Door is broken, there is a new description inside/outside the building. “The doors are ripped off their hinges”. For 1 AP (construction/toolbox required) the Doors can be repaired, '''''as long as there are no cades present!''''' That’s right, the doors must be repaired while there are no cades, or the option to repair them goes away. This is because you cant reach the doorways once a bunch of shit is piled in front of them.
 
'''<u>Memories of Life</u>'''
 
Now the MoL skill grants a Zombie +10% to knock down cades (and only cades). This represents "cleverness" over brute strength. The Zombie remembers enough to exploit weaknesses vs. just flailing mindlessly. 
 
So the new chances are like so:
 
:<u>Zombie vs. Barricades</u>
:No combat skills: 12.5%
:No combat skills +MoL: 22.5%
:VM:17.5
:VM+MoL:27.5
:VM+DG:25%
:VM+DG+MoL:35%
|}
|}
====Discussion (Doors/Memories of Life)====
====Discussion (Shrink the map)====
 
I like it. I like it lots. I'd suggest adding flavour descriptions for the doors as barricades though (the doorway has been locked tight, or something, rather than the doors are closed) but that's only trivial. Me rikey muchly. {{User:Misanthropy/Sig}} 23:49, 18 December 2009 (UTC)
 
I like the general idea, and flavor-wise it makes sense, but I'm hung up on one issue: you're letting ALL zombies enter doors now, but are removing the only defense that low level survivors have when they're in a building with no barricades. I really like the MoL change, but it all feels a little too overpowered at the moment. There needs to be some way of balancing for the lowbie survivors still. {{User:Aichon/Signature}} 23:58, 18 December 2009 (UTC)
 
On the off chance that you're actually serious this time (as this suggestion shows what might be possible thought), I think that a +10% buff to zombies against barricades would be ridiculously OP; They're all that survivors have to defend, and while this would help the solo-zombie, it would fuck over survivors massively any time there's a horde gathered.{{User:Lelouch/sig}} 00:04, 19 December 2009 (UTC)
:I didn't realise this, but you're right. Having 100+ zombies bashing on your doors is hard enough, but with 10% boost! And you're right, this is a decent suggestion. CONGRATS ZOMBIELORD! {{User:Sorakairi/sig}} 09:26, 19 December 2009 (UTC)
 
This screws newbie survivors, because they don't get to protect themselves any more. This screws newbie zombies because it means that they need to buy ''yet another'' skill to become proficient at things. This would divert attention from the other zombie skills, which are frankly more useful. This very minorly screws advanced survivors, as it means that they have to do an extra repair before they can start cading. Not the end of the world, but takes more time in a realtime scenario. Now, for high level zombies, you'd see one zombie able to break in to any building in a day, and have the ability to infect most of the people inside. Then, we apply probably the most important DevSug axiom: '''Multiply it by a billion'''. Hell, multiply it by 2000. The dead had that many members, and they totalled malton without this. This could potentially end urbandead with how overpowered it is.--{{User:Yonnua Koponen/signature‎}} 10:12, 19 December 2009 (UTC)
 
Not terrible, but multiple. You're suggesting 3 things at once. I'm pretty sure the door ripping thing is a dupe. How about zombies with MOL treat doors as they do now, but to those zombies without MOL it counts as another level of cades? --{{User:Rosslessness/Sig}} 10:50, 19 December 2009 (UTC)
:I like Rosslessness's variant.  It makes sense, Mol still benefits zombies but isn't necessary to get passed door, just the most efficient way.  It should have minimal effect on balance, just gives low level players a break. [[User:Captdrett|Captdrett]] 14:03, 19 December 2009 (UTC)
::Amen, Rosslessness! Definitely change to that. --[[User:Karloth_vois|Karloth Vois]] <sup>[[¯\(°_o)/¯]]</sup> 18:44, 19 December 2009 (UTC)
:I'm in this camp too.  Sure doors aren't the low level human's only defense.  VSB+2 buildings are.  Doors don't provide any protection against mid-level zombies at all, and do nothing but frustrate and prevent growth for feral new zombies.  Rossy's change to ZL's suggestion lets survivors keep their defense against low level zombies, while evening the playing field for them, without the arguably broken +10% vs barricades. [[User:RinKou|RinKou]] 20:21, 19 December 2009 (UTC) Forgot my sig.
 
Doesn't this nerf pipes?--[[User:Pesatyel|Pesatyel]] 20:04, 19 December 2009 (UTC)
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===Swimming Pools===
===Action Points===
{|
{|
|'''Timestamp:''' --[[User:Winman1|Winman1]] 02:55, 15 December 2009 (UTC)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
|-
|-
|'''Type:''' New Building
|'''Type:''' Action Points Increase Regeneration Rate
|-
|-
|'''Scope:''' Everyone?
|'''Scope:''' Everyone
|-
|-
|'''Description:''' Despite the Zombie plague, a few entrepreneurs have constructed 5 public swimming pools. These blocks would be found in Langridge Drive Old Arkham (17,93), Collis Street Rolt Heights [81,15] , Floyde Walk Crowbank [71,68] , Park Way Judgewood [17,18] , and Burch Walk Galbraith Hills [45,58]. These blocks would be replaced with a block called the (former block name) Pool. Pools can be entered, like a building, but can not be barricaded or have a generator installed in it, like an open block . Also, you can't hear radio messages in a pool. (The water could short out or muffle the radio.) You have to go inside a pool to see who is there. Inside a pool, attacks have -20% accuracy for everyone since people aren't as mobile in water and fluid resistance would be much higher underwater, and would greatly reduce the functionality of firearms. Anyway, I doubt you could manage to float on moving waters while firing a gun. Zombie attacks would also be slowed since well, movement is slowed. Also, there are new clothes that can be found in a pool. Red, Blue, and Yellow swimsuits, snorkels, swimming goggles, and life preservers. Public Pools would add new clothes, and be an interesting area. Dead bodies are automatically moved outside the pool from the water flow.
|'''Description:''' Due to the passage of time with mobile games and other real time action games without restriction, I think that we should address the action points system of the game. This game can only realistically be played for 5 minutes a day. So it's not really a seller for new blood. If we want to see this game survive it needs to evolve into something more exciting than 5 minutes. My suggestion is double the regeneration rate to improve activity. I love this game. I want to play it more. And the die hard fans I'm sure feel the same. More will go on in a day, sure. But that's for both sides. We're ready for it. Let's get this game moving again. We need this.
|}
|}
====Discussion (Swimming Pools)====
====Discussion (Action Points)====
What the fuck is this shit on my wiki.....--{{User:The Colonel/Sig}} 03:02, 15 December 2009 (UTC)
 
what is this i dont even...--[[User:Megameh|Megameh]] 03:13, 15 December 2009 (UTC)
 
Why those locations? Why are guns less accurate against targets that are slower in the pool? Since it's outside, can you see who is in the pool, or, like a building, do you have to go into the pool before you can see who is inside? Do you have to dump bodies out of the pool? Do we get infected if we go in the pool? Can you install a generator in the pool? If I broadcast on a radio while in the pool, does it sound all watery? Is there anything to this suggestion beyond (pointless) flavor? {{User:Aichon/Signature}} 03:30, 15 December 2009 (UTC)
: On second though...i am all for a pool. Buncha humans swimming in it, toss in a genny or a radio. Instant super kill. Now that i proved its exploitable, its going to be shot down faster then your last guide was. *rim shot* --{{User:The Colonel/Sig}} 03:42, 15 December 2009 (UTC)
::I thought of this myself before you mentioned it.  Though come to think of it, I prefer the thought of barricading the pool so everyone inside drowns.  Maybe you could have both options so both the PKs and the suicidal DCs are happy. --[[User:Mold|Mold]] 04:49, 15 December 2009 (UTC)
 
As The Colonel... both times. --{{User:Maverick Farrant/sig}} 06:50, 15 December 2009 (UTC)
 
[[Monroeville]] already has a swimming pool. Outside of [[Hamilton Mansion (Monroeville)|Hamilton Mansion]] --{{User:Rosslessness/Sig}} 11:20, 15 December 2009 (UTC)
 
Oh crap. Its Winman! RUUUUN! {{User:Sorakairi/sig}} 12:11, 15 December 2009 (UTC)
:i c wut u did thur {{User:Lelouch/sig}} 22:56, 15 December 2009 (UTC)
 
Hey look, he made it even shittier! I wasn't sure it was possible.{{User:Lelouch/sig}} 23:17, 15 December 2009 (UTC)
 
[[Image:WTFITS.png]]
--{{User:OrangeGaf/Sig}} 23:43, 15 December 2009 (UTC)
:That image is lovely my friend!--[[¯\(°_o)/¯|<span style="color: DarkMagenta"> ¯\(°_o)/</span>]][[User_talk:Suicidalangel|<span style="color: DarkTurquoise">¯</span>]] 00:02, 16 December 2009 (UTC)
::I agree {{User:Sorakairi/sig}} 12:23, 19 December 2009 (UTC)
Holy crap i didn't think that was possible....did you guys know in a pool filled with water, with 4 solid walls that bodies just magically float out of water and onto land. Jeez, i need to go have a talk to RL jesus and stop talking to zambah g-zaz. But seriously, if a rotter takes a headshot does that mean the pools water gets infected from his rotted brain --{{User:The Colonel/Sig}} 23:46, 15 December 2009 (UTC)
 
There is no walls...it cant be barricaded. I kind of like the idea of a waterborne infection.--[[User:Winman1|Winman1]] 00:10, 16 December 2009 (UTC)
 
I genuinely like this idea, but the mechanics of it are rather odd.--[[User:Karloth_vois|Karloth Vois]] <sup>[[¯\(°_o)/¯]]</sup> 01:24, 16 December 2009 (UTC)
:The hell is up with you?{{User:Lelouch/sig}} 02:12, 16 December 2009 (UTC)
Seems like a whole lot of programming headaches for Kevan without doing much to change the game.  The only people this would really impact would be trenchies uselessly killing outdoor zombies at a reduced accuracy rate.  --[[User:YoEleven|YoEleven]] 09:20, 16 December 2009 (UTC)
 
I should simplify it right?--[[User:Winman1|Winman1]] 23:39, 16 December 2009 (UTC)
::No...you should stop now before i have to vote on it and drop a giant NEVER that flashes right in the middle of your stuff. --{{User:The Colonel/Sig}} 00:08, 17 December 2009 (UTC)
:::Kill it with fire. Have these cries gotten through, or do I need so simplify further?{{User:Lelouch/sig}} 00:12, 17 December 2009 (UTC)
 
Is possible to say yes to the <s>snorkle</s> snorkel but no to the pool?  I know it does nothing, but I want a <s>snorkle</s> snorkel now... [[User:Captdrett|Captdrett]] 00:22, 17 December 2009 (UTC)
:Suggest it to clothing if its not. {{User:Sorakairi/sig}} 12:23, 19 December 2009 (UTC)
 
[http://decibelmagazine.com/admin/assets/uploads/plantsvszombies.jpg See that zombie? The one with the swim trunks on? He has a fucking snorkle. I want a fucking snorkle.]--[[¯\(°_o)/¯|<span style="color: DarkMagenta"> ¯\(°_o)/</span>]][[User_talk:Suicidalangel|<span style="color: DarkTurquoise">¯</span>]] 01:28, 17 December 2009 (UTC)
 
As Ross said, we already have pools in the game and there's none of this inside/outside nonsense or stupid crap about hit rates. Also, what the fuck is all that crap about moving water? Like water moving fast and strong enough to push a body out of it? What kind of swimming pools do you go to where people floating are flung out by the pool? This is a standing body of non-moving water, not your mother's uterus. -- {{User:Iscariot/Signature}} 11:00, 18 December 2009 (UTC)
 
Has anyone really been far as decided to use even go want to do look more like?{{User:Lelouch/sig}} 19:48, 18 December 2009 (UTC)
:You syntax leaves much to be desired. --{{User:Maverick Farrant/sig}} 21:22, 18 December 2009 (UTC)
::u r teh intern00bs.{{User:Lelouch/sig}} 21:58, 18 December 2009 (UTC)
::: what did he say? {{User:Sorakairi/sig}} 12:23, 19 December 2009 (UTC)
::::<font face=courier color=red>'''YOUR INTERNETS LEVEL IS TOO LOW. YOU NEED TO EDIT LESS AND LURK MOAR.'''</font>--{{User:OrangeGaf/Sig}} 13:27, 19 December 2009 (UTC)
:::::Damn it Orange, I'm going to have to get you something for all the awesomeness you've added to this discussion...{{User:Lelouch/sig}} 14:51, 19 December 2009 (UTC)
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===Headshot requirement===
===Drone===
{|
{|
|'''Timestamp:''' [[User:Whitehouse]] 14:23, 12 December 2009 (UTC)
|'''Timestamp:''' [[User:Rosslessness|<span style="color: MidnightBlue ">R</span><span style="color: Navy">o</span><span style="color: DarkBlue">s</span><span style="color: MediumBlue">s</span><span style="color: RoyalBlue"></span>]][[User_Talk:Rosslessness|<span style="color: RoyalBlue">l</span><span style="color: CornflowerBlue">e</span><span style="color: SkyBlue">s</span><span style="color: LightskyBlue">s</span>]][[User_Talk:Rosslessness/Quiz|<span style="color: LightBlue">n</span><span style="color: PowderBlue">e</span>]][[Monroeville Many|<span style="color: PaleTurquoise">s</span>]][[The Great Suburb Group Massacre|<span style="color: PaleTurquoise">s</span>]]<sup>[[Location Page Building Toolkit|<span style="color: DarkRed">Want a Location Image?]] </span> </sup>  19:10, 23 July 2022 (UTC)
|-
|-
|'''Type:''' Minor change
|'''Type:''' Survivor Item
|-
|-
|'''Scope:''' Survivors
|'''Scope:''' Survivors
|-
|-
|'''Description:''' Simply make headshot require 10 survivor levels, rather than 10 levels total. Not sure if this is a good idea or not, but it seemed a little odd to me, thus I wanted to see what other people thought.
|'''Description:''' Portable drone, found in mall tech stores, which are pointless as we all know. Encumbrance is 10%. When activated for 15ap they provide an image of a 10x10 grid centred on the survivor, showing the current outside status of all blocks including zombies, survivors and dead bodies. Like DNA scanners, Drones are multi use.
|}
|}
====Discussion (Headshot requirement)====
====Discussion (Drone)====
Why the hell not?{{User:Lelouch/sig}} 15:45, 12 December 2009 (UTC)
Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --{{User:A Helpful Little Gnome/Sig}} 02:19, 24 July 2022 (UTC)
 
[Cyrus]I can dig it.[/Cyrus] {{User:Misanthropy/Sig}} 18:47, 12 December 2009 (UTC)
 
^ --[[¯\(°_o)/¯|<span style="color: DarkMagenta"> ¯\(°_o)/</span>]][[User_talk:Suicidalangel|<span style="color: DarkMagenta">¯</span>]] 22:16, 12 December 2009 (UTC)
 
I'd prefer 20 survivor levels. The less people have headshot, the better.--{{User:Yonnua Koponen/signature‎}} 22:23, 12 December 2009 (UTC)
 
I'd be up for 10, but how do you deal with the current people that have it that wouldn't with your change? {{User:Aichon/Signature}} 00:37, 13 December 2009 (UTC)
:Well the simple thing would be to just let them keep it.  Think of it this way, leveling as a zombie is generally harder then as a survivor (and, no, that isn't worth the argument) and someone who buys Headshot at level 10 is most likely to be survivor-oriented (ie. not have that many zombie skills).  I'd prefer that it be added to [http://wiki.urbandead.com/index.php/PR_Skill_Change:_Survivor#Headshot one of these].--[[User:Pesatyel|Pesatyel]] 03:09, 13 December 2009 (UTC)
:Sounds good. Im not usually killing Zombies, being as I like to kill both and Humans are easier. Still great though. {{User:Sorakairi/sig}} 02:20, 14 December 2009 (UTC)
:Awww my string of consecutive '''Kill''' votes might come to an end if this one comes up for voting.  Good suggestion and I'm surprised it isnt already in-game. --[[User:YoEleven|YoEleven]] 13:23, 14 December 2009 (UTC)
::I like it.--{{User:Mallrat/sig}} 19:00, 19 December 2009 (UTC)
----
----


===Skeletons in Zoo===
===Backpack===
{|
{|
|'''Timestamp:''' [[User:X1M43|X1M43]] 02:52, 12 December 2009 (UTC)
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
|-
|'''Type:''' Flavor
|'''Type:''' New item
|-
|-
|'''Scope:''' Zoo locations, decorative items
|'''Scope:''' Survivors
|-
|-
|'''Description:''' Simple. Searching in zoo locations gives a 12.5% chance to find an animal skeleton. Human skeletons would be excluded.
|'''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 (Skeletons in Zoo)====


I like this. {{User:Misanthropy/Sig}} 03:00, 12 December 2009 (UTC)


This is one of those things that should already be in the game... The malton zookeepers are going to have a fit though.-[[User:Devorac|Devorac]] 04:37, 12 December 2009 (UTC)
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?
:Apparently you've never dropped by for a visit.  And it would also explain what happened to that darned Hippo!  Good suggestion.  --[[User:YoEleven|YoEleven]] 13:36, 14 December 2009 (UTC)


Human skeletons should be included because:
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.
#Harmanz belong in zoos
#Harmanz actually [http://en.wikipedia.org/wiki/Human_zoo appear in zoos]
-- {{User:Iscariot/Signature}} 06:07, 12 December 2009 (UTC)
:True, but I don't think Malton has that kind of zoo.  I don't see why not include human skeletons but on that basis, why not allow human skeletons to be found ANYWHERE?--[[User:Pesatyel|Pesatyel]] 02:56, 13 December 2009 (UTC)
::Iscariot's closet is full of them. Search there first. {{User:Misanthropy/Sig}} 03:01, 13 December 2009 (UTC)
:::Lol.  It COULD be kinda interesting to see what descriptive ways one could find skeletons just out in the street or other random buildings.--[[User:Pesatyel|Pesatyel]] 03:12, 13 December 2009 (UTC)
::::Human skeletons ''would'' be fun, but it seems obvious to me why they aren't available.  None of the dead harmanz are laying around quiet, they're getting up as zombies.  To the suggestion as is, this is pointless, but it's cool. --[[User:Mold|Mold]] 10:52, 13 December 2009 (UTC)
:::::Agreed. I support the idea of animal skeletons, but putting human skeletons in the zoo just wouldn't be consistent. Regardless, it's a very small issue, and I support the general idea. --[[User:Anotherpongo|Anotherpongo]] 15:34, 13 December 2009 (UTC)
SKELETONS! I want all kinds of Skeletons, even decorative ones. {{User:Sorakairi/sig}} 02:18, 14 December 2009 (UTC)
:Ahem. [http://wiki.urbandead.com/index.php/Headless_Statue#Skeletons]. But yes, I do think it would be relevent to be able to come across a skeleton or two in the zoo. May I suggest that it is changed to leaving the eksleton there once they are found? [[User:Verance|Verance]] 01:20, 16 December 2009 (UTC)
::NOOOOOOOOOOOOO!!!! I didn't know we had a skeleton museum... {{User:Sorakairi/sig}} 00:38, 17 December 2009 (UTC)
:::Simple, just add the findable items in a skeleton museum to the zoo. --{{User:Rosslessness/Sig}} 15:16, 19 December 2009 (UTC)
::::This is a fun idea, but I would reduce the chances of success. 12.5% is way too easy. If you want to find that long-lost Hippo skeleton, you'd better ''really'' want to find it. Maybe 5% to find anything (eg a sheep from the petting zoo), and only 1% to find a really interesting skeleton like the Transylvanian Oryx.--{{User:Mallrat/sig}} 19:06, 19 December 2009 (UTC)
----


===New Zombie Attack Style Part 4: The Final Chapter===
{|
|'''Timestamp:''' {{User:Zombie Lord/sig2}} <tt>16:03 11 December 2009(BST)</tt>
|-
|'''Type:''' Improvement
|-
|'''Scope:''' Zombies
|-
|'''Description:''' Ok so now Zombie Claw attacks are called Grasp Attacks and go as follows:


:Base: 50%
Q: If it wastes AP, what is the point?
:Vigour Mortis: +10%
:Death Grip: +10%
:Tangling Grasp: +10% long as you have a Grasp.


Now the default attack option a Zombie has is Grasp. Once a Grasp Attack is successful, the Grasp option goes away, and is replaced by Bite as the default attack option. Establishing a Grasp grants 2 XP points.
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.


Now, successful Grasp Attacks do 0 Damage. What happens is you get a Grasp if you successfully land a Grasp Attack. Once you get Grasp, the Tangling Grasp bonus is automatically gained, if you have the Skill. Any further attacks a Zombie makes that is unsuccessful has a 50% chance to break the Grasp. In this case, the Zombie must reestablish the Grasp before it can continue to Bite. The Tangling Grasp Skill lowers this chance to break the Grasp on unsuccessful attacks to 25%.


Attacks on Barricades still work the same, half % chance to knock them down by one level per attack. A successful attack against Barricades will also cause the Tangling Grasp bonus to kick in, until an attack in unsuccessful. 
Please give your thoughts.


Having a Grasp lets you attacks with Bites. You may not use Bite attacks at all unless you have a Grasp on your Target.
Ok, so now Zombie Bite attacks go like so:
:Base: 40%
:Neck Lurch: +10%
:Tangling Grasp: +10%
Now Rend Flesh adds +1 damage to both Claw and Bite Attacks. This is not effected by Flak Jackets/Flesh Rot, so Bites with Rend Flesh always cause 5 Damage.
|}
====Discussion (New Zombie Attack Style Part 4: The Final Chapter)====
This seems oddly complicated, especially compared to what we've already got. --[[User:Karloth_vois|Karloth Vois]] <sup>[[¯\(°_o)/¯]]</sup> 16:17, 11 December 2009 (UTC)
:I think it only looks complicated. In practice, it would be pretty straight forward, since your default attack would be switched for you automatically. Without that, yeah it would probably confuse new players.{{User:Zombie Lord/sig2}} <tt>16:48 11 December 2009(BST)</tt>
::I'm still not a big fan of requiring two attacks to hit, but the reduced chances of losing a grip and the increased accuracy seems to compensate...  This will make new zombies much more dangerous, while not making old zombies all powerful. I'm still not fully sure of the idea, but I think I would vote keep if it came to voting. -[[User:Devorac|Devorac]] 18:33, 11 December 2009 (UTC)
Hmm, 35% accuracy against barricades, 40% if 'grasped'. So that's about 25-30 action points to take down VSB barricades. Double that for EHB barricades. Could make barricades too weak. - [[User:Whitehouse]] 19:49, 11 December 2009 (UTC)
:Oh yeah, thanks for bringing that up whitehouse. I don't think you should be able to "grasp" barricades, a zombie grasping something implies that it is about to bite it, which as we all know is utterly useless against barricades. No barricade grabbing, but I think that zombies being way better than survivors at bringing down barricades is a good idea, although this might make things a bit too easy. -[[User:Devorac|Devorac]] 21:48, 11 December 2009 (UTC)
::Wait what? 25-30 AP for VSB cades is pretty much what it is now, from anecdotal evidence. {{User:Misanthropy/Sig}} 23:14, 11 December 2009 (UTC)
:::Currently 40AP for VSB cades (assuming full VSB, 10 levels). - [[User:Whitehouse]] 23:45, 11 December 2009 (UTC)
::::I must be one lucky son of a fuck, then. {{User:Misanthropy/Sig}} 23:49, 11 December 2009 (UTC)
:::::Glad someone is :p Attacks against barricades are done at half accuracy, meaning 25% for zombies. - [[User:Whitehouse]] 23:59, 11 December 2009 (UTC)
:::::: I'm with Misanthropy, I just knocked down the cades of the [[Talon Company]] base in shackleville using only 20+/- AP... Kevan Bless our fried RNG! -[[User:Devorac|Devorac]] 20:45, 14 December 2009 (UTC)
The basic scenario seems to be that the zombie will grab and pull the target in to be bitten.  That's not always the case, especially when you have multiple zombies (which isn't exactly easy to denote in Urban Dead).  It is quite common to see someone "torn limb from limb" by a group of zombies.  Or zombies tearing a chunk off of someone and eating it.  How about claws still do damage, but if the zombie doesn't spend an AP to eat after a successful claw attack, they don't get the full benefit (ie. full XP or the like.  For example, the zombie claws a survivor and does 1 damage (and 1 XP), tearing a chunk off they then spend an AP to "eat" the chunk gaining another 2 XP.  Something like that).--[[User:Pesatyel|Pesatyel]] 05:31, 12 December 2009 (UTC)
----
===GPS Notes===
{|
|'''Timestamp:''' {{User:Yonnua Koponen/signature‎}} 07:56, 11 December 2009 (UTC)
|-
|'''Type:''' Gps?
|-
|'''Scope:''' Notes.
|-
|'''Description:''' Alright, so similar things have been suggested in the past, but I don't think ''this'' actually has. If you have a GPS, then you can put a maximum of 3 notes to 3 different GPS coordinates. These notes would '''only be visible to you.''' Hence, no chance for text spam or insults. The means of setting these would be like radio frequency changing. It would open two small boxes either side of each other, and in the first, you enter the co-ord. In the second, you enter your short comment. It would cost 1AP to set a note. Notes would last forever.
Once you'd set a note, when you were at that co-ordinate, you'd see an extra line of text below the entire description box (Names, etc.) saying: "You noted:TEXTEXTTEXT". You could use this for noting revive points, group HQs or potential targets for repair, whatever. This would cross over to zombies, but naturally, they'd need to get a GPS and set it as a survivor to use it.
Thoughts?
|}
|}
====Discussion (GPS Notes)====
====Discussion (Backpack)====
Hmm... Only three? This will only benefit camping survivors or players which only ever hang around a very small area... Maybe increase the number to 5 or 7 or 10 or something? --{{User:DanceDanceRevolution/sig3}} 08:00, 11 December 2009 (UTC)
:That seems kewl.  I like it.  What if you could set up some kind of GPS way-point and navigate to it?  So you set 24,8 as your point and then when you are at 65,10 you can press the GPS button and get a message like "The way-point is 41S, 2W"  I don't, just a thought.--{{User:Giles Sednik/sig}} 09:23, 11 December 2009 (UTC)
::I'm pretty certain there are scripts for that, but that would be good. Also, I only said 3, because I thought more would be too much. 7-10 would be a better number.--{{User:Yonnua Koponen/signature‎}} 15:36, 11 December 2009 (UTC)
I gotta say that I don't really see the point as it stands now, though it does seem interesting. However, one problem immediately springs to  mind: how do you manage your notes? For instance, imagine a typical survivor that might move between suburbs with his group. He lays down his notes in suburb A, then his group moves to suburb B. Does he have to scour suburb A for his notes so he can delete them? Is there a new setting/page for deleting or managing old notes? Does the oldest note automatically get deleted when you write a new one? And how is this presented to the user and explained in a coherent way? {{User:Aichon/Signature}} 13:02, 11 December 2009 (UTC)
:Changed in the same way as radio tansmitters. There'd be a drop-down list of which one you want to change, with the appropriate co-ordinates next to them.--{{User:Yonnua Koponen/signature‎}} 15:36, 11 December 2009 (UTC)
 
Discuss/Develop this suggestion people!!! I don't want to send it to voting with minimal discusiion.--{{User:Yonnua Koponen/signature‎}} 15:55, 14 December 2009 (UTC)
 
I seem to remember a programmable GPS being suggested way back, but can't be arsed to find the link. -- {{User:Iscariot/Signature}} 11:01, 18 December 2009 (UTC)
----
----
==Suggestions up for voting==
===Alt Proximity Warning===
Moved to [[Suggestion talk:20091219 Alt Proximity Warning]]
===Location Specific Actions===
Moved to [[Suggestion talk:20091206 Location Specific Actions]]
<!---''There are no suggestions previously discussed here up for voting'' !--->

Latest revision as of 17:27, 8 July 2024

NOTICE
The Suggestions system has been closed indefinitely and Developing Suggestions is no longer functions as a part of the suggestions process.

However, you are welcome to use this page for general discussion on suggestions.

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Developing Suggestions

This section is for general discussion of suggestions for the game Urban Dead.

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Adding a New Suggestion

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

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



Ignore based on Radio Broadcast

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

Discussion (Ignore based on Radio Broadcast)


Shrink the map

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

Discussion (Shrink the map)


Action Points

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

Discussion (Action Points)


Drone

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

Discussion (Drone)

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


Backpack

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


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

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


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

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


Please give your thoughts.

Discussion (Backpack)