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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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| ----
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| ==Suggestions==
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| ===Survivors Need Light, Zombies Don't Like Light===
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| |'''Timestamp:''' [[User:A Big F'ing Dog|A Big F'ing Dog]] 00:50, 20 January 2010 (UTC) | | |'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC) |
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| |'''Type:''' Generator use | | |'''Type:''' UI enhancement |
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| |'''Scope:''' All | | |'''Scope:''' Interface |
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| |'''Description:''' Generators currently have no use except in resource buildings or dark buildings. This is an idea to make them useful in all buildings. | | |'''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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| Let's assume survivors need light to see. Zombies also need light to see but not as much, and too much light dazzles their sensitive eyes.
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| Here's what this would do. In any non-dark building without a working generator survivors would suffer a -10% penalty to accuracy. Zombies would suffer no penalty. However in buildings with light survivors would gain a +10% bonus to accuracy. The light would also be a bit too much for undead eyes and zombies would suffer a -10% penalty to their accuracy inside a building with a working generator.
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| This balances out a double-benefit to survivors from generators (+10 to you, -10 to zombies) by imposing a penalty on all survivors without a generator. Plus, zombies would be able to destroy the generator to get rid of that benefit/penalty. This would make destroying the generator a top priority before attacking survivors.
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| Dark buildings (such as cinemas) would still provide a penalty for survivors and zombies when dark, and when lighting them would just negate that penalty. Lightning dark buildings would not provide any other benefit or penalty. Outdoor squares would be unaffected by this change, as would junkyards.
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| So to recap:
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| '''Dark Buildings, Junkyards, Outdoor Squares'''
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| *Work exactly the same as now.
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| '''Inside every other building'''
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| *Survivors suffer -10% accuracy without a working generator
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| *Survivors gain +10% accuracy with a working generator
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| *Zombies suffer -10% accuracy with a working generator
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| This would make lightning a non-resource non-dark building a tactical decision (gain bonus/negate penalty but advertise your position) rather than ill advised purposeless showing off. Thoughts?
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| |} | | |} |
| ====Discussion (Survivors Need Light, Zombies Don't Like Light)==== | | ====Discussion (Ignore based on Radio Broadcast)==== |
| :Personally, I'd say get rid of the +10% bonus with lights. You don't see as well in the dark, but turning the lights on doesn't make you see better, it just makes you see at the regular rate. And how come dark buildings don't get this bonus/penalty? The lights are on all the same. They're just a lot darker with them off. [[User:RinKou|RinKou]] 01:57, 20 January 2010 (UTC)
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| ''"This would make destroying the generator a top priority before attacking survivors. "'' And why would we want that to be the case?--[[User:Trevor Wrist|Trevor Wrist]] 02:01, 20 January 2010 (UTC)
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| I don't see why zombies would be effected, even as a balancing factor. Most genre has them able to attack regardless of the conditions in which they find themselves, including zombies that don't HAVE eyes.--[[User:Pesatyel|Pesatyel]] 05:01, 20 January 2010 (UTC)
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| Zombies need a +10% accuracy without a working generator, or this is straight-up unbalanced even at a cursory glance. Also, chance to damage a generator needs to be unaffected by these odds. {{User:Revenant/Sig}} 16:19, 20 January 2010 (UTC)
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| | | ===Shrink the map=== |
| ===Dragging Bodies=== | |
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| |'''Timestamp:''' [[User:Officer Mead Sheaffer|Officer Mead Sheaffer]] 20:00, 19 January 2010 (UTC) | | |'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC) |
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| |'''Type:''' Skill or innate Ability | | |'''Type:''' Map change |
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| |'''Scope:''' Survivors & Zombies | | |'''Scope:''' Everyone |
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| |'''Description:''' In the uttermost realistic sense, people drag people all the time. Be it wounded people, be it dead bodies, etc. This is featured in Horror Movies, in real life... everywhere. | | |'''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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| To add the ability to drag a sleeping survivor, a dead body, or something of the like would of course have to be balanced. I'd personally propose that it wastes 2-3 AP to drag another body, dead, about a square at a time. This would thoroughly waste a lot of survivor AP, so one would have to be tactical in the use of this ability.
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| To further balance these, Zombies and Humans alike should be able to do this. The tactical use of this is quite obvious, and can work to both ends. If a tweak for this should be made, include it in your comments.
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| *Note. I tweaked it to DEAD bodies only. Seriously, I don't personally believe anyone would collaborate to drag someone from Lockettside to Ridleybank, especially when that body isn't identified.
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| |} | | |} |
| ====Discussion (Drag Skill (Or innate?))==== | | ====Discussion (Shrink the map)==== |
| Multiply by a billion = Zerg army = No concern for AP = Pied Piper powers. NOW EVERYONE WILL BE IN FORT CREEDY!!! Also, I can screw with your buildings while you're gone.--{{User:Yonnua Koponen/signature}} 20:07, 19 January 2010 (UTC)
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| :Good point. Tweaked to Dead Bodies only. Get up and run or get eaten, don't idle out.--[[User:Officer Mead Sheaffer|Officer Mead Sheaffer]] 04:57, 20 January 2010 (UTC)
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| ::Multiply by a billion = Zerg Army = No concern for AP = Ability to kill you and then use aforementioned Pied Piper Powers.--{{User:Yonnua Koponen/signature}} 07:51, 20 January 2010 (UTC)
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| You have nerfed feeding drag! Congratulations, you would pass go normally but I dragged you into the heart of ridleybank so the zombies devour you. Just think for a moment the kind of damage death cults could do... Three death cultists for a total of 150 AP get 50-37 drags. (2-3 AP each plus one for going back inside to grab another body.) Wow... If you loaded those same cultists up with Kalashnikovs and katanas you might be able to achieve that same level of damage. Maybe. Lelouch would you mind doing the honors of putting an epic fail template on this? -[[User:Devorac|Devorac]] 04:20, 20 January 2010 (UTC)
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| *I'm not an expert on Zombie Skills as I am a fulltime user of a Survivor Character, but have been meaning to actually have a Zed account. I was unaware of Feeding Drag. But that is beside one thing, which is Survivors cannot drag bodies. I mentioned that I tweaked it to dead bodies only. Good point on the Death Cultists! Sleeping people would be catastrophic and make the game truly horrifying. --[[User:Officer Mead Sheaffer|Officer Mead Sheaffer]] 04:57, 20 January 2010 (UTC)
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| Isn't this a dupe? --{{User:Lithedarkangel/signature}} 04:32, 20 January 2010 (UTC)
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| :[http://wiki.urbandead.com/index.php/Suggestion:20070909_Drag_Zombie this], [http://wiki.urbandead.com/index.php/Suggestion:20070810_New_Ability:Body_Drag this], [http://wiki.urbandead.com/index.php/Suggestion:20090114_Survivor_Skill:_Body_Drag this], and, technically, [http://wiki.urbandead.com/index.php/PR_Skill_New:_Survivor:_Civilian#Fireman.27s_Carry_.28Bring_12HP_Survivor_Indoors.29 this].--[[User:Pesatyel|Pesatyel]] 04:56, 20 January 2010 (UTC)
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| ===Give Parks An Inside=== | | ===Action Points=== |
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| |'''Timestamp:''' [[User:A Big F'ing Dog|A Big F'ing Dog]] 21:18, 14 January 2010 (UTC) | | |'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022 |
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| |'''Type:''' Location change | | |'''Type:''' Action Points Increase Regeneration Rate |
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| |'''Scope:''' Parks | | |'''Scope:''' Everyone |
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| |'''Description:''' Right now parks are just another outdoor square, no different than wasteland or streets. However most city parks are usually separated from the street by a fence and do have a inside and outside, just like a junkyard. The difference is that as public property a park wouldn't have high fences, and it wouldn't have much to barricade with if anything. | | |'''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. |
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| What I suggest is giving parks an inside/outside with no door just like a junkyard, but not allowing any barricading either. Parks would also not be a valid targets to free run into or out of - clicking on a park from indoors would drop you outside.
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| This would give parks a purpose as a hiding place for both survivors and zombies. Can't find an unbarricaded building? Maybe you won't be spotted hiding in the trees of a nearby park. Secretly amassing a horde to attack a nearby building? Avoid detection by hiding in a park instead of right out on the street.
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| ====Discussion (Give Parks An Inside)==== | | ====Discussion (Action Points)==== |
| Parks can currently be used as RPs. This prevents that.--{{User:Yonnua Koponen/signature}} 21:22, 14 January 2010 (UTC)
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| :This idea's also come up before; one incarnation had the plants growing to obscure sight and they could be trimmed down. I seem to recall an argument along the lines of "survivors shouldn't get yet another hiding place, and zombies shouldn't ever need or even want to hide." --'''[[User:BobBoberton|<span style="color: #FF4500">Bob Boberton</span>]] <sup>[[The_Fortress|<span style="color: #6B8E23">TF</span>]] / [[The_Fortress/Dark_Watch|<span style="color: #778899 ">DW</span>]]</sup>''' [[Image:Littlemudkipsig.gif]] 21:27, 14 January 2010 (UTC)
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| ::I want this to be implemented, JUST so that hordes of thousands of zombies could lie in wait in parks for survivors to come in with low AP, looking for a place to hide. :D --{{User:Yonnua Koponen/signature}} 21:29, 14 January 2010 (UTC)
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| :::That would be funny... though really, when you want to "hide" a horde, you might as well just have it a suburb away or scattered around in smaller groups and then co-ordinate a massed attack. Also, they can "hide" as dead bodies. :P --'''[[User:BobBoberton|<span style="color: #FF4500">Bob Boberton</span>]] <sup>[[The_Fortress|<span style="color: #6B8E23">TF</span>]] / [[The_Fortress/Dark_Watch|<span style="color: #778899 ">DW</span>]]</sup>''' [[Image:Littlemudkipsig.gif]] 21:32, 14 January 2010 (UTC)
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| ::::I know, I've always wanted to see a group of a couple hundred zombies slowly filter in to a place and wait as bodies. One minute, it's a normal green suburb; the next, every block has thirty zombies! >XD --{{User:Yonnua Koponen/signature}} 21:34, 14 January 2010 (UTC)
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| :::::... say, wanna start a new group called "Shock and Graagh!"? :Ð --'''[[User:BobBoberton|<span style="color: #FF4500">Bob Boberton</span>]] <sup>[[The_Fortress|<span style="color: #6B8E23">TF</span>]] / [[The_Fortress/Dark_Watch|<span style="color: #778899 ">DW</span>]]</sup>''' [[Image:Littlemudkipsig.gif]] 21:36, 14 January 2010 (UTC)
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| :To answer your point Yonnua, this shouldn't prevent parks from being used as revive points. Nothing would prevent zombies from standing outside the park to wait for a revive. If you want scientists to see you, just don't go inside. --[[User:A Big F'ing Dog|A Big F'ing Dog]] 22:29, 14 January 2010 (UTC)
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| So basically you want to swap park squares for [[woodland]] --{{User:Rosslessness/Sig}} 22:06, 14 January 2010 (UTC)
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| :Oh you other city rascal! But yes, that's what they want, except they want it to be enterable. -- <small>[[User:Rorybob| <span style="color: #FF9933">Rahrah</span>]] [[User talk:Rorybob| <span style="color: #FF9933">needs new ideas for his sig.</span>]]</small> 22:25, 14 January 2010 (UTC)
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| ::Why? There really isn't much in "parks" to enter. Bathrooms? This could be easily implemented using Rosslessness's link.--[[User:Pesatyel|Pesatyel]] 03:36, 15 January 2010 (UTC)
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| :::If nothing else, it would provide some RP flavor so . . . seems like a good idea to me. [[User:Douglas Summers|Douglas Summers]] 23:39, 15 January 2010 (UTC)
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| ::::Malton doesnt have large multi-square park areas though. That said I do like the idea even if it isnt a new one. --[[User:YoEleven|YoEleven]] 00:10, 16 January 2010 (UTC)
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| ::::That's my point. Othe then bathrooms, how many parks have "buildings" on the grounds people can even enter?--[[User:Pesatyel|Pesatyel]] 07:37, 16 January 2010 (UTC)
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| :::::In the UK? Lots, a good number of them where once posh estates of the landed Genty... in fact I can't think of any parks in my city that do not have a substantial area that would fit this idea. --[[User:Honestmistake|Honestmistake]] 18:54, 16 January 2010 (UTC)
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| ::::::Ah, I wasn't aware of that. Makes sense in THAT respect. I just don't think there really need to be actual "inside/outside" buildings in the area. I don't see anything wrong with transplanting woodlands though.--[[User:Pesatyel|Pesatyel]] 05:42, 17 January 2010 (UTC)
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| What about parking structures? Seems like they should get this change before parks do. [[User:RinKou|RinKou]] 00:50, 18 January 2010 (UTC)
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| :I think it could be applied to both. I'd imagine not all parks OR parking structures have "buildings".--[[User:Pesatyel|Pesatyel]] 04:36, 20 January 2010 (UTC)
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| ===Zombies can bash down doors=== | | ===Drone=== |
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| |'''Timestamp:''' [[User:Enigma179|Enigma179]] 09:58, 12 January 2010 (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) |
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| |'''Type:''' Gameplay change | | |'''Type:''' Survivor Item |
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| |'''Scope:''' Zombies | | |'''Scope:''' Survivors |
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| |'''Description:''' My last suggestion was shot down quickly, and that was probably my fault, but hear me out. I've heard that being a low level zombie isn't extremely fun; You don't get to attack survivors except for the lucky finds in the street, unless you go through the trouble of travelling with a horde you can't get into safehouses, and even if you find a loosely barricaded place with the lights on inside, you bash down the barricade and can't get in, because of one thing. The door. I propose that zombies without Memories of Life can bash down doors as if they were another barricade level, as I can assume the survivors lock the doors. Those with memories of life of course, can waltz right in without going through the trouble of taking down another barricade level. This would allow lower level zombies to get xp in the standard way without Zking and Memories of Life still saves you some AP. | | |'''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. |
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| ====Discussion (Zombies can bash down doors)==== | | ====Discussion (Drone)==== |
| Something like this was proposed very recently by Zombie Lord, I believe, and I seem to recall that this aspect of his suggestion was well-regarded. I think it'd be a good idea. Zombies without a horde are weaker than survivors without a group, and this helps the newbies specifically without overpowering them. Sounds good all around. The only concern I'd have would be for lowbie survivors without Construction, but unbarricaded buildings that have their doors closed but are also unruined are uncommon as it is, and sleeping in ruined buildings has always been dangerous. It'd change very little for lowbie survivors. {{User:Aichon/Signature}} 10:40, 12 January 2010 (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) |
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| I like it. When I Z, I'd like to know that if I wanted to, I could rip off the doors and feed on the meat. My one problem is that, where do the smashed doors go when your recade? {{User:Sorakairi/sig}} 15:20, 12 January 2010 (UTC)
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| : Assuming they haven't been ripped to shreds, you could just repair them using a toolbox. <span style="font-family: Segoe Print, sans-serif;text-shadow:grey 0.4em 0.4em 0.4em">[[User:Chief Seagull|<span style="color: green;">Chief Seagull</span>]] [[User talk:Chief Seagull|<small>(talk)</small>]]</span> 15:37, 12 January 2010 (UTC)
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| :: Obviously Your toolbox is much better than mine. {{User:Sorakairi/sig}} 09:19, 16 January 2010 (UTC)
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| When playing a Z you're supposed to travel in a group - of any level low or high. The whole balance of this game is based on low numbers of Survivors and Zombies the Survivors have the advantage; High numbers of each the Zombies have the advantage. All of our favorite zombie movies would have been pretty dull if there was only one zombie knocking on the door... Yawn of the Dead --[[User:YoEleven|YoEleven]] 00:42, 13 January 2010 (UTC)
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| Closed doors are really important in sieges, and this harms newbie survivors as much as it helps lone zombies.{{User:Lelouch/sig}} 01:12, 13 January 2010 (UTC)
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| s mentioned above these would need to be repairable otherwise NO building would have doors pretty quick. How would pipes factor in?--[[User:Pesatyel|Pesatyel]] 05:42, 13 January 2010 (UTC)
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| I honest thought this has been proposed like, 50 times. But I'm not going back to check :P. Either way, that's basically the way I'd imagine it should work, so no objections here. Locked doors will still act as an insta-barricade (as per pipes) for survivors without construction, but won't be completely invincible to new zombies. The argument is that low level survivors have any number of things they can do to get XP, several of which (ie healing) don't require any skills to do, and only requires one to do effectively for XP gain. Whereas zombies only have one source of XP and need to max out at least one combat tree in addition to MoL to max efficiency for their XP gain. [[User:RinKou|RinKou]] 06:01, 13 January 2010 (UTC)
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| Alright, I was thinking that (I didn't put much detail in the OP anyway) when a door is bashed open, you can close it at the cost of one AP, no skills required. This means that there won't be a whole crapload of buildings out there with no doors, and people won't have to start door-repair plans to keep a suburb somewhat safe. And to YoEleven, when I started Urban Dead I had no idea about this wiki, revive points, hordes or anything, I thought that the closest thing to organization was feeding groan. If I ever did get to a horde bashing down a barricade, I wouldn't be able to get more then one or two punches out of the survivors before they were all devoured. And it makes perfect sense from a flavour point of view, zombies would try to break a locked door just as much as one with a couch behind it. {{unsigned|Enigma179}}
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| :The closed door thing is just ridiculous. So lets do this. I would propose that the door be it's own level of barricade, so it would require 3 successful hits to gain entry. The door would be instantly closed again whenever a survivor added barricades, exactly how it works now. The door would essentially be 1 last level of barricades to protect survivors, that zombies with memories of life could simply bypass by opening the door. The door never breaks or needs repair, it is either closed or opened, and it can be opened by MoL, or by "forcing" the door open with 3 successful hits. The hit rate would be the same as to barricades.
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| :How about this for flavor text?
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| :*You smash at the door ''(this is a miss)''
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| :*You smash at the door, it creaks. ''(this is an unsuccessful hit)''
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| :*You smash at the door, weakening it. ''(this is a successful hit)''
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| :*You smash at the door, forcing it open. ''(this happens after 3 successful hits)''--{{User:Giles Sednik/sig}} 20:16, 13 January 2010 (UTC)
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| ::I like the three-hit idea. That'd handle my concerns about lowbies by making this more reasonable, while still giving solo, lowbie ferals a chance to get into buildings. {{User:Aichon/Signature}} 21:22, 13 January 2010 (UTC)
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| ::I think that a problem with the three-hit idea is that survivors could potentially use doors as a somewhat effective barricade. 3 successful hits, plus perhaps one more if the survivor inside happened to have a pipe... that means that the zombie has to work through 4 levels of barricades, the equivalent of a lightly +2 barricade. It may seem low, but to a newbie zombie, even if it does have vigour mortis, it won't be able to get that barricade down in one sitting (I'm pretty sure). Survivors shouldn't rely on closed doors and pipes to defend themselves against zombies. {{unsigned|Enigma179}}
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| :::Well, keep in mind it's an improvement over the current situation, where newbie zombies can't enter ''at all''. I also don't know of any survivors who rely on pipes frequently. I've seen that cited quite a bit, but I've yet to hear of anyone actually putting it into practice on a regular basis. And this change wouldn't have any impact at all on veteran zombies, so all-in-all, it seems like an improvement. The number of hits necessary can always be reduced later as well. {{User:Aichon/Signature}} 14:57, 14 January 2010 (UTC)
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| ::::I say cut it down to one level of barricade, but have each zombie forcing it open have to open it separately. The flavour text for successfully opening it could read:
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| ::::*You smash at the door, forcing it open. It swings closed heavily behind you.
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| ::::This would cause it to be less of a nuisance for low-level zombies, while still maintaining a level of protection against them - each zombie would be its own separate threat, until one with memories opens it properly for them. {{User:Misanthropy/Sig}} 20:23, 14 January 2010 (UTC)
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| As mis. One level, normal memories of life means you can just open it, otherwise to open it is half hand attack percentage. --{{User:Rosslessness/Sig}} 21:29, 14 January 2010 (UTC)
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| :Same. I like it this way. {{User:Sorakairi/sig}} 09:18, 16 January 2010 (UTC)
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| So, you guys think I should actually put this one up to voting, perhaps some more detail in it? {{Enigma179|Enigma179}} 10:25, 18 January 2010 (UTC)
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| :How does the pipe affect this?--[[User:Pesatyel|Pesatyel]] 18:32, 18 January 2010 (UTC)
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| ::The pipe is just a barricade... I propose making the closed door another barricade level and zombies with MoL can open it as normal. {{Enigma179|Enigma179}} 23:07, 18 January 2010 (UTC)
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| :::Ok. It just didn't appear to be part of the discussion is all. I'm inclined to agree with Giles. Make it 2 (3 at most) attacks to break through. This is a special circumstance and 1 level just seemed a little to weak.--[[User:Pesatyel|Pesatyel]] 04:35, 20 January 2010 (UTC)
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| ===Building Population Cap===
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| Removed for further thought. Those still wishing to discuss it can find discussion [[User:Maverick Farrant/Sandbox 5|here]]. --{{User:Maverick Farrant/sig}} 21:43, 11 January 2010 (UTC)
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| === Adding PUMP Shotguns Read Before Killing === | | ===Backpack=== |
| {| | | {| |
| |'''Timestamp:''' --[[User:Supercohboy|Supercohboy]] 05:37, 7 January 2010 (UTC) | | |'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC) |
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| |'''Type:''' Add New Weapon, Balancing with others | | |'''Type:''' New item |
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| |'''Scope:''' Survivors and zombies, inventory(?) | | |'''Scope:''' Survivors |
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| |'''Description:''' The concept is adding a pump shotgun that does less damage than the double barrel, but has six (or five realistically) shells instead of two that you can load. Im thinking in the range of 7-8 damage, with the same default possibility to hit(%5)or a little more (%6-7), which would be added on to with training(firarms training, shotgun prof). This would also mean changing the text of Shotgun to Double Barrel Shotgun, which may prove a pain to change, but I thought it would be worth it. Now as you see this is different from other weapon suggestions, I'm not suggesting a military-grade shotgun I mean like ones you see in *a certain game where you are left to die* where it's pump action but doesn't look military grade. If I'm wrong about that than they could just be civilian pump shotguns, like hunting ones. | | |'''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). |
| Tell me what you think, and I'm sure it needs tweaking somewhere;) UPDATE: Changed the way the accuracy part of the reading looks for easier reading, and look at that, my shotty here ends up being a combo of 2 that were scrapped. Does that decrease my odds then? lol...I may also tweak the damage-to shell ratio in this version or a future version if I try this again.
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| ====Discussion (Adding PUMP Shotguns Read Before Killing)====
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| {{SDW|Jan 20 at 16:29 (UTC)}}
| | Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies? |
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| Okay, I fixed your formatting so there was a barrier between suggestions. One sec and I'll pull out a set of dupes. Okay done. Dupe 1 [http://wiki.urbandead.com/index.php/Suggestions/10th-Nov-2005#Combat_Shotgun Combat shotgun], and it seems to be combined with [http://wiki.urbandead.com/index.php/Suggestions/6th-Nov-2005#Hunting_Shotgun this one.] -[[User:Devorac|Devorac]] 06:35, 7 January 2010 (UTC)
| | A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away. |
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| Alright, so you want a weapon which deals 8 damage, has a 70% hit rate, and has six shells. Well then, looks like the pistol, shotgun, fire axe, and all other weapons ever conceieved are now useless.--{{User:Yonnua Koponen/signature}} 12:54, 7 January 2010 (UTC)
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| Adding new firearms only makes all the other firearms weaker, by diluting the search odds and making stockpiling more difficult. That's before you get to this weapon being a super-pistol which renders the pistol almost obsolete. {{User:Misanthropy/Sig}} 15:19, 7 January 2010 (UTC)
| | Q: If it wastes AP, what is the point? |
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| <nowiki>*</nowiki>Sigh*You guys don't understand what I was saying. Its just a shotgun with a little less damage, SAME ODDS TO HIT as the other (maybe a little better by a few percent), but can carry more shells. That's it. Sorry if It was hard to understand that way. Thanks for fixing the formatting Devorac. Looking at the dupes after I write this. Thanks you for the output, but you guys misunderstood what I was saying. I'm editing it to be more clear now. Is this where I should put down replies to suggestions? --[[User:Supercohboy|Supercohboy]] 18:46, 7 January 2010 (UTC)
| | A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies. |
| :I understood perfectly. It's just a really bad suggestion.--{{User:Yonnua Koponen/signature}} 19:08, 7 January 2010 (UTC)
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| :Oh, I understand it. It's a new weapon, and as it deals different damage it needs unique ammunition. As such, it dilutes search odds by introducing two new items to the possibilities - finding a gun and the relevent ammo for said gun is now harder, as there are three guns and three types of ammunition. It's already frustrating enough finding clip after clip when you need shells, bringing in a third (sixth) possibility makes things worse. {{User:Misanthropy/Sig}} 19:11, 7 January 2010 (UTC)
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| ::[[User:Grim_s/Sandbox/GunSuggestVote]] --{{User:Yonnua Koponen/signature}} 19:59, 7 January 2010 (UTC)
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| :::That makes sense. Wow. {{unsigned|Sorakairi}}
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| Alright then. Since this suggestion has been kicked in the faced and KOed....do I delete it or does it get archived by a moderator or something? I will clean up my own mess of course but what do I do with it throw it in the trash or put it on a shelf?--[[User:Supercohboy|Supercohboy]] 20:15, 7 January 2010 (UTC)
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| :Just delete it from the page if you want. Either that, or leave it to be discussed more, and it'll get wiped after a while.--{{User:Yonnua Koponen/signature}} 20:22, 7 January 2010 (UTC)
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| How about making it use 2 AP to fire (one to "fire" one to "pump")?--[[User:Pesatyel|Pesatyel]] 04:36, 8 January 2010 (UTC)
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| : How about, if this gets implemented, we increase the odds of finding a clip. Because We can never have enough clips. {{User:Sorakairi/sig}} 01:21, 9 January 2010 (UTC)
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| ::What is your point?--[[User:Pesatyel|Pesatyel]] 05:09, 9 January 2010 (UTC)
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| :: The only ways it going to be in the game if 1. ammo is scarce 2. Its inaccurate but deals a bit of damage if it hits or 3. is accuret (not to accurate Maximum of 66%) but deals a small amount of damage -- [[User:Boomer Australia|Boomer Australia]] 16:29 13 january 2010 (EST)
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| ==Suggestions up for voting==
| | Please give your thoughts. |
| <!--''There are no suggestions previously discussed here up for voting.''-->
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| ===[[Suggestion:20100108_New_Candy_Each_Year|New Candy Each Year]]===
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| Discussion moved to [[Suggestion talk:20100108 New Candy Each Year]].{{User:Zombie Lord/sig2}} <tt>09:26 9 January 2010(UTC)</tt>
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| ===[[Suggestion:20100107_Killing_Blow_Flavour_Text|Killing Blow Flavour Text]]=== | | |} |
| Discussion moved to [[Suggestion talk:20100107 Killing Blow Flavour Text]].--{{User:Yonnua Koponen/signature}} 20:20, 7 January 2010 (UTC)
| | ====Discussion (Backpack)==== |
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