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==
===Newbie Protection===
{|
{|
|'''Timestamp:''' {{User:Sorakairi/sig}} 11:24, 3 February 2010 (UTC)
|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC)
|-
|-
|'''Type:''' Mechanic
|'''Type:''' UI enhancement
|-
|-
|'''Scope:''' Newbies
|'''Scope:''' Interface
|-
|-
|'''Description:''' This is a suggestion to (surprise!) protect Newbs. My idea is that any Newbie character less than Level 2 or perhaps 3, when inevitably attacked, has a lower percentage Hit Rate than anyone else. Say a 20% percent decrease. That means, if a PKer using a Shotgun, instead of having a 65% hit rate, has a 45% Hit rate. This also applies to Zombie Newbs.
|'''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 (Newbie Protection)====
====Discussion (Ignore based on Radio Broadcast)====
Wow, the amount of fail in this suggestion is exquisite. Nerfing zombie and helping zergs all at once, brilliant idea(!) -- {{User:Iscariot/Signature}} 14:12, 3 February 2010 (UTC)
 
>when inevitably attacked<br />
I have never had a newbie character PKed, and have only ever PKed one newbie myself. --[[User:Anotherpongo|Anotherpongo]] 20:15, 3 February 2010 (UTC)
:But you will "inevitably" be attacked and probably killed (esp if your a zombie) before you hit level 4. Personally I don't think something this drastic is at all helpful, my preference would be to give newbies a grace period of a few days where they are a little harder to hit/kill. Iscariots right though... anything like this though just rewards zergersby making them harder to evict. --[[User:Honestmistake|Honestmistake]] 23:57, 3 February 2010 (UTC)
::What's to stop me from making a LvL 1 Scout and buying Fire Axe skills, then going to town on every survivor I see? Worse, what's to stop me from buying Firarms and Shotguns, hitting up PDs, and going to town with my full shotgun hit rate intact? For that matter, why can't I just make 10 lvl 1 zombies and park them in the nearest siege to hold it? Also, you're making street treats harder to kill, which nerfs newbie zombies.{{User:Lelouch/sig}} 03:46, 4 February 2010 (UTC)
For one, this shouldn't protect new characters from other new characters. For two, level 1 characters are not automatically "newbs" – and even if they are, I would argue that, '''in a ''zombie'' apocalypse''', the unprepared are ''very likely'' to die, which fits well with the current working of the game. Thankfully, in Malton, death is not the obstacle it once was, so even the most clueless berk has a chance to get with the jive. {{User:Revenant/Sig}} 04:27, 4 February 2010 (UTC)
 
In a game where people gain levels, you gain levels specifically to get advantages. It's entirely backwards then, that you would give the advantages to the people without the levels. Plus, the zerging concerns for this suggestions are massive. {{User:Aichon/Signature}} 04:51, 4 February 2010 (UTC)
----
----
 
===Shrink the map===
===Ruin permanently destroys locks===
{|
{|
|'''Timestamp:''' [[User:Honestmistake|Honestmistake]] 15:38, 2 February 2010 (UTC)
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|-
|-
|'''Type:''' mechanic
|'''Type:''' Map change
|-
|-
|'''Scope:''' every door that currently defeats none MoL zombies
|'''Scope:''' Everyone
|-
|-
|'''Description:''' Over the many years of quarantine just about every door in Malton has been kicked in, clawed at, gnawed on and probably been hit by hundreds of stray rounds and the time has finally come to admit that they are probably not as strong as they once where. If implemented all future ruins will remove the ability to close the door in that building forever! However the door may still be wedged shut with pipes (and no skill) and will count as a seperate level of barricade (closed door, loose, light etc...) that can be bashed by all and sundry!
|'''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.
On a related note what would people think about letting players choose to use the various bats, clubs and sticks to similarly brace doors? I would think it would have to be an option that people actively choose but it does make sense. --[[User:Honestmistake|Honestmistake]] 15:38, 2 February 2010 (UTC)
|}
|}
====Discussion (Ruin permanently destroys locks)====
====Discussion (Shrink the map)====
I don't like it. Very much OPed.--{{User:Yonnua Koponen/signature‎}} 15:45, 2 February 2010 (UTC)
 
It follows the same precedent set by wire fences and removes something that affects newbies only. Current players aren't bothered because they have the skill, can stockpile AP as a survivor or know enough zombie groups to be fed up in short order, the only thing the impenetrable door of doom hurts are newbies who are forced to sit and grind barricades until they get enough XP. Helping newbies is a good thing. -- {{User:Iscariot/Signature}} 16:34, 2 February 2010 (UTC)
:I agree that helping newbies is a good thing, but I prefer the method proposed by [[Developing_Suggestions#Zombies_can_bash_down_doors|this suggestion]] instead. Making it permanent would hurt human newbies. {{User:Aichon/Signature}} 16:53, 2 February 2010 (UTC)
:::That version is perilously close to making this a Dupe. In essence the main difference is that I am taking MoL out of the equation entirely and offering a bit of logical narrative for the change. --[[User:Honestmistake|Honestmistake]] 10:02, 3 February 2010 (UTC)
::::You can't be duped with things from Talk:Suggestions. -- {{User:Iscariot/Signature}} 10:23, 3 February 2010 (UTC)
::Given the massive AP advantages the survivor side still has, combined with the fact that smart play means you'll never see a zombie in months if you want, the chance of harming survivor newbies is quite low. -- {{User:Iscariot/Signature}} 16:58, 2 February 2010 (UTC)
:::Smart play on the newbzombie's side means seeking out the horde, the chance of encountering locked doors with more than 50 buddies gnawing on the cades beside you is quite low.--[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 10:38, 3 February 2010 (UTC)
::::''The'' horde? What is it with you survivors and thinking there's only one? Of course a new zombie should seek out the horde, in the same way that new survivors should seek out resources and XP sources, the difference? One of these classes has to spend twice as many AP just to stay with its friends... -- {{User:Iscariot/Signature}} 14:14, 3 February 2010 (UTC)
 
The only time i really see this screwing survivors is in any future new cities where those indestructible doors really do save survivors hoops... However as the building needs to be ruined before this happens it would probably add a lot of chaos and uncertainty to the situation and that can only be good! --[[User:Honestmistake|Honestmistake]] 12:31, 3 February 2010 (UTC)
 
Howabout Ruin destroys the ability to use the building doors, restoring it with a pipe reinstates the doors? --[[User:Karloth_vois|Karloth Vois]] <sup>[[¯\(°_o)/¯]]</sup> 15:56, 3 February 2010 (UTC)
:That doesn't really get around the key problem of doors being invincible but it would still be a step in the right direction. --[[User:Honestmistake|Honestmistake]] 16:41, 3 February 2010 (UTC)
 
This would obsolete Memories of Life. What do you propose as a replacement use that will make the skill itself worth buying? {{User:Revenant/Sig}} 04:29, 4 February 2010 (UTC)
:I am not proposing anything to replace MoL at the moment (someone would probably shout MULTI!!!! if I did anyway) A future suggestion could bring in more uses for it later but I would favour refunding 50xp to anyone who already has it. --[[User:Honestmistake|Honestmistake]] 07:57, 4 February 2010 (UTC)
----
----


===Name Change===
===Action Points===
{|
{|
|'''Timestamp:''' [[User:Gmmg|Gmmg]] 02:47, 1 February 2010 (UTC)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
|-
|-
|'''Type:''' General Player Tweak
|'''Type:''' Action Points Increase Regeneration Rate
|-
|-
|'''Scope:''' Both
|'''Scope:''' Everyone
|-
|-
|'''Description:''' For 200 XP (or some other number) , a user can change his/her username.
|'''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)====
====Discussion (Name Change)====
{{SDW|Feb 8 at 05:03(UTC)}}
 
Open to too much abuse. Player X changes their name to something easily mistakable for Player B's name, kills a bunch of survivors, then changes back. Player B now has to deal with the aftermath. Or, Player A wants to hide from bounty hunters or PKers or whatever, changes their name to avoid detection, then back again later. Plenty of players have the xp stockpiled for this to be a regular occurence. {{User:Misanthropy/Sig}} 02:54, 1 February 2010 (UTC)
 
Exactly as Mis, plus you do realise that you still wouldn't be able to take an 'in use' name until that player changed theirs don't you? So if you can't create a character with that name already, you still won't be able to get the name you want. -- {{User:Iscariot/Signature}} 05:03, 1 February 2010 (UTC)
 
----
----


===Extra Anti-Zerg Measures===
===Drone===
{|
{|
|'''Timestamp:''' {{User:Misanthropy/Sig}} 19:58, 31 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)
|-
|-
|'''Type:''' Changes to the in-game zerging countermeasures
|'''Type:''' Survivor Item
|-
|-
|'''Scope:''' Filthy cheats with nothing better to do than zerg-rush a browser game
|'''Scope:''' Survivors
|-
|-
|'''Description:''' It's probably been suggested before, but I propose an extra tweak to the zerg flag that gets triggered in-game - the one which drastically decreases the accuracy of the zerger's attacks or the effectiveness of their search rates. In addition to these rates, I propose that any attacks made ''against'', not by, the zerging characters are given a 20% accuracy boost (this number can be tweaked, but it should be relatively large). With the continual decrease in overall player numbers, any given zerg player is going to be more and more effective, and the ability to take out players the game has flagged as zerging with greater ease would help to counteract this. It'd be a welcome relief to put an end to the frustrated expletives the missus has to suffer, anyway. Another approach would be to rule out the all-over increase, and have any attacks use a flat rate of 75-85%, if that would be easier to implement (I don't understand coding games that well so someone might want to enlighten me as to which would be easier to introduce). As for why I haven't gone the whole hog and suggested automatically hitting, it's because this is still a game, and there should always be some element of achievement in doing these things, though they should be made increasingly easier to persuade more players into joining in with the public service that is zerg hunting.
|'''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 (Extra Anti-Zerg Measures)====
====Discussion (Drone)====
Since existing zergs get around these countermeasures every day, why would beefing up their effects accomplish anything?{{User:Lelouch/sig}} 20:29, 31 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)
:It reduces the AP/ammunition needed to keep one down, which makes a lot of difference if you're able to watch revive points - plenty of them in the centre-north tend to leach off public RPs. Plus even if they're of the kind who revive internally, you're still wasting the time and AP it takes them to do so, easier. If they can work around what's already in place, this just provides more to work around. There's no point being complacent about it, more pressure is more pressure. {{User:Misanthropy/Sig}} 20:34, 31 January 2010 (UTC)
::But if they don't trigger the measures, this won't effect them.{{User:Lelouch/sig}} 22:11, 31 January 2010 (UTC)
:::Nothing effects them. Might affect them, though. And I still fail to see how "don't try" helps the problem. {{User:Misanthropy/Sig}} 22:28, 31 January 2010 (UTC)
::::Your arguing out of a "it won't hurt if doesn't help" perspective. Sure, this suggestion is not going to have any negative effects, but it will very rarely help, let alone solve the actual problem of zerging.  --[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 22:47, 31 January 2010 (UTC)
::::My spell-check went haywire; I'm still getting this new browser worn in. Not trying won't help us against zergs, but neither will this. Any zerg that triggers this would all ready be triggering the other built-in flags that would make his characters useless.{{User:Lelouch/sig}} 02:05, 1 February 2010 (UTC)
:::::Then perhaps the method of triggering the flag needs to be looked at, in order to give it greater purpose. {{User:Misanthropy/Sig}} 02:09, 1 February 2010 (UTC)
::::::Of course it does. If the flagging system was foolproof, we wouldn't '''''have''''' zergs; we'd just have people who pathetically attempted to do so and wound up screwing themselves over.{{User:Lelouch/sig}} 22:57, 1 February 2010 (UTC)
 
I've never thought about this, and it seems good, but I'd still prefer doubling AP usage for zergs, or something similar to what Shartak has.--{{User:Yonnua Koponen/signature‎}} 20:36, 31 January 2010 (UTC)
:Oooh, I like that too. {{User:Misanthropy/Sig}} 20:41, 31 January 2010 (UTC)
 
You're only making the penalties of zerg detection harder. Almost all zergs know where it stings, and will usually avoid detection by the game by using proxies or just keeping em out of the same building. Lelouch pretty much nailed it, zergs have always gotten around this sort of measures. --[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 22:47, 31 January 2010 (UTC)
 
Does Kevan necessarily want it known who has been accused of zerging?--[[User:Pesatyel|Pesatyel]] 02:18, 1 February 2010 (UTC)
 
Kevan has never revealed the full extent of the zerg flag triggers or its effects on players caught by it. Proof that this doesn't already exist? -- {{User:Iscariot/Signature}} 05:05, 1 February 2010 (UTC)
 
As others have said, the two questions that immediately came to my mind when reading the suggestion were "are you sure it's not already in-game?" and "if the only ones we need to use it against are ones that will never trip it, what good does it do?" Regarding the first question, I've heard various PKers remark off-handedly that they seem to have a more favorable RNG when hunting zergs, and though I don't know if they were being entirely serious, the thought wouldn't surprise me if Kevan had already implemented this. Regarding the second, well, it speaks for itself. {{User:Aichon/Signature}} 07:11, 1 February 2010 (UTC)
 
Who gives a damn if it doesn't get used very often? Fuck zergers, they, and any who can't keep track of where there alts are, deserve to be killed, even if it's just a minor inconvenience for them.--[[User_talk:Suicidalangel|<span style="color: DarkTurquoise">Big</span>]][[User:Cyberbob240/Classifications|<span style="color: DarkMagenta"> Cat</span>]] 21:17, 1 February 2010 (UTC)
:Would it be hard to code? Frankly if its a minor implementation that has a minor effect it would still be wortwhile--[[User:Honestmistake|Honestmistake]] 00:45, 2 February 2010 (UTC)
 
Worthless. It's obvious that Kevan actually likes Zergs and people that simply change their IP address in order to run dozens of "non-zerg" alts. They all equal more ad revenue and that's all that matters. Which is why this "game" will always be a broken pile of shit.{{User:Zombie Lord/sig2}} <tt>15:38 2 February 2010(UTC)</tt> 
:Troll much? [[User:Enigma179|Enigma179]] 10:31, 3 February 2010 (UTC)
:: If it's a "broken pile of shit" then piss off and find something better to do. --[[User:Karloth_vois|Karloth Vois]] <sup>[[¯\(°_o)/¯]]</sup> 15:58, 3 February 2010 (UTC)
:::I just thought i'd take the time to say I love Karl. Perhaps not for that statement, just in general. -- <small>[[User:Rorybob| <span style="color: #FF9933">Rahrah</span>]] [[Mail Order Mail| <span style="color: #FF9933">wants you all to know that MOM is open now.</span>]]</small> 16:49, 3 February 2010 (UTC)
----
----


===Infect 'em while they're down===
===Backpack===
{|
{|
|'''Timestamp:''' {{User:Blake Firedancer/sig}} 13:04, 30 January 2010 (UTC)
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
|-
|'''Type:''' Gemeral Gameplay Change
|'''Type:''' New item
|-
|-
|'''Scope:''' Zombies with Infectious Bite
|'''Scope:''' Survivors
|-
|-
|'''Description:''' When biting corpses, you infect them.
|'''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 (Infect 'em while they're down)====


Could one bite revivifying bodies to infect them? Or would that be limited to fully dead bodies as per Digestion?<br>
On one hand, it's useful for death-cultists like me to get easier re-infected if one gets FAKed... On the other hand, being a body is the sole status in the game where you are 100% safe (except for dumping), so changing that would change existing fundamental assumptions. I'd be undecided as of now. --[[User:Spiderzed|Spiderzed]] 13:35, 30 January 2010 (UTC)


When they're down, they have no circulation, so being able to be infected makes little sense, I think. {{User:Aichon/Signature}} 20:04, 30 January 2010 (UTC)
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?
:Doesn't mean the infection isn't living in the body in a dormant state or summin'--[[User:Cyberbob240/Classifications|<span style="color: DarkMagenta"> Big</span>]] [[User_talk:Suicidalangel|<span style="color: DarkTurquoise">Cat</span>]] 20:32, 30 January 2010 (UTC)
::Twice now that I mistook you for Cyberbob in the edit summary. --[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 20:35, 30 January 2010 (UTC)
:::Better?--[[User_talk:Suicidalangel|<span style="color: DarkTurquoise">Big</span>]][[User:Cyberbob240/Classifications|<span style="color: DarkMagenta"> Cat</span>]] 20:41, 30 January 2010 (UTC)
::::Yeah, that helps, thanks. My brain kept concluding it's was Cyberbob because it read that first. --[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 20:52, 30 January 2010 (UTC)


Overpowered. Camping rotters could easily infect whole lines of dead bodies, not mention this allows you to harm bodies. It just increases the annoyance factor of infection. --[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 20:34, 30 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.
:Yeh this would be pretty devastating.--{{User:Giles Sednik/sig}} 12:27, 31 January 2010 (UTC)


To preserve balance, you would need to add the ability to FAK bodies, curing their infection but not healing any hit points (since dead bodies have no HP). That said, it could be argued that the current implementation of [[corpse feed]]ing establishes that dead bodies ''cannot'' be infected. {{User:Revenant/Sig}} 04:43, 4 February 2010 (UTC)
----


===Heavily Injured First===
Q: If it wastes AP, what is the point?
{|
|'''Timestamp:''' {{User:Blake Firedancer/sig}} 13:04, 30 January 2010 (UTC)
|-
|'''Type:''' General Gameplay Change
|-
|'''Scope:''' Players with Diagnosis
|-
|'''Description:''' If you have Diagnosis, the list of survivors in the same block will be organised by health/last logged in (i.e. survivors with the same health are organised by who was online last), with the least amount of health listed first.


This applies to Zombies too.
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.
|}
====Discussion (Heavily Injured First)====
{{SDW|Feb 7 at 07:56(UTC)}}
 
No, I like them organised as they are. Use a script.--{{User:Yonnua Koponen/signature‎}} 13:06, 30 January 2010 (UTC)
 
Tactically, the current ordering system is far more useful. With diagnosis, it's not a huge task to pick out the injured manually. {{User:Misanthropy/Sig}} 15:05, 30 January 2010 (UTC)
 
I already have a script that effectively does this, which was, itself, a modified script. Look for chud. {{User:Aichon/Signature}} 20:03, 30 January 2010 (UTC)
 
You want to do less work ''reading'' the game page and want the entire game to change for you? No. Go read the game screen properly or get yourself a personal script. -- {{User:Iscariot/Signature}} 07:56, 31 January 2010 (UTC)
----
 
===Dump Stinky Last===
{|
|'''Timestamp:''' {{User:Blake Firedancer/sig}} 13:04, 30 January 2010 (UTC)
|-
|'''Type:''' General Gameplay Change
|-
|'''Scope:''' Survivors with Scent Death
|-
|'''Description:''' Simply put, when a survivor with Scent Death dumps a body out of a building/fort which contains one or more bodies which are reviving, they will dump non-reviving bodies first (if there are any).


Dumping a body without Scent Death will be handled the same as it is now.
|}
====Discussion (Dump Stinky Last)====
{{SDW|Feb 7 at 07:58(UTC)}}


The game doesn't tell you which bodies exactly are revivifying and which aren't, even if you've contact-listed folks, so this change wouldn't make sense with the current output.<br>
Please give your thoughts.
Also, riding on this line of thinking opens the door for other changes along these lines (like choosing not to dump contacts), all of which would improve the survivor side without helping the zombie side. Why bother to kill folks to force them to dump every body into the cold if they can surgically choose who to dump and who not? --[[User:Spiderzed|Spiderzed]] 13:31, 30 January 2010 (UTC)


Nerfs zombie anonymity, this is a bad thing. -- {{User:Iscariot/Signature}} 07:58, 31 January 2010 (UTC)
----
===Zombies can bash down doors===
{|
|'''Timestamp:''' [[User:Enigma179|Enigma179]] 09:58, 12 January 2010 (UTC)
|-
|'''Type:''' Gameplay change
|-
|'''Scope:''' Zombies
|-
|'''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.
|}
|}
====Discussion (Zombies can bash down doors)====
====Discussion (Backpack)====
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)
 
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)
: 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>]]&nbsp;[[User talk:Chief Seagull|<small>(talk)</small>]]</span> 15:37, 12 January 2010 (UTC)
:: Obviously Your toolbox is much better than mine. {{User:Sorakairi/sig}} 09:19, 16 January 2010 (UTC)
 
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)
 
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)
 
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)
 
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)
 
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}}
: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.
:How about this for flavor text?
:*You smash at the door ''(this is a miss)''
:*You smash at the door, it creaks.  ''(this is an unsuccessful hit)''
:*You smash at the door, weakening it. ''(this is a successful hit)''
:*You smash at the door, forcing it open. ''(this happens after 3 successful hits)''--{{User:Giles Sednik/sig}} 20:16, 13 January 2010 (UTC)
::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)
::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}}
:::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)
::::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:
::::*You smash at the door, forcing it open. It swings closed heavily behind you.
::::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)
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)
:Same. I like it this way. {{User:Sorakairi/sig}} 09:18, 16 January 2010 (UTC)
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)
:How does the pipe affect this?--[[User:Pesatyel|Pesatyel]] 18:32, 18 January 2010 (UTC)
::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)
:::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)
Somebody want to put this up for a vote?--{{User:Giles Sednik/sig}} 08:14, 26 January 2010 (UTC)
:Problem is, I just figured out that it's a dupe... I saw like 3 suggestions that are pretty much the same. [[User:Enigma179|Enigma179]] 03:05, 30 January 2010 (UTC)
Righty ho, first post on any Wiki but this disscussion is important to me. I do play mainly survivor but even then, I believe this to be excellent. First of all, it helps prevent the feeling I almost always have as a survivor of being 'safe' as there are no hordes near by and Feral's just can't touch me in my uber-caded, closed door building, and this suggestion helps deal with at least one of those, allowing it to be more in genre with horror zombies.
 
Also, in terms of my alt (Rose Mort) who is a Zack, I would have to say it is crucial from a newbies point of view. Just because the doors being closed denies so much of the (ultra violent) fun of munching on survivors. As a balance issue as well its not tragic as having spent large amounts of AP breaking down the 'cade I'm not exactly as a newbie going to slaughter thousands single handedly.
 
As for actual mechanics, I don't think the extra 'cade level is neccassarily the right way to go about it, I'd much prefer it to feel like GK'ing where you have a low chance to succed but it still seems to be a hit, the flavour text could be.
 
'you claw at the door to no affect'
for failure
 
'your sleeve catches on the handle for just a second, turning it slightly before it slips off'
for hitting but not succeding and
 
'by chance your flailing limb catches the door handle and the door flings open'
for success
 
I would also like to think that this could be a perma open for the door, rather than 'slamming shut' behind you (except maybe hospitals and certain other resource buildings, where doors have those auto close thingies in RL). The counter balance to this to prevent MoL becoming useless is obvious even to someone as poor at maths as me.
 
35% chance to hit
put it at 20% chance that will work
results in about 7%ish (I think, like I say, poor at maths in the extreme) chance that it would work, needing a large dose of precious AP for it to succed where is MoL is (to my limited knowledge) a 100% chance to get in instantly.
 
So ya my, rather lengthy, two cents on the matter --[[User:Tabbitha Duo|Tabbitha Duo]] 16:00, 2 February 2010 (UTC)
:Well, generally speaking, the chance to hit is based on the accuracy of your "weapon." In the case of zombies, their claws are used for hitting barricades, and claws scale up in accuracy as they gain certain skills, so it doesn't make sense to take that away from them by fixing the accuracy at a level that is lower than what they currently have. Also, for barricades, the chance to hit is halved from your usual accuracy (except for the Crowbar), hence why Fire Axes that are skilled up are popular for de-cading. But your general ideas sound good and the flavor text is interesting as well. {{User:Aichon/Signature}} 16:26, 2 February 2010 (UTC)
::Yeah... sorry I wasn't specific/thinking there, the 35% was from the prospective of newbie zombies like me, I was talking in those terms mostly because anyone much higher probably has brough MoL in the first place --[[User:Tabbitha Duo|Tabbitha Duo]] 10:57, 3 February 2010 (UTC)
 
[[Suggestion:20080711_Door_Bashing|Dupe]] of my own suggestion from a while back. -- {{User:Krazy_Monkey/sig}} 20:59, 5 February 2010 (UTC)
----
----
==Suggestions up for voting==
<!--''There are no suggestions previously discussed here up for voting.''-->
[[Suggestion:20100206 Ladders]]

Latest revision as of 17:27, 8 July 2024

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Developing Suggestions

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

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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.
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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)