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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===
===Shrink the map===
*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==
===Glancing Blow===
{|
|'''Timestamp:''' [[User:Johnny Yossarian|Johnny Yossarian]] 11:01, 15 February 2010 (UTC)
|-
|'''Type:''' Human and Zombie skill
|-
|'''Scope:''' Melee attacks for both humans and zombies.
|-
|'''Description:''' Basically, after a miss with a melee weapon, you have a 10 percent chance to score a 'glancing blow', basically just nicking the target and dealing one damage. In the dark the percentage is halved.
 
For both zombies and humans the skill is called Glancing Blow. For zombies, it is under the Vigour Mortis tree, and for humans it is under the the Hand to Hand tree. Note that this works for all melee weapons of all types, including the zombie bite attack, however a glancing blow with a bite does not result in an infection even with the skill.
 
Flavor text: {{udspan|Failing to hit your target dead-on, you glance your target for one damage.}}
|}
====Discussion (Glancing Blow)====
Do you get XP for it? Aside from that clarification, it looks okay, balanced... maybe half damage instead of one though. [[User:Enigma179|Enigma179]] 11:55, 15 February 2010 (UTC)
----
 
===Crippling Swipe===
{|
{|
|'''Timestamp:''' [[User:MikeLemmer|MikeLemmer]] 21:54, 13 February 2010 (UTC)
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|-
|-
|'''Type:''' Zombie Skill
|'''Type:''' Map change
|-
|-
|'''Scope:''' Zombie's Hand Attack
|'''Scope:''' Everyone
|-
|-
|'''Description:''' Crippling Swipe will be a new zombie skill under Rend Flesh. When a zombie with this skill hits a survivor with a Hand Attack, the survivor is Crippled: it now costs him 2 AP instead of 1 to move to another block (like zombies without Lurching Gait).
|'''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.
 
Cripping can be cured by a FAK. One FAK can cure both Infection & Crippling. Anyone (survivor or zombie) with the Diagnosis skill can tell when a survivor is Crippled; their HP will show up as brown. If someone is Crippled & Infected and you can detect both of them, their HP will show up as black.
 
The purpose of this is to let experienced zombies make it harder for survivors to flee a break-in, making it more likely they will stand there and get slaughtered or get caught in a bad locale with little AP. With Hand Attacks' higher accuracy & lower damage, it will also be easier to affect multiple survivors and harder for survivors to choose whether to spend a FAK curing it. (Do I spend a FAK to heal 2 HP & a Cripple on the off-chance he wants to leave this block?)
 
Other modifications I'm debating adding include:
* 1. Crippled prevents survivors from Free Running until cured. (Might be too powerful, but the ability to temporarily nullify a vital survivor skill could make for interesting changes in strategy.)
* 2. Requires Surgery instead of Diagnosis to detect. (Increases Surgery's usefulness instead of Diagnosis's; the latter is already one of the Top 3 Survivor Skills in my opinion.)
|}
|}
====Discussion (Crippling Swipe)====
====Discussion (Shrink the map)====
Nerfs walking. Also widens the class divide between poor zombies and rich zombies.--{{User:Yonnua Koponen/signature‎}} 22:00, 13 February 2010 (UTC)
:Class warfare! Peasants' revolt! {{User:Misanthropy/Sig}} 22:51, 13 February 2010 (UTC)
 
It doesn't alter the survivor's ability to escape a break-in at all, movement allows you to go into negative AP, so you can escape even if you only have 1AP next door into that nice EHB building. -- {{User:Iscariot/Signature}} 22:24, 13 February 2010 (UTC)
 
You must also consider that claw attacks compete with bite attacks, and confering special conditions is all bite attacks have going for them on high levels, as the average damage of maxed claws is way higher. (And even the infection effect is negligible, as infection with its slow damage and easy cureability isn't really threatening unless FAKs are very scarce in the area, in which case the area is anyway doomed. And don't bring up digestion - it's really more a gimmick that occassionally slows getting dumped by a single gunshot, than anything to go purposefully for.) --[[User:Spiderzed|Spiderzed]] 23:16, 13 February 2010 (UTC)
 
If this hampered a wounded survivors chance of free-running (say 50% fail rate) then it would be interesting. Sadly it would also have trenchies screaming :( --[[User:Honestmistake|Honestmistake]] 00:18, 14 February 2010 (UTC)
 
Doesn't do jack to stop survivors from running.{{User:Lelouch/sig}} 02:33, 14 February 2010 (UTC)
 
Don't make it a Skill. Just make it so that any Survivor that is Wounded moves for 2 AP and has a 50% chance to fail a free-running attempt(falling to the ground outside), and any Survivor that is Dying moves for 3 and cannot free-run at all.{{User:Zombie Lord/sig2}} <tt>04:04 14 February 2010(UTC)</tt>
----
----


===Flare Colors===
===Action Points===
{|
{|
|'''Timestamp:''' [[User:MikeLemmer|MikeLemmer]] 22:29, 11 February 2010 (UTC)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
|-
|-
|'''Type:''' Item Use Modification
|'''Type:''' Action Points Increase Regeneration Rate
|-
|-
|'''Scope:''' Flare Guns
|'''Scope:''' Everyone
|-
|-
|'''Description:''' Players can set a flare gun's color before firing it into the air by a pulldown menu, similar to the color list for contacts. Ex: "A ''green'' flare was fired-"
|'''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.
 
Letting players choose their flare's color could lead to people assigning certain meanings to colors, such as red for "Zombies incoming!" and green for "Attempting to reclaim area!".
 
Opening it up to discussion: Has this been suggested before? How useful do you think flares are in their current state? Would this add enough strategic usefulness to them to justify it?
|}
|}
====Discussion (Flare Colors)====
====Discussion (Action Points)====
One negative aspect is that people could cycle through colors to text-spam people with 50 flare messages.{{User:Lelouch/sig}} 22:35, 11 February 2010 (UTC)
:True, but that would require said people to pick up 50 flare guns, and it would be just as easy to text-spam people with 50 flare messages as is. The flare guns are still one-shot, you just get to pick which color it is before you fire it. --[[User:MikeLemmer|MikeLemmer]] 22:45, 11 February 2010 (UTC)
::Or do you mean it'd be a way around the "...and again" method of collapsing repetitive text-spams? I can think of a way to tackle that: color the "...and again" part of that to match the flare's color if multiple different colored flares are fired from the same block. However, I don't know if that would be a big enough issue to worry about; it's easier to text-spam via regular speech or radio transmissions, and there's settings to ignore flares. --[[User:MikeLemmer|MikeLemmer]] 22:52, 11 February 2010 (UTC)
Only if you you give me gasoline additives too so I can change the color flames covering the people I'm incinerating to match the occasion. (No not really.) -[[User:Devorac|Devorac]] 03:44, 12 February 2010 (UTC)
 
Coloured flares are not a new idea. I am pretty sure you will find it was Rejected.--[[User:Honestmistake|Honestmistake]] 08:22, 12 February 2010 (UTC)
:Actually, I just found it. [[PR Skill New: Survivor: Military#Advanced Flare Signaling (Coloured_Flares)|Peer Reviewed]], in fact. --{{User:Maverick Farrant/sig}} 09:08, 12 February 2010 (UTC)
::That's not even the one I was thinking about... must have been thinking of either a dupe or a dropped DS? --[[User:Honestmistake|Honestmistake]] 11:46, 12 February 2010 (UTC)
:::Hm, the fact my suggestion doesn't need a skill or a powered factory to color them might make it different enough. Is [[Suggestions/14th-Nov-2005#Colored_Flares|this]] the suggestion you're thinking of? Don't know if my suggestion would be a dupe of that, either, as it suggests making having the different-colored flares be different items, while I suggest just keeping the 1 type of flare gun but letting people choose its color before firing it. --[[User:MikeLemmer|MikeLemmer]] 19:33, 12 February 2010 (UTC)
::::I, personally, would think of them as separate and not a dupe, but others might not see it that way. After reading the other one I also like that more as it gives a little more restriction to the colors and reasoning for it. --{{User:Maverick Farrant/sig}} 21:36, 12 February 2010 (UTC)
:::::I think I saw this here at DS. Either way, you can't dupe with DS, so your in the clear. {{User:Sorakairi/sig}} 21:40, 12 February 2010 (UTC)
::::::True, but there are at least four colored flares suggestions that have been taken to voting. So if he takes this to voting, he might see some resistance. --{{User:Maverick Farrant/sig}} 21:43, 12 February 2010 (UTC)
:::::::Mm, that's a couple than I expected. Shouldn't be surprised, though. Think I won't formally suggest this, then. --[[User:MikeLemmer|MikeLemmer]] 21:56, 13 February 2010 (UTC)
 
It's a dupe, the suggestion is coloured flares, the suggestion is not search rates or AP usage, the thing you want to add to the game is pretty colours for your flares. This has been suggested before, therefore, dupe. -- {{User:Iscariot/Signature}} 22:26, 13 February 2010 (UTC)
----
----


===Horde Mentality===
===Drone===
{|
{|
|'''Timestamp:''' [[User:Kamikazie-Bunny|Kamikazie-Bunny]] 21:11, 11 February 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:''' Movement
|'''Type:''' Survivor Item
|-
|-
|'''Scope:''' Zombies
|'''Scope:''' Survivors
|-
|-
|'''Description:''' Zombies have been roaming the streets for the past 5 years, although they've shown no signs of significant intelligence things have began shifting, some of the less active zombies have began wandering the streets randomly heading heading towards the main horde, they're swarming together...
|'''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.
<BR>
:Horde Mentality is a setting that can be toggled for zombies, when activated it causes a zombie who:
::is standing outside,
:::and
::has ''maximum AP'',
:to automatically move one square towards the suburb with the highest active zombie concentration for every additional 4 AP they gain beyond their maximum (one square every 2 hours). The zombie will stop auto-moving if it is killed or loses AP. When a zombie runs out of AP with HM active they receive the message "Your Horde mentality may draw you away from here."
<BR>
:This setting is recommended for new/lone/non-meta zombies looking for the main horde.
|}
|}
====Discussion (Horde Mentality)====
====Discussion (Drone)====
I dunno, I reckon this'll just end up cramming every zombie in to Ridleybank, and if home defenders don't log on for a day, then a suburb can be cleared ridiculously easily by survivors. Next, any zombie using this will never have full AP. As soon as they reach the top, they'll move a square towards the centre. Of course, you could argue that people can just switch it off, but then it's just another settings option that most people will shut down. More importantly, zombies don't need this. There are groans for ferals, and, more importantly, if a zombie is looking to connect with a horde, then they'll most likely use the metagame to do it. --{{User:Yonnua Koponen/signature‎}} 21:37, 11 February 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)
 
As Yonnua, and the whole auto-move thing is a no-no. --{{User:Maverick Farrant/sig}} 21:46, 11 February 2010 (UTC)
 
Gotta agree, I don't like auto-moves, and looking for the largest Horde on the entire map will likely cluster all the zombies together and make it easier for the survivors. I would suggest making it an ability you activate to get a vague direction towards the largest concentration of zombies within adjacent suburbs ("You sense many brethren to the southwest...") or something similar. But [[Scent Death]] already seems to fit a similar niche. Zombies work better in scattered, moderately-sized hordes than in one giant horde anyway. --[[User:MikeLemmer|MikeLemmer]] 22:39, 11 February 2010 (UTC)
 
I'd suggest it moves zombies towards the latest feeding groan; actually, I think I did suggest that. Not sure it went down too well... --[[User:Karloth_vois|Karloth Vois]] <sup>[[¯\(°_o)/¯]]</sup> 02:24, 12 February 2010 (UTC)
 
I just don't like it. I know I don't log on for a few days sometimes, and my hordemembers would draw me away for teh lulz. {{User:Sorakairi/sig}} 11:08, 12 February 2010 (UTC)
 
This could EASILY be defeated by zerge zombies.  Create a bunch of zombies who do nothing but draw other zombies to them. They wouldn't trip any zerge flags (as in search/combat penalties) as they aren't doing anything but standing around.--[[User:Pesatyel|Pesatyel]] 06:14, 13 February 2010 (UTC)
:Not to mention that such auto-moving would make it easier for alts to automatically wander too close to each other & trip zerg flags. It would make it harder to tell who was deliberately zerging and who got screwed over by the auto-move. --[[User:MikeLemmer|MikeLemmer]] 18:28, 13 February 2010 (UTC)
 
This has been up how long and no-one's pointed out that pied piper skills are bad? -- {{User:Iscariot/Signature}} 22:27, 13 February 2010 (UTC)
----
----


===Door Knock===
===Backpack===
{|
{|
|'''Timestamp:''' [[User:Shiznoe|Shiznoe]] 21:06, 9 February 2010 (UTC)
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
|-
|'''Type:''' Skill
|'''Type:''' New item
|-
|-
|'''Scope:''' Zombies and survivors
|'''Scope:''' Survivors
|-
|-
|'''Description:''' In short, the same as the 2006 Halloween effect though as a "missilanious" skill. It strikes to me as odd how you can't tell another person your outside by knocking on the door. It would help those without freerunning tell those inside they need help! It would be very handy...
|'''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).
 
'''Door Knocking has two conditions:'''
:1) The player must buy this misslanious skill for 100xp first
:2) The player must be outside a building.
 
'''To Door Knock:'''
:1)  After purchasing skill stand outside the building and click: "Knock at door"
 
'''Effects:'''
:1)  The players inside will hear: You hear a loud knocking at the door (Survivor)/thumping at the door(Zombie)


'''Advantages:'''
:1) Can get help from inside,
:2) Secret knocks?


'''Disadvantages:'''
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?
:1) Knocks may trigger "the wrong help" if in a building of opposite kind
====Discussion(Door Knock)====
Miscellaneous. My pedantry is now satisfied. Also, I'd genuinely like to see the knocks being a permanent fixture. Nice! --[[User:Karloth_vois|Karloth Vois]] <sup>[[¯\(°_o)/¯]]</sup> 22:32, 9 February 2010 (UTC)


Why the hell not? It being a skill seems a bit odd though. Maybe it could be for free?{{User:Lelouch/sig}} 03:04, 10 February 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.


I've been toying with suggesting this for a while. My version has two significant changes to yours:
#It's not a skill.
#Only zombies can knock.
-- {{User:Iscariot/Signature}} 03:08, 10 February 2010 (UTC)
:I like letting survivors knock as well.{{User:Lelouch/sig}} 04:00, 10 February 2010 (UTC)
::Yeah, I want to knock. But I don't think a Zombie could 'knock' by itself. Maybe Zombies can knock if they have MoL? {{User:Sorakairi/sig}} 05:41, 10 February 2010 (UTC)
:::I see your point about the skill needing to be free, good idea! [[User:Shiznoe|Shiznoe]] 06:43, 10 February 2010 (UTC)


I like the idea of both survivors AND zombies knocking, although no skill required. Unless you want a skill required to make secret knocks ALA morse code... then that should be a skill. --{{User:Maverick Farrant/sig}} 06:33, 10 February 2010 (UTC)
Q: If it wastes AP, what is the point?


Knocking as a free feature of MoL makes sense. My only concern would be the amount of SPAM text generated by people making zergs just to annoy enemies. --[[User:Honestmistake|Honestmistake]] 08:08, 10 February 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'm sure there could be an option to ignore all knocking, just like you can currently do for groans. Also... if zergs all decided to knock on doors instead of everything they currently do, that would be a delightful change. --{{User:Maverick Farrant/sig}} 08:14, 10 February 2010 (UTC)
:: Yeah man. I agree here. In fact, with a few tweaks, I reckon this'd easily pass Suggestions. Just so long as Iscariot doesn't find any flaws. if he does I believe you're screwed. {{User:Sorakairi/sig}} 10:50, 10 February 2010 (UTC)
I like this as a free skill... and maybe zombies could knock with Memories of Life--{{User:Imthatguy/sig}} 11:16, 10 February 2010 (UTC)


OK stupid people let's go through your faulty logic. Zombies need to remember their lives as harmans to be able to swing their arms against a solid object to make noise? Are you all retarded? What? Do they need MoL to attack barricades? This is the same fucking action just for a flavour result rather than de-cading.


Now, reasons we should make it zombie only. Survivors already have far too much exclusive shit they've ruined, see flares and radio broadcasts. Only giving it to zombies means there can be no confusion as to who's causing the noise outside, it's definitely a zombie on the other side of those cades. The nature of paranoia and fear from the genre manifests here. Giving it to survivors just renders it pointless as everyone will set it to ignore due to a huge amount of "Knock a door and run" pranks that will be played, continuously, to death. -- {{User:Iscariot/Signature}} 16:03, 10 February 2010 (UTC)
Please give your thoughts.
:I like "knocking" for survivors and "thumping" for zombies, with both of them free; it's in genre and allows people to distinguish between who's outside.{{User:Lelouch/sig}} 21:57, 10 February 2010 (UTC)
::I like blondes on all fours and redheads on their knees, it's in genre and allows me to distinguish who I'm inside. Now we have these preferences out in the open, what do either of our preferred examples have to do with this suggestion? For every single instance in the genre you can name with survivors knocking on the outside of defences I can name five other examples of zombies hammering on barricades causing fear and paranoia for survivors inside. My limitation is in genre, yours is from a sense of fair play, one that is not otherwise evident in this game and will ultimately rendering the coding of this update a waste of time. -- {{User:Iscariot/Signature}} 00:51, 11 February 2010 (UTC)
:As I see it requiring MoL for zombies would be to reflect the idea that they are not being driven by feeding instinct (hence not trying to tear down the cades) but instead trying to attract attention or cause fear both of which are distinctly beyond just mindless '''Smash, Claw, Eat'''. On reflection I also think Lelouch has hit on a very good idea with thumping vs knocking.--[[User:Honestmistake|Honestmistake]] 23:45, 10 February 2010 (UTC)
::Would you like a list of the amount of genre examples of zombies that are not driven by your flawed summation of Vigour Mortis? Given that this game is an abnormality in the fact that most zombies in the genre start with our equivalent of Ankle Grab? Your own simple summation of the 'perfect' zombie does not equal the portrayal in this game or in the genre. -- {{User:Iscariot/Signature}} 00:51, 11 February 2010 (UTC)
:::I believe you mean their equivalent of our Ankle Grab. And all I've ever seen Zombies do is Smash, Kill, Eat. Which is a slight variation of Honest's (Is my grammar right there? I always sucked at apostrophes.) idea of Smash, Claw, Eat. {{User:Sorakairi/sig}}
::::No, I mean ours, i.e. how it'd be rationalised in our system. I've seen zombies in the genre shoot guns, have sex and play videogames. -- {{User:Iscariot/Signature}} 22:30, 13 February 2010 (UTC)
:::Actually to give zombies their due it should read "Smash, Groan, Grab, Bite, Claw, Drag, Ransack & the occasional Feed!" Knocking on doors in any form doesn't really do much for them except waste AP. However players of all types might find use for this as a signal that they are outside waiting for revive etc... Such things are pretty useless to survivors who can often just go inside and explain exactly what they want but such signals require a modicum of fore planning hence should require MoL for zombies. --[[User:Honestmistake|Honestmistake]] 11:56, 11 February 2010 (UTC)
:::: Yeah, it does make sense. I mean, if they remember how to open doors, they'll remember how to knock. {{User:Sorakairi/sig}} 20:40, 11 February 2010 (UTC)
:::::My friend's cat can't open doors, he can bang on a door until you open it, does that cat have Memories of Life? -- {{User:Iscariot/Signature}} 22:30, 13 February 2010 (UTC)
::::::Yes.--[[User:Honestmistake|Honestmistake]] 00:21, 14 February 2010 (UTC)
 
Well on Halloween, it is intended as a "humorous/scary" event.  ''Oooh the zombies are knocking!''  But to make it a "permanent" ability, not only will it acquire in game context (along the lines of Mrh?) it would HAVE to acquire said context.  Otherwise, what is the point?  Spamming shit up ala flares and radios?  "Thumping" for zombies, what benefit does it grant?  Maybe some elaborate plans involving death cultists and such, but it COULD be argued that zombies "thump" EVERY TIME they attack a barricade.  So what is the benefit?  Alerting the meat that the predator wants to visit?  So they can all free run away?  How many players REALLY use/used it on Halloween?  Sure, for fun, but we are talking "serious" here, so what is the benefit to zombies?  For survivors, you get more benefit, so to speak.  I knock on the door on the hopes someone will debarricade to VS...but who REALLY would do that?  Unless you have x-ray vision, you won't know WHO/WHAT is knocking so who would really be dumb enough to lower a barricade on someone's knocking?  So what other benefits does it provide for survivors?--[[User:Pesatyel|Pesatyel]] 06:10, 13 February 2010 (UTC)
:From a suburb warfare perspective: running survivors are a good thing, at least for veteran zombies. If each zombie could only knock once, this could be used as a scare tactic for clearing buildings for ruin; however, since any zombie can knock as many times as they want, it's really not an indicator of how many are outside. TL;DR: "meh".{{User:Lelouch/sig}} 17:25, 13 February 2010 (UTC)
----


===Fast Travel===
{|
|'''Timestamp:''' [[User:Kamikazie-Bunny|Kamikazie-Bunny]] 15:19, 9 February 2010 (UTC)
|-
|'''Type:''' Movement
|-
|'''Scope:''' Migratory workers
|-
|'''Description:''' Active Zombies and Survivors may occasionally find themselves travelling long distances on a pilgrimage of death and revival. The repeated clicking of a mouse can be tedious even for the most motivated of players. Fast travel aims to reduce the effort required for long distance travel and reduce server load by moving people where they want to be with less effort than required for each individual click.
'''Fast Travel has two conditions:'''
:1) The player must be outdoors.
:2) The player must be in a square unoccupied by other players.
'''To Fast Travel:'''
:1) The player selects a suburb from a drop down list (all suburbs are selectable).
:2) The player clicks fast travel.
'''Effects:'''
:1) The player is teleported to the ''nearest'' block of that suburb.
::*''If the player selects the suburb they are in they remain where they are.''
::*''If the player does not have enough AP to reach that suburb they remain where they and receive a message stating "That suburb is too far away to reach in one day".
::*''If a survivor is infected and does not have enough HP to reach that suburb they remain where they and receive a message stating "You are too ill to move that far, heal your infection first."
:2) 5AP + the movement cost (calculated by shortest route) is reduced from the players AP.
::*''If a survivor is infected they lose one HP for each AP used for the movement.''
'''Advantages:'''
:1) Faster movement,
:2) Reduced server load,
:3) May avoid ambush attacks,
:4) Can lose pursuers more easily.
'''Disadvantages:'''
:1) Costs more than regular movement,
:2) Survivors still have to find shelter after movement,
:3) Zombies are less likely to see stranded survivors,
|}
====Discussion (Fast Travel)====
Teleporting = Bad. Make it so that they move automatically at a rate of 1 block per 30 minutes.--{{User:Yonnua Koponen/signature‎}} 22:19, 9 February 2010 (UTC)
Does anyone even read [[Frequently_Suggested#Speed_Actions|these]] any more? Also it's a massive survivor buff for no significant downside. Watch how I miss out having to survive the night hiding in that red suburb because I'll just teleport to the middle of that cluster of green suburbs and be perfectly safe sleeping in the street. -- {{User:Iscariot/Signature}} 03:12, 10 February 2010 (UTC)
: It just burns Ap that you already have, running away without all the clicking--{{User:Imthatguy/sig}} 11:20, 10 February 2010 (UTC)
::Are you just being intentionally stupid? Tell me, idiot survivor with no FAKs steps outside to move suburbs, gets bitten by a zombie as soon as he steps outside, what's the difference between the current status quo and what this would bring? Tell me then why this isn't a buff. -- {{User:Iscariot/Signature}} 15:56, 10 February 2010 (UTC)
::I assumed that for every block he traveled an infection would cost him 1 hp--{{User:Imthatguy/sig}} 19:10, 11 February 2010 (UTC)
::::That's supported by current game logic, isn't it idiot? -- {{User:Iscariot/Signature}} 22:41, 13 February 2010 (UTC)
:::Yeah, I forgot about the infection effect, 1HP per block, dropping dead at the point they'd reach 0. Thought Isy would of realised that was an oversight not an 'OMG INFECTION NERF!!!'. It actually costs more AP than if you clicked each square. You could use it to move survivors or zombies anywhere, it could arguably be more beneficial for zombies because survivors are left outdoors. But I'm probably going to limit it to suburbs within range rather than negative AP. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 20:28, 11 February 2010 (UTC)
::::Then you have to specify that this will cause HP loss per AP used in your suggestion as it will be the first multi-AP action to cause multi-HP loss. -- {{User:Iscariot/Signature}} 22:41, 13 February 2010 (UTC)
As much as I would '''LOVE''' to use this feature with my PKer... no. Just no. --{{User:Maverick Farrant/sig}} 06:31, 10 February 2010 (UTC)
No. At least not with allowing negative AP. --[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 11:53, 10 February 2010 (UTC)
:I could change it so that your character automatically stops when they run out of AP. So they can't advance more than their current AP(-5) would allow normally, either that or display message saying 'that suburb is too far away' and do nothing, preferences? --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 20:28, 11 February 2010 (UTC)
Yeah, just what we need, another way for survivor players to spend mass AP on a single IP hit. We need more of these so that a single Survivor player can run not just dozens of characters on their IP limit but dozens and dozens and dozens while Zombies are still limited to 3. If Kev ever grows a brain he'll drop the Rev Needle and Ruin Repair single IP hit actions and get rid of this stupidity once and for all. Maybe even make people register an email address. Ah no, too many Survivors would shit themselves if they could not run their 20 Revive alts from their "IP limit of 3 characters".{{User:Zombie Lord/sig2}} <tt>15:19 10 February 2010(UTC)</tt>
:Zombies can do this as well... Alts will always be a problem, I wish we could stop them as well, but that's not how the net works. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 20:28, 11 February 2010 (UTC)
::I was referring to the ability to run lots of characters from a single IP because of mass AP actions in a single IP hit, which only Survivors really enjoy (Unless you count standing up for 15/10/6 AP in one IP hit) which is technically not against the rules, but it's really not fair to allow that only on the Survivor side. Once you get a lot of Revive/Ruin Repair alts loaded up you can run a whole character on a fraction of the IP normally required and all that. Though I suppose that's not a problem if someone just switched their IP. At any rate, it's just bad game design to install an "IP limit" and then put in mass AP actions. Everything should be based around 1 IP per 1 AP or its just defeating the purpose.{{User:Zombie Lord/sig2}} <tt>01:04 12 February 2010(UTC)</tt>
:::Ok, maybe not defeating the purpose of "reducing sever load" (haha), but the effect of the mass AP actions is letting one side have a major numbers advantage.{{User:Zombie Lord/sig2}} <tt>01:11 12 February 2010(UTC)</tt> 
----
===Ambient Noise on the Radio===
{|
|'''Timestamp:''' [[User:Enigma179|Enigma179]] 15:52, 6 February 2010 (UTC)
|-
|'''Type:''' Communication/Flavour
|-
|'''Scope:''' Mostly Survivors, but affects Zombies too...
|-
|'''Description:''' The basic idea behind this is that the radio transmitter will pick up not only the noise of the people who are using it, but of any general noises in the area. For example, if someone shoots something while in a building with a radio transmitter, everyone listening in would hear it. I thought that it would apply in these cases:
-When someone fires off a firearm (*gunshot* or in the case of multiple shots *a series of gunshots*)
-When the final level of barricades falls (*a loud creaking followed by a snap*)
-When someone within the building dies from something other then suicide (*A loud scream* (melee weapon or zombie) or *A loud scream cut off by a gunshot*)
Of course, to avoid text spam, the standard "... and again" would apply in the case of multiple occurrences. This would serve the purpose of showing when a PKer is in the neighborhood, when your base has been broken into and when it's under attack. This would also possibly make PKers who kill a loner with a functioning transceiver do so with their axe only instead of guns if they wish to lay low. Of course, if it is defended and the zombies are evicted soon after, then someone can patch a call over saying false alarm. I just thought it would be a nice addition to the current crash and static...
|}
|}
====Discussion (Ambient Noise on the Radio)====
====Discussion (Backpack)====
{{SDW|Feb 13 at 16:14(UTC)}}
 
Text Spam TtM; Transmitters only work when ''turned on'' now; why the hell would we make them on constantly for just about everything that happens in every building on that frequency? Idea Fail.{{User:Lelouch/sig}} 15:54, 6 February 2010 (UTC)
:I agree. The only reason I would vote Keep on this, is because right after I shot someone, I'd abuse people on the radio. {{User:Sorakairi/sig}} 16:14, 6 February 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)====
{{SDW|Feb 12 at 20:59(UTC)}}
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 16:29, 14 February 2023

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Developing Suggestions

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

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  • Paste the copied text above the other suggestions, right under the heading.
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{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change.
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
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Please add new discussions and suggestions to the top of the list



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)