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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==
===Spraypainting People (and Zombahs!)===
{|
|'''Timestamp:''' [[User:Acidifiers|Acidifiers]] 09:58, 20 February 2010 (UTC)
|-
|'''Type:''' Equipment Change/Improvement
|-
|'''Scope:''' Survivors and Zombies, Interface, and Spray Cans
|-
|'''Description:''' In a nutshell, what I'm proposing is the addition of the spray can to the weapons drop-down menu. So, should you find yourself in possession of a spraycan and your creativity floundering, or you simply wish to preserve the graffiti that is already on the block, you now have the option to spraypaint other people to liven your day. It's a flavorful improvement to the realism of Urban Dead, simliar to a slap with a newspaper, but quite a bit more useful; similar to the oil can, but quite a bit more interesting.
 
 
:{{udspan| You spray '''Acidifers''' in the eyes, dealing 5 damage.}}
 
 
The effects of a spray can on a person are obvious: Should it get into your eyes or mouth, you would be in quite a bit of pain, if not go blind. This, in Urban Dead, would translate to a loss of perhaps 5 to 6 HP. But what are the chances that you wouldn't notice something odd when someone runs in front of you and points an aerosol can at your eye sockets? As such, the chance of the spray can actually doing any damage should be just above the chance of the flare gun - 3%. It'll also turn your face blue, or whatever color the paint happens to be. Unless you happen to be wearing a mask, which brings me to the second possible effect of a spray can attack: stained clothing.
 
Like the oil can soaks your clothes in oil, the spray can covers you in spray. Eh, spray''paint''.
 
 
:{{udspan| You spray spraypaint at the zombie, covering their torso in sky blue. }}
 
 
Most likely the spray can would color the outer layer of whatever clothing, a chance of 85%; unless you happen to be naked, in which you now have neon-green stained skin, which washes off eventually. Whether the paint covered your pants or jacket is random. The can should have a minute chance of perhaps 5% of coloring your shoes. While clothing could previously be blood soaked and blood smeared, torn, ripped, and covered in oil, we add paint sprays to the mix.
 
 
:{{udspan| Wearing: a fireman's helmet with streaks of yellow spraypaint, a set of rosary beads, a blood-flecked dark blue jacket soaked in red spraypaint, a blood-flecked dark brown coat with streaks of blue and white, a pair of pale yellow trousers and yellow spraypaint on the face.}}
 
 
If this could be implement along with the previously suggested and agreed upon colored spray-paint, your clothing may be ''blotched with blue and white'', ''streaked with orange and purple'', or ''soaked in pink'' spraypaint. Painted skin would also be displayed under the "wearing" category (''yellow spraypaint on the face''). It's for realism and humor, but as for practical use, you may color your contacts in black, gold, and green - war paint, if you will. One could now grab a couple multi-colored spraypaints and start marking off your victims in red, or covering in pink known PKers, GKers, and BKers.
|}
====Discussion (Spraypainting People (and Zombahs!))====
Sounds cool, but wait for some random wiki jackass to say 'ZOMG GAMEBREAKING SUGGESTION' and use some excuse that makes them sound like their mothers where on crack during pregnancy--{{User:Imthatguy/sig}} 10:15, 20 February 2010 (UTC)
:Hooray, positives! *wipes sweat off brow*. I'm still not sure about the percentages I put up.--[[User:Acidifiers|Acidifiers]] 10:51, 20 February 2010 (UTC)
 
Do you need a list? Well.. you got one...
# A new and unbalanced weapon. Yanna play with big guns? Try HALO 2. Or a bath house. 
# Pointless griefing tool. You wanna teabag, join the Republican Party.
# Dupe. Not sure, but I'd presume it was rightly spaminated.
 
<br> --[[User:WanYao|WanYao]] 11:05, 20 February 2010 (UTC)
 
----
 
===Mutations===
{|
|'''Timestamp:''' [[User:Zombehman|Zombehman]] 14:26, 15 February 2010 (UTC)
|-
|'''Type:''' Zombie Feature
|-
|'''Scope:''' Zombie Strategy flavoring
|-
|'''Description:''' This idea is a way of giving the zombies a new way of working things. Essentially, this allows zombies to mutate into different forms. Before you kill this, let me elaborate. By mutating different attributes and forms, it allows zombie players a little customisation and strategy. For example, a muatation that makes the hands change to scythe-like claws. (not exactly that, just an example off the top of my head.) You could have the Mutation skill as a purchasable skill, and the more levels you buy, the more mutations you gain axcess to. They would be ballanced with detriments. For example, the scythes would do more damage then the hand attack would, but due to their larger size and weight, cost double the AP to use. Please note two things. One: I am somewhat new to Urban Dead. Two: This is but a concept. This could be reworked if it has a chance.--[[User:Zombehman|Zombehman]] 14:26, 15 February 2010 (UTC)
|}
====Discussion (Mutations)====
You want to become [http://static.blogo.it/videojuegoblog/videojuegoblog_alex_mercer02.jpg Alex] [http://www.estarland.com/images//Extra_Product_Images/Anime_Merchandise/Figures/MAY09/prototype_7_inch_alex_mercer_action_figure.jpg Mercer]? -[[User:Devorac|Devorac]] 02:59, 16 February 2010 (UTC)
 
:: By gum, I would love me some zombie mutations. New chap! I think this is a fairly commonly suggested thing, but go on, you may invent new awesomeness. :D --[[User:Karloth_vois|Karloth Vois]] <sup>[[¯\(°_o)/¯]]</sup> 04:14, 16 February 2010 (UTC)
 
[http://upload.wikimedia.org/wikipedia/commons/0/0f/Scythe_against_hedge.jpg This] is a scythe. You want these sticking out of the end of your fingers? Let's be clear, at the end of the fingers you currently have you want six feet of wood tipped with a steel blade? And you expect your fingers to ever move again? Not to mention that they wouldn't be mounted in a way to be effective at cutting. So what you want is nail extensions for zombies that do nothing but reduce their combat effectiveness? Inspired.... -- {{User:Iscariot/Signature}} 05:04, 16 February 2010 (UTC)
 
Okay this is a terrible idea... And scythes? You mean claws I assume? I am almost certain this has been sugested in the past. This would as above, probably hinder a zombies combat effectiveness. I would love to see something with huge talon like hands try to work a doorknob or rip barricades apart. -[[User:Alex1guy|Alex1guy]] 18:49, 16 February 2010 (UTC)
: God forbid you have to go to the bathroom, or itch your nose... Still, this suggestion might have some merit after an overhaul... (I believe he meant scything talons, not scythes on his hands.) -[[User:Devorac|Devorac]] 09:08, 16 February 2010 (UTC)
::I believe they know what he meant but prefer to be pedantic for their own amusement. As for saving this perhaps if such a mutation added 1 damage to claws at the expense of reducing their effectiveness at barricade attacks? TBH tho I think it is dead in the water as a concept ... just a bit too resident evil for my liking. --[[User:Honestmistake|Honestmistake]] 20:34, 16 February 2010 (UTC)
 
Yeah, scything talons was what I meant. You couldn't actually tack tool scythes to your fingers. I don't know, as I said, I'm new, and at least to me, the Zombie class seems a little bland. I'm probably wrong. Bite me. And as for the rest of you... shudda up. If you don't like it, say so, but don't be sarcastic. I will expand it more before I go anywhere with it. Oh, and for you people who can't read, the scything talons were just a slight example, not something that would actually work. It was just to explain how the system would work. Calm down. {{unsigned|Zombehman}}
 
:: I was attempting to be encouraging, to help new folks survive the horror that this page can sometimes be. Still, I would blatantly vote yes on giving zombies Freddy Krueger hands. --[[User:Karloth_vois|Karloth Vois]] <sup>[[¯\(°_o)/¯]]</sup> 04:16, 17 February 2010 (UTC)
 
:::Look Zombehman, the people on this page will chew any moderately complex suggestion up. Then they will spit it out, jump up and down on it, burn it, then hand it back with a sarcastic remark... Often for no good reason. Endure it, and you can get a suggestion through, if you let it get to you though you'll just end up looking a fool. "Discussing is an exchange of knowledge, argument is an exchange of ignorance." Take this suggestion off the page, rework until you have a clear idea of what you want, then bring it back. Bringing it to the DS room and saying "Imma be having an idea, lookie!" is a bad move. Have your idea ready to roll and then bring it here to get flamed, that way you can see where people like what you have. -[[User:Devorac|Devorac]] 06:44, 17 February 2010 (UTC)
 
The problem with something like this is that a) Skills should be straight upgrades (brainrot is special) and b) You gotta remember that this is a game where zombies can turn themselves back into humans... so extensive mutation is pretty much out of the question. [[User:Enigma179|Enigma179]] 08:24, 18 February 2010 (UTC)
:Not necessarily.  Previous discussions involving revive have focused on the fact that zombies could be described as shot and/or chopped to pieces.  Yet when one is revived, they are "whole".  I do agree though that accessive mutations would be out of the question, but then those would be mocked, laughed at and ridiculed.  The problem with THIS suggestion is that it is too vague.  He wants mutations (plural) yet barely describes one.  How much damage do the claws do?  It would have to be significant if ALL future claw attacks cost 2 AP to use.--[[User:Pesatyel|Pesatyel]] 00:22, 19 February 2010 (UTC)
----
 
===Smoking===
{|
|'''Timestamp:''' [[User:Mishimagoodness|Mishimagoodness]] 17:50, 15 February 2010 (UTC)
|-
|'''Type:''' Item
|-
|'''Scope:''' Roleplaying applications only
|-
|'''Description:''' Very simple. Create a new item. People IRL smoke, and it is an activity (or a vice) enjoyed by many. If I was in a safehouse and zombies were at my door I would need a smoke too. This item has the same rules as beer, found in the same places and at the same rates. Heals 1HP for 1AP, does not cure infections. This would have ZERO effect to any players around the person using the item. Cigs cannot be used as a melee weapon. As with all items zombies cannot use them. If this is the wrong place to post developing suggestions please correct me.--[[User:Mishimagoodness|Mishimagoodness]] 17:50, 15 February 2010 (UTC)
|}
====Discussion (Smoking)====
 
And why would this heal people? {{User:Misanthropy/Sig}} 17:52, 15 February 2010 (UTC)
 
So, you want an item with the exact effects of beer, found in the exact places as beer, with different flavour text. Sounds like you want wine.--{{User:Yonnua Koponen/signature‎}} 18:04, 15 February 2010 (UTC)
 
 
Why would they heal you? If anything they should hurt you. --[[User:Johnny Yossarian|Johnny Yossarian]] 18:08, 15 February 2010 (UTC)
To that I would say how does beer and wine heal you? The effects are not written in stone. I figure using up an AP no little benefit would be enough. --[[User:Mishimagoodness|Mishimagoodness]] 22:32, 15 February 2010 (UTC)
 
We've had both [[PR_Equipment_New#Cigarettes|cigarettes]] and [[Suggestion:20080211_Cigars_V.3|cigars]] suggested before (and it sounds like cigarettes were suggested a few times even before then). Yours has different effects, yes, but they make no sense in-genre. If anything, it should damage you but calm your nerves. Unfortunately, we don't have NP (Nerve Points) in the game, so I don't see how you can make it work in a sensible fashion. {{User:Aichon/Signature}} 19:00, 15 February 2010 (UTC)
 
I thought about something like that but the only thing in game that would be affected by nerves would be what, hit percentages? I don't think my suggestion should modify . I envision them merely as roleplaying aids. Some people have a crucifix even though they give no tangible benefit. I figured if beer should have an effect (let's face it. you may want a beer but it won't help you survive in a landscape swarming with zombies and murderers) then so should these. Would it be better if they took an AP to use but had no effect at all? I don't think any item which only wasted an AP and caused you to be harmed would have anybody carry one in the first place. Thank you for ideas and criticism.--[[User:Mishimagoodness|Mishimagoodness]] 22:32, 15 February 2010 (UTC)
:You think to survivor-centrific. An item that causes oneself sufficient harm would be a handy thing for any death-cultist's arsenal. Free-run into the mall, gulp the purple kool-aid and get out the claws! (Of course, being of sole use to cultists would also make it highly unlikely that this passes voting.) --[[User:Spiderzed|Spiderzed]] 23:30, 15 February 2010 (UTC)
 
:If this is purely a RPing item as you say, the AP cost shouldn't matter. Don't let it heal or hurt. Just give the option to spend an AP that gives some sort of flavor text like {{udspan|Johnny Yossarian lights a cigarette. Smoke wafts through the air.}} --[[User:Johnny Yossarian|Johnny Yossarian]] 02:21, 16 February 2010 (UTC)
 
Only if zombies get a new item: Blackened Lungs --[[User:Karloth_vois|Karloth Vois]] <sup>[[¯\(°_o)/¯]]</sup> 04:12, 16 February 2010 (UTC)
 
All this discussion is pointless. And not for the usual reasons of dupeness. It's pointless for the very simple reason that Kevan will never implement any form of smoking into the game. Ever.
 
Smoking in the UK has been under a concerted campaign to make it morally illegal for quite some time now, anything that could be considered 'pro' smoking (such as adding smoking to your browser game that can be accessed by school children) is going to give the game a whole load of negative publicity (regardless of the fact that smoking is still legal to a very limited extent, makes the smoker look cooler than a non-smoker and does considerably less damage to people and society than the other major legal, and socially acceptable, drug) from a whole load of morons.
 
Kevan isn't Jorm. He doesn't rely on his game winning respect for doing new things, for being ground breaking, he relies on the stack-em-high-sell-em-cheap approach to this game, namely traffic. It looks good on Kevan's resume that he coded a game in his spare time that's still running five years later and has over a million registered accounts and he's not going to put that golden piece of positive career spin in jeopardy because some of us want a new flavour item in it. End of discussion. -- {{User:Iscariot/Signature}} 05:12, 16 February 2010 (UTC)
:It would look good on a resume! {{User:Sorakairi/sig}} 13:39, 16 February 2010 (UTC)
 
Hooray another pointless item to dilute search rates! Instead of finding a weapon or a med-kit! I find a pack of cigarettes! What do I do? I throw it away and block the item on my searh list because using precious AP blowing smoke at other survivors is a complete waste of time!
--[[User:Alex1guy|Alex1guy]] 18:56, 16 February 2010 (UTC)
: Uh... This wouldn't dilute weapon find rates, or FAK find rates. The only useful items this would dilute would reside in auto-shops, still I don't my fuel find rates diluted. -[[User:Devorac|Devorac]] 09:14, 16 February 2010 (UTC)
 
Smoking is bad. So no.--[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 22:01, 18 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)
:: TO THE PITCHFORKS --[[User:Karloth_vois|Karloth Vois]] <sup>[[¯\(°_o)/¯]]</sup> 04:13, 16 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>
 
Usually when a survivor dies in a break in, it is because they were asleep when it happened, in addition most competent survivors have at least one FAK on hand at all times. The break in itself would probably not have too much more survivor death than before, but the crippled survivors could become easy street candy if free running was disabled, especially sine the surrounding area would likely be paranoid and caded up to EHB. However, without disabling free running, it would be fairly ineffective as a survivor would free run into a neighboring building (as has been said before, in sarcastic fashion) --[[User:Uberursa | Uberursa]]<sup>this bear wants honey</sup> 22:56, 19 February 2010 (UTC)
----
----


===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)====
{{SDW|Feb 20 at 22:26(UTC)}}
 
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)
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----


===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)====
{{SDW|Feb 20 at 22:27(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)
 
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)
 
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:'''
:1) Knocks may trigger "the wrong help" if in a building of opposite kind
====Discussion(Door Knock)====
{{SDW|Feb 21 at 00:21(UTC)}}
 
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)
 
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)


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


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)
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 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===
Q: If it wastes AP, what is the point?
{|
|'''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:'''
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.
: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:'''
Please give your thoughts.
: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)====
====Discussion (Backpack)====
{{SDW|Feb 20 at 22:41(UTC)}}
 
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> 
----
----
==Suggestions up for voting==
'''Glancing Blow''' moved to [[Suggestion talk:20100218 Glancing Blow]]
[[Suggestion:20100206 Ladders]]

Latest revision as of 16:29, 14 February 2023

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

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

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Developing Suggestions

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

It also includes the capacity to pitch suggestions for conversation and feedback.

Further Discussion

  • Discussion concerning this page takes place here.
  • Discussion concerning the suggestions system in general, including policies about it, takes place here.

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How To Make a Discussion

Adding a New Discussion

To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.


Adding a New Suggestion

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

Cycling Suggestions

  • Suggestions with no new discussion in the past month may be cycled without notice.


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)