Developing Suggestions: Difference between revisions

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


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


===Further Discussion===
===Ignore based on Radio Broadcast===
*Discussion concerning this page takes place [[Talk:Developing Suggestions|here]].
*Discussion concerning the suggestions system in general, including policies about it, takes place [[:Category_talk:Suggestions#Suggestion_Discussion|here]].
 
 
==Please Read Before Posting==
*'''Be sure to check <big>[[Frequently Suggested#The List|The Frequently Suggested List]]</big> and the [[Suggestions Dos and Do Nots]] before you post your idea.''' You can read about many ideas that have been suggested already, which users should be aware of before posting what could be a '''dupe''': a duplicate of an existing suggestion. '''These include [[Suggestions/RejectedNovember2005#SMG.2FMachine_Pistol|Machine Guns]] and [[Suggestions/19th-Nov-2005#Sniper_Rifle|Sniper Rifles]].'''
*Users should be aware that page is discussion oriented. Other users are free to express their own point of view and are not required to be neutral.
*If you decide not to take your suggestion to voting, please remove it from this page to avoid clutter.
*It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
*''After new game updates, users are requested to allow time for the game and community to adjust to these changes '''before''' suggesting alterations.''
 
==How To Make a Suggestion==
===Adding a New Suggestion===
*Copy the code in the box below.
*<span class="stealthexternallink">[http://wiki.urbandead.com/index.php?title=Developing_Suggestions&action=edit&section=7 Click here to begin editing.]</span> This is the same as clicking the [edit] link to the right of the [[Developing Suggestions#Suggestions|Suggestions]] header.
 
*Paste the copied text '''above''' the other suggestions, right under the heading.
*Substitute the text in <font color="red">RED CAPITALS</font> with the details of your suggestion.
 
<nowiki>{{subst:DevelopingSuggestion
|time=~~~~
|name=</nowiki><font color="red">SUGGESTION NAME</font><nowiki>
|type=</nowiki><font color="red">TYPE HERE</font><nowiki>
|scope=</nowiki><font color="red">SCOPE HERE</font><nowiki>
|description=</nowiki><font color="red">DESCRIPTION HERE</font><nowiki>
}}</nowiki>
 
*'''Name''' - Give the suggestion a short but descriptive name.
*'''Type''' is the nature of the suggestion, such as a ''new class'', ''skill change'', ''balance change'', etc. Basically: '''What is it?''' and '''Is it new, or a change?'''
*'''Scope''' is who or what the suggestion affects. Typically ''survivors'' or ''zombies'' (or both), but occasionally ''Malton'', the game ''interface'' or something else.
*'''Description''' should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.
 
===Cycling Suggestions===
*Suggestions with no new discussion in the past two days should be given a warning notice. This can be done by adding {{CodeInline|1='''<nowiki>{{SDW|</nowiki><font color="darkred">date</font><nowiki>}}</nowiki>'''}} at the top of the discussion section, where <font color="darkred">date</font> is the day the suggestion will be removed.
*Suggestions with no new discussion in the past week may be removed.
*If you are adding a comment to a suggestion that has the warning template please remove the {{CodeInline|1='''<nowiki>{{SDW|</nowiki><font color="darkred">date</font><nowiki>}}</nowiki>'''}} at the top of the discussion section to show that there is still ongoing discussion.
 
This page is prone to breaking when the page gets too long, so sometimes suggestions still under discussion will be moved to the [[Developing Suggestions/Overflow1|Overflow page]], so the discussion can continue.
 
 
__TOC__
 
<span style="font-size:1.75em; color:red">'''Please add new suggestions to the top of the list'''</span>
----
 
==Suggestions==
 
===Suicide===
{|
|'''Timestamp:''' {{User:Jack_Kolt/Sig}} 06:26, 29 March 2010 (BST)
|-
|'''Type:''' New twist for anyone who is suicidal.
|-
|'''Scope:''' survivors, CR'd zombies
|-
|'''Description:''' Malton is a dangerous place. people are scared to death about getting eaten. so what do you do? well, if you've seen any zombie movie worth it's salt, you know there's always the person who goes and kills themself. now, there is the old standby of jumping of a building, but what if you have something that can do the job for you? this is where suicide comes in. basically, kill yourself with stuff on hand. Now, only a few items would make the cut. and they are:
 
* knife
* pistol
* shotgun
 
When you click on an these items (when they are in your inventory) you get this message:
 
''this item has little effect besides combat'' (or some such) ''. would you like to use it on yourself? this will kill you'' yes/no
 
clicking on yes will give you this text (if you use a gun, and will use one bullet/shell)
''placing the barrel of the gun to your mouth, you exhale sharply, then pull the trigger.
there is a loud gunshot, and you collapse to the ground, dead.''
 
clicking on yes will give you this text (if you use knife)
placing the cold blade of the knife to your throat, you clench your teeth and cut your neck open.
blood drips over your chest, and you collapse to the ground, dead.
 
--notes--
* you do not take headshot for this regardless if you are a zombie hunter.
* anyone in the vicinity would see "''Soandso killed themselves with a (insert weapon here)''"
* any other weapons are far to unwieldy to warrant enough damage to kill yourself.
* your clothes get bloodied as usual.
|}
====Discussion (Suicide)====
*Been suggested a buncha times before, but I'll let Izzy toss the list up, since he's got everything on tab.  Main reason it's never been implemented was balance/abuse.  Makes parachuting way too easy.  A bunch of death cultists could hop into a mall and kill themselves with 48 or so AP left to kill and pinata the place.  Etc [[User:RinKou|RinKou]] 06:39, 29 March 2010 (BST)
 
Might as well just cut out the middleman and give zombies free-running... Hmmm :) --[[User:Honestmistake|Honestmistake]] 08:55, 29 March 2010 (BST)
 
[[Suggestion:20071210 Suicide By Firearm]] is a good example of a dupe. And please explain how you can put a gun in your mouth and pull the trigger, without causing a headshot. --{{User:Rosslessness/Sig}} 10:03, 29 March 2010 (BST)
----
 
===Audible shooting===
{|
{|
|'''Timestamp:''' [[User:Girobu|Girobu]] 19:43, 23 March 2010 (UTC)
|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC)
|-
|-
|'''Type:''' Ambience
|'''Type:''' UI enhancement
|-
|-
|'''Scope:''' All
|'''Scope:''' Interface
|-
|-
|'''Description:''' When someone uses firearms ''at the same square'', player should see something like "You hear a shot in the building", when hearing from outside, or "SomeName shoots at SomeOther" when both player and shooter inside (or both outside). Now you notice shooting only when someone falls dead, which is strange.
|'''Description:''' Allow 'ignore' from radio broadcasts; users are hiding behind their anonymity to allow them to broadcast things that would broadly trigger them to be ignored, if their user ID was visible.  Adding their name, or an auto-generated call-sign (it is for a radio, after all) or something so that they could be blocked based on their broadcasts would help user experience. In addition, and broadcasts that get more than a threshold number could get tagged for review, and the user potentially having their (in-game) ham-license revoked.
 
When someone shoots inside building it means that something wrong (or interesting) goes on inside. It makes PKing reasonably more difficult, on the other hand survivors will think twice before executing PKer, when it may reveal they presence to other PKers and zombs.
 
And we'll have more reasons to use less powerful, but silent melee weapons.
|}
|}
====Discussion (Audible shooting)====
====Discussion (Ignore based on Radio Broadcast)====
Pretty sure is a [[Dupe]]. I'll go look in a bit. --{{User:Rosslessness/Sig}} 19:47, 23 March 2010 (UTC)
:[[Suggestion:20070627 gunshots]] --{{User:Rosslessness/Sig}} 19:48, 23 March 2010 (UTC)
::Let's do a better one, keepeng in mind all the cons! --[[User:Girobu|Girobu]] 20:30, 23 March 2010 (UTC)
 
OK, let it work ONLY for shooting at the same square. Silent shooting = TOO easy PKing. --[[User:Girobu|Girobu]] 19:58, 23 March 2010 (UTC)
 
It'll just be extra lines of text to read. It doesn't give any useful information, it doesn't tell who is shooting or who/what is being shot at. - [[User:Whitehouse]] 20:12, 23 March 2010 (UTC)
:You think, better to write like '''"SomeGuy shoots at SomeOtherGuy"'''? --[[User:Girobu|Girobu]] 20:18, 23 March 2010 (UTC)
:Disagree about non-usefulness - when someone shoots inside building it means that something wrong (or interesting) goes on inside. It makes PKing reasonably more difficult, on the other hand survivors will think twice before executing PKer, when it may reveal they presence to other PKers and zombs.--[[User:Girobu|Girobu]] 20:23, 23 March 2010 (UTC)
::How would I know the difference between someone shooting a survivor on the other side of the room, and someone shooting a zombie on the other side of the room? --{{User:Rosslessness/Sig}} 20:26, 23 March 2010 (UTC)
:::See above. You'll see "CoodGuy shoots at zombie" or "BadGuy shoots at you" - when all that guys and you are at the same square and have same "inside/outside status" --[[User:Girobu|Girobu]] 20:33, 23 March 2010 (UTC)
:::When you outside and someone shoots inside, you just notice, that life is more interesting inside ^) the same when you inside, and gunfire - outside --[[User:Girobu|Girobu]] 20:35, 23 March 2010 (UTC)
::::So how would you deal with screen spam? If I'm in a building with several individuals and I only log in once a day, won't my screen be full of. "Goodguy shoots at zombie" Zombie bites goodguy" "Zombie Destroys generator" "badguy shoots at goodguy"? And how will you know who is shooting who outside when you are inside? Will zombies get the same messages? --{{User:Rosslessness/Sig}} 20:37, 23 March 2010 (UTC)
:::::You will see such descriptive messages '''only if you and shooter are both inside or both outside at the same square'''. In other cases you will see just "''Someone shoots in the street... and again...''" when you inside ''at the same square'', or "''Someone shoots inside the building''" when you outside. You'll see nothing if shooting is at other square --[[User:Girobu|Girobu]] 20:42, 23 March 2010 (UTC)
::::: Zombies (i think) should see the same messages. They can hear, probably...--[[User:Girobu|Girobu]] 20:43, 23 March 2010 (UTC)
 
Jorm had a system in his game where every player got to see a notification of every attack against them, though people in the same room couldn't unless the attack killed the person. You want more notifications than even Jorm's system handed out.
 
Do you know the difference between Jorm's game and Kevan's? Jorm's doesn't exist any more because it cost too much to run with all these notifications.
 
Deliver to Kevan a hundred grand and you can have your retarded PKer nerf, until you do show up with the coin, this is a dupe and I'll make it die the second it goes into the main system. -- {{User:Iscariot/Signature}} 22:01, 23 March 2010 (UTC)
:That do you Ross? -- {{User:Iscariot/Signature}} 22:01, 23 March 2010 (UTC)
 
I'm gonna have to go with "no" on this idea. Can you imagine an actual siege situation? If you're gone during a mall siege for a day, you're already getting screen spammed to death. This would probably make it 2-3x worse, I'd imagine. Also, as a PKer, I fail to see where the deterrent is to PKers. If anything, it gets us more recognition, which is what a lot of PKers are looking for anyway. The only time it would deter us is when we take the chance at making a kill when we're low on AP and end up humiliated when we have to leave the job undone, but most PKers I know make a point of finishing the job. For reference, I've only ever had to abandon one kill-in-progress due to lack of AP out of the dozens I've made. The current system already lets you spot PKers by telling who who kills who, which is enough information, without being too much. {{User:Aichon/Signature}} 02:11, 24 March 2010 (UTC)
:It will add one line for all shooting outside (Someone shoot outside... and again...) and '''one''' line for each gunfire incident inside (with ...and again). No more.--[[User:Girobu|Girobu]] 07:35, 24 March 2010 (UTC)
::That's still way too much. And this would completely ruin Red Rum's / Glitch's mall seige tactic.--{{User:Yonnua Koponen/signature‎}} 08:20, 24 March 2010 (UTC)
:::It's about 10-15 lines max. Aforementioned tactic is not fair,  because it's exploits game mechanics glitches. So, if my suggestion ruin this - it's another reason to vote for.--[[User:Girobu|Girobu]] 09:31, 24 March 2010 (UTC)
::::(EDIT: Despite the fact that Iscariot just edit conflicted me with a better version of what I was gonna say, I'm gonna say it anyway, since I hate throwing out perfectly good comments) It's still gonna be about a minimum of 2x more lines of text (dunno what mall sieges you've been in, but I'd say that means 100+ lines after just one day), and if someone wanted to abuse it, I've realized a simple way that they could create dozens of lines of text by themselves. Even more with a group.
 
::::If we look at the best case scenario, where people behave as they do today, then the key thing you're forgetting is that "...and again" text only shows up if nothing else happens in between the "...and again" events. The problem here is that every single time a kill is made, anyone says anything, or the barricades are brought up/destroyed, you'll have a new event that comes between the "...and again". So, if we imagine a normal scenario where a survivor is shooting zombies that breached during a mall siege, everyone else will see the incident of him shooting the first zombie, followed by a kill notice, then the incident of him shooting the next zombie so that it's wounded. Whenever the next person starts in on the wounded zombie, people will get a fresh incident of shooting, followed by a kill report, then another incident of shooting as he starts in on a third zombie, etc. That's twice as much text, roughly.
 
::::If we consider abuse of your idea, someone (most likely a PKer) could simply alternate between two targets, Players A and B. The "...and again" wouldn't show up for him shooting Player A, since an event (him shooting Player B) has taken place in between, forcing his newest attack on Player A to get a line of its own. Basically, we'll see individual lines for every single attack. Even if he makes the two kills, you're still talking about messages coming in about 25x more often than they do now. Couple that with the fact that PKer strike teams are not at all uncommon with large mall sieges, and you have a recipe for thousands of lines of text each day. This suggestion simply doesn't work when you apply the "multiply it by a billion" principle. {{User:Aichon/Signature}} 10:07, 24 March 2010 (UTC)
::::: Okay, now I'm almost agree that it's not a very good idea. --[[User:Girobu|Girobu]] 11:04, 24 March 2010 (UTC)
 
Since you're obviously stupid, I'll have to do this the long way:
#Don't use suggestions to complain about things in game. You're butthurt over being PKed and I don't care. The only thing this is going to do is make every PKer that views this page seek out your profile and add you to their kill list.
#Kevan has stated he has no intention of nerfing PKers in any way.
#Example time: We'll go back to my GC days, myself and one other GCer attack the target. Since we're fully stocked and APed we can expect to kill two characters each in every strike. You are a bystander in the building, you see:
#*Cliff Spab shot Zuton with a shotgun. (Yesterday)
#*Cliff Spab shot Feon Kensai with a shotgun. (Yesterday)
#*Raine Joslin Smith shot Goolina with a shotgun. (Yesterday)
#*Raine Joslin Smith shot SexyRexyGrossman with a shotgun. (Yesterday)
#*Cliff Spab shot Zuton with a shotgun. (Yesterday)
#*Cliff Spab shot Feon Kensai with a shotgun. (Yesterday)
#*Raine Joslin Smith shot Goolina with a shotgun. (Yesterday)
#*Raine Joslin Smith shot SexyRexyGrossman with a shotgun. (Yesterday)
#*Cliff Spab shot Zuton with a pistol. (Yesterday)
#*Cliff Spab shot Feon Kensai with a pistol. (Yesterday)
#*Raine Joslin Smith shot Goolina with a pistol. (Yesterday)
#*Raine Joslin Smith shot SexyRexyGrossman with a pistol. (Yesterday)
#*Cliff Spab shot Zuton with a pistol. (Yesterday)
#*Cliff Spab shot Feon Kensai with a pistol. (Yesterday)
#*Raine Joslin Smith shot Goolina with a pistol. (Yesterday)
#*Raine Joslin Smith shot SexyRexyGrossman with a pistol. (Yesterday)
#*Cliff Spab shot Zuton with a pistol. (Yesterday)
#*Cliff Spab shot Feon Kensai with a pistol. (Yesterday)
#*Raine Joslin Smith shot Goolina with a pistol. (Yesterday)
#*Raine Joslin Smith shot SexyRexyGrossman with a pistol. (Yesterday)
#*Cliff Spab shot Zuton with a pistol. (Yesterday)
#*Cliff Spab shot Feon Kensai with a pistol. (Yesterday)
#*Raine Joslin Smith shot Goolina with a pistol. (Yesterday)
#*Raine Joslin Smith shot SexyRexyGrossman with a pistol. (Yesterday)
#*Cliff Spab shot Zuton with a pistol. (Yesterday)
#*Cliff Spab shot Feon Kensai with a pistol. (Yesterday)
#*Raine Joslin Smith shot Goolina with a pistol. (Yesterday)
#*Raine Joslin Smith shot SexyRexyGrossman with a pistol. (Yesterday)
#*Cliff Spab shot Zuton with a pistol. (Yesterday)
#*Cliff Spab shot Feon Kensai with a pistol. (Yesterday)
#*Raine Joslin Smith shot Goolina with a pistol. (Yesterday)
#*Raine Joslin Smith shot SexyRexyGrossman with a pistol. (Yesterday)
#*Cliff Spab shot Zuton with a pistol. (Yesterday)
#*Cliff Spab shot Feon Kensai with a pistol. (Yesterday)
#*Raine Joslin Smith shot Goolina with a pistol. (Yesterday)
#*Raine Joslin Smith shot SexyRexyGrossman with a pistol. (Yesterday)
#*Cliff Spab shot Zuton with a pistol. (Yesterday)
#*Cliff Spab shot Feon Kensai with a pistol. (Yesterday)
#*Raine Joslin Smith shot Goolina with a pistol. (Yesterday)
#*Raine Joslin Smith shot SexyRexyGrossman with a pistol. (Yesterday)
#*Cliff Spab shot Zuton with a pistol. (Yesterday)
#*Cliff Spab shot Feon Kensai with a pistol. (Yesterday)
#*Raine Joslin Smith shot Goolina with a pistol. (Yesterday)
#*Raine Joslin Smith shot SexyRexyGrossman with a  pistol. (Yesterday)
#*Cliff Spab shot Zuton with a pistol. (Yesterday)
#*Cliff Spab shot Feon Kensai with a pistol. (Yesterday)
#*Raine Joslin Smith shot Goolina with a pistol. (Yesterday)
#*Raine Joslin Smith shot SexyRexyGrossman with a  . (Yesterday)
#*Cliff Spab killed Zuton with a pistol. (Yesterday)
#*Cliff Spab killed Feon Kensai with a pistol. (Yesterday)
#*Raine Joslin Smith killed Goolina with a pistol. (Yesterday)
#*Raine Joslin Smith killed SexyRexyGrossman with a pistol. (Yesterday)
#:You'll notice your 'and again' clause doesn't kick in because we've deliberately taken our actions non-sequentially. That's a change from four notifications under the current system to 52 under your system. Please note the above example only counts shots that hit, if you want to also have notifications that include missed shots then increase that number by 35%.
#So, I ask again, are you going to personally pay (in cashy money) for the cost of all these extra notifications? Especially since I've already given you an example of a game that had more notifications than Urban Dead that's gone under due to running costs. -- {{User:Iscariot/Signature}} 10:03, 24 March 2010 (UTC)
::About 1st point: ...and what? That's a game, let them go. My suggestion doesn't alternate balance between Gker's and other gamers, as you can see. But - yes - now I see - it really makes more spam. Needs more polishing. --[[User:Girobu|Girobu]] 11:03, 24 March 2010 (UTC)
:::Wait... He's apparently butt-hurt over being PKd and I've been repeatedly targeted by MOB? Are you projecting by any chance? --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 12:32, 24 March 2010 (UTC)
::::He wants to make PKing harder, and you want a location that zombie groups without death cultists can't touch in any way. Yeah, you're both butthurt over dying. -- {{User:Iscariot/Signature}} 12:35, 24 March 2010 (UTC)
:::::I don't think my suggestion making PKing harder. At least, not ''dramatically'' harder :)--[[User:Girobu|Girobu]] 12:49, 24 March 2010 (UTC)
----
----
 
===Shrink the map===
===Fallout Bunker===
{|
{|
|'''Timestamp:''' [[User:Kamikazie-Bunny|Kamikazie-Bunny]] 18:40, 23 March 2010 (UTC)
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|-
|-
|'''Type:''' Unique Location
|'''Type:''' Map change
|-
|-
|'''Scope:''' Location
|'''Scope:''' Everyone
|-
|-
|'''Description:''' "Hidden deep underground in Malton is the remains of an old Nuclear Fallout shelter. Although looted of supplies the heavy blast doors can still provide protection from the horde; not for long though, the air supply is broken."
|'''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.
 
The Fallout bunker is a 1x1 location located at Shelper Park, Lukinswood [29,49] (Any other suitable, external location may be used), the bunker is not visible but the park description states "There is a fallout bunker hidden amongst some trees and bushes, the doors are open/closed." and there is an option to 'enter the building'. It counts as a dark building.
 
As the bunker is underground Radios, Phones and GPS units do not work, however if a generator is set-up the lights can not be seen externally and the emergency radio is activated (This radio is set to receive 25.92Mhz (EBS), cannot be changed and cannot broadcast).
 
The bunker features a heavy blast door. This door can only be opened and closed by survivors from the inside and costs 5AP to do so (the doors cannot be closed when ruined). If there are no active survivors inside the door automatically opens. When the door is closed bodies cannot be dumped. As a consequence of the air recycling system being broken any actions performed inside the bunker with the doors closed costs 1Hp.
 
The internal descriptions are:
*You cannot discern anything in the darkness of the bunker.
*The lights flicker on and off along the cold concrete walls with the humm of the generator, water drips and the air smells stale . The air recycling system is broken and needs a new Air-Chip.
 
Although the Bunker has been looted of most supplies survivors can still find lengths of pipe and newspapers. Unique clothing in the form of a blue and yellow jumpsuit can also be found within the bunker.
|}
|}
====Discussion (Fallout Bunker)====
====Discussion (Shrink the map)====
I support unique hidden structures, like the garland museum, or the Coram building. Not sure about the details though. --{{User:Rosslessness/Sig}} 19:01, 23 March 2010 (UTC)
: The outside location should be randomly placed like the Emergancey Broadcast system was, makes things more intresting. --{{User:Michaleson/sig}} 19:05, 23 March 2010 (UTC)
::Aye. --{{User:Rosslessness/Sig}} 19:08, 23 March 2010 (UTC)
:::I was suggesting that park because it was convenient for me but it can happily be placed in any other location which could provide suitable 'camouflage', I just don't think it would be appropriate to suddenly appear in the middile of the street. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 05:26, 24 March 2010 (UTC)
 
Pointless. Because I'd break it.
 
If an 'active' character is no longer in it, the doors open. It takes five days for a character to idle. I only need to perform 1 action to stay active. Behold the timeline:
#Myself and friends with PKer and death cultist alts attack the bunker in a mass strike and kill and dump all the inhabitants.
#Only my character remains and he closes the door, locking himself in with just his inventory.
#Once every five days I log in and hit search.
#I have 60HP, at this rate (60 x 5) it will take me 300 days to run out of health and die.
#I have a full inventory of 50 FAKs. This provides me with and additional 500HP of potential health.
#I use these FAKs periodically. This provides me (560 x 5) with 2800 days until I run out of health and die. To save you doing the maths, 2800 days is 7.67 years, longer than the game has currently been running.
#Should I be in danger of actually running out of health seven years from now, I will contact a friend and he will substitute his character for mine. The door to your bunker will be open for 30 seconds every seven years.
 
Can we cycle this yet? -- {{User:Iscariot/Signature}} 22:10, 23 March 2010 (UTC)
 
:Once again I underestimated the basement-dwelling-ass-hole factor, then again it could become a role-playing part of Malton, we know there's a vault, we know people can get in but no one knows anyone who's actually been inside, only rumours. But if you really feel that it's a good idea, go ahead, anyone with 1/2 a life would get bored of doing it after a week or two, there may be really pathetic people who keep it up for a month or two but it's not exactly game breaking. Could you honestly see someone keeping this up for a year out of spite (I doubt even you'd do that)? Of course your plan assumes you can get in the vault your self, it'll be entertaining seeing groups fighting for control of it at peak hours. But if you really want we can have 'open' days on August the 6th and 9th (see Hiroshima/Nagasaki) so people can enter and exit freely without doors, happy?.
:Using that sort of thinking me might as well ban survivor characters though.
::"Behold;"
::1) I use a proxy to create a scout/fireman
::2) I kill/wound a survivor
::3) I jump out a building and kill myself with my last AP
::4) Are there any survivors left?
:::Yes - Goto 1
:::No - Goto 4
::5) Congratulations - You've broken the game (and in less than 7.67 years).
:Do you see where this is going? EVERYTHING can be abused, it's simply a matter of determination... --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 05:46, 24 March 2010 (UTC)
::The difference between his example and yours is that his is allowed within the rules of the game, whereas yours is not. We can't always deal with people that will break the rules, but we can deal with people within the rules. Anyway, I honestly like the flavor, but Iscariot is right about the mechanics. There needs to be some way in besides someone on the inside opening up, since I could see a duo of PKers using it as their personal safehouse for years to come, where they take turns going out and coming back, opening and closing the doors for each other while coordinating via IRC. You'd have a window of maybe 10 seconds each day where you could get in, otherwise you'd be out of luck, and no one has enough IP hits to refresh that often. Perhaps the doors might get "loose" occasionally and need maintenance, much like a generator needs fuel, and if they're not maintained, they can be broken through? It's a random idea that I haven't thought through yet, so I have no idea how feasible it is. {{User:Aichon/Signature}} 06:06, 24 March 2010 (UTC)
 
:::What Aichon said. The difference is that you're a cheating scumfuck that's acting contrary to the game rules and basic fairplay, and I'm using intelligence to deny survivors a resource within the rules. What next? Are you going to compare rotters at revive points to zerging? People will get bored? What of setting a reminder on their computer and logging in six times a month for two IP hits to watch survivors whine? I'd happily make that effort for years. Of course if other players step inside with identical characters to me, only one of us needs to be active once every five days. Redundancy is a great thing.
 
:::Open days? Awww, did I point out the unfairness of this idea by using it on you? Tough. Forts have big heavy gates, yet zombies can still break in. What's actually unfair is you want a nice safe location that zombies have no chance of getting in without death cultists to open the doors. What happened? Did MOB kill you just one too many times for you to cope with?
 
:::There should be no location that a fully leveled zombie shouldn't be able to get into in this game. -- {{User:Iscariot/Signature}} 10:11, 24 March 2010 (UTC)
::::''Aich'' - How does needing an active generator to close the door sound? I did toy with the idea of having a specific barricade for this building with no free running access below VSB but a higher upper limit (to reflect the heavy doors), but that would require a total rework of the barricading system or an entirely new barricade system for one location, I think it's unfeasible either way. In my experience most of the rotter's I've seen at revive points have been zergs (with zergy names), the exception to this is when large numbers of zeds are raiding the area.
::::''Izzy'' - You can't claim 'basic fairplay' after saying what you'd do (which is a variation of sentinel zerging). I could argue I'm using my own brand of intelligence (or indecisiveness) to create a PKer account then abandoning it to create a new account ("I didn't like the name"); having old unused/abandoned accounts does not make one a zerger. I don't get the whole MOB thing, I've never had issues with them as I avoid them when I'm a survivor for obvious safety reasons. If I did have issues I'd browse their forums and find a way to be safe, honestly though I think the level of meta-gaming zombie-obsesses do is atrocious, you could argue that survivors aren't that co-ordinated but most survivors use the in-game functions to communicate, not many zombies have the ballz to do that.
::::You always criticise but I rarely see you make an effort, do me a favour and try be positive.
:::::--[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 12:03, 24 March 2010 (UTC)
::::::Wait, so in your eyes deliberately denying resources to survivors is 'sentinel zerging'? So in your little world, the [[RRF|Gray Guard]] and [[SFHNAS]] are all zergs? Don't be so fucking retarded. It's entirely acceptable to deny opponents a resource, using weasel words to express the fact that you don't like it doesn't change the fact that you're coming across butthurt. It can only be zerging if multiple characters are used to achieve an objective. My example doesn't use multiple characters controlled by a single player. Your example breaks Kevan's own dictates on multiple accounts. "Yes you can have multiple characters providing they lead separate existences" Your example shows that they aren't leading separate existences, they have a goal following that of other characters you own. Arguing this point just makes you sound like a member of Extinction.
 
::::::Zombies don't have the 'ballz' to use in game communication methods? Are you trying to sound like ZL? Also, ever heard of feeding groan? Communication tool, used extensively everywhere. If you're referring to death rattle then it might be due to the fact that they have to learn to read and write in an entirely new language. When all your survivors can write in their ''first'' language, then and only then do you get to criticise players of a 10 minute a day browser game for not learning a new one.
 
::::::The majority you've seen ''are'' zergs? That must be why your post count is so high on Resens. Alternately I'm going to forward the notion that you're just making shit up.
 
::::::You've still yet to comment on the major point that there should be no location in the game that zombies can't break into on their own. That basic concept miss your gaze?
 
::::::This idea is so retarded that if it was my child I'd drown it. And if you ever alter the spacing on my comments again, you will be getting a warning. -- {{User:Iscariot/Signature}} 12:28, 24 March 2010 (UTC)
 
:::::::"Honestly though, I think the level of meta-gaming zombie-obsesses do is atrocious."
 
:::::::I was going to offer constructive criticism until I read that. Are you on liquid paper? Have you ever tried using a feral zombie for a week, cracking at barricades and never getting anywhere? The only meat a lonely zombie can get are street treats because of barricades. Just 10 AP of barricade construction takes about 40 to knock down. The only way for zombies to get any action is via coordination, and your scoffing at that coordination scream volumes about your misunderstanding of this game.
:::::::Now for your concept: Tis broken and easy to abuse. Zombies, in an organised dedication, should not be shut out from being able to break into and ruin any part of the city. Making a system that can be shut for years is ''not'' a good idea in any way I can imagine, and I would happily join Ach in shutting it down if it was ever implemented just to prove its flaws. [[User:John Ibans|John Ibans]] 13:07, 24 March 2010 (UTC)
::::::::''lIzzy'' - I never said it was, I said it was similar to, an alt or zergs used to watch a specific properties (e.g Masts) wouldn't be that dissimilar to using one to camp the vault. As for my example, it doesn't break the "Yes you can have multiple characters providing they lead separate existences" rule, If I have one character who goes on a rampage, then permanently discard it, when I create a new it is leading a separate existence because the old one is effectively perma-dead and has no further effects on the game. It walks the line but never crosses it, it's would be like me accusing you of being a zerg because you had a different account attack a building 6 months ago (albeit with a longer timeline).
::::::::As a zombie I've found the in game communications sufficient for finding forming and joining groups. It has been aided by a combat revive or two but the large zombie groups I've seen won't even make the initiate attempt to contact you in game because they don't have the '''BALLZ''' to use an AP trying to help someone without the guarantee of a pat on the head, unless it's part of radio spamming. The only groups I've joined I've done so because they coordinated in game or at least made the effort to try.
::::::::The rotters; if you noticed I did say "In my experience", spending a week going to quiet revive points and seeing the same name with a different suffix doesn't guarantee they're a zerg but it's normally an indication of something suspicious. The Resens thing... I don't feel a need to go report things on other forums because I have '''BALLZ''' and I'm prepared to spend my AP telling the in game players about these things rather than circumventing the in game features to gain an unfair advantage.
::::::::The inaccessible to zombie thing is being worked on, after all this is developing, feel free to contribute something positive at any time rather than the usual. Sorry I didn't reply to it last time, I was expecting some Jerry Springer-esque final thought and skipped it.
::::::::"This idea is so retarded that if it was my child I'd drown it." I doubt you have the '''BALLZ''' to live up to that sort of thing.
::::::::''John'' - Don't worry about the communication thing, it's just a little flushing. The impossible to enter part is being worked on. It may not be fast progress but I'm looking at ides. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 02:59, 25 March 2010 (UTC)
 
:::::I thought of the active generator idea, but didn't quite like it enough to put it forward. The issue I have with it is the same as Iscariot's main issue: done right, zombies will never have a chance to get in. A duo could pop out for fuel once every few weeks and stock up on enough to last them for that long, and it'd enforce their activity, since I believe fuel runs out faster than five days, though don't quote me on that. The basic problem though, is that they could keep it locked in perpetuity since they'd get a warning for when they need to refuel, without ever having had the doors become vulnerable to breach.
 
:::::The approach I mentioned earlier, having to maintain the doors, is nice since it means that the doors are occasionally vulnerable until they are fixed, and during that window, zombies are free to attack and attempt to breach. If the delay between when maintenance was needed was randomized and frequent, it could create an interesting dynamic. It certainly wouldn't be accurate to how we think of fallout bunkers as impenetrable structures, but it'd work better within the mechanics of the game. I'm not suggesting or pushing for my idea to be used, but rather using it as an example to point out the types of mechanics I was talking about that are necessary for this to work. {{User:Aichon/Signature}} 16:36, 24 March 2010 (UTC)
::::::I can't quite visualise how this system will work, it seems like it might work but could you elaborate on the mechanics a bit for me. Not necessarily numbers.--[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 03:05, 25 March 2010 (UTC)
:::::::Basically, the doors will, on occasion (say, somewhere between a few times a day and a few times a week) become "loose" and will be in need of repairs by someone with a Toolbox on the inside. While the doors are loose, they act like normal barricades (maybe starting at EHB?) and can be broken down by zombies or survivors outside. Once the doors are damaged enough (i.e. the barricades are gone), the doors are forced open and people can freely enter. This continues until someone repairs the doors and closes them again. As for when they become loose, it'd have to be randomized in order to prevent abuse, otherwise it'd be a scheduled event that the people on the inside could maintain forever. Again though, this merely demonstrates what I perceive to be the desirable properties, and isn't necessarily the best solution in and of itself. {{User:Aichon/Signature}} 04:02, 25 March 2010 (UTC)
 
I can think of a few things that might make some variant of this workable:
*the bunker is way below ground and cost 10AP to climb down (half this if its light).... each climb has a chance to fall that is equal to the players current encumbrance because it is dark and slippery and i am a bastard. This fall would cause 61 damage (no flak)
*Anyone entering can choose to jump instead of climb... this would of course cause them about 61 damage.
*Once inside a generator would have to be set down to allow the doors to be locked
*Once powered a survivor faces another risky climb to lock the door '''and''' another risky climb to get back inside... anyone choosing to stay on the ladder checks for falling every time they log in. Running out of AP while mid journey also results in a fall!
*The bunker counts as a hospital, an armory and a partial NT facility (needle creation only) too...
*Sadly the air-con eats power at an alarming rate and it will short the generator at a very unpredictable rate (IE 1-100 hours at random) Unpowered the door of course opens!
*Lastly... zombies cannot climb very well and add 50 to the fall chance. Dumping is 10AP + Fall chance and cannot be done while there are standing zombies inside because even 1 standing zombie blocks the ladder with a 100% success rate.
I'd vote Vouch for this death trap... --[[User:Honestmistake|Honestmistake]] 17:05, 24 March 2010 (UTC)
:I'll accept this but you would have to add that zombies are too un-cooridinated to climb the ladder back out, so only survivors can climb back out. I particularly like the 1-100 hour generator thing but I'd suggest making it something closer to 6-12hrs, or that faulty electronics automatically open the door after 6-12 hours. It would help relive the "zombies can't enter" problem, you'd be safe but for how long? --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] 03:05, 25 March 2010 (UTC)
::Well I do say zombies add 50% to the fall chance which pretty much means that if they have any gear at all they are going to be stuck for a good while... locking them in completely is no good though as it means rotters could '''never''' get out and thats even more OTT than never letting them in. --[[User:Honestmistake|Honestmistake]] 10:48, 25 March 2010 (UTC)
 
'''To summarise''' New hidden locations are good, the elaborate location suggested here is overly complicated and too easily abusable. Join [[SFHNAS]]. --{{User:Rosslessness/Sig}} 18:35, 24 March 2010 (UTC)
 
Dumb and out of genre. '''Nowhere''' in Urban Dead is safe. That's the point.{{User:Lelouch/sig}} 21:09, 24 March 2010 (UTC)
 
I support this idea only if zombies get a JDAM to use on any given day they feel like. Humans get a safe underground bunker and zombies get a bomb to blow it up :D --{{User:The Colonel/Sig}} 03:12, 25 March 2010 (UTC)
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----


===No AP to talk===
===Action Points===
 
{|
{|
|'''Timestamp:''' [[User:scvideoking|scvideoking]] 20:05, 21 March 2010 (UTC)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
|-
|-
|'''Type:''' Tweak
|'''Type:''' Action Points Increase Regeneration Rate
|-
|-
|'''Scope:''' both
|'''Scope:''' Everyone
|-
|-
|'''Description:''' We all hate having to waste ap when we speak so lets remove that--[[User:Scvideoking|Scvideoking]] 01:21, 22 March 2010 (UTC)scvideoking
|'''Description:''' Due to the passage of time with mobile games and other real time action games without restriction,  I think that we should address the action points system of the game. This game can only realistically be played for 5 minutes a day. So it's not really a seller for new blood. If we want to see this game survive it needs to evolve into something more exciting than 5 minutes. My suggestion is double the regeneration rate to improve activity. I love this game.  I want to play it more. And the die hard fans I'm sure feel the same. More will go on in a day, sure. But that's for both sides. We're ready for it. Let's get this game moving again. We need this.
|}
|}
 
====Discussion (Action Points)====
====Discussion (No AP to talk)====
 
Let's keep it. Let's double it. This is already a game of too much talk and too little action. Also, please learn to use the suggestion template in the future, it's really quite simple. {{User:Misanthropy/Sig}} 01:27, 22 March 2010 (UTC)
 
I'm pretty sure multiply it by a billion applies here too. Imagine walking into a building and hearing someone say this:
 
IMAGRIEFERIMAGRIEFERIMAGRIEFER over and over again with slight variations to prevent the ...and again. The AP cost is there to prevent griefers from text spamming. --[[User:Enigma179|Enigma]]<sup>[[User talk:Enigma179|<span style="color:orange">talk</span>]] </sup> 03:35, 22 March 2010 (UTC)
Then why isn't there an ignore system {{unsigned}}
 
Server breaking dupe. And I'm guessing it was the idiot that asked ''"Then why isn't there an ignore system"'', there fucking is! Use your fucking contact list. -- {{User:Iscariot/Signature}} 05:59, 22 March 2010 (UTC)
 
AP = bandwidth. --[[User:Karloth_vois|Karloth Vois]] <sup>[[¯\(°_o)/¯]]</sup> 11:50, 22 March 2010 (UTC)
 
Maybe, spend AP only if player says something within short period of time? E. g. one free talk every 10 (or 30) mins, for ex. --[[User:Girobu|Girobu]] 13:42, 22 March 2010 (UTC)
 
You know, I just remembered the 300 IP hit limit for individual characters. With that in place, perhaps a whisper option, to let players speak to one individual in the room only, but for no AP cost, might work. {{User:Misanthropy/Sig}} 14:00, 22 March 2010 (UTC)
:What stops me merely whispering to each individual person?--{{User:Yonnua Koponen/signature‎}} 14:50, 22 March 2010 (UTC)
::Well you could, but there'd be a lot less text spam per person if you did. {{User:Misanthropy/Sig}} 14:55, 22 March 2010 (UTC)
:::Well, if it didn't cost AP, surely it would be limitless? Providing for proxies and abuse and such.--{{User:Yonnua Koponen/signature‎}} 14:57, 22 March 2010 (UTC)
::::Regardless of proxies, each character is bound to a 300 hit IP limit. {{User:Misanthropy/Sig}} 15:05, 22 March 2010 (UTC)
:::::Still, 300x 250 character messages (I think). That's 75000 characters. The average word is roughly 4.5 letters long, so we'll go with 5, with spaces. That's 15000 words. Unfortunately, this would also allow someone to say "penis" 12500 times. Assume 50 people in a building, and that's 250 times each, per day, per griefing character used.--{{User:Yonnua Koponen/signature‎}} 16:45, 22 March 2010 (UTC)
:::::: A griefer spending about 3 hours a day whispering "penis" isn't exactly effective :D --[[User:Karloth_vois|Karloth Vois]] <sup>[[¯\(°_o)/¯]]</sup> 13:10, 23 March 2010 (UTC)
:::::::Neither was Finis, that didn't stop him. -- {{User:Iscariot/Signature}} 22:12, 23 March 2010 (UTC)
----
----


===Action Adjustment===
===Drone===
{|
{|
|'''Timestamp:''' [[User:Verance|Verance]] 20:05, 21 March 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:''' Tweak
|'''Type:''' Survivor Item
|-
|-
|'''Scope:''' Survivors
|'''Scope:''' Survivors
|-
|-
|'''Description:''' Just a small and simple suggestion. A lot of people "roleplay" in the Urban Dead Game. Just spending a day in the Zoo is a prime example of this. Usually, people roleplay by saying ":goes over to a wall" or something along those lines. Whenever people roleplay however, the text is read as  "Player X said ":goes over to a wall" (timestamp). My suggestion is very simple, if the text string starts with ":" or "*" and is followed by text, the word "said" and the symbol is dropped, giving the text "Player X goes over to a wall". (timestamp)
|'''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 (Action Adjustment)====
====Discussion (Drone)====
Dupe from the dawn of time. -- {{User:Iscariot/Signature}} 20:07, 21 March 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)
 
I didn't know--[[User:Scvideoking|Scvideoking]] 02:05, 22 March 2010 (UTC)scvideoking
 
Vote! --[[User:Girobu|Girobu]] 13:38, 22 March 2010 (UTC)
 
[http://wiki.urbandead.com/index.php/PR_Class_Change:_Survivor_%26_Zombie#Emotes Emotes]-[[User:Pesatyel|Pesatyel]] 04:31, 23 March 2010 (UTC)
----
----


===Erothanatos===
===Backpack===
{|
{|
|'''Timestamp:''' [[User:Kamikazie-Bunny|Kamikazie-Bunny]] 00:45, 21 March 2010 (UTC)
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
|-
|'''Type:''' One of the great old ones
|'''Type:''' New item
|-
|-
|'''Scope:''' Botzilla
|'''Scope:''' Survivors
|-
|-
|'''Description:''' Erothanatos (as humans have taken to calling him) has been created by one of the great old ones to toy with the things that have broken the chain of life and death as we humans understand it.
|'''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).
 
Erothanatos is an automated bot beyond power as we know it, Erothanatos gains AP at the normal rate and will randomly perform an action whenever he is able to. He is unable to enter buildings due to his immense size, but he can also step over fort walls as if they did not exist. The actions available are:
 
50% chance to Move, Erothanatos moves 1 square in one random direction
 
25% chance to Destroy, Erothanatos ruins and removes the barricades if a building is present
 
25% chance to Dance, Erothanatos does a magic dance, any zombies outside become survivors and vice versa


If Erothanatos is unable to perform any of these actions he will wait until he gains 1AP before trying again and randomly select one again. Of course Erothanatos has desciptions but he is so undescribable that I'll leave it to your immaginations...
|}
====Discussion (Erothanatos)====
This is terrifyingly out of genre, and quite seriously game-breaking. Complete side-reversal every two hours on average? {{User:Misanthropy/Sig}} 00:56, 21 March 2010 (UTC)


This is hilarious. I actually wish this was implemented. --{{User:DanceDanceRevolution/sig3}} 01:08, 21 March 2010 (UTC)
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?


Does anyone aside from me think this was a humorous suggestion? --[[User:Enigma179|Enigma]]<sup>[[User talk:Enigma179|<span style="color:orange">talk</span>]] </sup> 01:50, 21 March 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 support this assumption. --[[User:Spiderzed|Spiderzed]] 01:57, 21 March 2010 (UTC)
::Should be in Humorous.{{User:Lelouch/sig}} 14:24, 21 March 2010 (UTC)
You have my support.--{{User:Giles Sednik/sig}} 13:27, 22 March 2010 (UTC)
What happens if the survivors and zombies team up to kill him? --[[User:Ace of spades|ace_of_spades]] 03:28, 24 March 2010 (UTC)
:It'll give me an excuse to exclaim, "Ye gods! What have you done?! Do you not know what new terror awaits us? This will be the doom of us all! DOOOM!" {{User:Aichon/Signature}} 04:26, 24 March 2010 (UTC)
----


===Zombies gain bonuses during full moon===
{|
|'''Timestamp:''' [[User:Cynarion|Cynarion]] 12:06, 16 March 2010 (UTC)
|-
|'''Type:''' Balance change
|-
|'''Scope:''' Zombies
|-
|'''Description:''' If you've played ''Dead Rising'' you've seen the zombies in that game gaining bonuses at night. Obviously, zombies in Urban Dead gaining bonuses at night would be difficult to implement, not least of all because defining 'night' is all-but impossible in a game where players are from different timezones.


So what about a globally applicable time period--such as the full moon? Please note I have no technical understanding about how this game is coded and so this suggestion might be completely out of line with the game's technical capabilities, but I thought I'd put it out there anyway.
Q: If it wastes AP, what is the point?


How would I implement such a suggestion? Well, maybe zombies could inflict bonus damage on designated days. Maybe they could be tougher on designated days. Maybe they could move faster on designated days.  
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.


Why am I making this suggestion? It seems zombies are not the favoured playable option and--having been playing around in the UD universe for a few days, that survivors don't actually have all that difficult a time of it unless they choose to wander into the middle of a zombie infestation. I figure this might make zombies a little more unpredictable.


What could the potential problems be with this suggestion? Well, we might end up with zombies and zombie groups only bothering to attack on a given day or days, and find ourselves in a cycle where survivors gear up for three weeks and then spend the week of the full moon defending their hard-won safehouses. Having said that, such a situation would result in an interesting new metagame, where zombie groups would be expected to attack during the full moon, but if they didn't they might get the drop on poorly-prepared survivors.  
Please give your thoughts.


All right, that will do to begin with. Any thoughts?
|}
|}
====Discussion (Zombies gain bonuses during full moon)====
====Discussion (Backpack)====
Kill. Zombies now overpowered enough.--[[User:Girobu|Girobu]] 20:01, 23 March 2010 (UTC)
 
 
This is probably a stupid question but is it full moon at the same time in all parts of the world? Obviously i mean date rather than time but you get my drift... --[[User:Honestmistake|Honestmistake]] 12:18, 16 March 2010 (UTC)
:Yep, it's the same time worldwide--or rather, close enough that it doesn't matter. In fact, Kevan could even just create Malton's own lunar cycle that's a perfect 28 days rather than Earth's actual lunar cycle that's 29.5something days. Matching Earth's lunar cycle isn't particularly important compared to the goal of the suggestion itself. --[[User:Cynarion|Cynarion]] 12:26, 16 March 2010 (UTC)
:: 29.5 is better that merely 28 i think. Around the globe we half different phases up to half-day difference. I feel like any cycle in Malton should be N+half days. And full moonlight would benefit harmans, making it easier to aim the shotgun at bright nights :-) [[User:Annoynimouse|Shambler for Shambala]] 20:34, 16 March 2010 (UTC)
 
They ain't vampires Francis, they're ZOMBIES! --[[User:Enigma179|Enigma]]<sup>[[User talk:Enigma179|<span style="color:orange">talk</span>]] </sup> 14:24, 16 March 2010 (UTC)
 
Just....no. Don't tie in bonuses based on time or day of the month.{{User:Lelouch/sig}} 15:41, 16 March 2010 (UTC)
:Though short lived bonus's linked to unpredictable Eclipse's, Solar Flare's and/or Comets might prove very entertaining? --[[User:Honestmistake|Honestmistake]] 17:53, 16 March 2010 (UTC)
::Oooh! dragon pocker!!! would be nice to play :-) Or would it be like in Heroes of Might and Magic? ''This week is beneficient for zombies, they increase their population +10.'' :-DDD  [[User:Annoynimouse|Shambler for Shambala]] 20:36, 16 March 2010 (UTC)
 
Lycanthropic zombies? WTF Centaurs?-[[User:Devorac|Devorac]] 18:06, 16 March 2010 (UTC)
 
This is great, I could use these sort of changes to write fiction that promotes domestic abuse and make money from it:
:''"He gestured at himself, and then to her in quick succession as he spoke the words she'd daydreamed about whilst wasting time in class <nowiki>'</nowiki>GANNA AZZ GANGBANG, GRAB MAH BANANA<nowiki>'</nowiki>, gazing at the shimmer on his skin, KristiOTD responded <nowiki>'</nowiki>Oh, Jorm, you sparkle!<nowiki>'</nowiki>"''
It'll be awesome. -- {{User:Iscariot/Signature}} 20:35, 16 March 2010 (UTC)
:<s>No. It would be like in Heroes of Might and Magic? This week is beneficient for zombies, they increase their population +10. [[User:Annoynimouse|Shambler for Shambala]] 21:10, 16 March 2010 (UTC)</s>
::You're an idiot. No-one explain the joke. -- {{User:Iscariot/Signature}} 20:46, 16 March 2010 (UTC)
:::Expected be the only one joking here? 'kay, i'd move my joke aside.[[User:Annoynimouse|Shambler for Shambala]] 20:54, 16 March 2010 (UTC)
::::Move the joke back. You can't change edits once they have been replied to.--[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 20:59, 16 March 2010 (UTC)
:::::Strange rule. It is not removed in deceiption, the opponent in real-time sees it removed and can just remove his one if chooses so. That would just clean page of meaningless garbage. Up to you, have it back. May try to find the explanation or plea for explanatin there.[[User:Annoynimouse|Shambler for Shambala]] 21:10, 16 March 2010 (UTC)
 
Sounds like someone [http://nethack.wikia.com/wiki/Time#Moon_phase_and_date knows his NetHack]. Though even there it's more gimmicky than really relevant. --[[User:Spiderzed|Spiderzed]] 02:02, 21 March 2010 (UTC)
----
----
==Suggestions up for voting==
[[Suggestion:20100316 Flares or Flare Guns?|Flares or Flare Guns?]]

Latest revision as of 17:27, 8 July 2024

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  • 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



Ignore based on Radio Broadcast

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

Discussion (Ignore based on Radio Broadcast)


Shrink the map

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

Discussion (Shrink the map)


Action Points

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

Discussion (Action Points)


Drone

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

Discussion (Drone)

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


Backpack

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


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

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


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

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


Please give your thoughts.

Discussion (Backpack)