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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==
===Yet Another Flashlight/Torch/Portable Light Source Suggestion===
{|
{|
|'''Timestamp:''' [[User:BoboTalkClown|BoboTalkClown]] 15:53, 8 May 2010 (BST)
|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC)
|-
|-
|'''Type:''' Item
|'''Type:''' UI enhancement
|-
|-
|'''Scope:''' Searchers of dark and unlit buildings and the zombies and PKers that hunt them.
|'''Scope:''' Interface
|-
|-
|'''Description:''' Below is the text from the Portable Light Sources section with my comments as to address its points. Please read my suggestion before voting.
|'''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.
''“Portable Light Sources”''
 
“Flashlight, torch, lantern, or glowstick. No matter what you call it, a portable light source is overpowered.”
* I believe my suggestion addresses those concerns.
“Light sources boost search rates and aid skills like Surgery.”
* My suggestion does not assist Surgery. That seems silly. In addition, it only boosts search rates up to the unpowered norm in dark buildings, and provides half the generator bonus in undarkened buildings.
“There is a huge difference between a portable generator and one of the previously mentioned items. A generator is carried until set up and then always in place until destroyed. A portable (or personal) light source will be kept in a player's inventory until dropped by that player. The portable personal light source offers all of the benefits with out any of the risk. It can not be destroyed as long as it is in an inventory.
* My suggestion is not identical to a generator, as seen above and below. It also has a 1% chance to “flicker and die” during a search. It is found in Mall tech stores at 2%, a Fort barracks at 1%, Fire Stations at 2%, Junkyards at 1%, Police Departments at 2%, and Warehouses at 4%.
It can't be balanced by limiting the length of duration and adding a fuel source that needs to be found because it will only be used when searching for more fuel for it. Thereby removing the "balancing factor" of the time and fuel.
* My balancing factor is a 5% to-hit bonus against the target. This is removed if in a powered building or the attacker is receving the 10% tangling grasp bonus unless the grasp is in a dark building, where the flashligt bonus is simply reduced to 10%. It is increased to 15% (unmodified by darkness) if the target is in a dark building. Flashlights illuminate buildings, shown with a dim glow, like the “powered” yellow, but much more greyish.
If the item is also able to be turned off and on at will it makes it ridiculously unfair due to the fact that the main balancing drawback of a lit building is the fact that it attracts zombies.
*It can’t be, and it (as stated above) also provides a 10% to-hit bonus against the wielder. The only way to avoid the bonus is to drop the flashlight.
|}
|}
====Discussion (Yet Another Flashlight/Torch/Portable Light Source Suggestion)====
====Discussion (Ignore based on Radio Broadcast)====
Being fairly new to the wiki, perhaps I'm missing something, but what are the actual details of your suggestion?--[[User:Austin hunt|Austin hunt]] 18:38, 8 May 2010 (BST)
:Yeah, it seems like there's something missing. Also I'm not keen on the idea in general, to be honest. {{User:Misanthropy/Sig}} 18:40, 8 May 2010 (BST)
::Agreed. This is like saying, "I'm thinking of a person with a pronounced chin, brown hair, and blue eyes," and then expecting us to know exactly who you're talking about. {{User:Aichon/Signature}} 02:11, 9 May 2010 (BST)
----
----
 
===Shrink the map===
===Identification by Clothing (IbC)===
{|
{|
|'''Timestamp:''' [[User:Murdoc|Murdoc]] 13:06, 5 May 2010 (BST)
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|-
|-
|'''Type:''' New characters identification system
|'''Type:''' Map change
|-
|-
|'''Scope:''' Improve Bounty Hunter vs PK game
|'''Scope:''' Everyone
|-
|-
|'''Description:''' Hey buddies,
|'''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.
 
One of my PK-oriented characters has just been condamned to be killed again and again by some lousy bunch of crappy guys. I don't fear them and I am heading back to their HQ in order to randomly fire all my guns at them.  
 
BUT (the actual suggestion begins here :) )
 
It would be cool if the first thing of a survivor you can see is his clothing. This way, he could change after having comitted a forfeit, and the whole PK/bounty hunters thing will be a lot funnier.
 
Moreover, it would require a lot of talents to be a Bounty Hunter, which is challenging. Currently, any stupid weaponed guy can be one, which is a shame.
 
The cool stuff would be : all characters are designated the same way on the map. You click on one, and you see the clothes he wears. If there is no interaction between you and the character, you just see his clothes. If the guy hits you, you see his name in the text saying "XxX hits you with a fire axe/shot you with a gun/whatever".
 
If the guy speaks, you also see his name. So the Bounty Hunters will have to make suspected people speak to gently check their names.
 
If the guy builds anything, you see his name. So if he barricades a building in the rage of a siege, and a bounty hunter is present, their will be a cool movie-like scene were the guys are united by danger but divided by revenge.
 
If you hit the guy, you see his name. This way, if BH suspect a people who just don't talk, they could check his identity. As it is a rule that incitates people to hit others, their will be a bit more chaos in Malton. And healers will havea bit more work to do.
 
Edit : of course, it implies that all characters receive random clothes at the beginning of the game. And you cannot just put anything. You have to wear something at any moment in the game.
|}
|}
====Discussion (Identification by Clothing (IbC))====
====Discussion (Shrink the map)====
Would discourage to fill out profile descriptions as only a fraction gets to see them, makes role-playing difficult, makes zerg-hunting and -detecting difficult, would really run the contacts list limit to the hilt quickly... And those are just the first few severe mistakes I thought of in the first minute of reading this. I'd really prefer to give a friendlier conclusion and some advice for improvement with a new user's first suggestion, but all what this one leaves me to say is this: Spaminate this and kill it with fire, just to be sure. --{{User:Spiderzed/Sandbox/Sig}} 13:55, 5 May 2010 (BST)
:Likewise. Also, it'd look far too unwieldy in actual usage. {{User:Misanthropy/Sig}} 14:18, 5 May 2010 (BST)
I'm ok with you remarks, except that I do think it would greatly enhances the role-playing ^^
 
How would they be displayed on the map exactly? Would it be like there is a herd of 52 mrh co- *Ahem* survivors here? (Although that makes it nigh impossible to click individual people) Or would it be ...,a survivor, a survivor, a survivor, a survivor, etc etc etc... That approach though is horrifically clunky at best, and utterly bewildering to new bloods at worst. While it would be nice to see the newspaper achieve importance (100% to hit 0 DAM, perfect for finding out names) This is not the way to do it. I have no idea how this would affect UDtool lists, but I'd wager it wouldn't be good. Simply put it makes us too powerful, as it is I'm only recognized in certain areas the rogues gallery has recognized 3 of my kills, This would just let me slip in and murder without having to make a contingency plan. Being hunted is half the fun of pking. -[[User:Devorac|Devorac]] 17:00, 5 May 2010 (BST)
 
Non-compatible with URL. I note down the URL of your clothing page, type it in to google, and I'll instantly know who you are.--{{User:Yonnua Koponen/signature‎2}} 17:41, 5 May 2010 (BST)
 
The suggestion is a little difficult to read.  All I had to read was the scope to immediately think "no".  PKing does NOT need to be promoted.  That having been said, as I understand the suggestion, this is ALREADY part of the game.
*All characters are "designated the same on the map".  They already are, essentially, by their name.
*When you click on their name, you see their description.  ''Including what they are wearing.''
*When you interact with a character (they speak, attack, barricade, etc.) you see their name as doing the deed.
Have you actually PLAYED the game?  The only thing I can see as an "actual" suggestion here is that you want the clothing section of the profile above the personal description (in order to "see the clothing first").  When my zombie attacked someone, I got this message: ''You maul Jane for 3 damage, and grab hold of their blood-flecked pale blue short-sleeved shirt. They drop to 37 HP.''  So what exactly is it you want added to the game that isn't already there?--[[User:Pesatyel|Pesatyel]] 04:54, 6 May 2010 (BST)
 
I cannot think of any feasible way of doing this without spamming the UD interface with text about what people are wearing, particularly in large areas like malls and TRPs. You also ignore the fact that it is '''''extremely easy''''' for a person to change clothing; just move to a new building, click "Settings", badda bing badda boom. This might be plausible in another game where it isn't so easy to change clothes, but I just don't see this working for UD. --{{User:Maverick Farrant/sig}} 23:02, 7 May 2010 (BST)
 
Very roleplay heavy. I don't like it. Stick to simple. [[User:BoboTalkClown|BoboTalkClown]] 16:03, 8 May 2010 (BST)
----
----


===Expert Skills v0.2===
===Action Points===
{|
{|
|'''Timestamp:''' [[User:Devorac|Devorac]] 16:30, 3 May 2010 (BST)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
|-
|-
|'''Type:''' New Skills
|'''Type:''' Action Points Increase Regeneration Rate
|-
|-
|'''Scope:''' Everyone banging their heads against the granite ceiling
|'''Scope:''' Everyone
|-
|-
|'''Description:'''
|'''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.
 
Most everyone knows that the game burnout hits at level 41 (43 for zombies) when all skills have been earned, personally I think there should be more to work towards, (other than the tic-tac-toe of defending/destroying suburbs and buildings in the war against zombies/harmanz) a bit more to achieve. Unfortunately there are numerous problems with introducing any new skills into the game, the biggest goes something like this: "All the old players will suddenly get a buff out of nowhere.". That concern is quite legitimate, and previous means of circumventing it (reducing everyone who has 41-43 levels XP to zero, setting an XP ceiling) have been met with hostility and usually something involving EP size.
 
This brings us to my proposal... Expert Skills, or proficiency, whatever you want to call it. What this means is that for most actions there is an additional skill that cannot be purchased with XP, it must be earned through repetition. These are skills for people who do what they do really well, you won't get these for blowing two lvl 1 zombies in half with a shotgun (120 XP) or healing 5 10HP lvl 1 survivors back to full health (100-200XP, 20-40 FAKs).
 
For instance I think that to achieve an expert skill level with FAKs you should have to use about 2200 of them. Yes, twenty-two-hundred. Work out the AP math of that and it is two solid months of AP usage. Two solid months doing nothing but FAK people. Yeah that's a lot but I want these skills to be really cool things that you can be proud of, not just milestones.
 
On the skill tree theses would show up as a third area after zombie skills labeled Expert Skills. The skills themselves are cool things that you will be happy to have, but the won't break the game. This is a current list of all the expert skills, I'll try to keep it as balanced between zombie and survivor skills as I can.
----
'''Survivor''' (Many More Coming)
 
'''Frugal Doctor''' ''(0/2200 First-Aid Kits Administered) Not yet Achieved''
:5% chance that a FAK will not be used up when healing a patient.
::''Waste Not, Want Not.''
 
 
'''Junkyard Jackal''' ''(2543/2200 Hits with Improvised Weapons) Achieved!''
:+10% chance to hit with all improvised weapons
: 5% chance to deal +1 damage when striking with improvised weapons as well.
::''I don't know what this is, but I bet it'll hurt when it hits you.''
 
 
'''Toughness''' ''(2349/6000 Damage taken as a Survivor) Not yet Achieved''
:5% To take only half normal damage when attacked, rounded up. Applied after Flack jacket where applicable.
::''I'd be lying if I said this didn't sting like all get out.''
 
 
'''Doorman''' ''(42/3000 Barricade levels lowered or raised.) Not Yet achieved''
:+5% chance to successfully raise barricades when building.
:+5% chance to lower barricades on strike.
::''Strength comes from the back and legs, use your shoulders on the big stuff and you'll just torque something''
 
 
'''Lumberjack''' ''(1438/3000 Hits with an Axe) Not Yet Achieved''
:+5% chance to hit with Fire Axe
:10% chance to not use an AP on a miss.
::''You lose yourself in the Rhythm after a while; Raise, chop, recover, raise, chop, recover, raise...''
 
 
'''Pack Rat''' ''(1071/6000 Items found) Not Yet Achieved
:+10% max encumbrance.
::''Hold on, I just need one more thing... just one more...''
 
 
'''Deadeye''' ''(721/2200 Pistol Hits)
:5% chance to deal an additional 1 point of damage with the pistol.
::''Happiness is a warm gun...''
 
 
'''Tuck and Roll''' ''(6092/6000 Free runs made)''
:+15% chance to not take damage from free-running into a ruin.
::''It's not the fall that kills you, it's the sudden stop at the end.''
 
 
----
'''Zombie''' (Many More Coming)
 
'''Masticate''' ''(0/2200 Survivors Bitten) Not yet Achieved''*
:Extra 10% Increase to Zombie Bite accuracy when gripping target.  
:15% chance that the zombie will not use an AP when missing a bite on a gripped target.  
::''OMNOMNOMNOMNOMNOMNOMNOMNOMNOM''
 
 
'''Iron Grasp''' ''(0/2200 Survivors Gripped**) Not Yet Achieved''  
:5% extra accuracy bonus when using tangling grasp.
:5% Reduced chance for a survivor to slip grasp.
::''Oh God I think he's got me, oh sh- *crunch*''
 
 
'''Scar Tissue''' ''(281/9000 Damage taken as a Zombie) Not Yet Achieved''
:HP Maximum as a Zombie raised by an additional 5 points. Stacks with body-building, or rotting flesh.
::''Goddamnit! These bitches just won't die!''
 
 
'''Destructive Intent''' ''(4/2200 Barricade levels lowered as a zombie) Not Yet Achieved''
:10% chance to lower barricade levels by an extra point on a successful strike.
::''Did you hear someth- AUGHH!''
 
 
'''Hunter's Instinct''' ''(15/1500 Scent Trails Activated) Not Yet Achieved''
:Zombie gets a +1 Damage on the last Character to attack it.  
:+10% to hit bonus when attacking the last survivor to attack it.
::''Word of advice boy, Don't start what you can't finish... These bastards get pretty angry''
 
 
'''Blood Hunt''' ''(1/2500 Scent Death Maps Activated) Not Yet Achieved''
:Squares with infected or dying survivors are asterisked on the scent death map.
::''Look kid, if someone gets wounded too badly and you can't fix it, you either leave them behind or shoot them... It's safer to you and kinder to them. ''
 
 
'''Ripping Hands''' ''(237/2200 Hand impacts on a survivor) Not Yet Achieved''
:+5% Accuracy bonus with hands.
:5% Chance to deal an extra 1 damage.
::''Luckily for them it doesn't take much in the way of brains to slaughter and maim.''
 
 
'''Omni-sense''' ''(1/1000 Survivors killed as a zombie) Not Yet Achieved''
:No accuracy debuffs affect the zombie. (I.e Dark buildings)
::''...The prevailing theory is that they rely on all their senses equally, it would explain how they are undeterred by darkness or extreme light...''
 
 
----
Additionally I'm thinking of adding a single additional special expert skill for each class to make things a bit more unique.
 
'''Battlefield Surgeon'''
 
Required Class: Medic
 
Pre-requisite Expert Skill: Frugal Doctor
:The Character can perform surgery in any powered building.
::''Bite down on this... try to relax.''
 
 
'''Jack Of All Trades'''
 
Required Class: Consumer
 
Pre-requisite Expert Skill: Junkyard Jackal
:1% chance to deal +2 damage with any weapon.
::''He attacked everything in life with a mix of extraordinary genius and naive incompetence''
 
 
'''Endurance Runner'''
 
Required class: Scout
 
Pre-requisite Expert Skill: Tuck and Roll
:10% chance to not use an AP when running out in the open. (Not free-running)
::''You run. You run and run until you can't feel your legs and your chest feels like it's going to split, and then you run some more.''
 
 
These skills are hidden as a second tier skill underneath their pre-requisite expert skill, effectively hiding them until the first tier expert skill is earned. Now I'm thinking that this extra skill is automatically given once you earn it's pre-requisite, after all there is only one per character class and it is meant to amplify your base class.
 
I*This may seem over-powered and it may indeed replace maul for high level zombies, but I really think the Uber zombies should be, well Uber.
 
I**Counts each time you re-grip, crushes don't count.
 
Okay. thoughts?
|}
|}
 
====Discussion (Action Points)====
====Discussion (Expert Skills V0.2)====
'''Alright we are updated with 7 (seven) new skills awaiting your comments'''-[[User:Devorac|Devorac]] 16:35, 3 May 2010 (BST) (Lelouch I kept your comment because it made me feel all fuzzy inside.. :P)
 
{{User:Lelouch/Secret Research Submarine/Launch Bay/Bay Three|03:00, 3 May 2010 (BST)|This is the best idea you've ever had, ever.}}
 
I still like your idea, very well balanced and fun for newbies and experts alike.  You do plan on special expert skill for all classes right?--[[User:V darkstar|V darkstar]] 17:13, 3 May 2010 (BST)
:Yes... It is difficult to think of skills that are balanced, fit the class, and have a fitting pre-req though... I'll probably release a few more tomorrow. -[[User:Devorac|Devorac]] 17:53, 3 May 2010 (BST)
 
I still don't like the idea of expert skills at all, and I think that a good number of the ones you've given as examples are overpowered. --{{User:Yonnua Koponen/signature‎2}} 19:59, 3 May 2010 (BST)
: Please by all means go into how and why they are unbalanced, I'll do whatever I can to address your concerns. While I probably won't be able to do anything about it I would also like to hear your thoughts on why you don't like Expert Skills in general. -[[User:Devorac|Devorac]] 21:05, 3 May 2010 (BST)
 
Right, here we go: '''Scar Tissue''' - providing one side with an instant +10 health, especially combined with the fact that they stand up with full health, is slightly unfair. The 9000 points of damage equates to roughly 150 kills, something all three of my main characters can claim, as well as my minor characters being a good part of the way there. Major newb killer, as well as making it much harder to kill anyone.
 
'''Omni-sense''' - Theoretically not too bad, but the prerequisite has nothing to do with the skill.
 
'''Masticate, Lumberjack, Endurance Runner''' - Simply put, if you don't want to use an action point, then don't perform an action. Misses are there for a reason, and if we take them away, the game nears pointlessness. Before you attempt to reply that it'll only be on rare occassions, I direct you to the guideline: '''Rare does not equal balanced'''. This suggestion holds true to that.
 
'''Deadeye, Jack Of All Trades''' and to a lesser extent '''Ripping Hands''' - +1 damage to the most powerful weapon in the game is insanely unbalancing. +2 damage to all weapons, including the most powerful weapon in the game, is INSANELY unbalancing. Hopefully Aichon will provide us with some of his brilliant maths.
 
'''Pack Rat''' - 100% =/= 110%.
 
'''Frugal Doctor''' - As with Masticate, etc, if you don't want to use an item, don't use it.
 
'''Battlefield Surgeon''' - Seriously overpowered. The extra 5hp should be a benefit from staying around a certain type of building, it should most definitely not be a permanent feature.
 
Last but not least '''Toughness''' - If you need me to explain why halving all damage to a target is a bad idea, then I doubt explaining would help. :P
 
And on the subject of these skills in general they will '''ALWAYS''' benefit advanced players more than newbies. The gap will always be made larger, and it will become harder and harder for new players to play the game. --{{User:Yonnua Koponen/signature‎2}} 21:25, 3 May 2010 (BST)
:To clarify, read the ''costly does not equal balanced'' section [[Suggestions_Dos_and_Do_Nots#Balance| here]] to see what I'm getting at.--{{User:Yonnua Koponen/signature‎2}} 21:30, 3 May 2010 (BST)
 
: '''''Okay,'''''
 
'''Scar Tissue''' I'm open to changing this to the same as human toughness or halving the bonus.... in fact I think I will do that... It is a much more difficult one to balance out.
 
'''Omni-sense''' If you can think of better I'll gladly put it in... Otherwise consider it the zombie brain getting used balancing the senses.
 
'''Masticate, Lumberjack, Endurance Runner''' Lumber jack, 1.5 Extra attacks. Masticate, about 2 extra attacks. Endurance runner if you happen to spend all of your 50 AP outside (unlikely) you get 5 additional AP. Also Rare was meant for items (I.E the suggestion for a 0.001% chance to find a minigun in armories) not so much for percentages, if it was we would never have flare guns. On rare occasions the RNG opens up to me and I can get 40+ shots out without missing (42 is my record) does this mean I should have my pistols taken from me? No.
 
'''Deadeye, Jack Of All Trades''' and to a lesser extent '''Ripping Hands''' It was far FAR less overpowered than a 5% accuracy buff. Deadeye 1.625 bonus damage under ideal circumstances (50 AP, no reloads). Jack of all trades pistol, .7 average bonus. Shotgun (full load no reloads 32 shots) .416 bonus damage. Fire Axe, .4 Bonus damage. Err... Massive Overpower isn't quite what I think of when I look at this.
 
'''Pack Rat''' - 100% =/= 110%. Well that is brilliant math there, it doesn't exactly tell me why you object though.
 
'''Frugal Doctor ''' ... Okay if that wasn't a joke I'm going to have to look at you like you're crazy. "If you don't want to die confronting zombies don't confront zombies" Why thank you captain obvious. This is a "Hey Cool!" buff. If you really believe that it is too over powered I am open to halving it again.
 
'''Battlefield Surgeon''' - Sorry not changing this one.
 
'''Toughness''' Please read the suggestion. It hurts my massive ego when people do this.
 
Gaps are what make it fun. If there was no gap between 1 and 41 few people would have any interest. Even if a character had all of these skills (I need to make a note that any zombie expert skills do not carry over as a survivor and vice versa) The difference between a 41 and a 41 with expert skills is not great. The fun of them comes from achieving them, these skills are designed to be things that happen on a "Well that was nice" basis.-[[User:Devorac|Devorac]] 22:30, 3 May 2010 (BST)
:I do not consider you to have fully addressed my points, and still do not agree with this suggestion. However, since neither of us are going to agree, I guess that leaves it at that.--{{User:Yonnua Koponen/signature‎2}} 22:40, 3 May 2010 (BST)
:: Well no I didn't largely because several were on the odd side (Pack rat, toughness) however I am glad that you have decided to leave it off here rather than fill the page with needless drama. If you would like to explain more clearly (And include your own math to back your arguments up) you are welcome on the talk page of my [[User:Devorac/Mad_Science_Laboratory|Mad Science lab.]] -[[User:Devorac|Devorac]] 22:51, 3 May 2010 (BST)
::Jusy remember Devorac you can't please everyone I think the originals where good enough.--[[User:V darkstar|V darkstar]] 13:26, 4 May 2010 (BST)
 
I think that Pack Rat is kind of towards the OP side, because all survivors search frequently and we hit 118% encumbrance too often as a side as it is. Battlefield Surgery might need to be in a powered building? Just an idea, not a big thing.{{User:Lelouch/sig}} 03:41, 5 May 2010 (BST)
:Alright I'll see if I can change pack rat a little to make it work... The Surgery is a fair change and it makes sense, done. -[[User:Devorac|Devorac]] 06:08, 5 May 2010 (BST)
 
Awsome idea. And remember OMNOMNOMNOMNOMNOMNOM --[[User:Kralion|Kralion]] 22:57, 6 May 2010 (BST
 
::Okay should update to Version .3 tomorrow or the next day. I'll see if I can change pack rat and I'll ad some new stuff to get flamed. -[[User:Devorac|Devorac]] 06:09, 7 May 2010 (BST)
:::Unexpected (Unremembered actually) events have slowed production of V .3 at best I'll have it out tomorrow. Sorry guys 'n gals -[[User:Devorac|Devorac]] 22:36, 9 May 2010 (BST)
 
Don't like it. Makes UD too much like other "grinding" MMOs. [[User:BoboTalkClown|BoboTalkClown]] 16:04, 8 May 2010 (BST)
 
 
----
----


===Windows shading===
===Drone===
{|
{|
|'''Timestamp:''' [[User:Girobu|Girobu]] 09:14, 29 April 2010 (BST)
|'''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:''' New mechanics
|'''Type:''' Survivor Item
|-
|-
|'''Scope:''' all
|'''Scope:''' Survivors
|-
|-
|'''Description:''' When a building is powered, the light is observable from the street. It attractss zombies and PKers to lit buildings, and makes non-lit ones a little bit safer. But what if we'd have ability to shade the windows with newspapers? The idea is - if you have certain amount of newspapers (different for different building types), you can shade the windows for cost 1 AP per newspaper (NO partial shading!). When building is shaded, it looks like unpowered one from the street, even when powered. When zombie enters the building, he/she can destroy shading for one succesful attack (I assume, that newspapers are not very strong) - there is an option in attacked things list - "shading".
|'''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.
 
Variants:
# No need to newspapers, just some AP (let's say 5-20 for different bildings) to shade windows ("you shade the windows with some duct tape"), and the same mechanics to remove shading (one successful attack to shading). But there is more fun with newspapers (and you need pay AP's to find them).
|}
|}
====Discussion (Windows shading)====
====Discussion (Drone)====
The added danger is the balance for the huge search advantage a generator gives. No making them invisible. If you don't want to pay the price, smash the generator yourself <small>-- <span style="text-shadow: #bbb 0.2em 0.2em 0.4em">[[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup></span> 09:18 29 April 2010 (BST)</small>
Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --{{User:A Helpful Little Gnome/Sig}} 02:19, 24 July 2022 (UTC)
:It makes non-lit building more dangerous, so the price is paid. Plus it paid by amount of AP required to shade building, and just 1-2 to fully deshade it. --[[User:Girobu|Girobu]] 09:27, 29 April 2010 (BST)
::The danger is displaced or spread around from valuable locations to less valuable locations. Still an advantage. {{User:Aichon/Signature}} 09:32, 29 April 2010 (BST)
:::I think, balance kept (there are advantages and disadvantages for both sides) - and the strategy becomes more interesting for both parties. --[[User:Girobu|Girobu]] 11:29, 29 April 2010 (BST)
::Aichon and Boxy really nailed this one on the head. The light of the genny is the trade-off, AND you're trying to make a RP item (newspaper) useful at the same time. If you want your genny to stay hidden, put it in a ruined building. --{{User:Maverick Farrant/sig}} 10:14, 29 April 2010 (BST)
:::[[:Image:Ruin+Light-Small.png|Orly]]? {{User:Misanthropy/Sig}} 14:40, 29 April 2010 (BST)
:::Plus this will really annoy those zombies in Perma Death Cities, searching through the ruins for that single lit building. Oh! and if the genny was destroyed whilst the windows were covered, would the building become [[Dark]]? --{{User:Rosslessness/Sig}} 10:19, 29 April 2010 (BST)
::::Yes, it's good idea (making them dark). And if you want to find something, you must de-shade it. Price paid? :) --[[User:Girobu|Girobu]] 10:50, 29 April 2010 (BST)
:::::Bad idea. We'd see a lot of newspaper-darkened non-TRPs just to have a safe sleep place, while zombies have no way to dismantle them by ripping away the paper or setting up a gennie. --[[User:Spiderzed|Spiderzed]] 14:36, 29 April 2010 (BST)
::::::Now you can cade and power the whole suburb just to have a safe sleep place while zombies have no way... you know. Does it ruin the game? I want just to have another strategy. And - shading is expensive, de-shading is cheap - to keep the balance. --[[User:Girobu|Girobu]] 15:39, 29 April 2010 (BST)
 
As others have already said, you can't have your cake and eat it too. If you can't live with being attacked in a lit resource building, destroy the genny, or even smarter yet, go to the TRP only to stock up and then sleep somewhere safer. But don't go and pester Kevan to change the game just because you can't be bothered to endure a trade-off that has been long established in UD, and that most survivor players have learned to deal with. --[[User:Spiderzed|Spiderzed]] 14:36, 29 April 2010 (BST)
::No, it isn't. Addition of such possibility won't give you a free cookie, because everyone will know about it, so there is no way to be safe in TRP like in dark bank today. I'd say, there will be no safe dark banks with this suggestion implemented. --[[User:Girobu|Girobu]] 15:34, 29 April 2010 (BST)
:::I didn't see anything in your suggestion that would make dark banks more dangerous.  But the criticism brought up by others here is warranted.  This would really mess up the game for feral zombies and cause more of them to stop playing.  When there aren't any feeding groans, attacking lit buildings is one of the best ways for ferals to try and find a snack.  Zombies already have to guess at where there prey is, since they can't see inside the buildings.  The newspaper trick would further conceal the presence of survivors all across Malton almost overnight, making the game more difficult and frustrating for all zombies.--{{User:Giles Sednik/sig}} 07:59, 30 April 2010 (BST)
::::When zombie KNOWS that buildings, looking like unlit, may actualy be powered and shaded, s/he will attack unlit buildings more often, than now. So, no safe dark places. --[[User:Girobu|Girobu]] 15:31, 4 May 2010 (BST)
----
----


===Caffine Pills===
===Backpack===
{|
{|
|'''Timestamp:''' [[User:BlackDragon2026|BlackDragon2026]] 23:35, 17 April 2010 (BST)
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
|-
|'''Type:''' New Item
|'''Type:''' New item
|-
|-
|'''Scope:''' Survivors
|'''Scope:''' Survivors
|-
|-
|'''Description:''' Similar to beer or wine, except that this consumable item, found mainly in mall drug stores or police and fire stations will give an AP increase, while your health decrease slightly every time you take a pill. Each box of caffine pills can have 5 to 10 pills, and each pill, which takes no AP to digest, will increase one AP and decrease one health. Drug stores would have these for sale, while EMS personnel at fire stations and police officers on night shift would have them in their lockers.
|'''Description:''' This will be a new item found in schools with a 2% find rate and sports stores with a 4% find rate. The low numbers are because, like a flak jacket, once you find it you have it forever. It increases you encumbrance by 30%. However, you can't use an item that is in your backpack until you remove it from the backpack. It costs one AP to add an item to your backpack and one AP to remove an item. An item affects your regular encumbrance until added to the backpack. Items such as GPS, radios, cell phones, and flak jacket do not work when in your backpack. Items in your backpack will not be shown in your inventory, but the backpack itself will be shown in your inventory. There will be a drop box next to the word backpack that shows all the items inside. When you click on an item in that drop box, it removes it from your backpack (1 AP).
|}
 
====Discussion (Caffine Pills)====
 
{{SDW|11 May 2010}}
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?
My death-cultist would gladly pack some. Health degradation not just for free, but for extra AP? Amazing parachutes could be done by that... --[[User:Spiderzed|Spiderzed]] 23:40, 17 April 2010 (BST)
 
:My thoughts exactly. A pack of 5 or 10 of these, as you say, plus an infection, halves the amount of AP expended dying in a parachute. I like it but it's powerful. Gain 1 AP, lose 5 HP, doses found individually (flavour it as taking several pills at once, rather than finding individual pills), then they'd probably balance out more. I'd vote for them in a watered-down form, as I'd find great use for them. {{User:Misanthropy/Sig}} 23:44, 17 April 2010 (BST)
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.


Could allow for massive AP usage in a single burst. Overpowered. - [[User:Whitehouse]] 23:41, 17 April 2010 (BST)


Upon use: Gain 5AP, doesn't take any to eat. The next five AP using actions: Nothing unusual. The next five AP using actions: Costs double the normal AP. It all stacks, so if you eat four pills, you get 20AP, make 20 Normal moves, and then have the hangover last for 20 moves. But of corse, it would never work, like anything that afects AP. --{{User:TripleU/Sig}} 00:23, 18 April 2010 (BST)
Q: If it wastes AP, what is the point?


If this was implemented, I would stock up my inventory half full with these, and half full with bottles of wine. Then, for the next month, I'd play non-stop, Using the extra AP from this healing the 1HP cost.--{{User:Yonnua Koponen/signature‎}} 00:28, 18 April 2010 (BST)
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.
:[[Image:Belushi.jpg|100px]]
:{{User:Misanthropy/Sig}} 00:34, 18 April 2010 (BST)
::You might want to image ark that somewhere. :/ --{{User:Yonnua Koponen/signature‎}} 00:36, 18 April 2010 (BST)
:::Done. Ain't nobody deleting mah Belushi. {{User:Misanthropy/Sig}} 00:49, 18 April 2010 (BST)
[[Suggestion:20080115 Pharmaceutical Grade Stimulants|Dupe]] --[[User:Explodey|Explodey]] 00:35, 22 April 2010 (BST)


No. This suggestion adds up to an increased ability to store AP for later use, but only for those who play at least part of their time as a survivor. More AP for survivors, less for dedicated zombies <small>-- <span style="text-shadow: #bbb 0.2em 0.2em 0.4em">[[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup></span> 09:33 22 April 2010 (BST)</small>


Ridiculously overpowered. Consume 5, use a FAK, and you still have 4 AP left to use.  Also tilts things too much in favor of survivors.  {{User:Quentin Julius/Sig2}} 21:29, 22 April 2010 (BST)
Please give your thoughts.


Ok well in my opinion its should be a max of say 2 pills for 36hours each one 10ap so you use them wisely anyway you would probarly get yourself a drug overdose eventully......... -- [[User:Boomer Australia]] 22:54 (GMT+10) 4th of may 2010
|}
====Discussion (Backpack)====
----
----
==Suggestions up for voting==
'''[[Suggestion:20100507 Change to Barricade Attacks Numbers When Inside|Change to Barricade Attacks Numbers When Inside]]'''
:<small>by {{User:Maverick Farrant/sig}} at 11:20, 7 May 2010 (BST) </small>

Latest revision as of 17:27, 8 July 2024

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.

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Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
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  • 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.

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Please add new discussions and suggestions to the top of the list



Ignore based on Radio Broadcast

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

Discussion (Ignore based on Radio Broadcast)


Shrink the map

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

Discussion (Shrink the map)


Action Points

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

Discussion (Action Points)


Drone

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

Discussion (Drone)

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


Backpack

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


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

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


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

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


Please give your thoughts.

Discussion (Backpack)