Developing Suggestions: Difference between revisions

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{{Developing Suggestions Intro}}
<noinclude>{{Developing Suggestions Intro}}</noinclude>


==Suggestions==
 
<!--Put your new suggestion immediately under this line-->
===Ignore based on Radio Broadcast===
===Flashlight===
{|
{|
|'''Timestamp:''' {{User:Axe Hack/Sig}} 02:25, 2 July 2010 (BST)
|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC)
|-
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|'''Type:''' Attachment
|'''Type:''' UI enhancement
|-
|-
|'''Scope:''' Firearms
|'''Scope:''' Interface
|-
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|'''Description:''' No, this is not [[Suggestion:20071008 Flashlights (revised)|this]], [[Suggestions/25th-Aug-2006#Flashlight_Version_2.0|this]], or [[Suggestions/29th-Jan-2006#Flashlight_.26_Batteries|this]], and is definitely not a 100% dupe of [[Suggestion:20080607 Flashlights|this]].
|'''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.
 
No.  What I propose may be slightly similar to the last link, but it's different.
 
These Flashlights are like the flashlight attachments that you can equip to firearms.  They will increase the accuracy of firearms in [[Dark]] buildings by 10%, and only 10%.  And they can only increase the accuracy of firearms.  In dark buildings.  Only.
 
The downside?  The Flashlight will increase the encumbrance of the firearm by 4%.  Also, when you use the equipped firearm, anyone outside the building will notice the light from these Flashlights.
 
The Flashlights base encumbrance is 2%.  They can be found in Armories , Police Departments, and Mall Gun Stores, all at 2% base search percentage.
 
When there are Flashlights is in your inventory, there will be a dropdown list to equip it to one of the firearms in your inventory.  Equipped firearms will be marked (marked with an E), and they cannot be unequipped.  This will cost 1AP to equip.  Attempting to equip the Flashlight when all your firearms are already equipped with them will waste you an AP.
 
The equipped Flashlight will only last for 30 shots for Pistols and 6 shots for Shotguns, afterward, it becomes useless.  However, they will not be unequipped from the firearm, meaning that the firearm still takes up an extra 4% of your Encumbrance.  The only way to get rid of a pistol with a dead Flashlight (marked with an *) is to drop the firearm completely.
|}
|}
====Discussion (Flashlight)====
====Discussion (Ignore based on Radio Broadcast)====
Doomguy didn't have this capability on Mars in the future. {{User:Misanthropy/Sig}} 02:27, 2 July 2010 (BST)
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===Zombie Class Change===
''Suggestion has been moved to voting.  Discussion has been moved to [[Suggestion talk:20100629 Zombie Class Change]].'' --{{User:Axe Hack/Sig}} 22:46, 29 June 2010 (BST)
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===Shrink the map===
===Extra encumbrance===
{|
{|
|'''Timestamp:''' [[User:No-genius|No-genius]] 13:12, 26 June 2010 (BST)
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|-
|-
|'''Type:''' Item, change
|'''Type:''' Map change
|-
|-
|'''Scope:''' Survivor, possibly zombies with [[Suggestion:20100629_Zombie_Class_Change|this]]
|'''Scope:''' Everyone
|-
|-
|'''Description:''' <s>An extra 10% to the inventory capacity. Would require body building. Could possibly be a military skill, because of all the pack training they do.</s>
|'''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.
 
OK. How about certain items take up 1.5% (instead of 2%) inventory, depending on class. If you're scientist, its syringes and first aid kits (or possibly syringes for lab assistants, and first aid kits for doctors, if having both gives too much), and you're military, its pistol clips and shotgun shells. But (to balance it out) the opposite items take up 2.5%. Civilians are unaffected. (Please tell me this isn't a dupe too)
 
Obviously this is a lot fairer to zombies if they can choose their class too.
|}
|}
====Discussion (Extra encumbrance)====
====Discussion (Shrink the map)====
[[Suggestion:20080313 Bodybuilders are Stronger, Duh?]] --{{User:Rosslessness/Sig}} 13:44, 26 June 2010 (BST)
:Dupe as above.  Unless you were to change it up so the 2 suggestions have significant differences. --{{User:Axe Hack/Sig}} 15:31, 26 June 2010 (BST)
 
It's worth pointing out that encumbrance isn't actually a measure of realism, but a mechanical limitation. Items having an encumbrance value that seems out of scale is simply the game's way of placing a limit on the amount of stuff any one person can mule around with them, not an attempt to realistically portray weight. {{User:Misanthropy/Sig}} 13:11, 1 July 2010 (BST)
: But if you're on 99% encumbrance, you can still pick up a generator. So it doesn't really do that. Is there no call for gradually making it harder to perform any action other than walking outside/talking/entering a building? And does it really break realism so much to assume that a lab assistant will be able to carry syringes, or a seargent to carry pistol clips, in a way that a civilian can't? (I read about how making new players have to make an important decision about character classes before they know the game is bad, but they could just pick civilian). [[User:No-genius|No-genius]] 13:46, 1 July 2010 (BST)
::Yes, the suggestion would be more realistic, but what I'm saying is that the chief concern with encumbrance isn't realism, it's stopping mules carrying thirty generators and fuel cans, plus extra. The infinte final 1% is an issue that should really be sorted, but I'm not keen on any suggestion that'll make survivor play any simpler. {{User:Misanthropy/Sig}} 13:53, 1 July 2010 (BST)
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===Zombie Bone Armor===
===Action Points===
{|
{|
|'''Timestamp:''' [[User:William Burns|William Burns]] 16:26, 24 June 2010 (BST)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
|-
|-
|'''Type:''' Skill, new
|'''Type:''' Action Points Increase Regeneration Rate
|-
|-
|'''Scope:''' Zombie
|'''Scope:''' Everyone
|-
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|'''Description:''' A covering or armor of bone for high level zombie players. As a zombie rotted (i.e. leveled up) bones would begin to be exposed. These bones then could be sharpened if on the hands to add 1 (one) additional damage to successfull hand attacks while increasing by 1 (one) all damage received through firearms. The reasoning is that bone is brittle and bone not shielded by rotting flesh would be more likely to break than shielded bone.
|'''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.
+1 Hand attack damage done/+1 firearm damage received
|}
|}
====Discussion (Zombie Bone Armor)====
====Discussion (Action Points)====
I fixed your code. As far as comments go, I don't have any right now. -[[User:Austin hunt|<span style="color:green">Austin</span>]] [[User Talk:Austin hunt|<span style="color:blue">Hunt</span>]] 17:26, 24 June 2010 (BST)
 
Hang about, my fully levelled zombie now takes more than 50 damage from a shotgun?--{{User:Yonnua Koponen/signature‎}} 21:11, 24 June 2010 (BST)
 
Yonnua Koponen, I am not sure what you mean with your comment, but I will try to clarify something at least. Say an attack from a shotgun hits your zombie character, and does 10 (ten) damage. With the Zombie Bone Armor skill the same successful shotgun attack would do 11 (eleven) damage to your zombie character. {{unsigned|William Burns}}
:Yeah, umm... how about no. --{{User:Maverick Farrant/sig}} 22:09, 24 June 2010 (BST)
 
Wait. So I get a fully-levelled brain-rotted death cultists to parachute an NT. Stand up, deal 3+43=46 damage per claw swipe, clear the NT in like five or six swipes, pinata, stand outside and get headshot in two hits, +5AP penalty far outweighed by the AP saved by having a x15 damage multiplier on my attacks. I VOTE KEEP. {{User:Misanthropy/Sig}} 22:11, 24 June 2010 (BST)
:I think you're misinterpreting the suggestion. You take this skill. Now your claw attack would do 4 damage each, but you would also take 5 damage from pistols and 9 damage from shotguns. --{{User:Maverick Farrant/sig}} 22:30, 24 June 2010 (BST)
::Then why specify that you rot more when you level up? {{User:Misanthropy/Sig}} 22:38, 24 June 2010 (BST)
::Eh? I assume you meant this with flesh rot in mind?--[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 22:34, 24 June 2010 (BST)
 
Wait wait wait, lemme see if I know what you're saying.  You're trying to tell us that flesh and skin will protect against bullets, but without that flesh and skin, they'll be easily damaged more by bullets?  Whatever happened to the Flak Jacket covering those bones? =O --{{User:Axe Hack/Sig}} 01:17, 25 June 2010 (BST)
 
The Flak Jacket decays with the zombie. And if you are a high level zombie, that means you have spent more time dead, exposed to the elements, which would cause advanced states of decomposition not seen in "newer" zombies. So, overall, do you think I can take this to the real suggestions page? [[User:William Burns|William Burns]] 23:20, 25 June 2010 (BST)
:No. This idea sucks, and your reasoning sucks. Flack Jackets don't decay just because you're a certain level, and this idea is a massively unneeded zombie buff whose negative effects are completely negated by an existing skill.{{User:Lelouch/sig}} 23:46, 25 June 2010 (BST)
::Also ceramics don't decompose. {{User:Misanthropy/Sig}} 23:48, 25 June 2010 (BST)
::Also, some of us likes to think of Revive Syringes being able to somehow regenerate body parts.  Somehow. --{{User:Axe Hack/Sig}} 01:19, 26 June 2010 (BST)
:::Magic, obviously. Probably a combination of both black and white. So gold, if my N.E.R.D. is configured properly. --{{User:Maverick Farrant/sig}} 02:45, 26 June 2010 (BST)
Okay, maybe the flak jackets don't rot completely, but the fibers do loosen with use. And high level zombies have probably died many times. A ceramic plate filled with bullet impact marks and cracks is not as effective as the ceramic plates in a flak jacket not covered with battle evidence. Also, so what if the Revivification Syringes magically heal missing or eaten flesh and blood? If you haven't been revived in a while you have less flesh, logically, than a zombie who was revived and died again recently. Furthermore, why is it "a massively unneeded zombie buff whose negative effects are negated by an existing skill"? Its one fuckin' more point of damage! Zombies can get right back up again after being killed! [[User:William Burns|William Burns]] 02:33, 27 June 2010 (BST)
:It's "one fuckin'" shitty idea that was obviously thrown out in a tantrum of stubborn idiocy and idea-regurgitation the likes of which this page hasn't seen for about a week. If you're really at the point where you're screaming swear words about how all right your idea's flaws are, you are '''far''' past being able to make a passable suggestion. Good ideas don't have flaws, or at least have flaws that are reduced to the point that they are outweighed by your benefits; your idea is just a pile of shit you're trying to polish into a slightly shinier pile of shit via a litany of bitching.{{User:Lelouch/sig}} 04:31, 27 June 2010 (BST)
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===Small Mine===
===Drone===
{|
{|
|'''Timestamp:''' 7:33, 24 June 2010
|'''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 Weapon
|'''Type:''' Survivor Item
|-
|-
|'''Scope:''' Both
|'''Scope:''' Survivors
|-
|-
|'''Description:''' Okay, a survivor can find a small mine go somewhere drop it and if a zombie or survivor attacks you it puts a small amount of damage on the attacker, it will say up in the description that they have a mine. 5 or 10 damage would be dealt but the damage is only inflicted if the attacker landed the hit and even if they missed the mine would still blow up but not affect them.
|'''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 (Small Mine)====
====Discussion (Drone)====
Personal opinion aside, this suggestion needs more detail. What are the odds of attaching a mine? Where can you find it? How much does it weigh? --{{User:Maverick Farrant/sig}} 08:41, 24 June 2010 (BST)
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)
 
Auto-attacks = no-no. {{User:Aichon/Signature}} 12:25, 24 June 2010 (BST)
 
No. No land mines. I am not having Heather Mills invade Malton. {{User:Misanthropy/Sig}} 13:25, 24 June 2010 (BST)
 
So, you're suggesting a [[Suggestions/11th-Nov-2005#Booby Trap|Booby Trap]], right? --{{User:Axe Hack/Sig}} 01:19, 25 June 2010 (BST)
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===Diseased bite and Analyse Symptoms===
===Backpack===
{|
{|
|'''Timestamp:''' [[User:Shadok|Shadok]] 10:08, 22 June 2010 (BST)
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
|-
|'''Type:''' New skills
|'''Type:''' New item
|-
|-
|'''Scope:''' All players
|'''Scope:''' Survivors
|-
|-
|'''Description:''' Well, I've considered putting this up a few times, but never got the guts. So I'm giving it a try now ._.
|'''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).
The idea of this suggestion is to increase the powers of both the survivor and zombie sides. Zombies gain the new skill (under infectious bite) of Diseased bite. This bite works the same as the normal bite, but cannot be cured by a simple FAK. (If a zombie chooses to stick with the normal infectious bite, it will remain a skill, unchanged).


Instead, a new item "Antibiotic" would be added to the game for the purpose of curing it (Found: Hospitals (10%); Mall drug stores(?%) (I leave ?% because of the two skills. Most likely be similar to the FAK chances in drug stores) Encumbrance: (1%)(since they aren't as useful as FaKs, they take up less room). Edit: The Antibiotics CAN cure a normal infection as well, but it's a bit wasteful when a normal FaK can do as much and heal HP at the same time. Normal infection is not changed at all by the presence of Diseased bite, it still works as normal.


To prevent this from being a total nerf to survivors, they gain a new skill: Analyse Symptoms. With this skill, survivors can now detect infections (the same way that zombies can with scent blood), with Diseased bites being coloured a darker colour than the normal infections. This would be a sub-skill of Diagnosis and, consequently, a science skill.
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?


Edit: I've looked at those past cases, none of the others were both survivor/zombie balanced (instead they only helped the zombies) and didn't use item cures.
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.
Also, this would be a part of the "you search and find nothing" bit of searching, rather than diluting the FaK chances.
Anyway, I've added the encumbrance to the description.
To clarify: This DOES NOT stack with Infectious bite. Here's a few examples:


Survivor bitten by zombie with IB-Normal infection


Survivor bitten by zombie with DB-Diseased infection
Q: If it wastes AP, what is the point?


Survivor bitten by two zombies, one with IB and the other with DB-The Diseased bite overrides the Infection and replaces the infectious bite with a diseased bite, leaving only the diseased infection. From here, it's treated like a normal diseased bite.
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.


Hopefully these answer questions! (Hey, the point of putting it here is to iron out the bugs, right?^.^)
Also, I like the ideas of unusual locations, but I'd need to figure out how to best place them if I followed that. Any suggestions for search rates in schools, lockers, etc would be appreciated.


This is my first suggestion, so please keep the flames down >.<
Please give your thoughts.


Thanks to everyone who has offered positive feedback so far! ^.^
|}
|}
====Discussion (Diseased bite and Analyse Symptoms)====
====Discussion (Backpack)====
 
Fuck yeah permanent infection. As a death cultist, I like this. {{User:Misanthropy/Sig}} 14:30, 22 June 2010 (BST)
 
One of the major things you have to consider is that FAK search rates would be diluted by this.--{{User:Yonnua Koponen/signature‎}} 15:31, 22 June 2010 (BST)
:So make it an antigen specifically created by NecroTech during their experiments and have it found only in NecroTech buildings. Perhaps allow it to be manufactured similar to syringes.{{User:Zombie Lord/sig2}} <tt>15:41 22 June 2010(UTC)</tt>
::Remove the option to manufacture it. That way you create a reduced search rate for needles, which is perfect. {{User:Misanthropy/Sig}} 16:04, 22 June 2010 (BST)   
:::OTOH, this will just increase the importance of NTs at the cost of hospitals (as if they weren't already the most important building). I like the harmanz to have to juggle with several important buildings, rather than let them stockpile in their malls and NTs. --{{User:Spiderzed/Sandbox/Sig}} 17:49, 22 June 2010 (BST)
::::I specifically chose the Hospitals to avoid this. NT's are already vitally important to survivors. No need to make it even MORE of a cripple if the zombies break into it. -[[User:Shadok|Shadok]] 05:02, 23 June 2010 (BST)
A number of questions. If I heal a player with a fak, will it cure the normal infection? Do these stack? Will antibiotics cure normal infections? How much does it weigh. --{{User:Rosslessness/Sig}} 16:40, 22 June 2010 (BST)
:Darn you and you edit conflicts! But yes, I have the same questions as Rosslessness. [[User:John Ibans|John Ibans]] 16:43, 22 June 2010 (BST)
Pretty sure it's a dupe or near-dupe, but aside from the diluted search rates, I see no immediate issue in the general concept. A small buff to zombies and a smaller but welcome buff to survivors. {{User:Aichon/Signature}} 22:27, 22 June 2010 (BST)
 
I don't consider "search rate dilution" an adequate counter to a suggestion.  In some cases, perhaps, but more often then not, you can just put the new items in other places.  Antibiotics could, theoretically, be found anywhere.  So instead of putting them in the "usual places" (Hospital), why not in, say, schools (nurse's office) or stadiums (locker rooms, etc.) for example.--[[User:Pesatyel|Pesatyel]] 00:09, 23 June 2010 (BST)
 
There's a bunch of similar suggestions in Peer Reviewed, right [[PR_Skill_New:_Zombie:_Digestion_Tree#Infectious_Bite|here]], in the really old Peer Reviewed pages. --{{User:Axe Hack/Sig}} 02:59, 23 June 2010 (BST)
 
I just don't see the point of spending 100 XP to give a slightly-harder-to-get-rid-of infection. I think regular infection works well. This suggestion just doesn't add enough to the game, in my opinion. --{{User:Jordan Salafack/sig}} 12:18, 23 June 2010 (BST)
 
Have the antibiotics found in hospitals, drugstores and NT's but make Syringes automatically cure the disease if its present. --[[User:Honestmistake|Honestmistake]] 23:34, 23 June 2010 (BST)
:Sounds good. Although, it would revert it to a normal infection rather than "cure" it (I'm not nerfing Deathcultists here)[[User:Shadok|Shadok]] 02:36, 24 June 2010 (BST)
::Well it doesn't cure infection now, so that would really be the only way it could work.--[[User:Pesatyel|Pesatyel]] 04:00, 24 June 2010 (BST)
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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.

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

Further Discussion

  • Discussion concerning this page takes place here.
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Adding a New Discussion

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


Adding a New Suggestion

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

Cycling Suggestions

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


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



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)