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===
===Subway Tunnels===
{|
{|
|'''Timestamp:''' {{User:Axe Hack/Sig}} 03:15, 9 July 2010 (BST)
|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC)
|-
|-
|'''Type:''' Tunnel System
|'''Type:''' UI enhancement
|-
|-
|'''Scope:''' Malton
|'''Scope:''' Interface
|-
|-
|'''Description:''' First off, this is not a clear cut dupe of [[PR_Malton#Subway_Tunnels|this]].  As much as the possible dupe suggests the same thing, I have made some changes that will not categorize my suggestion as a dupe.
|'''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 visibleAdding 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.
 
Of course, I suggest a subway tunnel system for Malton (tube for those of you that are Brits).  My proposed route plan will look like this:
 
[[Image:Subway Map.JPG]]
 
'''Legend'''
Light Blue and Red - Subway Tunnel
Brown - Train Station
Yellow - Mall
Green - Fort
Blue - Power Stations
Grey - Zoo
 
The subway tunnels cannot be barricaded, nor will you be able to see any of the buildings above youTo enter them, one must be outside the Train Stations scattered throughout Malton.  The survivor or zombie must enter and exit from the respective train stations.
 
Now you may be wondering, what about powering the lights in the subway stations?  This is where the map's legend of Light Blue and Red comes into play, as well as Malton's two Power Stations.  Krink's will power the Light Blue routes, and Tolman will power the Red routes.  All corners of the Power Stations must have a genny in order for the Subway Tunnels to be lit.  If the Subway Tunnels are not lit, being inside them will have the same results as being in a dark building.  Every accuracy of any sort will be halved, HP values won't be shown, etc.
 
Subway Tunnels cannot be barricaded, And you cannot enter another subway tunnel that is not connected perpendicularly to the current subway tunnel you are currently in.
 
If a Train Station is Ransacked or Ruined, the entrance to the Subway Tunnels will also be blocked, meaning survivors and zombies trying to enter/exit from that particular station cannot enter/exit until someone repairs the Train Stations.  You cannot repair the Train Station if you are already in the tunnel.
|}
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====Discussion (Subway Tunnels)====
====Discussion (Ignore based on Radio Broadcast)====
It's a work in progress.  So...Anyone wanna give some ideas? --{{User:Axe Hack/Sig}} 03:16, 9 July 2010 (BST)
:WANT. {{User:Revenant/Sig}} 05:14, 9 July 2010 (BST)
:Cut the blue/red lines on a different point than the vertical line you use now (maybe a NW-SE cut, done by suburb?). It won't get rid of the problem of subway/tube lines being affected by a power station that is the entire city away from where some people are, but it will at least mitigate the issue a bit by having more of the line within a few suburbs of the power stations. Also, [[Frequently_Suggested#Underground_Tunnels|this]]. {{User:Aichon/Signature}} 05:52, 9 July 2010 (BST)
 
Why? Sure, it would be really neat to have a whole new area to explore, but what then? How would this improve the game at all? A smaller Malton means more regional loyalty, more random encounters with the same person, and more dramatic battles. As the remaining population inevitably dwindles, people will only become more spread out, and this would only worsen the problem. --{{User:TripleU/Sig}} 07:13, 9 July 2010 (BST)
:+1. If anything, we need [http://wiki.urbandead.com/index.php?title=Developing_Suggestions&oldid=1668866#Annoying_Half_of_Malton. a smaller city], not a bigger one. --{{User:Spiderzed/Sandbox/Sig}} 13:43, 9 July 2010 (BST)
 
I like this. Alot. I see the power station thing as one of the distingishing features which makes this not a dupe, as well as the map you included. I personally love the idea of seeing someone kill your friend, and then going after them in a Sherlock Holmes style chase through the sewers. Alright, the underground, but that isn't the point. I also like any improvement to the Power Stations, which to me seem to be the most unloved buildings on the map.--{{User:Yonnua Koponen/signature‎}} 07:38, 9 July 2010 (BST)
:I like it but you'll have to get rid of the trainstation ruin/blocking entrance part.  If I'm a zombie and I go into a tunnel looking for food and then some survivors seal the train station behind me I'm basically permanently trapped with no way out - potentially in the dark - with little hope of escaping or gaining XP.  Talk about frustrating.  It would only be slightly less frustrating for survivors to get trapped in this manner, unless they didn't have their own generator and fuel and toolbox and the means to survive with no barricades.--{{User:Giles Sednik/sig}} 10:38, 9 July 2010 (BST)
 
Nice work Axe. Especially with the map. I'd say keep, but I think there is a serious issue with getting locked up in the subway, if too many train stations get ruined.--[[Image:Umbrella-White.png|14px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|14px]]</span> 13:48, 9 July 2010 (BST)
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===Shrink the map===
===Flashlight===
{|
{|
|'''Timestamp:''' {{User:Axe Hack/Sig}} 02:25, 2 July 2010 (BST)
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|-
|-
|'''Type:''' Attachment
|'''Type:''' Map change
|-
|-
|'''Scope:''' Firearms
|'''Scope:''' Everyone
|-
|-
|'''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:''' 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.
 
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 <s>30</s> 3 shots for Pistols and <s>6</s> 1 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 (Shrink the map)====
Doomguy didn't have this capability on Mars in the future. {{User:Misanthropy/Sig}} 02:27, 2 July 2010 (BST)
:Yea, yea...Spam the suggestion...But if you do the math, the chance for a fully leveled survivor to hit with a firearm is still less than 50%.  And also, I'm just suggesting this because the amount of suggestions these days have been staggering... --{{User:Axe Hack/Sig}} 02:30, 2 July 2010 (BST)
::I genuinely don't like the idea of anything that counteracts dark buildings. Sowwy. {{User:Misanthropy/Sig}} 02:31, 2 July 2010 (BST)
:::Even with most of the Cons of this suggestion?  And the limitness of what weapons they can only be used on? --{{User:Axe Hack/Sig}} 02:33, 2 July 2010 (BST)
::::Yes. While this will be of little use to the average fire-and-forget trenchie, well-equipped and intelligent survivors will have a massive boon at clearing dark buildings of zombies, PKers, and non-hostile survivors at an encumbrance cost much lower than a fuel can and a generator. You'd need something like 7 augmented weapons just to equal the weight of a single-use generator/fuel pair.{{User:Lelouch/sig}} 02:55, 2 July 2010 (BST)
:::::Then allow me to kill the item even more.  Cut the number of shots usable to 3 for pistols, 1 for shotguns. --{{User:Axe Hack/Sig}} 02:58, 2 July 2010 (BST)
::::::See, now it's gone from being OP to UP. Look, here's the classic suggestion's conundrum:
{{User:Lelouch/Secret Research Submarine/Launch Bay/Bay Four|23:53, 2 July 2010 (BST)}}
'''Kill''' - Dark buildings should differ in that ''everything'' takes twice as long, not that only survivors can fully exploit them. Also, {{KISS}}. --{{User:TripleU/Sig}} 06:54, 2 July 2010 (BST)
 
Interesting, for certain. Not sure how I feel about it, but very much interesting. --{{User:Maverick Farrant/sig}} 08:20, 2 July 2010 (BST)
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===Zombie Class Change===
===Action Points===
''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)
{|
|'''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)====
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===Extra encumbrance===
===Drone===
{|
{|
|'''Timestamp:''' [[User:No-genius|No-genius]] 13:12, 26 June 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:''' Item, change
|'''Type:''' Survivor Item
|-
|-
|'''Scope:''' Survivor, possibly zombies with [[Suggestion:20100629_Zombie_Class_Change|this]]
|'''Scope:''' Survivors
|-
|-
|'''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:''' 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.
 
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 (Drone)====
[[Suggestion:20080313 Bodybuilders are Stronger, Duh?]] --{{User:Rosslessness/Sig}} 13:44, 26 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)
: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)
 
Er...Well, it's no longer a Dupe.  But this can be Killed/Spammed on the basis that you're linking suggestions, which you can't do. --{{User:Axe Hack/Sig}} 02:27, 2 July 2010 (BST)
----
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===Unique Weapons===
===Backpack===
{|
{|
|'''Timestamp:''' [[User:Mindlessidiots|Mindlessidiots]] 18:12, 3 July 2010 (BST)
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
|-
|'''Type:''' New Weapons
|'''Type:''' New item
|-
|-
|'''Scope:''' Human/Zombie
|'''Scope:''' Survivors
|-
|-
|'''Description:''' If you ever played Fallout 3 you have encountered at least one of it's unique weapons, which is like a normal weapons except stronger. What I am suggesting is that there should be unique weapons of some of the Melee weapons, such as the crow bar, baseball bat, length of pipe, and all sporting weapons so zombies can also use them. The unique weapons will not be incredibility powerful, just have a small stat boost. Let me give you an example
|'''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).


''Lord Alner's fencing foil'' 


Lord Alner was a dedicated fencer, so he had a special foil created for him which was thought to be one of the best foil's ever created.
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?


Damage: 3 points
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.


Base accuracy: 15%


Starting Skill: 20%
Q: If it wastes AP, what is the point?


Hand to Hand combat: 30%
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.


Location: Alner Manor


As you can see, it only has a small boost compared to a normal foil. The object of this is not for it to be some weapons that slaughters everything it touches, but more of a personal trophy to have. Since the item is unique of course, only one can be found. Now, it would be kind of unfair if the person was able to keep it forever so when the person dies the weapon would spawn back at it's unique place.
Please give your thoughts.
 
|}
|}
====Discussion (Unique Weapons)====
====Discussion (Backpack)====
New player xXxZombieSmasher0001xXx signs up, finds Bob the Builder's Toolbox, plays for two days and idles out forever. Unique weapon irrecoverably lost. {{User:Misanthropy/Sig}} 18:17, 3 July 2010 (BST)
 
True, I can only think of two way's to fix that, one would be that weapons disappears after a certain period of time or if the item respawns if the character idles out. But ether is not a exactly a perfect fix.--[[User:Mindlessidiots|Mindlessidiots]] 18:26, 3 July 2010 (BST) 
 
I can see this working somewhat like the seasonal clothing and items. Dislike the idea of one-of-a-kind items – one-in-a-million acquisition odds, perhaps, but everyone should be able to find one with sufficient tenacity/luck. {{User:Revenant/Sig}} 11:21, 9 July 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.
  • Discussion concerning the suggestions system in general, including policies about it, takes place here.

Resources

How To Make a Discussion

Adding a New Discussion

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


Adding a New Suggestion

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

Cycling Suggestions

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


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



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)