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| {{Developing Suggestions Intro}} | | <noinclude>{{Developing Suggestions Intro}}</noinclude> |
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| ==Suggestions== | | |
| <!--Put your new suggestion immediately under this line-->
| | ===Ignore based on Radio Broadcast=== |
| ===Specific Class Bonus=== | | {| |
| | |'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC) |
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| | |'''Type:''' UI enhancement |
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| | |'''Scope:''' Interface |
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| | |'''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:''' [[User:Axemaniac johnson|Axemaniac johnson]] 18:39, 2 August 2010 (BST) | | |'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC) |
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| |'''Type:''' Survivor Skills | | |'''Type:''' Map change |
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| |'''Scope:''' All Survivor Classes | | |'''Scope:''' Everyone |
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| |'''Description:''' When you start the game, you choose a class or to start as a corpse. Thing is, even though they all start out with a specific skill suited to their class, eventually all classes can end up with the same skills, meaning in the long run there is no real advantage to a class picked. I am not going to bring in the realism argument, as that is not how the game works, but I do like the idea of a certain skill being available only to that class and never being able to be learned. Even then, it does not even have to be a skill, maybe just a bonus of some sort so as to not be overpowering. The following are not even proper sugesstions, but just an idea as to what I mean. For example, the doctor could start with an extra small % chance to find FAKs in hospitals or a very small % chance to find them in different building types where no other class could find them. A soldier could get a similar bonus in forts, policemen in Police Stations, etc. These bonuses can NEVER be available to other classes, just to add a tiny bit of uniqueness to the classes. | | |'''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 (Specific Class Bonus)==== | | ====Discussion (Shrink the map)==== |
| Screws over all the people who existed before this suggestion.--{{User:Yonnua Koponen/signature2}} 19:48, 2 August 2010 (BST)
| | ---- |
| :Yeah, and this was done better before with actual benefits thought out. Remember that idea? I liked it...{{User:Lelouch/sig}} 21:27, 2 August 2010 (BST)
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| ::Michaelson's idea, I think? Is that what you mean? Yeah, it was interesting. {{User:Aichon/Signature}} 21:39, 2 August 2010 (BST)
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| :::'''CHANGE''' Yea it screws me over. Maybe make it a certain skill class can ''buy'' because I'm a Firefighter, and 75% percent to hit someone with a fire axe for 100-200xp would be AMAZING! That would be great. So Change the idea to certain skills you can ''buy'' and see what kind of reception it gets.--{{User:Jerrel Yokotory/signature}}. 21:45, 2 August 2010 (BST)
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| ::::I thought it was Devorac. Although [[User:Devorac/Mad_Science_Laboratory|her idea]] was rather based on an added learning-by-doing system (use 9.000 FAKs etc.), than on sticking with the standard skill system. --{{User:Spiderzed/Sandbox/Sig}} 21:46, 2 August 2010 (BST)
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| :::::Ah, yep, it was Devorac. {{User:Aichon/Signature}} 21:54, 2 August 2010 (BST)
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| ::::::Yeah, I loved that one. Also: Devorac's a her? Whatever, I'll keep calling him a male until he tells me otherwise; I'm not sexist. Wait, what?{{User:Lelouch/sig}} 22:29, 2 August 2010 (BST)
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| :::::::For the record, that was a funny comment.--{{User:Jerrel Yokotory/signature}}. 22:32, 2 August 2010 (BST)
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| ::::::::Who says it cannot be added retro-actively? Like I say, I don't think skills would be a good idea as they are too "powerful", but some small class bonus could be applied to existing as well as new players. Like I say, the bonuses could be tiny things, but I just think that it would help add some extra character and RP to the classes. As it is all characters evolve into identical beings at the moment. and at least with class bonuses there would be a little bit more diversity. Oh, nice one, Lelouch, glad to see you're still contributing constructive advice. I don't even know you, but God you remind me of the posters over at GameFAQs already - and no, that is not a compliment. - --[[User:Axemaniac johnson|Axemaniac johnson]] 23:36, 2 August 2010 (BST)
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| :::::::::Inevitably, one skill will be the best. Everyone who isn't that class is therefore screwed over, and everyone who took the worst skill class (Probably zombies) is screwed more.--{{User:Yonnua Koponen/signature2}} 23:40, 2 August 2010 (BST)
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| ::::::::::That is why I say no skills .. make it just a character class bonus. A small thing that each class gets, including zombie. A daft bonus that CANNOT be learned by any other class at any time, and like I say just make them small and daft, not overpowered. Just something to further define and individualise the classes. --[[User:Axemaniac johnson|Axemaniac johnson]] 06:15, 3 August 2010 (BST)
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| :::::::::::I reckon he might be on to something there... --{{:User:Alexander Dawkins/Sig}} 07:57, 3 August 2010 (BST)
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| :::::::::::'''Repeat:''' "''Inevitably, one will be the best. Everyone who isn't that class is therefore screwed over, and everyone who took the worst class will be screwed even more.''" --{{User:Yonnua Koponen/signature2}} 15:58, 3 August 2010 (BST)
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| :::::::::::: We're talking about adding one or two percent to search rates for one item here (I thought). It's hard to make that overpowered. --{{:User:Alexander Dawkins/Sig}} 16:33, 3 August 2010 (BST)
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| I've always wanted something to give a little distinction to each class so I offer the following for discussion/abuse:
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| *'''Speed Load''' 1% chance of reloading costing 0AP. '''Millitary'''
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| *'''Diagnosis''' 1AP to use and highlights the first injured survivor in your location who is also infected. '''Science'''
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| *'''Home Turf''' 1AP to check a scent death type map highlighting Hospitals,PD's, Malls and Fire Stations '''Civillian'''
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| *'''Restless Dead''' 1% chance of automatically standing up if someone tries to dump your dead (not reviving) body. This will cost 0AP but your HP will be equal to your current AP. '''corpse'''
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| *'''STAY DOWN''' 50% chance to negate corpse class special skill. '''Zombie Hunters'''
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| Each of these will require you to have completed your starting class skill tree and cost 100XP Obviously the zombie one seems more powerful but it is also the only one that can be negated... --[[User:Honestmistake|Honestmistake]] 15:38, 3 August 2010 (BST)
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| :Except Zombie Hunter isn't a class.--{{User:Yonnua Koponen/signature2}} 15:58, 3 August 2010 (BST)
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| :::I know ZH's are not a class but they do need another skill.--[[User:Honestmistake|Honestmistake]] 17:10, 3 August 2010 (BST)
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| ::Someone is onto something here. Those were excellent skills. But, will the players already in the game be able to buy them?--{{User:Jerrel Yokotory/signature}}. 16:05, 3 August 2010 (BST)----
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| :::And 'Diagnosis' is already a skill... --{{:User:Alexander Dawkins/Sig}} 16:33, 3 August 2010 (BST)
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| ::::Oops, but the names not so important as the effect. Hows about "infection control" instead? --[[User:Honestmistake|Honestmistake]] 17:10, 3 August 2010 (BST)
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| The science classes already have a bonus, they earn 2XP per successful use of books. Just thought I'd point out that class differences aren't unheard of. - [[User:Whitehouse]] 17:20, 3 August 2010 (BST)
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| ===Hardened Equipment (Generators and Radio transmitters)=== | | ===Action Points=== |
| {| | | {| |
| |'''Timestamp:''' [[User:Scubamatt|scubamatt]] 02:14, 31 July 2010 (BST) | | |'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022 |
| |- | | |- |
| |'''Type:''' Balance Change | | |'''Type:''' Action Points Increase Regeneration Rate |
| |- | | |- |
| |'''Scope:''' Affects humans who try to sabotage Generators/Radio Transmitters | | |'''Scope:''' Everyone |
| |- | | |- |
| |'''Description:''' I'm still pretty new to the game, but I was in Ft. Creedy for the last Big Bang attack. One thing that seemed to tip the balance hopelessly against the defenders was the way a death cultist/PKer (whatever you want to call them) could enter the base, then shoot up the generator/radio. They did this constantly, preventing the defenders from searching for supplies and coordinating their defenses. There appears to be no defense against this tactic. Likewise, there seems to be no similar tactic available for the humans to use against zombie hordes. That seems to be an overpowering advantage for zombie groups who use human spies/saboteurs. If generators and radios were immune to damage ''from humans'', this would eliminate GK/RK by spies. You could still destroy them as a zombie, just not as a human spy. PKers could still kill other players individually, but they couldn't instantly affect dozens or even hundreds of human defenders with a handful of shots. I haven't seen any other tactic in the game that allows one player to radically affect hundreds of other players at the same time - but allowing humans to kill generators and radios certainly has a negative impact on every human defender in the area. Anyway, that's my suggestion and I hope I put it in the right area (I'm still new to the wiki, too LOL). | | |'''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 (Hardened Equipment (Generators and Radio transmitters))==== | | ====Discussion (Action Points)==== |
| ''I haven't seen any other tactic in the game that allows one player to radically affect hundreds of other players at the same time'' I have. It's called "hooking up and fueling a genny", and GKing is just the counter against it. That being said, completely removing GKing would remove a lot of death-culting, would take away one of the very few ways zombies can go ahead in the AP race, would hurt PKers and desperate survivors who can't put out those lights in dark buildings... It's just A Bad Idea(TM), plain and simply. --{{User:Spiderzed/Sandbox/Sig}} 02:55, 31 July 2010 (BST)
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| : Spiderzed speaks the truth. This is a horrible idea, even from a pro-survivor perspective. I have personally GK'd in dark building just to make it harder to be killed by the Death Cultists you speak of. No Way. -[[User:Austin hunt|<span style="color:green">Austin</span>]] [[User Talk:Austin hunt|<span style="color:blue">Hunt</span>]] 05:14, 31 July 2010 (BST)
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| ::Perhaps I should have said ''I haven't seen any other tactic in the game that '''so easily''' allows one player to radically affect hundreds of other players at the same time''. Hooking up and fueling a generator also means AP spent searching for a generator and AP spent searching for fuel. GKing takes a few stabs with a knife. That's a huge disparity in AP spent for results. The fuel and generator are destroyed, but the GKer still has a knife.
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| ::Spiderzed, you said that removing GKing will hurt desperate survivors who can't put out lights in a dark building (?), presumably to protect themselves from the Death Cultists that Austin refers to - but in the same sentence you say that removing GKing will eliminate a lot of those same Death Cultists. That seems to negate Austin's argument - he won't need to kill the generator to delay his death at the hands of Death Cultists, if there are a lot less Death Cultists there in the first place. From reading Kevin's FAQ, the game was originally intended to be a 2 sided fight. Humans versus zombies. He is OK with humans killing humans (PK) since that fits the apocalyptic flavor of society disintegrating. But what you have now is Survivors on one side, versus the other side which has Zombies, Death Cultists (humans who use human abilities to disrupt survivor activity, specifically to help zombies), and PKers (humans who kill other humans to disrupt survivor activity, which indirectly helps zombies). There is little a zombie can do to help a survivor group (ZK), compared to what a human can do to help a zombie group (GK, RK, PK, use transmitters to broadcast false information, etc). By eliminating human-sourced GK/RK, you reduce the number of spy/saboteurs (Death Cultists) and bring a little more balance to the original 'survivor vs zombie' game. There will still be PK and Death Cultists, but they won't be able to affect things on a large scale for a handful of AP.--[[User:Scubamatt|scubamatt]] 08:56, 31 July 2010 (BST)
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| :::That's the survivor shtick. They can't trust each other for beans (not only because they could be DCs, but also because they generally don't get along as reliably as zombies), but when things don't go wrong, they mow down their foes. This is no different. It's easy for the genny to die, but if the survivors are lucky enough to keep it, they can find all the supplies they need extremely quickly. The survivors have the real advantage when it comes to gennies. They invest ~30AP to set it up, knowing that, one day, someone will spend ~10AP to take it down. But before it is taken down, any amount of AP could be saved on searching. It's up to the survivor to guess how much that will be. If they think they'd save survivors more than 20AP, then they set it up and profit. If not, they keep it until later, then set it up, and profit. If gennies were balanced in favor of DCs, no one would be setting them up. --{{User:TripleU/Sig}} 09:13, 31 July 2010 (BST)
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| ::::I see the logic here ... in a roomful of people, a PK'er may get away with attacking another player as survivors may just think they had a private argument and would let them resolve it. But for a roomful of people just to let some guy shoot/stab a genny is just mad. Maybe some skill/skill tree could be included that allowed for a survivor to be alerted to genny damage and defend it ... even if afk, as long as they had some AP spare. Genny killing may be a tactic here and there, but in a highly barricaded mall with lots of people safe and looking for goods, if someone was to GK there, they should be questioned or attacked for it. --[[User:Axemaniac johnson|Axemaniac johnson]] 13:39, 31 July 2010 (BST)
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| :::::Dark places aren't just protection from death-cultists - they are also protection from PKers and zombies, making them also dang useful for survivors in the right circumstances, such as when you need a at least semi-safe sleeping place in a ghost town or during a MOB slaughter-fest, or when you happen to have made yourself such a high-profile PKer target as Kittithaj. That aside, like others already said, death-cultists have become an important part of the game, having their own groups as [[RDD]] or [[Batshit Insane]] and also being important parts of major zombie hordes as [[The Ridleybank Resistance Front/Gore Corps|RRF]] or [[Feral Undead]]. Any suggestion aimed at effectively removing them would get spaminated within hours. --{{User:Spiderzed/Sandbox/Sig}} 15:48, 31 July 2010 (BST)
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| As spiderzed above--just no. PKing and Death Culting are legitimate ways of playing the game, and if Kevan didn't approve of them he could have don't something about it years ago. In fact, for such a large group of survivors, I would ask why more of you weren't carrying spare gennies and fuel. --{{User:Maverick Farrant/sig}} 14:17, 31 July 2010 (BST)
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| :That's spurious logic, Maverick. If nothing is ever changed because the developer 'could have' changed it before now, there would be no need for a suggestion page. If you have a legitimate reason why this can't or shouldn't work, then explain it. I'm pretty sure that you don't speak for Kevan in any case. As for everyone carrying generators and fuel, you neatly ignored the issue of AP cost I gave above. It takes a lot more time (AP) to scavenge a generator and fuel, and it takes up significant room in your inventory until used. Using TripleU's example above, one cultist with a knife can kill 3 generators (and their fuel, since it's wasted when the generator is destroyed) for the same AP cost it took you to find and set up one (1) generator. There is no current method in the game to prevent a GK. All you can do is tie up lots of people (by loading up with extras of fuel and generators, then having them stay logged in and refreshing the screen). When a cultist or zerger destroys your generator, you can set up another one and then try to kill him before he does it again, and again. The advantage goes to him, because once he kills the generator, your chance to hit him is halved. As soon as you set one up, his chance to hit the generator goes back up. With two or more cultists (one GKer, the others healing him with FAKs) this could continue for a very long time, even in the face of an angry mob. Eliminating human-source damage to generators and transmitters wouldn't affect PKers much at all - only those cultists and spies who call themselves PKers while they sabotage defenses from inside.--[[User:Scubamatt|scubamatt]] 19:40, 31 July 2010 (BST){{unsigned|Scubamatt}}
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| I don't think Spiderzed meant that Death Culting would stop, just that there would be less for death cultists to do. Now, on to something more important. "There is no current method in the game to prevent a GK." Yes. Yes there is. Its called [[Civilian Skills#Construction|repairing]] [[Useful Items#Toolbox|a]] [[Useful Items#Portable Generator|generator]]. Also, sign your comments. -[[User:Austin hunt|<span style="color:green">Austin</span>]] [[User Talk:Austin hunt|<span style="color:blue">Hunt</span>]] 15:26, 31 July 2010 (BST)
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| :A toolbox is a good friend of a survivor. In real-time combat, a GKer (who needs 5 hits with 50% chance) can _never_ outstrip a repairer (who just needs to repair once with 100% chance). Especially in crowded places as malls and NTs, this has more than once spoiled my GKing sprees. And if you can't catch them in real-time, then remember the other way: ''Always keep a spare genny and/or fuel can.'' If you spend all day long gathering moar shotguns and then are left to dry out once a couple of death-cultists darkens the mall and the factory, survivors have only to blame themselves for their short-sightedness. --{{User:Spiderzed/Sandbox/Sig}} 15:48, 31 July 2010 (BST)
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| The BB3 isn't doing as well as all the other zombie groups before it IMO. Why? The BB3 can't maintain higher population ratio for more than a week, while the others before them maintained the population ratio in their favor for more than a month. It is this very reason that I think you shouldn't be weakening the zombie side, but rather the survivor side ATM. --{{User:Axe Hack/Sig}} 16:57, 31 July 2010 (BST)
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| This idea sucks, and should quietly die in an obscure corner.{{User:Lelouch/sig}} 23:34, 31 July 2010 (BST)
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| :Surprised that you're not forcing '''Mountains: FUCK YEAH!''' --{{:User:Alexander Dawkins/Sig}} 23:39, 31 July 2010 (BST)
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| ::I find that a little restraint can only magnify the appearance of presence.{{User:Lelouch/sig}} 00:50, 1 August 2010 (BST)
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| ::Also, now I've got you using it!{{User:Lelouch/sig}} 00:50, 1 August 2010 (BST)
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| :::It is very satisfying when used against ridiculous suggestions. Not to mention just generally fun to say. --{{:User:Alexander Dawkins/Sig}} 18:24, 1 August 2010 (BST)
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| ::::[http://www.halolz.com/2010/07/04/mountains-fuck-yeah/ Origin.] Also, this section is now about mountains.{{User:Lelouch/sig}} 20:04, 1 August 2010 (BST)
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| Hmm, you know, if modified a lot and introduced as 2 skills - one good, one bad -I like it more. Have a skill like Generator Defence where a survivor who has the skill and has a certain amount of AP can keep an eye on the genny and not allow it to be tampered with. Then couteract it with a PK skill that allows for a survivor to see if any other player in the same room as him has the Genny Defence skill, therefore allowing him to attack it freely if no-one nearby has it. Also, a survivor with this skill gets a % chance of attacking the genny against a player with the Genny defence skill. Rough, but more viable in my mind as then the genny is not invulnerable. --[[User:Axemaniac johnson|Axemaniac johnson]] 20:57, 1 August 2010 (BST)
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| Murder this suggestion with a knife. {{User:Misanthropy/Sig}} 16:24, 2 August 2010 (BST)
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| :''You smash at the suggestion with a knife. It <s>breaks beyond repair</s> has already been beyond repair.'' --{{User:Spiderzed/Sandbox/Sig}} 17:05, 2 August 2010 (BST)
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| I could see getting behind a Generator Defense skill if it allowed a survivor with the skill (chosen at random if there is more than one with the skill present) to leap into the way at the last moment and be killed instead regardless of their hp, when a successful attack is indicated against a badly damaged generator. Just how much ''do'' you love Genny? --[[User:Nuisance|Nuisance]] 15:11, 3 August 2010 (BST)
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| ===Quick Load=== | | ===Drone=== |
| {| | | {| |
| |'''Timestamp:''' [[User:Axemaniac johnson|Axemaniac johnson]] 23:32, 29 July 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 Military Skill | | |'''Type:''' Survivor Item |
| |- | | |- |
| |'''Scope:''' Affects pistol wielding Survivors | | |'''Scope:''' Survivors |
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| |'''Description:''' It costs 1AP to reload a pistol if the player has a clip in his inventory, and my suggestion if for a Military Skill at the end of the Pistol Training tree where the player may learn Quick Load. This means that they can now reload their pistol without using 1AP. I see this as balanced as it comes at the end of the pistol tree so would not be usable straight away making the game too easy. It would cost 75xp for Military players, 100 for civ and 150 for Scientists. I feel that it would not work so well with the shotgun as most of those guns in reality are not so quick to reload as a small handgun. I mainly suggest this as I do not think it would hard for kevan to implement, nor do I feel it is gamebreaking as it would only be available to a player who had already spent a few hundred Xp getting the required prior skills to use it. | | |'''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 (Quick Load)==== | | ====Discussion (Drone)==== |
| Currently, in terms of efficiency, the pistol is no-holds-barred the most efficient weapon in the game. I think it does 1.73 damage per action point. Now, I haven't run the sums, but removing one action point from the reload and searching side of things would be pretty bad. It would make it even more powerful (if I'm correct, somewhere arounf the 1.9 mark?) Zombies would need a boost like this first, and if survivors got it, the pistol is already the best weapon in the game.--{{User:Yonnua Koponen/signature}} 23:46, 29 July 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) |
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| This idea sucks. If you've read the Dos and Do Nots, you'll have tried multiplying this by a billion, and you'll know that you're saving millions of collective survivor AP for no reason other than because you thought this was a "cool" idea. This makes it less expensive to kill zombies with a pistol while providing no benefit to zombies, and as such is 100% one-sided.{{User:Lelouch/sig}} 23:47, 29 July 2010 (BST) Conflict me again Younna and I attack.
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| :Spell my name wrong and I may just fight back. :P --{{User:Yonnua Koponen/signature}} 23:50, 29 July 2010 (BST)
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| ::I have mentally rewritten your name for the past two years; this calls everything I know to be true into question. My world has been shattered and I am left a broken shell.{{User:Lelouch/sig}} 01:01, 30 July 2010 (BST)
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| :::Being new to Urban Dead and the whole Wiki scene, I can see how my suggestion would be unfair, and I relish constructive criticism, I really do. It helps me see where I went wrong. But for people to type "it sucks" and "you thought this was a "cool" idea .." is FAR from constructive or well written. Where did I say I thought it was a cool idea? I made a suggestion. I am well beyond the age where I think things are "cool." If you are going to leave comments, try to make them reasonable and show intelligence. No wonder these long term wikis and games are so intimidating to newbs when they just get attacked for suggestions and ideas. --[[User:Axemaniac johnson|Axemaniac johnson]] 17:23, 30 July 2010 (BST)
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| ::::Yeah, most of the people on this page have had the courtesy beaten out of them by all the crap that flows through here. I know I sure have.{{User:Lelouch/sig}} 23:35, 30 July 2010 (BST)
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| :::::When that happens, bud, it is time to stop posting and take a break. Suggestions and ideas should be dealt with constructively or else you run the risk of "scaring off" newbs to the game and wiki with your insulting posting style. If a suggestion bothers you, just post "NO" and move on. --[[User:Axemaniac johnson|Axemaniac johnson]] 18:26, 31 July 2010 (BST)
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| There's also the issue of encumbrance. Why carry surplus pistols if you can reload for free? My PKer has always 6 pistols on her to be able to kill in one go without reloading. If I'd cut that down to a single pistol (which I should if surplus loaded pistols aren't needed anymore to save reload costs), I could suddenly carry 5 full clips more. Those would be enough to kill another target before restocking. Survivors in a siege would see a similar boost for dispatching intruding zombies. --{{User:Spiderzed/Sandbox/Sig}} 23:57, 29 July 2010 (BST)
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| Sure, Kevan could do this with ease, it wouldn't make the game implode, and you even managed to {{KISS}}. But it won't help anything. All it wold serve to do is boost the winning side and shift focus from planning to combat. Which is bad. I suggest a different version: It now takes 2AP to reload a pistol, unless you have the new skill, which would make it cost 1AP. Thus, it would be like lurching gait; Almost everyone has it, but the few newbs who lack it fumble with these weird bulletey things. --{{User:TripleU/Sig}} 00:02, 30 July 2010 (BST)
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| :I like this one. Expand it to shotguns too. {{User:Misanthropy/Sig}} 00:12, 30 July 2010 (BST)
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| ::I like it but it, but it is pointless because we all can afford it. Too late in the game for both of these suggestions.--{{User:Bonghit420/sig}} 00:22, 30 July 2010 (BST)
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| :::As above, that would only cripple newbs. All of the experienced players would immediately have it, and it would just increase the gap between the proletariat and the bourgouise.--{{User:Yonnua Koponen/signature}} 10:19, 30 July 2010 (BST)
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| ::::Yes, it definitely needs working on, my idea. But there are two reasons I mentioned it. As with a lot of browser games, the end game/high level aspect of them can become stale - The West, for example - and ends up having players leave as they struggle to find things to do and keep them occupied. I always look at games and try to see ways to keep those players in the game - in The West, we have been trying to get them to add loads of high level equipment and very high level quests, or even remove the level cap. The second reason is I used to fire a lot of pistols in the forces, especially at night in the indoor range, and like anyone there, I could reload one of those things in no time at all as they are designed that way. Even the bigger SMGs and LMGs are designed to make reloading as quick as possible, but they can never compete with the short time of a pistol reload. That is why I made it not a viable idea for shotguns, as some of those things are cumbersome to reload. Maybe make it for Soldiers only - or possibly make it a % chance of working for 0AP, and reduce that % if there are any zombies in the same square. Hell, my idea is just that, an idea. --[[User:Axemaniac johnson|Axemaniac johnson]] 17:31, 30 July 2010 (BST)
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| :::::1.) Realism is never a good argument in and of itself here on DS ([[Suggestions_Dos_and_Do_Nots#Arguing_for_Your_Suggestion|Aim for Believability, Not Realism]]). 2.) Even disregarding that, APs are highly abstract. Running down a full city block takes as much APs as making a single gunshot, which takes again as much AP as speaking three short sentences. 3.) Even disregarding both points, it is pretty likely that UD's pistols are rather revolvers than semi-autos, looking at their clip size of exactly 6. Even with a speedloader, they take a good bit longer to reload than a semi-auto. --{{User:Spiderzed/Sandbox/Sig}} 17:57, 30 July 2010 (BST)
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| No AP savers for pistol loading. --{{User:Axe Hack/Sig}} 02:34, 30 July 2010 (BST)
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| :I actully quiet like this idea. It would get rid of my Extra pistols I carry all the time. And we're just talking about ONE skill here people. And It's not like reloading a pistol takes all that long in real life either, if it was a zombie apocalypse,I'd learn to reload faster too. But don't expand it to shotguns, That just unrealistic. I think this is a great idea.--{{User:Jerrel Yokotory/signature}}. 19:01, 30 July 2010 (BST)
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| I'd like both sides to have small combat improvements atm, this would work well if coupled with a zombie scratching buff. If you changed it to that, would I vote yes? Probs. Would it reach peer reviewed? Doubt it. Would it be implemented in any way? Noooooo. -- {{User:DanceDanceRevolution/sig3}} 04:22, 31 July 2010 (BST)
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| ===Rescue pull=== | | ===Backpack=== |
| {| | | {| |
| |'''Timestamp:''' [[User:Shadok|Shadok ]] 11:32, 21 July 2010 (BST) | | |'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC) |
| |- | | |- |
| |'''Type:''' Balance | | |'''Type:''' New item |
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| |'''Scope:''' Newbie Survivors | | |'''Scope:''' Survivors |
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| |'''Description:''' I know it isn't recommended to suggest something which alters another player's position, but I've thought about this one. | | |'''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). |
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| We all know the zombie skill feeding drag. Drags out an injured survivor for the "Bahbahz".
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| But what about the "Bahbah" Survivors?
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| I've played both sides, and I notice that until you join a metagame and a survivor group, you're alone.
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| As a newbie zombie, I just wondered around until I found a large horde, then grew at a MASSIVE rate.
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| Now, the major problem I faced as a newbie survivor was EHBitching.
| | Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies? |
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| To counter the problem of newbie survivors sitting outside helplessly, I propose a skill. "Rescue pull" (Draft name), which allows a survivor who has it to "rescue" another survivor who is sitting outside of a building.
| | 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. |
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| Rescue pull: 100xp cost (Civilian skill)
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| This skill allows you to work with another survivor to enter a building which is normally too inaccessible to either of you alone.
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| (Both characters involved enter the building). Cost: 2AP for the puller. The puller cannot pull another player into a ruin.
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| Now, this skill won't kill those who Deathcult using EHBitching. It allows a higher level survivor to pull another into a building EVEN IF THE BUILDING IS HB.
| | Q: If it wastes AP, what is the point? |
| The exception is this: If a survivor is below level 5 or has less than 500 exp stored (to stop abuse) they can be pulled into a EHB building. (Be reasonable those of you who deathcult a lot. Would you like a game where your first day consisted of being beaten by the enemy?)
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| This skill would increase the survival of newbies who only JUST joined the game and encourage teamwork between survivors, a team which normally works solo and distrusts each other because of the PKer risk.
| | 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. |
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| Those of you who PK, this also is a fun way to mess with someone.
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| You rescue them from the horde. Then you shoot them dead. :P
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| Okay, time for the scary part, listening to the older players tearing down my suggestion XD
| | Please give your thoughts. |
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| |} | | |} |
| ====Discussion (Rescue pull)==== | | ====Discussion (Backpack)==== |
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| First of all, have a cookie for using [[DS]]. Secondly. How does the experienced survivor get inside the HB building anyway? --{{User:Rosslessness/Sig}} 12:14, 21 July 2010 (BST)
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| : *Eats cookie* Obviously I didn't make it clear, but the experienced survivor and the newbie are both outside the building. The experienced survivor could obviously use freerunning to access the building via another route, but the newbie would be left outside to die otherwise. This version is actually my second version. The first one worked with one inside the building (via Freerun) and they could drag newbies from outside, but I realised that would create X-ray vision, so I scrapped it before even putting it on the wiki. [[User:Shadok|Shadok]] 13:32, 21 July 2010 (BST)
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| I like the general idea (and have often enough seen the troubles of stranded low-level survivors). However, it could be easily abused by zergers to counter overcading: Create a new survivor alt, move it to the building, and use it as a bridge for the main alt. To get around that, Rescue Pull should trigger zerg flags between the involved alts if they use the same IP, and automatically fail if it detects them. --{{User:Spiderzed/Sandbox/Sig}} 13:55, 21 July 2010 (BST)
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| :Didn't think of that, but I like that idea. It certainly solves the problem. [[User:Shadok|Shadok]] 14:03, 21 July 2010 (BST)
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| This is actually cheaper than using free running. Even assuming the building next door is vs or lower it costs 3AP to get in (1 move + 1 enter + 1 freerun) this seems like a shortcut rather than an altruistic rescue skill. Mind you introduced with a "pyramid scheme" skill to allow zombie acrobatics to circumvent 'cades and i might say yes ;) --[[User:Honestmistake|Honestmistake]] 16:37, 21 July 2010 (BST)
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| :These are survivors. They already go around barricades. Zombies have always had to break them down. Introducing a way for zeds to go past them would completely change the rules of how zombies work. As a zed player, I know I would love to get past those pesky 'cades, but as a survivor it would ruin the game. Also, you seem to have miscalculated. With this skill, you need to spend 1 to walk, 2 to enter, as opposed to the 1 needed to freerun to that same building. (Yes, it's the same amount if you haven't already entered, but if it's a HB building, you would not be in it anyway). [[User:Shadok|Shadok]] 22:59, 21 July 2010 (BST)
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| ::His math was sound. He was suggesting that you want to get into a building you are currently standing in front of. Presently, if the building were HB, you would need to travel a minimum of one block away (1AP), enter that building if it is VSB or lower (2AP total), and then travel back to the building where you wanted to be originally (3AP total). Contrast that with your method, where someone outside merely does a Rescue Pull and gets in with just 1AP. {{User:Aichon/Signature}} 00:23, 22 July 2010 (BST)
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| :::2AP. The cost for the person pulling is TWO AP. But I see, I was thinking that the person was a block away from the "goal" building. Yes, this method would allow one less AP use. But honestly, 1 AP isn't going to make much of a dent on the zombie side and it means one more AP for the survivors to use. If it's preferred by the community, perhaps I could increase the cost to enter using rescue to 3AP; that way it costs the same?[[User:Shadok|Shadok]] 08:13, 22 July 2010 (BST)
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| ::::1AP might not be all that much in the grand scheme of things but if the burb you are in is at siege then the chances are very good that you will waste a good 10AP just looking for an entry point. Not only that but you may not find one with a viable freerun route to your target building. When you consider that, your 2AP rescue to put 2 survivors into one desirable building is a good deal. add in the fact that those cades are currently impassable and you are getting a great deal. Now a skill that cost (say) 10AP to give a survivor a 50% chance to ignore heavy cades ''might'' be balanced, but this is simply unfixable. --[[User:Honestmistake|Honestmistake]] 16:29, 22 July 2010 (BST)
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| So, if I'm understanding this correctly, if a survivor who has accrued less than 500XP or 5 levels is outside a building with any level of barricades, and another one with Rescue Pull comes up to them, the one with Rescue Pull can pull them both into the building? Honestly, I see this being primarily used for self-interest and abuse, rather than as intended, despite the fact that you actually did manage to head off the most grievous forms of abuse that might have occurred.
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| Off the top of my head, one big issue is that this allows people to access "islands" without having to break down the barricades first. There's also the fact that if you can pair up with someone, this allows you both to take straight paths between buildings, rather than having to twist and wind through a Free Running lane system that might be broken anyway, and then get two people into your destination building for the price of one. Also, if the so-called "vet" doesn't have Free Running, this allows them access to buildings they shouldn't otherwise have access to yet, though that's not a major issue. {{User:Aichon/Signature}} 19:35, 21 July 2010 (BST)
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| :People are selfish. I expect that the older player would be selfish, but they also help the newbie in the process. [[User:Shadok|Shadok]] 02:36, 22 July 2010 (BST)
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| :I could change it so that Freerunning is a prerequisite, although I personally don't think that science classes need to have any more misery than they already have in terms of expensive skills. and pairing isn't as easy as it sounds, I've tried working with my friends to survive and we frequently ended up having to split up. [[User:Shadok|Shadok]] 22:59, 21 July 2010 (BST)
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| ::There's still the issue of accessing islands that needs to be discussed. {{User:Aichon/Signature}} 00:23, 22 July 2010 (BST)
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| :::Yeah, I'm open to suggestion on how to fix that. [[User:Shadok|Shadok]] 02:36, 22 July 2010 (BST)
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| I just really don't like the idea of a way to lessen the already-small number of street treats out there, especially since they're vital to raising a bahbah with any kind of pace. {{User:Misanthropy/Sig}} 23:07, 21 July 2010 (BST)
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| :That's just it. I play both sides. My zombie reached level 20 at the same time as my human. The zombie was "born" a month and a half after the harman. My main source of food wasn't street treats. It was following groans and entering open buildings. This suggetion is aimed to help the bahbah HARMANZ. Most true newbies join the survivors. They get eaten. They quit. No new players to the game. Zeds need Bahhah to work efficiently and thus work as a team by reflex. The harmanz are alone from creation and often will work solo, even when in a team. [[User:Shadok|Shadok]] 02:36, 22 July 2010 (BST)
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| There are some differences, but I feel that you should know about this [[PR_Skill_New:_Survivor:_Civilian#Fireman.27s_Carry_.28Bring_12HP_Survivor_Indoors.29|Reviewed Suggestion]]. --{{User:Axe Hack/Sig}} 10:13, 22 July 2010 (BST)
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| : *Headdesk* There's always something which your work looks like a dupe of, isn't there? XD But like you said, it's not identical and the purpose of it is different. {{unsigned|Shadok}}
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| ::But I kinda like the Fireman's Carry version a bit better, since it pulls in injured survivors instead of what could be fully healed survivors. --{{User:Axe Hack/Sig}} 12:23, 22 July 2010 (BST)
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| :::I suppose. But this is a developing suggestion. Perhaps I could put a HP limit on it. The only problem is that it becomes very dupish if I do that. Or I can ditch this one completely and it rots. However, I do think that fireman's carry seemed to require specific circumstances to use it for the carrier. If anyone remembers why it got four kill votes, I'd be interested to know why. [[User:Shadok|Shadok]] 12:40, 22 July 2010 (BST)
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| ::::Original voting [[Suggestions/9th-Nov-2006#Fireman.27s_Carry_v2.0|here]]. Also, I found [[Suggestions/RejectedNovember2005#Carry_Comrade|this]], [[Suggestions/RejectedNovember2005#Drag_Survivor|this]], [[Suggestions/RejectedDecember2005#Shove.2FDrag|this]], [[Suggestions/RejectedFebruary2006#Drag_.28Revised.29|this]], [[Suggestions/RejectedMay2006#Fireman.60s_Carry|this]], [[Suggestions/RejectedMay2006#Carrying|this]], [[Suggestions/RejectedOctober2006#Body_Carrying|this]], [[Suggestions/RejectedOctober2006#Body_Drag|this]], and [[Suggestions/21st-Oct-2006#Fireman.27s_Carry|this]], all of which can be used against your suggestions if you do not make any noticable differences. --{{User:Axe Hack/Sig}} 13:30, 22 July 2010 (BST)
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| tl;dr ... I'm definitely not a fan of bypassing the HB+ status of the building, but if it were set up to pull the survivor inside when the building is VSB or lower I would be all for it. --{{User:Maverick Farrant/sig}} 14:23, 31 July 2010 (BST)
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| :I came in late on this idea. But I quite like it.--{{User:Jerrel Yokotory/signature}}. 16:41, 3 August 2010 (BST)
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| ==Suggestions up for voting==
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| '''Subway Tunnels''' - Discussion moved to [[Suggestion talk:20100714 Subway Tunnels]].
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