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| {{Developing Suggestions Intro}} | | <noinclude>{{Developing Suggestions Intro}}</noinclude> |
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| ==Suggestions==
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| <!--Put your new suggestion immediately under this line-->
| | ===Ignore based on Radio Broadcast=== |
| ===Syringe Priming=== | |
| {| | | {| |
| |'''Timestamp:''' [[User:Warbird108|Warbird108]] 16:41, 21 August 2010 (BST) | | |'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC) |
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| |'''Type:''' Revivification Modification (skill) | | |'''Type:''' UI enhancement |
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| |'''Scope:''' All Survivors that buy the skill and its prerequisites and have syringes. | | |'''Scope:''' Interface |
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| |'''Description:''' I propose allowing survivors with the proper skill (would be added as a subset of Lab Experience) can prime syringes, reducing AP costs at the time of revivification. The act of priming a syringe would cost 5 AP, and reduce the syringe usage cost to 5 AP. (Syringes can still be used un-primed, at the original AP cost of 10). A primed syringe would have a (Primed) note after the item name. This addition would allow survivors to "bank" AP for revivification, allowing more revives to be done in one wave, albeit with a longer delay between revives. Useful for unclogging revive points, reclaiming a suburb, etc. This would add a mechanic not unlike searching for ammo for scientist characters (a primed syringe is a firearm, needing less AP for a "kill" while requiring preparation, whereas an un-primed syringe is a melee weapon: more AP for a "kill" but requiring no banking of AP, besides the AP needed to find the syringe). | | |'''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 (Syringe Priming)==== | | ====Discussion (Ignore based on Radio Broadcast)==== |
| Hmm. Personally. I'd make one of them cost an additional ap. Probably the revivification. --{{User:Rosslessness/Sig}} 16:44, 21 August 2010 (BST)
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| Would make clearing salted NTs even more easy than it is already. Also, revives are already too cheap as they are, so I'm not keen on anything that saves even more APs for them (even if it's just banking APs in advance). --{{User:Spiderzed/Sandbox/Sig}} 16:50, 21 August 2010 (BST)
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| What if they have an expiration date? Like once primed you have to use them within 50 AP or it'll go bad. --[[User:Aeon17x|Aeon17x]] 16:52, 21 August 2010 (BST)
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| ---- | | ---- |
| | | ===Shrink the map=== |
| ===Reopen Monroeville=== | |
| {| | | {| |
| |'''Timestamp:''' --{{User:Jerrel Yokotory/signature}}. 03:21, 20 August 2010 (BST) | | |'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC) |
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| |'''Type:''' City Reopening | | |'''Type:''' Map change |
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| |'''Scope:''' Everyone who misses the old city. | | |'''Scope:''' Everyone |
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| |'''Description:''' Reopen it for a week or so Kevin! Everyone sure misses the old city. Plus, On top of that, I can't find my old account for it. >.< So, Why the Hell not? | | |'''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 (Reopen Monroeville)==== | | ====Discussion (Shrink the map)==== |
| It's ''Kev'''a'''n''. {{User:Revenant/Sig}} 09:42, 20 August 2010 (BST)
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| I'd say not. If they reopened Monroe, it would detract a bit from Malton (which already has a dwindling population). Not good. {{User:Shadok/sig}} 13:08, 20 August 2010 (BST)
| | ===Action Points=== |
| :Actulley, I hear people complaining all the time they miss monroeville. Kevan could make it to where there was a break in the quarintine fence, and how monroeville will only be open for a few days befor it got fixed.
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| --{{User:Jerrel Yokotory/signature}}. 13:11, 20 August 2010 (BST)
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| Ya. Or make a new city that doesn't share the shit aspects of the other 2 temp ones. -- {{User:DanceDanceRevolution/sig3}} 13:14, 20 August 2010 (BST)
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| :Didn't Ross design another city? --{{User:The Colonel/Sig}} 15:24, 20 August 2010 (BST)
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| ::Bits and pieces, but its more a brainstorm. Once its done Kev can scroll through and think "I always wanted a maze and an entire suburb thats a big melty clock". --{{User:Rosslessness/Sig}} 18:07, 20 August 2010 (BST)
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| :::It's only 98% melty clock. Also it's all breaking into its constituent parts. For shame, Ross. {{User:Misanthropy/Sig}} 23:22, 20 August 2010 (BST)
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| :Implement AHLG's game.--{{User:Yonnua Koponen/signature2}} 23:19, 20 August 2010 (BST)
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| ::Also yes.--{{User:Yonnua Koponen/signature2}} 23:19, 20 August 2010 (BST)
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| ===Used Needle=== | |
| {| | | {| |
| |'''Timestamp:''' [[User:Nuisance|Nuisance]] 05:53, 17 August 2010 (BST) | | |'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022 |
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| |'''Type:''' New Item | | |'''Type:''' Action Points Increase Regeneration Rate |
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| |'''Scope:''' Survivors | | |'''Scope:''' Everyone |
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| |'''Description:''' A used needle can be found in the streets (2% search chance) or junkyards (2.5% chance/5% powered). A used needle is also produced any time a NecroTech syringe is expended (whether or not the revive is successful). Players can adjust their settings to automatically discard used needles regardless of whether they're found, or produced through syringe use, if desired. | | |'''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. |
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| A used needle takes up 2% encumbrance, as a NecroTech syringe. It requires 1 AP to apply, and is expended when applied. Used needles can only be applied to their own users.
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| A survivor who applies a used needle becomes infected, as if bitten by a zombie with the Infectious Bite skill.
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| |} | | |} |
| ====Discussion (Used Needle)==== | | ====Discussion (Action Points)==== |
| An option for the unwillingly alive in the absence of other suicide options (low zombie presence, no access to tall buildings). Could be used for nefarious purposes, but significantly less easy and efficient than an immediate and automatic suicide item. --[[User:Nuisance|Nuisance]] 05:54, 17 August 2010 (BST)
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| Yes. Fuck yes. Fuck fuck yes. {{User:Misanthropy/Sig}} 06:05, 17 August 2010 (BST)
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| LOL AIDS? Do this '''one one condition'''- that the option to NOT keep empty syringes after using syringes is made in Settings (ie you can choose to throw it away once you've tried to rev a zombie) so people that don't want one aren't spammed up. -- {{User:DanceDanceRevolution/sig3}} 06:12, 17 August 2010 (BST)
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| :Oh yeah, absolutely. I took that as a given and just forgot to mention it when I wrote this up. {{unsigned|Nuisance}}
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| ::Ah, no probs. Just making sure. -- {{User:DanceDanceRevolution/sig3}} 06:19, 17 August 2010 (BST)
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| :::I guess since this isn't in voting, just being tinkered with as an initial idea, I can go ahead and make that change, here. --[[User:Nuisance|Nuisance]] 06:23, 17 August 2010 (BST) And done. --[[User:Nuisance|Nuisance]] 06:25, 17 August 2010 (BST)
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| :Getting needles should probably be switched off by default. As hilarious as it would be for a newbvivor to click one out of curiosity, it would be a lot more frustrating than getting gangbanged in your sleep. --{{User:TripleU/Sig}} 05:32, 21 August 2010 (BST)
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| ::That would be a problem (though also funny). What about including a confirm message with warning (like you get when jumping from a tall building) when you try to use them, instead? --[[User:Nuisance|Nuisance]] 13:24, 21 August 2010 (BST)
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| So, pretty much this would just be used for death cultists to parachute whenever they feel like it. I'm a zombie player, I stand at a revive point, load up on ammo etc, and then when I'm ready to attack the building that I've been struggling to break into, I just waltz in behind the cades, infect myself, and time my death so that I can stand up with near full AP as a zombie and cause havoc. Nice way of circumventing the barricades and controlling precisely when and how you wish to parachute. Overpowered.--{{User:Giles Sednik/sig}} 07:49, 17 August 2010 (BST)
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| :I don't know where you've been playing that you can stand around in a populated area with almost no hp and wait around 10 hours for your AP to recharge without being PKed or FAKed, but it sounds like a rather apathetic 'burb. --[[User:Nuisance|Nuisance]] 08:32, 17 August 2010 (BST)
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| ::So on the one hand you're saying that this would help players turn into zombies, and on the other hand you're saying people couldn't use this to turn into zombies because they would be healed too quickly. So which is it? You can't eat your cake and have it too.--{{User:Giles Sednik/sig}} 12:47, 17 August 2010 (BST)
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| :::I'm saying your ignorance is showing. "Just waltz in behind the cades, infect myself, and time my death so that I can stand up with near full AP as a zombie and cause havoc" might be an issue ''if'' it didn't take at least 1 AP per hp to die of infection -- in other words, at least 25 for a fresh revivee who started off pre-infected, and who lacks Body Building. In practice, anyone who kills himself in this way will not have anything like near full AP. If this were a 1-AP immediate indoor suicide move like shooting yourself, you'd have a point (and I'd agree that's overpowered), but it's not and you don't.--[[User:Nuisance|Nuisance]] 19:09, 17 August 2010 (BST)
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| ::::I'm not going to get into a pissing contest, so I'll just rephrase my question. ''Which is a quicker death, jumping off a building or dying from an infection?'' I think you know the answer. So I am saying that the only practical application for these needles would be for death cultists who want to parachute. And despite my "ignorance", I would argue that it's not that difficult to time your death from infection to correspond with near full AP. In fact, I do it whenever my zombie character is lucky enough to be revived with an infection. However if players can infect themselves whenever they want then they can parachute whenever they want and they can get behind the barricades as zombies whenever they want, which is overpowered, q.e.d.--{{User:Giles Sednik/sig}} 22:16, 17 August 2010 (BST)
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| :::::That's not an argument so much as a claim, and a pretty meaningless one with no given definition of "near full" AP (I would say no less than 40 AP after arriving inside the building as standing undead), but I digress. Bickering back and forth with anecdotes and vagaries is pointless. Instead, let me ask you a question. This developing suggestion notwithstanding, do you believe parachuting is overpowered in and of itself?<p>Jumping off a building has nothing to do with this suggestion. For people without Free Running, and people in suburbs that have turned into EHB Fortresses of Doom in the absence of zombies to wear things down, jumping off a building may not be an option, or may require so much running around that dying of infection would be quicker, if they had one. Sadly, yes there ''are'' people around [[BOW/Suicide_Prevention_Protocol|deliberately trying to make it impossible to get back to death]], probably because they think they can "win". For people that do want to parachute, it would miss the point entirely. --[[User:Nuisance|Nuisance]] 00:13, 18 August 2010 (BST)
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| ::::::I'm actually going to answer your question instead of deflecting. I do not think parachuting is overpowered. I think that ''your suggestion'' is overpowered, as I've already outlined in my "claim". No reason to repeat myself. And I do think jumping off a building has something to do with your suggestion.
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| ::::::I'll explain. If you're proposing that zeds need a game change in order to stay dead then I would like to bring up 3 great options that already exist. 1) Jump off a building. 2) Stand outside with your brethren and say "eat me". 3) Get brain rot. If none of these options are available and you really want to help out the semi-dedicated zombie player who finds themselves combat revived in a pristine green EHB suburb with not a single other zombie outside, then perhaps you should suggest some sort of outdoor suicide option.
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| ::::::These needles you propose would really only be used for the nefarious purposes which you hinted at in your intro, by offering zombies a consistent way to circumvent survivors' best defense. --{{User:Giles Sednik/sig}} 01:24, 18 August 2010 (BST)
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| :::::::The ability to choose when to be infected is not as big a buff as you seem to think it is. Whether you stood up infected, or infected yourself after standing, you still need to spend the AP on burning through the hp you have left, and that's AP not contributing to your ability to "stand up with near full AP as a zombie and cause havoc". Even without Body Building, it takes just over half a day's AP to burn up the hp from being revived. This doesn't change that. In a situation where you could nearly burn yourself out, wait for your AP to recharge to capacity, then finish dying and stand up with near full AP without being FAKed or killed in the meantime (which I still find questionable), there's no significant difference from having stood up infected in the first place, except that it cost you the AP to infect yourself, and the AP used up on acquiring a used needle in the first place. It's difficult to understand your position here, let alone make any attempt to satisfy you, because the basis of your objection seems to be either a misunderstanding of the reality of parachuting, or deliberate falsehood. I asked if you find parachuting overpowered, you say you don't, but I've still not seen much against this idea that isn't either also true of normal infection and parachuting, or simply untrue. Is it just being able to spend your own AP instead of somebody else's (the zombie that bit you) on this that actually bothers you? --[[User:Nuisance|Nuisance]] 01:58, 18 August 2010 (BST)
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| ::::::::Pretty much, yeh.--{{User:Giles Sednik/sig}} 03:34, 18 August 2010 (BST)
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| I could be convinced either way on this one.--{{User:Yonnua Koponen/signature2}} 09:29, 17 August 2010 (BST)
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| Any thoughts on the search odds? With Malton's history we should all be knee-deep in these things no matter which block we're in, but I didn't want to make it ''too'' easy to search one up, particularly with an alternative method to get them. I kept them out of TRPs out of a desire not to dilute anything critical -- besides, if anywhere observes proper sharps disposal it would be NTs and hospitals.. --[[User:Nuisance|Nuisance]] 09:41, 17 August 2010 (BST)
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| :Personally I don't like the idea but haven't really formaulted why beyond that Misanthropy likes it <jk>. If this is adopted, it should still take 10AP to apply, just like a revival jab. Injecting yourself isn't easy whether it's a clean or dirty needle.--{{User:Mallrat/sig}} 16:05, 17 August 2010 (BST)
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| ::A failed jab costs only 1 AP. The reason the revive cost was increased to 10 AP was because the zombie virus strain mutated (seriously, read the update). Injecting harmanz would not have that drawback.<br/>Also, why not be able to use used needles on others? (Well, apart from the whole skill separation argument…) Infection isn't particularly overpowered. {{User:Revenant/Sig}} 18:04, 17 August 2010 (BST)
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| :::While it does make sense that you could infect others with used needles, it's just not a can of worms I want to open. You'd have text rapists using it as a new component of their disgusting roleplay, people complaining about how it's an overpowered attack even though you pretty much only die of infection if you do it on purpose, etc. I don't see that any potential benefit outweighs the downsides, and it seemed less contentious to just leave that option out altogether.
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| I do find it a bit sad that the only people in the game that will do the classic zombie movie move of dropping dead in a "safe" place and then getting up to attack are death cultists and DNP followers, and in practice the dual natures almost never do because it's trivially easy to cure infection if you're playing as a survivor.--[[User:Nuisance|Nuisance]] 19:21, 17 August 2010 (BST)
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| '''Question''' - What if I have an empty needle and I'm in a powered NT, does this mean I can make a new syringe for half the cost since I already have an existing needle?
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| '''Another Question''' - Can I chose to stab others? If so is 1AP fair? In theory I can waltz into a mall, spend the night and then stab 25 people and infect them before just walking away.
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| '''Last Question''' - Assuming I jam a large needle into your neck I would imagine this should do some minor damage to you, so should it get a damage percentage, if your talking its 100% chance to infect someone then is it 100% chance of dealing 1 damage?
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| '''I lied''' - Now the infection itself has been around for quite some time, its a pretty decent theory that some people are going to be more immune to the effects of it, being situations where they have been infected so much their body has started to build immunities to said virus, also some people are just naturally immune to some things, so should this be 100% chance of infecting people, should it be 50% maybe a little more, kinda based on your hand to hand skill (so if I'm better at hand to hand I'm more likely to jam a needle into a major vein or artery versus being a total newb with fighting and I just kinda stab at you with a needle and scratch your finger) --{{User:The Colonel/Sig}} 00:56, 18 August 2010 (BST)
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| :No, these will not speed up producing new syringes. These are contaminated, more likely than not slightly damaged medical waste. Easy enough to prick your finger and get the virus into your blood, but not so easy to sterilize, repair and refill that it would make any significant difference in manufacture time.<br />"Used needles can only be applied to their own users." I probably do need to find a clearer wording to indicate that these can't be used to infect others, only yourself.<br />With the rate for finding/producing these, I think it would cost you more AP to acquire 25 needles and use them than it would for others to find and apply 25 FAKs to undo the effects. That said, I still don't think it's a good idea to allow these to be used on other people, regardless of how low the chance to connect the attack is. There's just too much chance for offense, and too little benefit to be worth chancing it. --[[User:Nuisance|Nuisance]] 01:18, 18 August 2010 (BST)
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| :In response to question four: All players have a total and complete infection of the virus at all times. Only when dead, the virus has the opportunity to turn you into a zombie. When revived, you're brought back to life, but the virus remains dormant until you die, giving it the opportunity to continue the cycle. Hence why PKers turn you into a zombie.
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| :When you're bitten by a zombie, you simply fall victim to the huge variety of bacteria that grows in all human mouths, and flourishes when the immune system takes a vacation, hygiene is discarded as useless, and fresh flesh is often present. --{{User:TripleU/Sig}} 05:32, 21 August 2010 (BST)
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| Sounds pretty decent, but for the record I have had some VERY successful searchs for needles in the past, and very unsuccessful ones for FAK's it all depends on the RNG and how many virgins have been sacrificed to it today --{{User:The Colonel/Sig}} 01:29, 18 August 2010 (BST)
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| :Well yes, we've probably all had streaks of good or bad luck, but I think it's probably a better idea to make predictions based on expected averages over time, not the best or worst luck possible. --[[User:Nuisance|Nuisance]] 02:02, 18 August 2010 (BST)
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| If it allows zombies or DCs to bypass barricades with none of the tedious and difficult risks associated with obtaining a current infection, then I don't like it. Even if this isn't allowed to infect other players, any parachutist can drop into a building with about 20 AP free to start spreading the germs; they even leave the further obstacle of their own removal. I've read the above arguments on parachuting and find myself unswayed.{{User:Lelouch/sig}} 00:11, 21 August 2010 (BST)
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| Oh god no, it gives zombies a huuuge advantage. --[[User:Zamins|Zamins]] 07:05, 21 August 2010 (BST)
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| :I'd like you to elaborate on this, please. At this point I've decided I'm just going to flatly ignore the opinions of people who have an issue with DC or parachuting in general, as there can be no satisfying them. But maybe you have a concern that can be addressed reasonably. How do you think this gives zombies a huuuge advantage? --[[User:Nuisance|Nuisance]] 13:22, 21 August 2010 (BST)
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| ::What's the point in taking your suggestion here if you're just going to flatly ignore anyone who disagrees? I'd like to suggest an alternative - ''"monument and carpark suicide: now survivors stranded outside the barricades can climb on top of tall monuments and carpark structures and leap to their deaths. Carparks and monuments cannot be barricaded or ruined as they are outdoors, nor can they be used to free run into other buildings, as they are not close enough to existing structures."'' This addresses your concern about newb solitary zombies without infection getting combat revived in EHB green suburbs where no other zombies exist (basically an impossible scenario anyway), while also not messing with current parachuting dynamics.--{{User:Giles Sednik/sig}} 15:48, 21 August 2010 (BST)
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| This basically breaks the significance of barricades, which is a core game mechanic. Right now, parachuting death cultists aren't a significant issue, since they have to coordinate with a zombie in order to gain infection. With this addition, a group of death cultists could sneak into a mall and infect themselves, completely circumventing barricades. Almost game-breaking, to say the least. --[[User:Warbird108|Warbird108]] 16:25, 21 August 2010 (BST)
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| ===Blood Injection=== | | ===Drone=== |
| {| | | {| |
| |'''Timestamp:''' 5:17AM PDT | | |'''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) |
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| |'''Type:''' New | | |'''Type:''' Survivor Item |
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| |'''Scope:''' Scientist | | |'''Scope:''' Survivors |
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| |'''Description:''' The scientist is able to deal 50% of the zombie's lv as damage, after requiring a new item (perhaps you can also add it to in-game) blood pack & needle. possibly from necro-labs and hospitals making it 20%chance of finding it? or maybe after you get necro-net access or lab experience just maybe? | | |'''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 (Blood Injection)==== | | ====Discussion (Drone)==== |
| This skill is massively overpowered and stupid.--{{User:Yonnua Koponen/signature2}} 13:53, 16 August 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) |
| :+1 million {{User:Misanthropy/Sig}} 16:22, 16 August 2010 (BST)
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| Like the concept, and I like the idea of half the zombie's level, but too imba. Would suggest damage equal to half the zombies level '''but only their zombie skills''' so the maximum damage they can do is, say 10. And even then you need a chance factor, it can't have 100% hit rate etc. -- {{User:DanceDanceRevolution/sig3}} 13:59, 16 August 2010 (BST)
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| :I don't see how any scientist is going to have time to inject a zombie with enough blood to make this sort of difference. Combat revives (ie against unwilling injectees) are stretching credulity already, I just don't see this happening in role-play terms.--{{User:Mallrat/sig}} 19:26, 16 August 2010 (BST)
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| Even if it had been typed in English, this would still be monumentally stupid. --[[User:The Hierophant|Papa Moloch]] 06:14, 17 August 2010 (BST)
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| Why would injecting a zombie with blood damage it? After all, their ''raison d'etre'' is to slurp on our brainz. <span style="font-family: Segoe Script, Comic Sans MS, sans-serif;text-shadow:grey 0.4em 0.4em 0.4em">[[User:Chief Seagull|<span style="color: green;">Chief Seagull</span>]] [[User talk:Chief Seagull|<small>squawk</small>]]</span><sup>[http://chzgifs.files.wordpress.com/2010/08/parkour_sg.gif ''Free running!''</sup>] 15:22, 20 August 2010 (BST)
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| :''"lool dood, ima gunna inject som blood in this zombi, an it'l like, asplode." "Couldn't we just shoot it?" "No way dood, that does like no damag at all compered to putting blood in em."''--{{User:TripleU/Sig}} 05:07, 21 August 2010 (BST)
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| ===Who barricaded?=== | | ===Backpack=== |
| {| | | {| |
| |'''Timestamp:''' [[User:Zamins|Zamins]] 01:29, 12 August 2010 (BST) | | |'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC) |
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| |'''Type:''' Not sure | | |'''Type:''' New item |
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| |'''Scope:''' Survivors | | |'''Scope:''' Survivors |
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| |'''Description:''' What I propose is that when we are in the building and the barricade level is raised, like from VSB to HB, that we are able to see who barricaded it, and when. For 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). |
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| Person A raises building A's barricading level from heavily barricaded to very heavily barricaded. Those in the room would see "Person A raised the barricading level from heavily barricaded to very heavily barricaded." This would allow survivors to see if someone over-barricades. Plus if someone barricaded in real life you would see them do it.
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| ====Discussion (Who barricaded?)====
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| Up in the sky! It's a bird! It's a plane! It's Spamoman!{{User:Lelouch/sig}} 01:33, 12 August 2010 (BST)
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| Nononononononono. This would hurt culting. {{User:Misanthropy/Sig}} 01:34, 12 August 2010 (BST)
| | Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies? |
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| I don't quite understand what you guys are talking about. Are you being sarcastic? Are you expressing like or dislike for this idea? --[[User:Zamins|Zamins]] 01:46, 12 August 2010 (BST)
| | A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away. |
| :I'm seriously expressing dislike for this, as the small benefit it gives to survivor play is far smaller than the detriment it would provide to [[death culting]]. {{User:Misanthropy/Sig}} 01:50, 12 August 2010 (BST) | |
| ::Death cultists effect Survivor spawns. And life cultists can not effect Zombie spawns. And most of the over barricading is from level 2s with construction. It's completely fair. Death cultists can still PK, knock down barricades, GK, PK, and other things. --[[User:Zamins|Zamins]] 01:54, 12 August 2010 (BST)
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| :::Actually, with effective ZKing, life cultists can provide a valuable asset to survivors. Yes, you're right that they can't affect spawning, but spawn-blocking is among the lowest of priorities to be concerned with in the course of play. Also, regardless of what remains after option X, Y or Z is removed, unless a suggestion has a significant positive impact, either across the board or in terms of aiding unpowered aspects of the game, then it's unlikely that it will pass if it hinders another play style - in essence, you're not going to find huge support for a suggestion that gives with one hand and takes with the other unless it provides a balance, rather than widening a gulf. {{User:Misanthropy/Sig}} 02:01, 12 August 2010 (BST)
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| :::''affects''. *adds name to Hit List under English Language Abusers* {{User:Revenant/Sig}} 18:06, 17 August 2010 (BST)
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| ::::[http://xkcd.com/326/ The voices commanded me to link that] --{{User:Spiderzed/Sandbox/Sig}} 18:10, 17 August 2010 (BST)
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| If it's a low priority why not be able to stamp it out? And lets see, if a zombie ZKs a zombie that can scent it and kill it. And access their profile to warn their group and they will be KOS, however the same with death cultists though. This is a small nerf for death cultists, and a small benefit for pro survivors. --[[User:Zamins|Zamins]] 02:07, 12 August 2010 (BST)
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| I'd support it. Overbarricading mainly harms newbies, and I feel this would be more of use for educating stupid survivors rather than a hindrance for death cultists which make themselves high visibility targets already simply by killing another survivor. - [[User:Whitehouse]] 02:09, 12 August 2010 (BST)
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| As a former Death Cultist I can honestly say overcading saves you more then you realize. Think about it like this, you make a building VSB so people can enter it, this makes the cades lower and makes it easier for zombies to break them down, by making them EHB death cultists cause more zombies to waste AP on barricade levels. This aside think for a second if your using it for an entrance point so are PKer's and revived cultists, if this is no longer a viable entrance point then they are also left out on the streets and thus doomed to be eaten. Granted death cultists are perfectly okay with being eaten by zombies, PKer's prefer to shoot their victims rather then be dinner.
| | Q: If it wastes AP, what is the point? |
| Also I don't want my feed spammed with useless crap like that. --{{User:The Colonel/Sig}} 02:10, 12 August 2010 (BST)
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| :Up in the sky! It's a bird! It's a plane! It's Spamoman! Also dupe.{{User:Lelouch/sig}} 02:18, 12 August 2010 (BST)
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| If it saves us more then, why can't we see who did it so we could thank them? Also, there's already an option to ignore all barricading messages. --[[User:Zamins|Zamins]] 02:14, 12 August 2010 (BST)
| | A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies. |
| :A:Why bother? B: What about Joe Newbie who overcades on accident and then you kill him for it? --{{User:The Colonel/Sig}} 02:17, 12 August 2010 (BST)
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| A: So we can educate newbies who overcade. B: As I've said, we'd educate the newbies.
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| Re: Colonel and Whitehouse - pinatas are frequently constructed stage by stage, and often by multiple people. The person cading need not be the cultist that shoots and mauls and ruins, and removing the element of stealth from this operation simply to spam the alerts feed is needlessly nerfing it. It's not about simple overcading (which the educated cultist will only use to deny rot revives or prepare a multi-block structure for pinata-ing, not as a tactic in and of itself). {{User:Misanthropy/Sig}} 02:18, 12 August 2010 (BST)
| | Please give your thoughts. |
| :I don't understand your pinata example, specifically how this would damage the stealth element of that type of operation. Pinatas are one of the types of operation where all witnesses will have to be eliminated anyway, thus leaving the overcading till after the killing should preserve the stealth element. - [[User:Whitehouse]] 03:21, 12 August 2010 (BST)
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| ::They can be quite AP intensive, so I've often run them with one person cading, and others, often the more notorious and therefore with less to worry about with detection, splitting the killing. Keeping the cading conspirator out of logs is useful and I don't like the idea of it being nullified as a tactic for no net gain for the game. {{User:Misanthropy/Sig}} 03:24, 12 August 2010 (BST)
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| You do know there's an option to turn off barricading messages already... Right? --[[User:Zamins|Zamins]] 02:23, 12 August 2010 (BST)
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| :Which means everyone turns them off, which means this is a useless update.--{{User:Yonnua Koponen/signature2}} 20:08, 12 August 2010 (BST)
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| ::As a VSB hospital administrator I'd keep them on so I'd know who was overcading. You could turn off the messages if you wanted. Not useless at all. --[[User:Elingold|Elingold]] 20:31, 12 August 2010 (BST)
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| :::Well, just to prove my point, I'd find your hospital, take the cades to VSB+2 and repeatedly add and remove levels of the cades all day. You'd quickly get the point.--{{User:Yonnua Koponen/signature2}} 20:56, 12 August 2010 (BST)
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| ::::And if you continued to deny access to the hospital by overcading against the barricade policy and thus put patients and interns at risk, our fine security personnel would invite you to move to another facility :) --[[User:Elingold|Elingold]] 07:51, 13 August 2010 (BST)
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| No. For grieifing's sake. -- {{User:DanceDanceRevolution/sig3}} 03:30, 12 August 2010 (BST)
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| Yes Please! Running a teaching hospital at VSB can be such a pain when people keep cading. Many don't understand what they are doing or why it's bad. I'd be nice just to tell them what they are doing and why it hurts the new people
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| --[[User:Elingold|Elingold]] 05:13, 12 August 2010 (BST)
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| :It's nice when people put rational reasons for their dis/liking an idea rather than the usual "w00t I've been playing for years and answer with zany responses" type crap .. getting fed up with elitists around here. This game is as much for new players as it is anyone else. I like this idea, and see it is a simple inclusion. It may be possible to damage a genny with no one seeing you in a room, but to actually add large desks etc to a barricade? Na, that would stand out. Yes, I know, realism isn't paramount in this game, but this is a good inclusion - --[[User:Axemaniac johnson|Axemaniac johnson]] 19:39, 12 August 2010 (BST)
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| Maybe just one message gets triggered when going past VSB++, much like the message you get warning that more barricading will result in survivors not being able to enter the building. That would reduce the screen spam to a single message when the building goes over VSB++. Something like "Jonny drags a desk over the entry point closing off access to the building" --[[User:Elingold|Elingold]] 20:47, 12 August 2010 (BST)
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| That's a good idea. I like it, it's less spammy then mine :P. --[[User:Zamins|Zamins]] 22:52, 12 August 2010 (BST)
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| :I prefer this alt idea also. Speaking as a relative newb - only been playing since I found the site link on Zombieland - getting trapped outside buildings that according to burb maps were supposed to be entered was a drag. I understand the concept of griefing, but if you continuously make it too hard for newbs to play, they'll quit. Then all you'll have is a slowly dwindling supply of hardcores and the game will die from lack of fresh meat. To paraphrase the Riddler,if you kill them too much, they won't learn nothing.--[[User:Sasha belle|Sasha belle]] 02:45, 14 August 2010 (BST)
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| Why has no one provided the dupe links yet? --{{User:Rosslessness/Sig}} 20:47, 15 August 2010 (BST)
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| :'cause I'm lazy. Spontanously, I'd have [[Suggestion:20080403_Who_the_heck_is_overcading%3F!|that]] and [[Suggestion:20070704_Barricade_Alerts|that]]. --{{User:Spiderzed/Sandbox/Sig}} 21:25, 15 August 2010 (BST)
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| ::God bless you. --{{User:Rosslessness/Sig}} 21:29, 15 August 2010 (BST)
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| Yeah but those are closed. --[[User:Zamins|Zamins]] 21:33, 15 August 2010 (BST)
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| :And?--{{User:Yonnua Koponen/signature2}} 21:41, 15 August 2010 (BST)
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| ::I understand the frustration of duplicates for those who monitor the wiki day in-day out, but are dupes, never, ever allowed to be reconsidered? Even if the game and its players have changed somewhat over the last 5 years?--{{User:Mallrat/sig}} 09:21, 16 August 2010 (BST)
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| :::Nope, never. Stupid, but that's how it works.--{{User:Yonnua Koponen/signature2}} 09:24, 16 August 2010 (BST)
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| ::::Sure they can. If the game has changed, then that means that the context of the suggestion has changed. Just cite the dupe in the summary and point out why it is different (the context). That said, I'm pretty sure this one has been duped recently, and it's not an idea most people like, I think, since screen spam is...ugh. {{User:Aichon/Signature}} 09:36, 16 August 2010 (BST)
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| :::::yeah, we tend to be pretty easy on it now (compared to when suggestions were made like every day), if you believe it's different because of the context and say it in the suggestion, well, usually that's more than enough for the userbase who are voting. {{unsigned|DanceDanceRevolution|09:54, 16 August 2010 (BST)}}
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| '''Dupe''' de doop de dewp. (''Ad nauseum'', to boot.) {{User:Revenant/Sig}} 18:09, 17 August 2010 (BST)
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| :It's a dupe because it's a good idea. If one message gets sent going over vsb++, and only one that cuts down the screen spam. Also you can choose to ignore those messages, so the screen spam argument doesn't have much merit. As for the griefers boo hoo. This change would help newbies and those dedicated to helping newbies, which has to be good for the long term growth of this game. Also with the addition of safe houses things have changed. You could link the notification to the safehouse only, so you'd know when someone was messing with your 'site lines'. I see no reason why this can't be reconsidered. It's such a minor thing that would make a huge difference for teaching hospitals/PDs and entry point maintenance. --[[User:Elingold|Elingold]] 19:01, 17 August 2010 (BST)
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| ----
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| ===Shorter Radio Code===
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| {|
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| |'''Timestamp:''' --{{User:TripleU/Sig}} 05:27, 11 August 2010 (BST)
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| |'''Type:''' Code simplification
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| |'''Scope:''' Radio whores
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| |'''Description:''' Now, a radio is represented in the inventory's string of code as BXXXX, where XXXX defines the frequency. However, the frequency indefinably starts with 2. Thus, you could say the code is B2XXX. But why bother having the 2 there at all? All it does is take up an extra character of code, and since each inventory can only have 50 characters of it, that means that it's lowering the potential space by something other than encumbrance. If the 2 was thrown out altogether, and all radios assumed to be on 2X.XX MHz, then it would save more space. You could have 12.5 radios, rather than just 10.
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| |} | | |} |
| ====Discussion (Shorter Radio Code)==== | | ====Discussion (Backpack)==== |
| ''and since each inventory can only have 50 characters of it, that means that it's lowering the potential space by something other than encumbrance.'' - I have no idea what this means. {{User:Aichon/Signature}} 05:36, 11 August 2010 (BST)
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| :Yeah, is there some documentation for this or something? I'm sure that many people's inventories go over 50 characters. Just think of how many letters there are in "shotgun shell" ^.^{{User:Lelouch/sig}} 05:43, 11 August 2010 (BST)
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| ::Only one. r. I suppose I should link to [[item codes|this]]. --{{User:TripleU/Sig}} 05:58, 11 August 2010 (BST)
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| :::So, to be clear on this, you're saying that there is another statistic in the game besides encumbrance which dictates how many items we can carry? And that the statistic is based on the number of characters in the code that represents the items we carry? To me, that sounds more like something that should be put up on [[Bug Reports]], since it isn't an obvious feature of the game. If anything, slap it up there and ask that he increase it from VARCHAR(50) to VARCHAR(100) or something in the database. Problem solved without all of this complicated stuff. {{User:Aichon/Signature}} 06:10, 11 August 2010 (BST)
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| ::::The slot limit only matters if you're holding multiple radios. Otherwise, it has no effect. The character limit could be increased to 125, however. --{{User:TripleU/Sig}} 06:25, 11 August 2010 (BST)
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| :::::Why only radios? From the description on that page, it sounds to me like it could affect any item which has a code with a length greater than half its encumbrance. Radios are certainly the worst offender, but I would imagine they are by no means the only one. And all of this is based on conjecture anyway. If he built the database using a 3NF design, which is standard practice when dealing with RMDB, then it wouldn't be stored that way at all, which would render all of this discussion moot. {{User:Aichon/Signature}} 06:45, 11 August 2010 (BST)
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| ::::::It also applies to candy and Christmas lights, yeah. I have no clue clue what your fancy abbreviations mean, though. --{{User:TripleU/Sig}} 06:53, 11 August 2010 (BST)
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| :::::::RDMB = Relational Model Database (e.g. mySQL, Oracle, etc.), 3NF = Third Normal Form (which will take a really long time to explain if you don't know what it means...I'd suggest taking a databases course at a local college or else finding some references). Long story short, storing it in the way suggested by that article goes against 3NF, and 3NF is the generally-preferred way of organizing the tables in a database due to the various properties of the design. Assuming he set it up in 3NF, then none of this discussion matters in the least, since the conjectures in that article would be incorrect. I'm not saying they are, however, just that they ''would'' be, assuming he followed standard practices. {{User:Aichon/Signature}} 08:14, 11 August 2010 (BST)
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| ::::::::You're forgetting one important thing about Kevan: He's a programmer, not a DBA. And Laziness is one of the Three Assets of a Programmer. <tt>;)</tt> {{User:Revenant/Sig}} 20:01, 17 August 2010 (BST)
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| I'm not sure that is correct. I seem to recall Red have in surplus of 20 pumpkins as well as his regular inventory, and so I'd think that would go over the 50 limit, if that was the case. Also, I don't think a suggestion should be based on an article of maybes as its only reasoning.--{{User:Yonnua Koponen/signature2}} 11:49, 11 August 2010 (BST)
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| :The post-encumbrance [[inventory string]] limit was experimentally determined to be 400 characters with the aid of [[crate]] drop scavenging and verified by multiple persons on multiple characters. I was sure I updated the relevant page… {{User:Revenant/Sig}} 19:56, 17 August 2010 (BST)
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| ::So basically this shouldn't be a problem unless you go out of your way to go over the encumb. limit?--{{User:Yonnua Koponen/signature2}} 20:05, 17 August 2010 (BST)
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| :::Yup. {{User:Revenant/Sig}} 21:00, 17 August 2010 (BST)
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| ::::I tried this a couple of years ago. I had a character who spent most of its time as a zombie but wanted to listen to as many radio broadcasts as possible. Zombies can't retune radios so the only way to do it is to collect and tune as many radios as possible while alive. I managed to pick up 16 radios. If each takes 5 slots that adds up to 81 slots (if you add 1 for the flak jacket I was carrying.) Maybe the limit has increased since then? --[http://www.urbandead.com/profile.cgi?id=1173594 your anal slut wife] 12:15, 20 August 2010 (BST)
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| ==Suggestions up for voting==
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| ===[[Suggestion:20100814 'Search X Times' Dropdown Box]]===
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| Gone to voting. All DS discussion has been moved to the suggestion [[Suggestion talk:20100814 'Search X Times' Dropdown Box|talk page]]. -- {{User:DanceDanceRevolution/sig3}} 09:56, 16 August 2010 (BST)
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