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| {{Developing Suggestions Intro}} | | <noinclude>{{Developing Suggestions Intro}}</noinclude> |
| ==Suggestions==
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| <!--Put your new suggestion directly under this line-->
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| ===Tire Iron===
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| '''Time''' October18/10 {{unsigned|Ltthompson|19:12, 18 October 2010}}
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| '''Type''' New item safe house option
| | ===Ignore based on Radio Broadcast=== |
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| '''Scope''' Item Decorations
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| '''Description''' A new melee item and decoration.
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| My idea is a tire iron to find at a carpark especially. Also putting crucifixes up on the walls of safe houses.
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| ====Discussion (Tire Iron)==== | |
| Tire Irons can already be found in Carparks only they are called Crowbars in the UD universe. Also, you may want to read through [[Suggestions Dos and Do Nots]] before adding a developing suggestion. --{{User:Vapor/sig}} 01:51, 19 October 2010 (BST)
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| ----
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| ===Advanced Lab Experience===
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| {| | | {| |
| |'''Timestamp:''' [[User:Aeon17x|Aeon17x]] 07:15, 18 October 2010 (BST) | | |'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC) |
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| |'''Type:''' New science skill | | |'''Type:''' UI enhancement |
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| |'''Scope:''' Survivors | | |'''Scope:''' Interface |
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| |'''Description:''' It's easier to express the idea with the flavor upfront, here goes: | | |'''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. |
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| :''Memo to NecroTech staff: the usage of NecroNet terminals to revivify specimens with Brain Rot can also be applied on other subjects without it to expedite the revivification process. Expert staff now have '''reduced revivification costs''' when reviving subjects without Brain Rot inside a powered NecroTech building.''
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| Advanced Lab Experience is a new science skill which concerns revives inside a powered NT building. It costs 75 XP for scientists, 100 XP for civilians or 150 XP for military, and requires NecroNet Access as a prerequisite. It works like this:
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| {{udspan|'''Advanced Lab Experience''' - Player only spends 8AP to revive zombies without Brain Rot inside a powered NT building.}}
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| Revive costs for zombies with Brain Rot is still of course 10 AP.
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| I just thought this could make NT sieges a lot more fun. The invading horde should make sure to keep the generator non-existant at all times, or else they could see up to six revives per survivor per day at 8AP/revive (from the current four at 10 AP/revive) whenever they try a beachhead inside the NT. Another benefit for survivors is that it makes indoor revive points on NTs easier: just drop a genny, fuel it up and you can revive a half dozen zeds in a day.
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| On the other hand this does make zombies with Brain Rot more valuable for the horde, as besides the immunity from non-powered revives they also soak in more AP even when they do get revived inside a powered NT. Also even if survivors set an NT as an indoor revive point, that means it's one NT they would not sleep in and search on since if there are zombies inside it's likely to be regularly ruined too, and the horde would be more focused attacking the NTs which are resource points.
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| Besides that, outside of powered NT buildings this won't do much really other than a shift to longer NT sieges. And if we could have this skill at a future Blackmore siege I believe it'll be thoroughly entertaining for both sides.
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| |} | | |} |
| ====Discussion (Advanced Lab Experience)==== | | ====Discussion (Ignore based on Radio Broadcast)==== |
| This won't be popular with zombies and death cultists what with all the extra combat revives on offer here, but I can see a logic behind giving a slight advantage to people fighting on their 'home turf'. However, [[Suggestion:20070827 Hm, this 'Necro Net' has some useful information after all|this idea has already been suggested]] (and passed too). {{User:Chief Seagull/Sig}} 10:48, 18 October 2010 (BST)
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| :Wow, d'oh for me I guess. Even the AP cost is the same. But since it's on peer reviewed already... yayification! --[[User:Aeon17x|Aeon17x]] 12:00, 18 October 2010 (BST)
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| ::I'm just wondering if this sort of idea has been suggested for other classes, such as police or firefighters. {{User:Chief Seagull/Sig}} 18:00, 18 October 2010 (BST)
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| :::You mean, like, reduced cost for handcuffing/firehosing a zombie? {{User:Monstah/Sig}} 01:15, 19 October 2010 (BST)
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| ---- | | ---- |
| | | ===Shrink the map=== |
| ===Concentration=== | |
| {| | | {| |
| |'''Timestamp:''' --{{User:Vapor/sig}} 07:22, 16 October 2010 (BST) | | |'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC) |
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| |'''Type:''' New Skill | | |'''Type:''' Map change |
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| |'''Scope:''' Survivors. | | |'''Scope:''' Everyone |
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| |'''Description:''' At the cost of 15AP, one can choose to more heavily concentrate on their attacks. Concentration gives an extra +5% to hit with all types of attacks. Concentration is broken when the player sleeps, dies or idles. | | |'''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 (Concentration)==== | | ====Discussion (Shrink the map)==== |
| Good idea or bad? I can see this not only being useful in seiges but also helping newbie survivors. Doesn't seem overpowered to me right off the bat. --{{User:Vapor/sig}} 07:22, 16 October 2010 (BST)
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| Define "sleeps". {{User:Swiers/Sig}} 07:24, 16 October 2010 (BST)
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| :{{udspan|Exhausted, you can go no further.}}--{{User:Vapor/sig}} 07:27, 16 October 2010 (BST)
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| ::Easy. I assume I have a AP cap of 49. I never sleep, my concentration lasts quite awhile. --{{User:TripleU/Sig}} 07:41, 16 October 2010 (BST)
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| :::If you were like me, you'd always be playing until you had 1 or 2 AP left, 'cause at 2AP, it only takes 24 hours to get back to 50. I do this because I usually play UD at a certain time, using the extra AP or 2 in emergencies only. But that's just me. As Trips above, I would have this bonus for quite some time. --{{User:Axe Hack/Sig}} 17:16, 16 October 2010 (BST)
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| ::::Yeah, I always keep that spare AP just to be able to look around. Besides, even if the suggestion was that the effect ''lasted for 50AP'', I'd still think it's too overpowered. {{User:Monstah/Sig}} 02:39, 18 October 2010 (BST)
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| Seems okay in principle, but I'm not sure about it lasting until you die/sleep. My own personal preference would be a smaller initial cost but having the effect only lasting for ''X'' amount of AP. {{User:Chief Seagull/Sig}} 11:06, 18 October 2010 (BST)
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| ---- | | ---- |
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| | | ===Action Points=== |
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| ===Ankle Bite=== | |
| {| | | {| |
| |'''Timestamp:''' --{{User:Vapor/sig}} 05:24, 15 October 2010 (BST) | | |'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022 |
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| |'''Type:''' New Skill | | |'''Type:''' Action Points Increase Regeneration Rate |
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| |'''Scope:''' Zombies | | |'''Scope:''' Everyone |
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| |'''Description:''' The ankles of another player are attacked, slowing their progress. Moving to adjacent squares costs twice as much AP until player is healed. | | |'''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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| This would be a new skill under the Lurching Gait skill tree, just below Ankle Grab (for obvious reasons) -or- it would be a skill under the Vigour Mortis skill tree since it is an attack. | |
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| {{udspan|Your ankle is badly injured. Movement now costs an additional 1 AP.}}
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| <br>and
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| <br>{{udspan|You lose 1 AP to your injured ankle.}}
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| |} | | |} |
| ====Discussion (Ankle Bite)==== | | ====Discussion (Action Points)==== |
| I probably could have thought of a better name but I kept picturing an ankle biting chiuahua and couldn't resist. I'm not terribly dedicated to that name. I think that there should be a 2AP cap, which is to say if you are a zombie without Lurching Gait, your movement will still only cost you 2AP. In fact, maybe death should be a temporary cure for a smitten ankle like infection, only to reoccur when revived.--{{User:Vapor/sig}} 05:24, 15 October 2010 (BST)
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| :You know I was considering putting this exact same mechanic up over the weekend, only flavoured as heavy bleeding (with the caveat that entering a building would raise its [[bloodstains]] too). So yeah, I like it. I'd have it as a Vigor tree skill and let it create a new attack with the same to-hit rate and damage as bite, to mirror the 'attack with effects' thing. {{User:Misanthropy/Sig}} 05:27, 15 October 2010 (BST)
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| ::That's an interesting spin on AP damage as well. If the concept of ankle biting zombies is too silly then maybe it could be developed with different flavor. --{{User:Vapor/sig}} 05:40, 15 October 2010 (BST)
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| Don't put it into bite, it's already feature-packed as is. Perhaps a claw skill under tangling grasp, which for the purpose of making incredibly bad puns I shall call Ankle Grip.
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| Also the slowly losing points mechanic is getting old, especially if it can be fixed just the same as infection. How about something like a one-time 5 AP cost to break free from a zombie who has ankle gripped a survivor? This could be distressing if you wake up with zombies in your safehouse and you can't get out since one of them really held onto you, you have to either kill them, revive them or spend 5AP in one turn to break free. --[[User:Aeon17x|Aeon17x]] 05:52, 15 October 2010 (BST)
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| :That's not a bad idea either. Puts it more in line with Headshot. I like --{{User:Vapor/sig}} 06:30, 15 October 2010 (BST)
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| Double movement costs until healed. Simple, doesn't get confused with Infection. --{{User:Rosslessness/Sig}} 13:06, 15 October 2010 (BST)
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| :What are the accuracy, damage of this attack? Would it work on fellow zombies? --{{User:Rosslessness/Sig}} 13:08, 15 October 2010 (BST)
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| ::I'm thinking same HRP for infection. Make it a claw attack instead of a bite attack. Clawing has a chance to break ankle. It's either that or keep it as a bite attack and you get a chance to either infect or to bite ankle. I suppose you could even do both. Bite for a chance to infect and then bite again until you bite ankle, meaning someone could limp around infected until they FAK. And yeah since it's basically infection, one could break a zombie ankle. Just don't allow movement costs over 2AP. So if zombie does not yet have Lurching Gait, an injured ankle has no effect.--{{User:Vapor/sig}} 15:51, 15 October 2010 (BST)
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| :::I'd say make it a third attack after claw and bite, not attached to one of those. {{User:Misanthropy/Sig}} 15:55, 15 October 2010 (BST)
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| ---- | | ---- |
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| ===Move Rules=== | | ===Drone=== |
| {| | | {| |
| |'''Timestamp:''' [[User:Sargent Havok|Sargent Havok]] 10:54, 14 October 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) |
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| |'''Type:''' | | |'''Type:''' Survivor Item |
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| |'''Scope:''' | | |'''Scope:''' Survivors |
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| |'''Description:''' Survivors can enter/leave buildings with Barricades higher than VSB but now it costs more AP to do so: | | |'''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. |
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| :HB: 2 AP to enter/leave
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| :VHB: 3 AP to enter/leave
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| :EHB: 4 AP to enter/leave
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| This counts ANY time a survivor leaves or enters, even if they don’t use the door. Walking out of a building to an empty square would also cost the extra AP. Zombies would also pay this cost for leaving a building without using the door. They can’t use the door on a barricaded building anyway, but they would still have to pay the extra for “escaping” a barricaded building higher than VSB.
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| Free-Running would now cost the same extra AP shown above to use, based on the building you are leaving. So if you try to Free-Run into another building from an EHB building, it would cost 4 AP to do so. The Barricade level/Ruin status of the building you are entering does not matter.
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| Survivors with the Scout Safehouse skill would pay 1 less AP for entering/leaving any building they had scouted. That is:
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| :HB or less: 1 AP
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| :VHB: 2 AP
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| :EHB: 3 AP
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| |} | | |} |
| ====Discussion (Move Rules)==== | | ====Discussion (Drone)==== |
| *looks at suggestor's profile* So I guess you died when you got locked out of your safehouse? Learn to plan your escape in advance. --[[User:Aeon17x|Aeon17x]] 11:19, 14 October 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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| *Yeah, sorry, this will never pass. The main form of griefing for revived zombies is being able to overbarricade buildings. Taking that away will do a few things: 1. Remove Piñata strategy for zombies. 2. Reduce the number of survivors on the streets (slowing Bahbah zombie growth) and 3. Will take away half the reason of being a Death Cultist. You're only a level one, it gets easier once you have Free Running. Otherwise, always remember to save 10AP to find a building to hide in. {{User:Shadok/sig}} 11:36, 14 October 2010 (BST)
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| You know this just shits all over non-survivors right? {{User:Misanthropy/Sig}} 15:06, 14 October 2010 (BST)
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| ===Hibernation=== | | ===Backpack=== |
| {| | | {| |
| |'''Timestamp:''' [[User:Aeon17x|Aeon17x]] 12:58, 13 October 2010 (BST) | | |'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC) |
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| |'''Type:''' New zombie skill, crossover (survivors can also use it) | | |'''Type:''' New item |
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| |'''Scope:''' Dead bodies with this skill | | |'''Scope:''' Survivors |
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| |'''Description:''' Hibernation is a new zombie skill which takes effect when the player is dead. It costs 100XP, and requires Ankle Grab as a prerequisite. It works like this: | | |'''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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| {{udspan|'''Hibernation''' - Player spends an extra 4AP to stand up, in exchange for an increased AP recovery rate while dead.}}
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| With the Hibernation skill, the dead body would gain 1AP every 24 minutes instead of 1AP every 30 minutes. It applies to dead bodies from killed survivors and zombies as well as revivifying bodies. When they stand up they have to spend an extra 4AP for a 5AP stand up cost (10AP if headshot), the increased AP recovery stops and they return to the usual 1AP every 30 minutes rate.
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| '''Who is this skill for?'''
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| Basically speaking, nearly everyone. Literally every player in this game is dead at one point or another, and would benefit from a little AP boost while dead so that they could actually do more when they stand up.
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| There is a caveat though: because of the 4AP extra stand up cost, you have to sleep for at least eight hours to break even. Otherwise you'll end up with *less* AP than if you only have Ankle Grab. For this reason [[?rise]] zombies might want to skip the skill altogether, since when they stand up they do it for 5/10 AP instead of 1/6 AP.
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| '''How is this balanced?'''
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| Well I did some very rough math, and while it won't convince anyone who believes tweaking with the AP recovery rate shouldn't be done at all, here it is.
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| The maximum AP count is still 50AP. This is important as it means you can only do up to 50AP worth of actions in a single turn. What's different is that you get to that amount faster when dead.
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| *w/out Hibernation: 50 AP in 25 hours
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| *with Hibernation: 50 AP in 20 hours
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| However you have to take into account you have to stand up first before you could do, well, anything.
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| stand up -
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| *w/out Hibernation: 49 AP in 25 hours (50 AP in 25.5 hours)
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| *with Hibernation: 45 AP in 20 hours (49 AP in 22 hours, 50 AP in 22.5 hours)
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| stand up with Headshot -
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| *w/out Hibernation - 44 AP in 25 hours (50 AP in 28 hours)
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| *with Hibernation: 40 AP in 20 hours (44 AP in 22 hours, 50 AP in 25 hours)
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| All in all, Hibernation allows you to gain the same amount of AP as without Hibernation by three hours less, or a 6 AP advantage. But only if you actually stay dead for nearly a full day, and wait a couple of hours from standing up before spending the rest of your AP.
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| Also of note is that 6AP is the maximum amount you can save with this skill. The shorter you stay dead, the less AP you get from the increased AP recovery rate from Hibernation.
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| *stand up immediately instead of staying dead - behind by 4 AP
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| *2 hours - behind by 3 AP
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| *4 hours - behind by 2 AP
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| *6 hours - behind by 1 AP
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| *8 hours - break even
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| *10 hours - ahead by 1 AP
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| *12 hours - ahead by 2 AP
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| *14 hours - ahead by 3 AP
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| *16 hours - ahead by 4 AP
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| *18 hours - ahead by 5 AP
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| *20 hours - ahead by 6 AP
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| Now to answer the question of how this is balanced: just from the skill alone, it's not. (Then again, if it's ''perfectly'' balanced, why add it to the game at all? :-P) But from the corresponding gameplay changes the players would have to assume if ever they pick up the skill, it could be.
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| Imagine sieges. This skill is favorable to the survivors to a certain extent: zombies with Hibernation would be in a disadvantage if they stand up in less than eight hours as that would mean a net AP loss than if they only had Ankle Grab. They now have to stay dead longer, meaning less zombies would be standing up at any given time and presenting more opportunities for survivors to hold their ground against the horde and defend territory.
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| Revivifying bodies would also benefit from the skill a lot due to the increased AP recovery rate, leading to quicker (or at least stronger) reinforcements for survivors.
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| For zombies, it serves as a counter to Headshot if they nap in the dirt long enough and stand up just as you reach 50 AP. Even more so if you are into negative AP, perhaps from a previous headshot or bellowing too hard; from -15 AP you can get back to 50 AP in about 26 hours.
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| That's about it. This suggestion got a bit longer than I would like, but I think it's an interesting mechanic to say the least.
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| |}
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| ====Discussion (Hibernation)====
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| This breaks one of the golden rules mentioned on the [[Suggestions_Dos_and_Do_Nots#AP.2C_Inventory.2C_Skills.2C_and_Barricades|Suggestions Dos and Do Nots]] - leave your own AP alone. {{User:Chief Seagull/Sig}} 15:31, 13 October 2010 (BST)
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| :I always thought of Ankle Grab as a +9 AP boost to dying. --[[User:Aeon17x|Aeon17x]] 15:49, 13 October 2010 (BST)
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| ::Ah, but Kevan's allowed to do that cos he's the [[Church of Kevan|Lord and Creator of Malton]] ☺ {{User:Chief Seagull/Sig}} 16:20, 13 October 2010 (BST)
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| :::The difference there (and with Gait) is that it changes the cost of something, rather than changing the recharge rate, which is bad territory. {{User:Misanthropy/Sig}} 16:30, 13 October 2010 (BST)
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| :Don't Ankle Grab and Scout Safehouse do so, too? Anyway, I like this. I'd even risk saying I'd like it better if it were my previously undefined XP-spending skill. 5 XP instead of 4 extra AP, anyone? Or in addition? {{User:Monstah/Sig}} 23:30, 13 October 2010 (BST)
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| ::The problem with any XP burning skill is that some players just have too much of them. To provide them any sort of gameplay-altering capability might as well lead to a virtually permanent buff to those players.
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| ::For example, if Hibernation only requires 5 XP and no extra AP loss, those players can stand up with full AP in 20 hours. They can very easily recover the 5 XP with the AP boost from dying. Now if you put both a 5 XP and a 4 extra AP loss for Hibernation, then low-level players would find the skill has a very high penalty to use and still only high-level players will bother to learn it. See what I'm getting at? --[[User:Aeon17x|Aeon17x]] 09:02, 14 October 2010 (BST)
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| :::Yes, I see what you mean. The way I think, tho, these skills ''are'' designed for high-level players, tho maybe not as much as headshot, which ''requires'' level 10. These skills, on the other hand, would certainly ''disencourage'' lower level characters, but not barr them. I'd rather see both the 5 XP and 4 AP cost, tho. {{User:Monstah/Sig}} 19:24, 14 October 2010 (BST)
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| ::::You can't have skills designed [[Frequently_Suggested#XP_Wastage|just for high level players]]. Headshot is an anomaly as to why it's there in the first place, but don't use it to justify breaking the game even more. --[[User:Aeon17x|Aeon17x]] 01:25, 15 October 2010 (BST)
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| Aside from the issues already raised, there is one other problem: you should always give the players a choice if they're going to be doing something potentially detrimental to themselves. Since this is a passive skill (i.e. you always hibernate once you buy the skill), they have no way to "turn it off" if they want to later, meaning that they are stuck with less AP permanently if they play the game as most people do by logging on once a day at the same time (previously, they'd start with 47 each day, now they start with 45 each day). And it's even worse for the casual players that don't log on once a day (previously they'd start with 49, now they start with 45). Without the ability to revoke the option somehow, a complicated and ''very situational'' mechanic like this is not a good idea. {{User:Aichon/Signature}} 04:56, 14 October 2010 (BST)
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| :I just considered a time-based mechanic like this where you have to log back in and check on your character in a specific timeframe otherwise you would be in a disadvantageous situation would work for a browser game like UD; with this skill, you have to stand up between eight to twenty hours to get the additional AP or else you end up with less AP. Apparently it's something the players appreciate and frequently come back for, getting rewards with associated risk. And it's something exploited in other browser games too like Farmville (you have to farm your crop by this hour or it dies, etc). --[[User:Aeon17x|Aeon17x]] 08:24, 14 October 2010 (BST)
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| ::Facebook is a different beast entirely, since people log on there for other reasons and then play Farmville while they're there (or else they go into Farmville knowing full well what to expect in terms of things like this). UD, however, does not revolve around mechanics like this, so adding one now that cannot be revoked later is a bad idea. I don't think players would appreciate the choice being forced on them permanently once they purchase the skill, since most of them wouldn't understand what they were getting into (for instance, my initial thought when reading the first parts of the suggestion was that it would somehow be optional with each death to deal with exactly what I'm talking about, but, obviously, that's not exactly feasible either). {{User:Aichon/Signature}} 20:27, 14 October 2010 (BST)
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| :::Didn't we have [[April_Fools#2008|Facebook Dead]] a couple of years ago? :-) But yeah, I guess this does have a big downside to it that the skill description alone is not enough for the players to realize its full ramifications. Maybe it should have a warning before purchase like Brain Rot... though that might make the zombie skill tree more intimidating to navigate if there are warnings all over the place. --[[User:Aeon17x|Aeon17x]] 01:25, 15 October 2010 (BST)
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| ----
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| ===A few ideas===
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| {|
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| |'''Timestamp:''' {{User:Misanthropy/Sig}} 00:08, 12 October 2010 (BST)
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| |-
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| |'''Type:''' Skills
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| |-
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| |'''Scope:''' Zombies
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| |'''Description:''' Just a few ideas I might flesh out if they seem workable, that have come to me whilst scanning my movie collection for article images. Some might be dupes, I've not checked:
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| *'''Vomit''' - child skill of digestion (with bite, not under). For a cost of 4 HP and 1 AP, the zombie can make a vomit attack. 95% accuracy, 2 damage, infection. Idea being that by violently regurgitating, they create a spray wide enough that it's very difficult to avoid (high accuracy), caustic (damage) and infectious. Inspired by ''28 Days Later'' and ''Paura Nella Citta dei Morti Viventi''. Numbers could be tweaked.
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| *'''Smear''' - child skill of memories. Zombies can replace grafitti with a range of options from a drop down menu including things like "bloody handprints", "vaguely meaningful smears", "gouges and scratches", "bile and filth", etc. This would replace the grafitti line with {{udspan|The walls are covered with <choice>}}, which can be sprayed over to revert back to grafitti messages or smeared over with something different. All the buildings that give xp for tagging give xp for smearing.
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| *'''Relentless''' - child skill of brain rot. Gives zombie 50% chance of ignoring the effects of headshot when killed.
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| *'''Gouge''' - child skill of vigor mortis. Zombies are able to directly attack the eyes/face with a gouge attack - same damage/accuracy as maxed bite attacks. Gouged survivors are at -10% accuracy for all attacks until they're healed with a first aid kit. Totally based on ''Zombi 2'''s [http://www.youtube.com/watch?v=Qah3Q9BnRHM finest moment].
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| *'''Barrage''' - stand-alone skill. All zombies, with or without the skill, get +5% accuracy, to a maximum of +25%, when attacking barricades, for each zombie with Barrage on the same block. Attacking from outside only counts those outside, and those inside only count for attacking from inside.
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| *'''Frenzy''' - stand-alone skill. A zombie with frenzy who kills a survivor when there are other survivors present gains +10% accuracy to every attack they have until they are killed or there are no survivors present at the same location as them.
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| |}
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| ====Discussion (A few ideas)====
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| A mixed bag that will need seperating if they get to "suggestions" but...
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| * Vomit - No chance.... at best it should be 75% to hit and cause only infection. Even that is pushing it!
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| * Smear - I love this one but it is almost certainly a dupe.
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| * Relentless - I like this.... I like it a lot!
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| * Gouge - No thank you.
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| * Barrage - Numbers seem a bit high and i am pretty sure the concept is a dupe. Still, it does have some merit.
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| * Frenzy - I like the idea but not sure i like your implementation. A more reasonable version might be to increase the bonus but make it last only until the zombies next miss/none attack action?
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| All said I think these are worth discussion.... I just don't see any of them making it in game. --[[User:Honestmistake|Honestmistake]] 00:26, 12 October 2010 (BST)
| | Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies? |
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| * Vomit - Eww. But I disagree with this. Maybe the walls can get covered with half-digested human flesh, under smear?
| | 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. |
| * Smear - It may be a dupe, but ''yes''. Zombies should be able to smear blood all over the wall, gouge deep scratches, and deface the buildings they have taken.
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| * Relentless - Zombies have 44 AP. Headshot is an unfortunate necessity of being a zombie. It takes a survivor far more than 6 ap to knock you out anyway. '''No'''
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| * Gouge - Don't screw with other peoples attacks. '''No'''
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| * Barrage - Barricades are meant to be an AP sponge. If you want to get to meat, join an organised horde. '''No'''
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| * Frenzy - ake you more accurate after already killing someone? I sure like this idea. '''Yes'''.
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| [[User:John Ibans|John Ibans]] 02:01, 12 October 2010 (BST)
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| :Your assertion that meat is only found by hordes is the very thing that needs changing - barrage is meant to help ferals and new zombies as they can leech off of the effect of older zombies for their own benefits. Ferals need to have a chance too, though perhaps the numbers involved in barrage could be lowered. {{User:Misanthropy/Sig}} 02:05, 12 October 2010 (BST)
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| Discussing some of this stuff with Gor, thinking that Gouge could be replaced with a "bleeding" mechanic - functionally identical to infection, but both can be present at once - so the attack would be a child skill of Rend Flesh, would give a gouge attack at 40%, 4 damage, and causes bleeding, so biting and gouging together doubles the HP drain, but no one is more effective than the other. Perhaps each HP lost to bleeding indoors adds one to the level of [[bloodstains]] at the location too. {{User:Misanthropy/Sig}} 02:45, 12 October 2010 (BST)
| | Q: If it wastes AP, what is the point? |
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| Hmm. Although the others are a non starter, I quite like relentless and Frenzy, I'm assuming that Frenzy works like the safehouse mechanic? Where as long as you remain in the building and no one kills you it remains? --{{User:Rosslessness/Sig}} 09:30, 12 October 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. |
| :Sort of - if at any point you're at a location with no survivors (say you leave the building and there's none outside, or you kill the last one there or they all leave), or you die, then it wears off. {{User:Misanthropy/Sig}} 20:26, 12 October 2010 (BST)
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| ::{{udspan|There is no more flesh to gorge on. Your frenzy subsides}}--{{User:Rosslessness/Sig}} 20:56, 12 October 2010 (BST)
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| :::Badda bing. {{User:Misanthropy/Sig}} 21:01, 12 October 2010 (BST)
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| | Please give your thoughts. |
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| ===Something New to Gesture At===
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| {|
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| |'''Timestamp:''' {{User:Axe Hack/Sig}} 03:00, 11 October 2010 (BST)
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| |'''Type:''' Addition on Gesture Drop-down list
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| |'''Scope:''' Zombies with [[Flailing Gesture]]
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| |'''Description:''' The short and simple version? Add "graffiti" to the list of things to gesture at in the gesture drop down list.
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| |} | | |} |
| ====Discussion (Something New to Gesture At)==== | | ====Discussion (Backpack)==== |
| Nice and short. Anyone want the long version? Because I could prepare one... ;) --{{User:Axe Hack/Sig}} 03:04, 11 October 2010 (BST)
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| :Its a massive dupe and you know it. What happens if the spraypaint is changed between the gesture and the observer logging on? --{{User:Rosslessness/Sig}} 10:25, 11 October 2010 (BST)
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| :::Oh MAAAAN I can see how bad that would be. You gesture at it because it's a URL, then someone sprays something about their wang onto the wall. To someone later...you gestured to that. Not too good an impression. {{User:Shadok/sig}} 13:11, 11 October 2010 (BST)
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| I want a gesture to the eyes. Like the zombie poked your eyes. And you can't see anything happening after that and until you log back on! Unless you equipped something over your face like safety goggles. --[[User:Aeon17x|Aeon17x]] 11:31, 11 October 2010 (BST)
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| :Perhaps, but I the problem pointed above makes it more of a 'Nah'. I'd rather have my suggestion just two below. Maybe if you post the long version? {{User:Monstah/Sig}} 15:34, 11 October 2010 (BST)
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| ::I swear, I did not see your suggestion below. I only got this idea after [http://iamscott.net/1286752689534.html this]. It would have been funny if I gestured at that graffiti, then at me, and said "Hagz?". xD --{{User:Axe Hack/Sig}} 16:19, 11 October 2010 (BST)
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| :::Its still a peer reviewed dupe. --{{User:Rosslessness/Sig}} 19:15, 11 October 2010 (BST)
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| "You gesture at the graffiti" Im guessing thats what it would say. This suggestion seems kinda useless considering the pointless crap people like to put on the walls, I guess it would be useful if you want to point out revive points. Id vote for this. --[[User:TheWritingWriter|TheWritingWriter]] 00:36, 12 October 2010 (BST)
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| ==Suggestions up for voting==
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| ===Manhandle 2.0===
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| Moved to [[Suggestion talk:20101019 Manhandle]] --{{User:Rosslessness/Sig}} 20:22, 19 October 2010 (BST)
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| ===Lower HP by 20===
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| Moved to [[Suggestion_talk:20101015_Lower_HP_by_20]] --{{User:Spiderzed/Sandbox/Sig}} 13:02, 15 October 2010 (BST)
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| ===Spreading Infection===
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| Moved to [[Suggestion talk:20101011 Spreading Infection]] --{{User:Axe Hack/Sig}} 18:07, 11 October 2010 (BST)
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