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


<!--Put your new suggestion directly under this line-->


===Berserk/Rage/Ferals/Other cheesy name Zombies.===
===Ignore based on Radio Broadcast===
{|
{|
|'''Timestamp:''' [[Image:Umbrella-White.png|10px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|10px]]</span> <sup><span style="color:Maroon">'''[[User:MisterGame|Talk]]'''</span></sup> 13:15, 21 December 2010 (UTC)
|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC)
|-
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|'''Type:''' Zombie gameplay
|'''Type:''' UI enhancement
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|'''Scope:''' Zombies
|'''Scope:''' Interface
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|'''Description:''' Playing as a lone zombie/feral actually become viable and most importantly, fun.
|'''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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This suggestion is big, in a way that completely changes the way zombies can play. I'll keep it short, and give you a general idea of what I propose:
====Discussion (Ignore based on Radio Broadcast)====
 
Lone zombies, who are separated from the horde have begun rapid transformation in order to make up for being on their own. These so-called ferals become stronger, smarter and regenerate more rapidly. However, this transformation costs a lot of energy, leading to a loss of bulk. Because of a more solitary nature, they also begin to ignore other zombies, a lacking horde mentality so to speak.
 
'''Facts:
 
'''- Zombies who find themselves on their own with no other zombies in their block for 24 hours will change into a feral zombie.
 
 
'''- They will have only 30 HP regardless of skills.
 
 
'''- Health will be auto-generated in tie with AP. 1 HP every half hour.
 
 
'''- Ferals with ankle grab will become immune to headshots, while those without pay 5 AP.
 
 
'''- Barricades will be more easily destroyed due increased strength. (I don't have exact damage calculations here)
 
 
'''- Barricades which are Quite Strongly Barricaded (QSB) or lower can be entered in the same way survivors can with VBS or lower.
 
 
'''- Damage done to survivors doesn't change and depends on skills.
 
 
'''- Ferals can no longer drag weakened survivors outside, instead going straight for the kill.
 
 
'''- They cannot ruin/ransack buildings(!). Gennies and radio's can be destroyed normally.
 
 
'''- Ferals can be revived normally, depending on whether or not they have brainrot.
 
 
'''- If a feral is killed as a survivor by another survivor or suicide, they will stand up as a feral. When killed by zombie, feral or not, they will stand up as a regular zombie. If a regular zombie dies as a survivor, they will stand up as a regular zombie under all circumstances. 
 
 
'''- Up to five ferals in one block. More, and they will change back into horde zombies.
 
Pretty dramatic. However, I think this can finally make it fun to play as a feral and offer an entirely different playstyle for zombies. All this without making the already powerful meta hordes even stronger, but without rendering them void. Ferals will never be able to destroy suburb, since they cannot ruin and their little HP makes it easy for survivors to take back buildings. Therefore hordes are needed for true destruction.
 
This is just an idea, and far from finished. ''Everything'' is open for change. Go nuts. --[[Image:Umbrella-White.png|10px]][[User:MisterGame|<span style= "color: maroon; background-color: white">'''''Thadeous Oakley''''']][[Image:Umbrella-White.png|10px]]</span> <sup><span style="color:Maroon">'''[[User:MisterGame|Talk]]'''</span></sup> 13:15, 21 December 2010 (UTC)
====Discussion (Berserk/Rage/Ferals/Other cheesy name Zombies.)====
I'm not really a fan, because my feral zombie is an assist feral. I go around pulling survivors outside for newbie zeds to level, infect them, and ruin buildings. This woulc cause problems. It could also polarise things to being permanently green suburbs (which can't be ruined by local ferals) and permanently red suburbs (where the organised hordes limit themselves to five to knock down cades, enter, bring in a sixth zombie and trash the building). As I said, I'm not really a fan.--{{User:Yonnua Koponen/signature‎}} 13:30, 21 December 2010 (UTC)
 
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===Shrink the map===
===Move restriction based on encumberance===
{|
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|'''Timestamp:''' {{User:Monstah/Sig}} 21:28, 20 December 2010 (UTC)
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|-
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|'''Type:''' Mechanic change
|'''Type:''' Map change
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|'''Scope:''' Fully encumbered players
|'''Scope:''' Everyone
|-
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|'''Description:''' Players with full encumberance move at 2AP per block, just like zombies without Lurching Gait.
|'''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.
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====Discussion (Move restriction based on encumberance)====
====Discussion (Shrink the map)====
Or maybe make it so from 80% or 90% encumberance? {{User:Monstah/Sig}} 21:29, 20 December 2010 (UTC)
:I don't really like it, unless it is countered by Bodybuilding or some other existing skill. Lurching Gate negates 2AP movement, so overencumberance should have a similar negation skill. {{User:Vapor/sig}} 21:36, 20 December 2010 (UTC)
::Have 101% be the minimum amount to trigger it, then it's negating by not being a smart-ass stockpiler - the option exists to carry above 100%, but at a penalty. I like this. {{User:Misanthropy/Sig}} 01:15, 21 December 2010 (UTC)
 
[[Suggestions_Dos_and_Do_Nots#AP.2C_Inventory.2C_Skills.2C_and_Barricades|Leave AP alone]]. --{{User:Axe Hack/Sig}} 21:41, 20 December 2010 (UTC)
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===Previous employment===
===Action Points===
{|
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|'''Timestamp:''' {{User:Scout/Sig}} 22:10, 11 December 2010 (UTC)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
|-
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|'''Type:''' New zombie skill
|'''Type:''' Action Points Increase Regeneration Rate
|-
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|'''Scope:''' Zombies
|'''Scope:''' Everyone
|-
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|'''Description:''' Allows zombies to be able to reconize NT buildings from the street without having to become a human to do so.
|'''Description:''' Due to the passage of time with mobile games and other real time action games without restriction,  I think that we should address the action points system of the game. This game can only realistically be played for 5 minutes a day. So it's not really a seller for new blood. If we want to see this game survive it needs to evolve into something more exciting than 5 minutes. My suggestion is double the regeneration rate to improve activity. I love this game.  I want to play it more. And the die hard fans I'm sure feel the same. More will go on in a day, sure. But that's for both sides. We're ready for it. Let's get this game moving again. We need this.
|}
|}
====Discussion (Previous employment)====
====Discussion (Action Points)====
[[Suggestion:20100629 Zombie Class Change|Not a dupe.  Just something you should look at.]] --{{User:Axe Hack/Sig}} 20:33, 13 December 2010 (UTC)
 
I toyed with a similar idea once, under the Scent tree, that would provide the ability only flavoured as the zombie recognising a chemical smell from the building. I think a version that doesn't rely on the idea that one company has employed the entire city at some point or another would be a little better. {{User:Misanthropy/Sig}} 21:03, 14 December 2010 (UTC)
:*NecroTech Employment requries that. Just an observation.--{{User:Scout/Sig}} 19:34, 15 December 2010 (UTC)
::Yes, so doubling that perception instead of opening a new avenue of thought is a bad idea. {{User:Misanthropy/Sig}} 00:23, 16 December 2010 (UTC)
 
World's largest dupe. See: Swiers, Iscariot.--{{User:Yonnua Koponen/signature‎}} 20:09, 15 December 2010 (UTC)
 
That would be nice but it should not be a new skill but a benifit from memories of life skill--{{User:Zombeman 11/Sig}} 16:38 18 of December 2010 [UTC]
 
 
I dont see how that would work alot of zombies would not of worked for nero tech and it would make the game unballence.--[[User:Survivor 2.0|Survivor 2.0]] 22:24, 19 December 2010 (UTC)
:Who shot who in the what now? {{User:Monstah/Sig}} 16:56, 20 December 2010 (UTC)
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===Remove skill===
===Drone===
{|
{|
|'''Timestamp:''' {{User:Scout/Sig}} 22:10, 11 December 2010 (UTC)
|'''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:''' Mechanics change
|'''Type:''' Survivor Item
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|'''Scope:''' Everyone
|'''Scope:''' Survivors
|-
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|'''Description:''' You would be able to forget a skill for the exact same XP as it would cost to buy it. If you mastered the game, you might want to start over, on another note, zombies with brain rot would be able to forget it.
|'''Description:''' Portable drone, found in mall tech stores, which are pointless as we all know. Encumbrance is 10%. When activated for 15ap they provide an image of a 10x10 grid centred on the survivor, showing the current outside status of all blocks including zombies, survivors and dead bodies. Like DNA scanners, Drones are multi use.
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====Discussion (Remove skill)====
====Discussion (Drone)====
You need to regain less XP than it cost to buy it. Otherwise, you could get a few hundred XP and just switch it between whatever skills you need at the time. --{{User:TripleU/Sig}} 22:13, 11 December 2010 (UTC)
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)
 
Too easily exploitable. Imagine Death Cultists folks with a ton of excess XP who would learn and forget Brain Rot at will when it suits them. Or being able to forget Bodybuilding temporarily to make your HP appear to be maxed. How would this affect skill tree skills? If I forget NecroTech Employment, do I also forget Lab Experience and NecroNet Access since the former is a prerequisite for the later two? {{User:Vapor/sig}} 00:14, 12 December 2010 (UTC)
 
Maybe there would be a limit to how many times you can forget somthing, like you can only forget three times per skill or somthing like that, and/or limit which skills it can be used on.--{{User:Scout/Sig}} 20:11, 13 December 2010 (UTC)
 
This would ruin the entire game.if i want to start over ill creat another character.--User:Zombeman 11/Sig 16:38 18 of December 2010 [UTC]
 
No way, man. A notice that "Buying brain rot may change significantly your gameplay" or "Buying headshot will make people think you are an asshole" should be enough. {{User:Monstah/Sig}} 19:35, 19 December 2010 (UTC)
:Brain Rot already has a notice. ;) --{{User:Axe Hack/Sig}} 17:12, 20 December 2010 (UTC)
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===Food===
===Backpack===
{|
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|'''Timestamp:''' {{Unsigned|Zombieman 11|02:48, December 8, 2010}}
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
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|'''Type:''' New item
|'''Type:''' New item
Line 139: Line 62:
|'''Scope:''' Survivors
|'''Scope:''' Survivors
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|'''Description:''' ok i know its hard not to get a med pack but a new source of survivor healing is neccisary for newbs
|'''Description:''' This will be a new item found in schools with a 2% find rate and sports stores with a 4% find rate. The low numbers are because, like a flak jacket, once you find it you have it forever. It increases you encumbrance by 30%. However, you can't use an item that is in your backpack until you remove it from the backpack. It costs one AP to add an item to your backpack and one AP to remove an item. An item affects your regular encumbrance until added to the backpack. Items such as GPS, radios, cell phones, and flak jacket do not work when in your backpack. Items in your backpack will not be shown in your inventory, but the backpack itself will be shown in your inventory. There will be a drop box next to the word backpack that shows all the items inside. When you click on an item in that drop box, it removes it from your backpack (1 AP).
 
 
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?
 
A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away.
 


ok so there will be 4 food catagories frozen canned fresh and rotten frozen food will be raw and used to heal 2 hp canned will be used to heal 6 hp fresh will be used to heal 10 hp and last and certainly the least rotten will heal 1 hp and doubles the amount of ap to move for the next 15 actions.<br><small>Moved from [http://wiki.urbandead.com/index.php?title=Category:Current_Suggestions&diff=prev&oldid=1819195 the wrong place for new suggestions].</small>
Q: If it wastes AP, what is the point?
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====Discussion (Food)====
I like the idea of a uncertain item. Perhaps it could be just one item called 'food', which will usually heal 5HP, but will sometimes be all rotten and moldy, causing 5 damage/infection/lethargy(next five actions cost an extra AP). Maybe 90% likelihood of being 'fresh' and 10% chance of some sort of food poisoning. --{{User:TripleU/Sig}} 03:16, 8 December 2010 (UTC)


Food has been shoot down in the [[Suggestions/RejectedSeptember2006#Grocery_Store.28Revised.29|past]].  --{{User:Axe Hack/Sig}} 03:18, 8 December 2010 (UTC)
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.
:[[Suggestions/RejectedSeptember2006#Rooftop_Garden.2FGreenhouse|Twice]].  Maybe three times, but these two are the ones I know of. --{{User:Axe Hack/Sig}} 03:22, 8 December 2010 (UTC)


Food shouldn't heal as much as an FAK. I'd support a few differently-named but otherwise identical food items being added as beer clones, but that's about it. Should all be tinned or jarred, to work as an improv weapon like bottles do, and to explain away its continued viability after half a decade of storage. {{User:Misanthropy/Sig}} 03:23, 8 December 2010 (UTC)
:Baguette. If you leave them be for a few days, the get hard. If you leave them for a few years, they get weaponizable. --{{User:TripleU/Sig}} 03:31, 8 December 2010 (UTC)
I'm not usually a grammar Nazi but please use ''some'' capitalization and punctuation if/when you take this to Suggestions. Otherwise, I like the idea of adding a food item or two. We have vending machines. We have stale candy. Why not food items. {{User:Vapor/sig}} 04:47, 8 December 2010 (UTC)


Like Mis, I think these should just be canned/jarred goods that could also be used as weapons (I love novelty weapons, me). Given the lack of a decent power supply in the city, frozen goods wouldn't last long. Question: where would these new food items be found? The most obvious place would be malls, but at the moment there isn't a "Search Grocery" button so this would have to be added (although, as Axe has pointed out, this has been rejected in the past). Hotels and mansions may have some canned goods stashed in their kitchens. Pubs probably wouldn't though - they'd just have a few packets of crisps, nuts and hog lumps laying about the place. Apartment towers would probably have some cans, hidden away in kitchen cupboards. Apart from doughnuts in police stations (stereotype alert!), I can't think of anywhere else. {{User:Chief Seagull/Sig}} 10:22, 8 December 2010 (UTC)
Please give your thoughts.
If you could share it.... That would be awesome! Also, maybe it would take two bites to eat fully, each bite would be the same. So if you take one bite, and it hurts you, you could do a subtle form of PKing and share it with someone else. --{{User:Scout/Sig}} 03:16, 16 December 2010 (UTC)


I think this Would be fun but seriousley add some periods or caps it will look more formal--[[User:Nexus|Nexus]] 01:38, 19 December 2010 (UTC)
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:I know it's you. {{User:Misanthropy/Sig}} 01:40, 19 December 2010 (UTC)
====Discussion (Backpack)====
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==Suggestions up for voting==

Latest revision as of 17:27, 8 July 2024

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Developing Suggestions

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{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
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Please add new discussions and suggestions to the top of the list



Ignore based on Radio Broadcast

Timestamp: Khwud (talk) 17:27, 8 July 2024 (UTC)
Type: UI enhancement
Scope: Interface
Description: Allow 'ignore' from radio broadcasts; users are hiding behind their anonymity to allow them to broadcast things that would broadly trigger them to be ignored, if their user ID was visible. Adding their name, or an auto-generated call-sign (it is for a radio, after all) or something so that they could be blocked based on their broadcasts would help user experience. In addition, and broadcasts that get more than a threshold number could get tagged for review, and the user potentially having their (in-game) ham-license revoked.

Discussion (Ignore based on Radio Broadcast)


Shrink the map

Timestamp: --UroguyTMZ 16:28, 14 February 2023 (UTC)
Type: Map change
Scope: Everyone
Description: There are just over 3000 active characters in the game currently likely counting a significant percentage of alts and zergs. Shrinking the map by eliminating the outer first two rings of suburbs would increase the amount of interactions between the remaining characters. This shrink could be increased or decreased depending on future changes to the playerbase.

Discussion (Shrink the map)


Action Points

Timestamp: User:Wolldog1 10:07, 26 July 26, 2022
Type: Action Points Increase Regeneration Rate
Scope: Everyone
Description: Due to the passage of time with mobile games and other real time action games without restriction, I think that we should address the action points system of the game. This game can only realistically be played for 5 minutes a day. So it's not really a seller for new blood. If we want to see this game survive it needs to evolve into something more exciting than 5 minutes. My suggestion is double the regeneration rate to improve activity. I love this game. I want to play it more. And the die hard fans I'm sure feel the same. More will go on in a day, sure. But that's for both sides. We're ready for it. Let's get this game moving again. We need this.

Discussion (Action Points)


Drone

Timestamp: RosslessnessWant a Location Image? 19:10, 23 July 2022 (UTC)
Type: Survivor Item
Scope: Survivors
Description: Portable drone, found in mall tech stores, which are pointless as we all know. Encumbrance is 10%. When activated for 15ap they provide an image of a 10x10 grid centred on the survivor, showing the current outside status of all blocks including zombies, survivors and dead bodies. Like DNA scanners, Drones are multi use.

Discussion (Drone)

Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --  AHLGTG THE END IS NIGH! 02:19, 24 July 2022 (UTC)


Backpack

Timestamp: Wild Crazy (talk) 20:55, 20 September 2021 (UTC)
Type: New item
Scope: Survivors
Description: This will be a new item found in schools with a 2% find rate and sports stores with a 4% find rate. The low numbers are because, like a flak jacket, once you find it you have it forever. It increases you encumbrance by 30%. However, you can't use an item that is in your backpack until you remove it from the backpack. It costs one AP to add an item to your backpack and one AP to remove an item. An item affects your regular encumbrance until added to the backpack. Items such as GPS, radios, cell phones, and flak jacket do not work when in your backpack. Items in your backpack will not be shown in your inventory, but the backpack itself will be shown in your inventory. There will be a drop box next to the word backpack that shows all the items inside. When you click on an item in that drop box, it removes it from your backpack (1 AP).


Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?

A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away.


Q: If it wastes AP, what is the point?

A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies.


Please give your thoughts.

Discussion (Backpack)