Developing Suggestions: Difference between revisions

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{{Developing Suggestions Intro}}
<noinclude>{{Developing Suggestions Intro}}</noinclude>
==Suggestions==
 
===Zombies attack in dark buildings===
 
===Ignore based on Radio Broadcast===
{|
{|
|'''Timestamp:''' {{User:Mazu/sig}} 05:10, 27 January 2011 (UTC)
|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC)
|-
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|'''Type:''' Adds to scent blood
|'''Type:''' UI enhancement
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|'''Scope:''' Zombies
|'''Scope:''' Interface
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|'''Description:''' It is my belief that if a zombie can smell out a persons HP level or if they're are infected said zombie should be able to pinpoint the exact location of a smelly survivor standing beside him in a dark building. I mean it's been 5 years without any showers the dead probably smell better than us living. Back on topic, the way it would work is once a zombie purchased the Scent Blood skill he/she would have the normal attack rates in an un-powered dark building. Yes its a slight boost to zombies but I don't see it unbalancing the game because there aren't an exceptional number of dark buildings in the game and it seems people love to put generators in them anyways.
|'''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 (Zombies attack in dark buildings)====
====Discussion (Ignore based on Radio Broadcast)====
This is my first suggestion so feel free to tear it to pieces hence why I'm posting it here :P I did some checking and didn't come across it anywhere else but I could have missed it just as easily.{{User:Mazu/sig}} 05:15, 27 January 2011 (UTC) 
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===Shrink the map===
Doesn't work in addition to the tangling grasp boost, as zombies would become more powerful in the dark. But it would make sense if they could smell HP / presence and condition of bodies, when the sniffer is a zombie. --{{User:TripleU/Sig}} 05:19, 27 January 2011 (UTC)
{|
 
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
--Well that does make sense..it'd require him to basically undo some of his work. Unless he just made it so scent blood adds a 25% attack boost in the dark?{{User:Mazu/sig}} 05:32, 27 January 2011 (UTC)
|-
 
|'''Type:''' Map change
Its probably too powerful in its current form. --{{User:Rosslessness/Sig}} 17:50, 27 January 2011 (UTC)
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:I wouldn't say zombies getting full attack power in dark buildings would be too powerful. There aren't a whole lot of them compared to the other buildings in Malton and most survivors prefer to stay in TRPs and Malls. As dark buildings are normally the last targets on the list they are still safer than the average building when a horde rolls in. Unless you'd say set up shop in RidleyBank but not much is going to save you there..{{User:Mazu/sig}} 04:47, 28 January 2011 (UTC)
|'''Scope:''' Everyone
::On the contrary, many suburbs are jammed with dark buildings. Especially central Malton. Lukinswood has just as many dark buildings as it has TRPs, Richmond Hills has nearly double the amount of darks as TRPs and South Blytheville has 12 dark buildings, more than any other suburb. Now while it may be true that your average squatting survivor will pick a PD or Hosptial over a Cinema or Bank or Club, the mobile survivor groups use them quite often, as do hostile survivor groups. Dark buildings have saved me many times while in an unsafe suburb. I don't think the current dark building system creates an imbalance at all. The tangling grasp update a few months back even tipped the scale a bit in zombie favor IMO but still left it mostly balanced. I say leave it alone. {{User:Vapor/sig}} 05:19, 28 January 2011 (UTC)
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:::I was talking as buildings in a whole but there are some suburbs where dark buildings make up 1/4-1/3 of the buildings present. My survivor alts sleep in dark buildings almost exclusively and it has saved me quite a few times so I know the safety they provide. Here's the thing..you aren't suppose to be safe anywhere when zombies get inside your building. Ah but I suppose I'm just an old player looking to make the game a tad more difficult.{{User:Mazu/sig}} 13:06, 28 January 2011 (UTC)
|'''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)====
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===Yet another fire suggestion===
===Action Points===
{|
{|
|'''Timestamp:''' --[[User:Anachomutualist|Anarchomutualist]] <sub>[[User:Anachomutualist/Journal|says:]]</sub> <sup>The state is war, ⓐnarchy is order.</sup> 02:46, 27 January 2011 (UTC)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
|-
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|'''Type:''' New feature
|'''Type:''' Action Points Increase Regeneration Rate
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|'''Scope:''' Buildings
|'''Scope:''' Everyone
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|'''Description:''' When a generator is destroyed, a fire starts. There are five levels for a fire, going from one to five. A building on fire has this message added to its description: {{udspan|There is a <nowiki>[minscule/small/medium/large/blazing]</nowiki> fire in the building.}} A building on fire cannot be scouted as a safehouse, for obvious reasons. Every action taken in a flaming building takes away 1 HP per level of fire (like a location-based infection; a level 3 fire would take 3 HP per action), except with Fire Safety (see below). Fire increases by one level every 30 minutes. Once the fire passes level 5, the building is ruined. The fire stops, and has a 12.5% chance of spreading to each adjacent building.
|'''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.
 
A new item, Fire Extinguisher, would be found at Fire Departments, Mall Hardware Stores, and Fort Storehouses. Fire Extinguishers, when used, would have a 30% chance of reducing fire by one level. They are one time use only. Each successful use yields 5 XP. Firefighting (see below) would increase this change to 75%.
 
The fire skill tree (Civilian class) would be:
*Fire Safety - negates all fire damage.
**Firefighting - increases fire extinguisher accuracy to 75%.
 
And of course, the firefighting class would now get Firefighting on start.
|}
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====Discussion (Yet another fire suggestion)====
====Discussion (Action Points)====
I'm sure building fire is a dupe.  I'll see if I can find it... --{{User:Axe Hack/Sig}} 02:56, 27 January 2011 (UTC)
:Yep, it's a [[PR_Malton#Fire.21|dupe]]. Almost as old as the game itself. {{User:Vapor/sig}} 05:17, 27 January 2011 (UTC)
:Why thank you Vapor. --{{User:Axe Hack/Sig}} 06:04, 27 January 2011 (UTC)
::Yeah, I know. I'm trying to improve the concept by making a better version of Fire. ----[[User:Anachomutualist|Anarchomutualist]] <sub>[[User:Anachomutualist/Journal|says:]]</sub> <sup>The state is war, ⓐnarchy is order.</sup> 00:14, 28 January 2011 (UTC)
 
How do the levels grow? {{User:Misanthropy/Sig}} 02:57, 27 January 2011 (UTC)
:Meant to add that. ----[[User:Anachomutualist|Anarchomutualist]] <sub>[[User:Anachomutualist/Journal|says:]]</sub> <sup>The state is war, ⓐnarchy is order.</sup> 00:14, 28 January 2011 (UTC)
 
Does fighting fire grant XP? Fireman class already starts with axe profeciency. Don't take it away. How many uses does a fire extinguisher Have? Nail down the details and don't be too suprised if it is a dupe. I know for sure it has come up in DS before though it didn't leave it. I like the idea of burning buildings but this suggestion needs work. {{User:Vapor/sig}} 03:22, 27 January 2011 (UTC)
:Working on it. ----[[User:Anachomutualist|Anarchomutualist]] <sub>[[User:Anachomutualist/Journal|says:]]</sub> <sup>The state is war, ⓐnarchy is order.</sup> 00:14, 28 January 2011 (UTC)
 
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===Bank Vault===
===Drone===
{|
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|'''Timestamp:''' [[User:BlackAttack|BlackAttack]] 19:21, 23 January 2011 (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:''' New Building(subset)
|'''Type:''' Survivor Item
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|'''Scope:''' survivors
|'''Scope:''' Survivors
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|'''Description:''' Fallout Inspiration! So banks are kinda of a dull building, so I think that once you enter a bank, you have the option to enter the bank vault. The vault, when sealed(takes one AP to open and close) will be extremely heavily barricaded. You cannot free run into or out of a vault. Zeds and other can either destroy(temporally) the vault door to open it, or they know the Vault lock combination(Can be changed with a vault encoder). This vault won't have any items, just a place for a group(they can share the vault combo amongst themselves) to rest or for other survivors to rest easy for the night, unless a whole group of zeds are "knocking" on the vault door.
|'''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 (Bank Vault)====
====Discussion (Drone)====
Another EHB layer would make survivors nearly invincible against zombies, and it would especially make PKers/BHers virtually impossible to kill without a large zombie posse. If you want bonus protection, sleep in a <s>death trap</s> [[fort]] building (which already follows a similar principle, but isn't ''nearly'' as untouchable as the bank vault you'd suggest). --{{User:Spiderzed/Sandbox/Sig}} 19:27, 23 January 2011 (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)
:I'm going to agree with Spiderzed here. I still wish that bank vaults were good for something... ----[[User:Anachomutualist|Anarchomutualist]] <sub>says:</sub> <sup>The state is war, ⓐnarchy is order.</sup> 23:22, 23 January 2011 (UTC)
::As one of the few [[Dark building]] location types, Banks are very useful and not as dull as you suggest. In fact, I like to think of the vaults as the reason why the banks are dark. As Spidey, too overpowered. {{User:Vapor/sig}} 07:32, 25 January 2011 (UTC)
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===Improvised Flamethrower===
===Backpack===
{|
{|
|'''Timestamp:''' [[User:Anachomutualist|Anachomutualist]] 18:19, 21 January 2011 (UTC)
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
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|'''Type:''' New skill tree, new weapon
|'''Type:''' New item
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|'''Scope:''' Science class, PKers (possible buff)
|'''Scope:''' Survivors
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|'''Description:''' Yes, I know, both concepts have been suggested before. But here's my version, which hopefully is different form both alone.
|'''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).


The flamethrower would be a new weapon, found in [[Fort|vehicle depots]]. (''Searching the workbenches, you find an obsolete flamethrower.'') It would take 15% encumbrance, do 4 damage and have a base accuracy of 15%. Its ammo would be "Napalm," (found in fort arsenals and vehicle depots), which takes up 5% encumbrance and gives two shots per reload. The flamethrower could hold four shots, but would not be counted as a firearm. Also, the flamethrower would do one extra point of damage to human characters. This could be a buff to PKing (adding a new "mad scientist" type character), and the logic is that zombie flesh is already rotting away.


There would also be a new skill tree under the science class. Because forts are so rare and hard to hold, the player would be able to synthesize fuel.
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?
*Physics - +15% accuracy with the flamethrower
**Engineering - allows player to build flamethrowers (see below)
***Thermodynamics - +20% accuracy with the flamethrower
**Chemistry - allows player to make Napalm (see below)
***Recycling - gives the player four shots per Napalm instead of two


A player with Chemistry could synthesize fuel when in a (powered) [[auto repair shop]] or fort vehicle depot. If they have a [[Beer]] and a [[Fuel Can]], there is a button to "Synthesize Napalm." Selecting it removes the Beer and Fuel Can, and gives the player one Napalm. (''Using some spare equipment and your knowledge of chemistry, you combine beer with gasoline to make napalm.'') A player with Engineering would build flamethrowers in a similar fashion. If they are in a powered auto repair shop or vehicle depot with a [[Flare Gun]], [[length of pipe]] and [[Spray Can]], a button to "Build Flamethrower" would appear. Selecting it removes all three items and gives the player a flamethrower. (''Using the flare gun as a trigger, the pipe as a barrel and the splay can to hold fuel, you build an improvised flamethrower.'')
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.


There could even be a new scientist class, starting out with a flamethrower, physics and chemistry, and spawning in factories. (''Before the outbreak, your worked as a chemist for a factory in ''suburb''...Following the advice of the authorities, you've barricaded yourself in. Now you wait with a makeshift incendiary weapon, ready to strike at any zombies.'')


Any suggestions, constructive criticism, hate mail?
Q: If it wastes AP, what is the point?
|}
 
====Discussion (Improvised Flamethrower)====
A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies.
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* Whoops. Sorry about posting this in the wrong page. Mistake corrected. --[[User:Anachomutualist|Anachomutualist]] 18:33, 21 January 2011 (UTC)


'''Hat Mail''' - The flamethrowers in Malton are obsolete by our standards, but to the trapped citizens, it's the best flamethrower technology they've ever seen. --{{User:TripleU/Sig}} 02:46, 22 January 2011 (UTC)
*Other than that, any problems? --[[User:Anachomutualist|Anachomutualist]] 02:50, 22 January 2011 (UTC)


:I have a few questions. Why would they run on napalm? Also why would beer and fuel make napalm, when the alcohol would actually dilute the fuel, instead of performing the necessary thickening required to create napalm? Also what is the point of another ranged weapon? {{User:Misanthropy/Sig}} 02:51, 22 January 2011 (UTC)
Please give your thoughts.
:: Here are the answers to your questions, in handy list order:
::: "Napalm" is just the placeholder for the name of whatever fuel it would run on.
::: It's accounting for game mechanics (Beer can be found in the same place as fuel), but if you'd like to suggest any other consumable item that would work with it, I'd actually be happy to hear it.
::: I think that the science class is underpowered and underdeveloped, and I found a way to expand it while incorporating the "mad scientist" stereotype. --[[User:Anachomutualist|Anachomutualist]] 02:59, 22 January 2011 (UTC)
::::Just use fuel cans. Also the way to go about the "mad scientist" thing is to use science, not weaponry. Brainstorm something using DNA extractors, needles, etc, rather than something military based. {{User:Misanthropy/Sig}} 03:02, 22 January 2011 (UTC)
:::::One of the advantages a scientist would have would be the ability to build stuff the average yokel can't. Mad scientists are usually portrayed with some kind of special weapon, and zombie fiction includes its fair share of mad science. Also, I'd like to see the science class move away from NT and into "conventional" science. --[[User:Anachomutualist|Anachomutualist]] 03:14, 22 January 2011 (UTC)
:This. ''Pistol vs. Shotgun'' is the most balanced part of the game. Do not disturb the balance. --{{User:TripleU/Sig}} 02:56, 22 January 2011 (UTC)
:: See above; I think that the science class is underpowered and underdeveloped, and I found a way to expand it while incorporating the "mad scientist" stereotype. --[[User:Anachomutualist|Anachomutualist]] 02:59, 22 January 2011 (UTC)
:::Scientists are the ''most powerful'' harman class. Needles and FAKs outperform guns and claws with ease - just ask [[The Big Prick]]. (Just as a side remark until I get around to read and think through the suggestion.) --{{User:Spiderzed/Sandbox/Sig}} 13:07, 22 January 2011 (UTC)
After having read through it, fucking against. It's an useless weapon that takes up as much encumbrance as 2.5 shotguns, uses ammo that weighs 50% more than shotgun shells, and does as much damage as a pistol - it would never be a feasible choice compared to the existing guns. Plus, it violates the distinction between scientists and militaries - militaries get all the combat stuff, scientists all the humanitarian skills. --{{User:Spiderzed/Sandbox/Sig}} 19:32, 23 January 2011 (UTC)


==Suggestions up for voting==
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The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.
====Discussion (Backpack)====
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''No suggestions from here are currently up for voting.''
EDIT BELOW THIS LINE -->
''No suggestions from here are currently 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)