Developing Suggestions: Difference between revisions

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{{Developing Suggestions Intro}}
<noinclude>{{Developing Suggestions Intro}}</noinclude>
==Suggestions==
 
===Symbol Tag===
 
===Ignore based on Radio Broadcast===
{|
{|
|'''Timestamp:''' --[[User:Anachomutualist|Anarchomutualist]] <sub>[[User:Anachomutualist/Journal|says:]]</sub> <sup>The state is war, ⓐnarchy is order.</sup> 18:00, 30 January 2011 (UTC)
|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC)
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|'''Type:''' Flavor
|'''Type:''' UI enhancement
|-
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|'''Scope:''' Spraycans
|'''Scope:''' Interface
|-
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|'''Description:''' When graffiting [[Borehamwood#Distinct_Features_of_Borehamwood|"a bloodied eye"]] onto a wall in [[Borehamwood]], [http://img266.imageshack.us/i/36738052ls1.png/ an actual image of a bloodied eye showed up]. Why not apply the same mechanic to Malton?
|'''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.
 
Spraypainting the following text will yield the following symbols:
*{{udspan|Someone has spraypainted ''a circle-a'' onto a wall. [[Image:Anarchytemp.jpg]]}}
*{{udspan|Someone has spraypainted ''a hammer and sickle'' onto a wall. [[Image:Socialist_Template.png]]}}
*{{udspan|Someone has spraypainted ''a crucifix'' onto a wall. [[Image:Crucifix.png]]}}
 
 
Any other ideas for symbols?
 
|}
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====Discussion (Symbol Tag)====
====Discussion (Ignore based on Radio Broadcast)====
 
A better approach would be for some sort of tags (say asterisks) to cancel the italics in spraying - so "*a hammer and sickle*" would come up as {{Udspan|Someone has spraypainted a hammer and sickle here.}} instead of {{Udspan|Someone has spraypainted ''a hammer and sickle'' here.}} {{User:Misanthropy/Sig}} 19:06, 31 January 2011 (UTC)
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===Shrink the map===
===Zombies attack in dark buildings===
{|
{|
|'''Timestamp:''' {{User:Mazu/sig}} 05:10, 27 January 2011 (UTC)
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|-
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|'''Type:''' Adds to scent blood
|'''Type:''' Map change
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|'''Scope:''' Zombies
|'''Scope:''' Everyone
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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:''' 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 (Zombies attack in dark buildings)====
====Discussion (Shrink the map)====
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) 
 
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)
 
--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)
 
Its probably too powerful in its current form. --{{User:Rosslessness/Sig}} 17:50, 27 January 2011 (UTC)
: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)
::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)
:::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)
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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===
{|
{|
|'''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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===Backpack===
{|
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
|'''Type:''' New item
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|'''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?


==Suggestions up for voting==
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.
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.


<!--
 
''No suggestions from here are currently up for voting.''
Please give your thoughts.
EDIT BELOW THIS LINE -->
 
''No suggestions from here are currently up for voting.''
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====Discussion (Backpack)====
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Latest revision as of 17:27, 8 July 2024

NOTICE
The Suggestions system has been closed indefinitely and Developing Suggestions is no longer functions as a part of the suggestions process.

However, you are welcome to use this page for general discussion on suggestions.

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Developing Suggestions

This section is for general discussion of suggestions for the game Urban Dead.

It also includes the capacity to pitch suggestions for conversation and feedback.

Further Discussion

  • Discussion concerning this page takes place here.
  • Discussion concerning the suggestions system in general, including policies about it, takes place here.

Resources

How To Make a Discussion

Adding a New Discussion

To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.


Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
  • Substitute the text in RED CAPITALS with the details of your suggestion.
  • The process is illustrated in this image.
{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change.
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
  • Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past month may be cycled without notice.


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)