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{{Developing Suggestions Intro}}
<noinclude>{{Developing Suggestions Intro}}</noinclude>
==Suggestions==
 
===Encumbrance/Search Tweak===
 
===Shrink the map===
{|
{|
|'''Timestamp:''' {{User:Zombie Lord/sig2}} <tt>23:22 22 March 2011(UTC)</tt>
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|-
|-
|'''Type:''' Improvement
|'''Type:''' Map change
|-
|-
|'''Scope:''' Encumbrance/Search mechanics
|'''Scope:''' Everyone
|-
|-
|'''Description:''' <br>
|'''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.
1. The Encumbrance of all items is doubled.
|}
====Discussion (Shrink the map)====
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2. New Survivor Civilian Skill: Scavenging. Scavenging gives a +25% chance to find items for ANY search.
===Action Points===
 
{|
This would be more fun for Survivors I would think. Afterall, who really enjoys searching a non-Mall for 50 AP and turning up with only a handful of items? 75% of which was shit you probably just automatically threw away. Basically, while you would be able to carry less, you would be able to find things a lot quicker. You'd just cycle through items faster, and being able to find what you want when you want would lead to less "spending my entire day searching for one fuel can" or whatever. You might be better able to find items in an emergency, like say if your PD is being overrun, you could pull up ammo a lot quicker and maybe turn the tide in your favor. Might help counter that zombies holding the door open effect. Might be able to win a Mall siege again, who knows.
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
 
|-
Would make Malls even more disgusting, but with some decent search rates away from the Mall, it might just lure a few people away from them.
|'''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 (Encumbrance/Search Tweak)====
====Discussion (Action Points)====
I kinda prefer the system as it is now with some minor tweaks. Things like basing the number of certain items you can carry  at once off their weight. For example you could only carry one 20% encumbrance item(I think that is gennys, artifacts and the like) but you could carry as many pistol clips as you can find up to the 100% weight limit.{{User:Mazu/sig}} 11:12, 23 March 2011 (UTC)
 
Humans don't need to be able to have a wildly significant bonus in finding items. As a human, it is rare for me to not kill at least 2 zombies per day, whereas as a zombie, it is rare to even get inside a building by yourself. And as the humans greatly outnumber the zombies now (and have for awhile), I hardly see a reason to just give humans such a great bonus.--[[User:Gerald Studabaker|Gerald Studabaker]] 22:34, 23 March 2011 (UTC)
:You don't think only being able to carry half the current encumbrance changes anything?{{User:Zombie Lord/sig2}} <tt>23:01 23 March 2011(UTC)</tt>
::It'd basically mean they'd be able to kill and restock in the same day because of the higher search efficiency. Instead of the current system where normally a survivor can kill one zed maybe wound another one depending on the RNG and their load out and then restock for a day or two. So in a sense your suggestion would make survivors almost <i>more effective</i>.{{User:Mazu/sig}} 10:38, 24 March 2011 (UTC) 
:::It would, as long as their area was well off. It would hamper those that like to stock up and go off into dangerous areas. Basically my aim is to limit their range more realistically. Keep supply lines shorter by not allowing them to carry a warehouse on their back. Of course the search bonus doesn't have to be as much as +25%. +10%, +20% or whatever would work best. I'm sure Kevan would change it anyway, probably tweaking it up and down until the best balance was found.{{User:Zombie Lord/sig2}} <tt>14:06 24 March 2011(UTC)</tt>
::::Should really just get rid of Shopping altogether. Going to a specific store in the Mall is a Skill? Sort of idiotic. Then just replace Bargain Hunting with Scavenging.{{User:Zombie Lord/sig2}} <tt>18:43 24 March 2011(UTC)</tt>     
:::::I would agree with getting rid of shopping as it is an insult to common sense. An over all double of encumbrance wouldn't work as some things need to stay the same. Things like pistol clips, knives, newspapers, most other 2% encumbrance items would stay at 2%. Pistols could be upped to 5% and shotguns could be 8-10%. Fuel cans  at 15%. Tool boxes get moved up to 20-25%, Gennies and most other large items would be moved up to 30-50%. A comprehensive list could be made if this moves on to voting.  I don't like the idea of making searching easier by very much if at all but I guess the cake always needs a little frosting on top. Have scavenging be the prerequisite for bargain hunting(reduce bargain hunting by <i>at least</i> the percent boost scavenging gives). Scavenging would provide a bonus to over all searching on any building how much of a bonus? I'm not sure. However I foresee the changes I'd like making many of those survivors who carry a small store on their backs angry and this suggestion unpopular.{{User:Mazu/sig}} 01:00, 25 March 2011 (UTC)     
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===Shovel, Revised===
===Drone===
{|
{|
|'''Timestamp:''' [[User:Gavriil|Gavriil]] 21:08, 22 March 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)
|-
|-
|'''Type:''' Weapon
|'''Type:''' Survivor Item
|-
|-
|'''Scope:''' Survivors
|'''Scope:''' Survivors
|-
|-
|'''Description:''' So, yeah, after I submitted my suggestion I realized it was one heck of a dupe and I forgot to put in a lot of details. So here goes. The shovel is an alternate melee weapon (instead of the axe) for high-level survivors. It would come with a very low search rate, so that only those with the time and strength to search for a while could find it. However, it would have a potent 3 damage and quite high starting accuracy (~15%). The reason I think it should be this high is so that it feels like you're carrying around a potent weapon, without the burden of a "Shovel Training" skill. Also, to make sure the Axe and other weapons don't get outmoded, it would have a high encumbrance (because it would be a pain to lug around a 5-foot-long shovel) and possibly reduced damage against barricades. And honestly, it won't be as powerful as the Axe, it's just something a little different.
|'''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.
Please let me know what you think.
|}
|}
====Discussion (Shovel, Revised)====
====Discussion (Drone)====
What would you put the encumbrance as? I'm all for more unconventional weapons though.. Oh and make it able to beak like the pool cue because of it's length.{{User:Mazu/sig}} 11:02, 23 March 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)
<br> Oh, I was thinking 6 to 8%, but I want to know if that would be to much or too little. Also, I was looking for this to be a long-term weapon like the axe, but breaking could be added as some more balance. --[[User:Gavriil|Gavriil]] 19:48, 23 March 2011 (UTC)
:Would certainly be good to have super-rare items scattered around --{{User:Lady Clitoria/Sig}} 22:20, 23 March 2011 (UTC)
::I am going to play devils advocate here... what is the point? If it hits like a fire ax, and the only difference is that it is heavier, why would I want to carry it? As a practical consideration, I would not want to carry a weapon that does nothing but add encumbrance. [[User:John Ibans|John Ibans]] 14:39, 25 March 2011 (UTC)
:::Basically, it's a cosmetic thing, but it would have a higher base accuracy. That's a good point, though. I might have to cut down a few things. --[[User:Gavriil|Gavriil]] 07:19, 27 March 2011 (BST)
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===Encumbrance + Freerunning===
===Backpack===
{|
{|
|'''Timestamp:''' --[[User:Anachomutualist|Anarchomutualist]] <sub>[[User:Anachomutualist/Journal|says:]]</sub> <sup>The state is war, ⓐnarchy is order.</sup> 03:40, 18 March 2011 (UTC)
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
|-
|'''Type:''' Mechanic
|'''Type:''' New item
|-
|-
|'''Scope:''' [[Free running]]
|'''Scope:''' Survivors
|-
|-
|'''Description:''' <span style="text-decoration:line-through;">Once a player goes above 75% encumbrance</span> If a player is holding "heavy equipment" ([[Christmas Trees]], [[Generators]], [[Museum pieces]]), free running has a chance of failure. (Failure would be akin to jumping into a ruin - land in the street and lose 5 HP.) If encumbrance is <50%, then the chance is 5%. If encumbrance is >50%, then the chance is 10%. The message for a failed freerun would be {{udspan|The weight of your equipment bears down on you, and you fall into the street.}}
|'''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 logic here is that it becomes more difficult to perform parkour when you're carrying portable generators and shotguns. Consider this a "lite" version of Zombie Lord's suggestions.
|}
====Discussion (Encumbrance + Freerunning)====
I can't find a dupe anywhere, so you're clear in that department.  However, I do recall that a few players of previous generations (like mid-2006 early 2007) considered "Freerunning" to be a system of bridges.  But that aside, I would probably change this just a little.  Perhaps a set percentage of failing to freerun? --{{User:Axe Hack/Sig}} 03:51, 18 March 2011 (UTC)


But carrying three shotguns and five generators while leaping between rooftops is both believable and balanced! You can't change it! You're just trying to help those evil, smelly, zombie things, when they already control the entire city! blaeeegh!!!!11 --{{User:TripleU/Sig}} 03:58, 18 March 2011 (UTC)
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?


Makes sense from a realistic standpoint, but this is a game, we should be aiming at making it more fun. Does this make the game more fun? I can't see how. - [[User:Whitehouse]] 11:55, 18 March 2011 (UTC)
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.
:^This. It would also make it extremely hard to run bounty hunters (who need a lot of guns and ammo and one genniefuel at the same time to do their thing at all). --{{User:Spiderzed/Sandbox/Sig}} 12:02, 18 March 2011 (UTC)


Anything that makes freerunning less uber than it is can only be a good thing. Oh and I am one of those who don't see freerunning as being  Parkour.... It seems more likely to represent breaking and entry combined with a bit of rooftop/fire escape athletics to me. --[[User:Honestmistake|Honestmistake]] 11:59, 18 March 2011 (UTC)
:I'm more a fan of the "A wizard did it" explanation. --{{User:Spiderzed/Sandbox/Sig}} 12:02, 18 March 2011 (UTC)
::[[Image:ZLComic002.png|50px]] --{{User:TripleU/Sig}} 01:00, 19 March 2011 (UTC)
The last time I suggested this the Survivors all cried at the thought of losing their ability to fly like Superman with 1000 pounds of shit on their back.{{User:Zombie Lord/sig2}} <tt>13:44 18 March 2011(UTC)</tt>


This would be realistic, but when it comes to a game, it doesn't really matter. This wouldn't change much, just make the game more of a chore and the playerbase is dying enough as it is. If it was implemented earlygame, sure. But those who don't like this will quit, so a chunk of the playerbase gone. We don't need that. The survivors use the hand of Kevan to free run, as you've shown Zombie Lord XD {{User:Shadok/sig}} 03:03, 19 March 2011 (UTC)
Q: If it wastes AP, what is the point?


Well maybe an extra light version. You only have a chance of failure if your carrying excessively large objects. Such as Christmas Trees, Generators, Museum pieces, etc. In this form it is not nearly as tedious as having it above 75% encumbrance and this could possibly be a stepping stone to the original suggestion. Ease the players into it while still making free running more balanced.. {{User:Mazu/sig}} 01:55, 20 March 2011 (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.


I wouldn't even be opposed to someone carrying a bunch of heavy equipment having a 2 AP per square penalty for movement. This would apply to zombies as well, as they still have the same junk in their undead pockets. That, or to stick to free-running only, make it a 2 AP task to free run if you are <75% encumbered but you always succeed, just because it takes a little bit more out of you. --[[User:Gerald Studabaker|Gerald Studabaker]] 05:38, 21 March 2011 (UTC)
:I'd support this idea as well. How ever I wouldn't apply it to zombies since they are stronger than us. An interesting idea would be if you die you drop all large objects (genny, museum piece, etc) just a thought though.{{User:Mazu/sig}} 10:28, 21 March 2011 (UTC)
::The last time I suggested this the Survivors all cried at the thought of losing their ability to carry 1000 pounds of shit on their back while dead. Also everyone knows zombies have a use for 4 or 5 gennies.{{User:Zombie Lord/sig2}} <tt>03:01 22 March 2011(UTC)</tt>
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Please give your thoughts.


 
|}
 
====Discussion (Backpack)====
 
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==Suggestions up for voting==
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.
 
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Latest revision as of 16:29, 14 February 2023

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Developing Suggestions

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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)