Developing Suggestions: Difference between revisions

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=Suggestions=
===Ignore based on Radio Broadcast===
 
 
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===Double Decay===
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|'''Timestamp:''' '''<span style="font-family:monospace; background-color:#222222">[[User:Spiderzed|<span style="color:Lime"> Spiderzed</span>]][[User talk:Spiderzed|<span style="color:Lime">█ </span>]]</span>''' 20:59, 11 December 2012 (UTC)
|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC)
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|'''Type:''' Mechanics
|'''Type:''' UI enhancement
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|'''Scope:''' Survivors
|'''Scope:''' Interface
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|'''Description:''' There have been a few suggestions about tweaking the ruin mechanics to make them harsher. Most of them go off tangents and add baroque frills like chances to fail repairing, or a requirement to repair them 1AP at a time.<br>Personally, I am person of simple solutions, so my suggestion is very straightforward:<br><br>'''The base cost for repairing ruins is increased to 2AP (instead of 1AP). Every server refresh, +2AP are added (instead of +1AP).'''<br><br>What this does is to essentially double the ruin repair costs. This will shift the break-even point for ruins from the zombie POV from 6 days to 3 days. Any ruin reclaimed before that 3/6 day mark will mean an AP net gain for survivors (not counting zombie-cleaning). Anything reclaimed past the 3/6 day mark will mean a net gain for zombies.<br><br>This would make meat-shielding ruins a much more profitable short- to mid-term endeavour, as there is a net gain much quicker. [[Template_talk:ExtremeRepair/Gallery|On the plus side for survivors, there will be suicide repairs to brag about unheard of but under the influence of drugs.]]
|'''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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====Discussion (Double Decay)====
====Discussion (Ignore based on Radio Broadcast)====
I've actually been pondering this topic recently. I think you're on the right track with increasing the base cost, but I'm not sold on doubling the rate of decay.
 
Essentially, it's bad for the game if it's easy for one side to hold an area for an extended period of time, particularly if they can do so with minimal effort. They should have to work at it. Barricade strafing is an extremely effective (and low-manpower) tactic in that vein, but it doesn't work so well in areas that have been ruined for awhile, since progress is much slower. Increasing the base cost of repairing ruins will help reduce barricade strafing's effectiveness, thus making it more important to ensure that ruins don't happen in the first place. I'd suggest increasing it even further than you suggested, however, perhaps to 6AP, that way the ruin pays for itself immediately.
 
In contrast, permanently doubling the cost of the rate of decay will make places that are already difficult for survivors to reclaim even more difficult to reclaim, which is the exact opposite of what we want to be doing (and yes, these places do exist...an [[SoC]] member had a 98AP repair this week, for instance). That said, it might be doable if it starts off at an increased rate and decreases to just 1AP/day after a certain point (say, 50AP), that way it doesn't contribute to bloated repair costs. It would also have the benefit of providing increased incentives for survivors to try and rush to make a repair, that way the cost doesn't get any higher. With 1AP/day, that incentive isn't a major factor, but doubling it could encourage survivors to try and evict zombies who are still in the building, rather than waiting for them to wander off, and that will mean a less effective use of AP overall by survivors.
 
So, basically, I'd tweak it by increasing the base cost even further while limiting the doubled rate to only apply for the first X AP or so, that way it doesn't get too out of hand. {{User:Aichon/Signature}} 22:12, 11 December 2012 (UTC)
:I concur, move the break even point. --[[User talk:Rosslessness|Ross Less Ness]] <sup>[http://www.youtube.com/watch?v=ERLLUoZn0mM Enter Stranger...]</sup>  01:46, 12 December 2012 (UTC)
::Would it really have made much difference whether that one ruin eats 98 or 196AP? It is still a suicide repair, requiring the same measures for securing it, and the point is still mostly to reset repair costs, not to necessarily hold that ruin on the first attempt (although if that works, it is a nice bonus).<br>What I aim for is simplicity, so different decay rates are out of question. +5AP initial repair costs sounds better. --'''<span style="font-family:monospace; background-color:#222222">[[User:Spiderzed|<span style="color:Lime"> Spiderzed</span>]][[User talk:Spiderzed|<span style="color:Lime">█ </span>]]</span>''' 13:00, 16 December 2012 (UTC)
:::That's fair, and I agree that simplicity is a good idea. As for making it a 196AP repair, I think it would have mattered, since you would have effectively doubled the manpower necessary to retake the suburb in the same time, or else you'd have doubled the time necessary. Plus, the game simply isn't fun when you can't play it for several days. That defeats the purpose of keeping people engaged. {{User:Aichon/Signature}} 15:39, 16 December 2012 (UTC)
::::Depends on your playing style. For big game ruin hunters (like 404), finding and actually getting your grubby hands on a three digit ruin is its own reward and well worth the time-out. But I can see how it can be off-putting to some. --'''<span style="font-family:monospace; background-color:#222222">[[User:Spiderzed|<span style="color:Lime"> Spiderzed</span>]][[User talk:Spiderzed|<span style="color:Lime">█ </span>]]</span>''' 15:54, 16 December 2012 (UTC)
 
So, consensus seems to be that decay rates should be left alone, but initial repair costs should be raised by 5?<br>In that case, a linked changed should be to add +5AP to the AP range of each [[Decay]] description, i.e.:
*{{udspan|The building has been completely ransacked, and has fallen into ruin.}} - 6AP instead of 1AP
*{{udspan|The building has been completely ransacked, and has fallen into ruin. A thin layer of dust covers the debris.}}  - 7-8AP instead of 2-3AP
And so on and on, with +5AP to each the lower and upper AP range of each decay description. --'''<span style="font-family:monospace; background-color:#222222">[[User:Spiderzed|<span style="color:Lime"> Spiderzed</span>]][[User talk:Spiderzed|<span style="color:Lime">█ </span>]]</span>''' 15:54, 16 December 2012 (UTC)
 
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===Shrink the map===
===Survivors can point===
{|
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|'''Timestamp:''' {{User:DanceDanceRevolution/a}} 02:04, 26 November 2012 (UTC)
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|-
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|'''Type:''' Mechanics
|'''Type:''' Map change
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|'''Scope:''' Survivors
|'''Scope:''' Everyone
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|'''Description:''' Pretty simple: As a survivor I wanna point at stuff. Logical inconsistencies of zombies needing a skill to do what humans should be able to do anyway notwithstanding, I just think it would be a nice touch.... Honest thoughts? Dupe?
|'''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 (Survivors can point)====
====Discussion (Shrink the map)====
Not sure whether this counts as balancing or a survivor buff (which we're always saying we don't need) XD {{User:Bob Moncrief/Sig}} 14:14, 26 November 2012 (UTC)
 
Why would you want to point while you can talk or say you point? :P {{User:Peralta/Signature}} 17:24, 26 November 2012 (UTC)
 
{{Udspan|Rosslessness said. "I point at the sky" (22 minutes ago)  }}--[[User talk:Rosslessness|Ross Less Ness]] <sup>[http://www.youtube.com/watch?v=ERLLUoZn0mM Enter Stranger...]</sup>  17:32, 26 November 2012 (UTC)
:My point exactly. {{User:Peralta/Signature}} 18:11, 26 November 2012 (UTC)
::It's just not the same! I crave legitimate finger waggling! {{User:DanceDanceRevolution/a}} 00:33, 27 November 2012 (UTC)
I like it. If you're RPing dumb, it makes sense that you'd not be able to communicate properly. Therefore pointing as a primary form of communication makes perfect sense for RP purposes. The only things is that I think you've gone too small with this suggestion. Why not limit survivor communication to a limited, groaned form of speech. Only then could you achieve true balance and bring about true roleplaying. Instead of well orchestrated in-game coordination, which we all know just does not happen, all survivors would grunt and point like apes like they were meant to do. ~[[Image:Vsig.png|link=User:Vapor]] <sub>19:47, 26 November 2012 (UTC)</sub>
:What we need are more people who point at one thing asking for that, but really want that other thing they're not pointing at... --{{User:Axe Hack/Sig}} 00:26, 27 November 2012 (UTC)
::You want more closet homosexuals? ~[[Image:Vsig.png|link=User:Vapor]] <sub>06:10, 27 November 2012 (UTC)</sub> {{like|1}}
 
Survivors can talk. They don't need to point. Zombies have limited speech, zombies have to coordinate to accomplish ANYTHING. Totally unnecessary survivor communication buff. --[[User:WanYao|WanYao]] 09:42, 11 December 2012 (UTC)
 
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===Collectible Mall Postcards===
===Action Points===
{|
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|'''Timestamp:''' [[User:A Big F&#39;ing Dog|A Big F&#39;ing Dog]] 21:27, 22 November 2012 (UTC)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
|-
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|'''Type:''' Novelty Item
|'''Type:''' Action Points Increase Regeneration Rate
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|'''Scope:''' Survivors and Zombies
|'''Scope:''' Everyone
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|'''Description:''' Here's an idea for a fun mini-game that could exist within the overall game of Urban Dead.
|'''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.
 
Searching in any unruined mall could have a chance of giving you a postcard for that mall. For example, a "Caiger Mall Postcard" or "Ackland Mall Postcard".  
 
Mall postcards would take up 0 inventory space, but you're only able to collect one for each mall. Finding a second one for the same mall would give you a message like "You find a Bale Mall Postcard but discard it because you already have one."
 
Zombies would also randomly find them after killing a survivor inside a mall, but to signify the item was collected while dead it would be covered in blood, "Blood-Splattered Mitchem Mall Postcard". "You find a postcard on the floor near your victim and pick it up."
 
It would be a fun goal, for your own entertainment, to travel around the city and collect the complete set. And if you don't want to collect postcards you'd be able to select them as an item to auto-discard.
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====Discussion (Collectible Mall Postcards)====
====Discussion (Action Points)====
 
'''Suggestion - '''I like the general idea, but it still lacks an incentive, an actual call to action. Would the postcards be represented with an actual image or would it just be plain text? Would there be an added bonus? Something that involves ''more'' than just searching a couple of times in a mall? {{User:Peralta/Signature}} 11:25, 23 November 2012 (UTC)
:It'd just be text, like every other item. There's no bonus, it's just a way of satisfying your own OCD and earning mementos as you travel around the city. Finding one postcard is simple, but collecting the whole set requires a major effort and a lot of traveling. --[[User:A Big F&#39;ing Dog|A Big F&#39;ing Dog]] 19:01, 24 November 2012 (UTC)
::Nope, not enough reason to exist. Gnome's idea to use them as ingame communication or as interactive flavour items is a tad better, but what you need is a real reason why this would be fun. {{User:Peralta/Signature}} 02:09, 26 November 2012 (UTC)
:::You can ''collect them''. That's all I needed to hear. :P {{User:Aichon/Signature}} 03:36, 26 November 2012 (UTC)
::::Something tells me I could hide a couple hundred ''collectibles'' around the wiki and you'd be happy just looking for them, am I right? :P {{User:Peralta/Signature}} 03:42, 26 November 2012 (UTC)
:::::Yeah, it wouldn't appeal to everybody. Some people wouldn't see the point, and they'd be right, because there isn't any point. But for the OCD UD players, this could be a lot of fun. --[[User:A Big F&#39;ing Dog|A Big F&#39;ing Dog]] 23:40, 26 November 2012 (UTC)
 
Pointless, yes, but I think it'd be a fun novelty. I'm in favor. {{User:Aichon/Signature}} 20:19, 24 November 2012 (UTC)
 
I think it would be cool if you could write on them and leave them in mailboxes/postboxes in certain places throughout the city. --{{User:A Helpful Little Gnome/Sig}} 23:16, 24 November 2012 (UTC)
 
I prefer to collect BRAINS!!!! --[[User:WanYao|WanYao]] 09:43, 11 December 2012 (UTC)
:All seriousness aside for a moment, how about Malton All Stars cards? Backstory is some wag decided to start printing up sports cards except with various famous persons, living and dead, of Malton. Silly idea, but cooler than the original suggestion. I mean who the hell collects cards from malls, who the hell makes POSTCARDS of MALLS, come on? You can already caps and shirts from malls, anyway, if you want to collect mall swag. --[[User:WanYao|WanYao]] 09:59, 11 December 2012 (UTC)
 
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===Hardcore City===
===Drone===
{|
{|
|'''Timestamp:''' {{User:Axe Hack/Sig}} 06:37, 15 November 2012 (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 City/New Game Type
|'''Type:''' Survivor Item
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|'''Scope:''' Everyone
|'''Scope:''' Survivors
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|'''Description:''' I'm too lazy to type right now as it's about 1:30AM on a Wednesday night, so I'll keep this as short and simple as possible.
|'''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.
 
Brand new city of 50 blocks of 10x10 (to accommodate the size of the current player base). No NT buildings or items. Supplies are limited. There will be a time limit of one month, and as such, there will be a "Last man standing" leaderboard and other such leaderboards. After one month is up, and scores are tallied, everything resets (all characters' levels are returned to Lv1 and are returned to survivor status, and will be included in the next round assuming the player registers them for the next round). No Zombie starting class (keep reading. I'll explain why). Registrations for this city are open one week before a round begins, and closes as soon as the round starts. 1-5 registered players will randomly be chosen to begin with an Infection status. Infections cannot be cured.
 
The basic concept of this suggestion was to introduce a new possible game type meant to see whether players will band together and ration their limited supplies, or whether they will get greedy and attempt to hoard as much of the supplies all for themselves.
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====Discussion (Hardcore City)====
====Discussion (Drone)====
I apologize for some of the poorly constructed sentences. I was trying to keep this short. Didn't realize in doing so, I would be making this sound like a newspaper ad. Don't worry. The actual suggestion, assuming this makes it that far, will not be worded like this. >_> --{{User:Axe Hack/Sig}} 06:38, 15 November 2012 (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)
 
Not a fan at all, I'm afraid. It sounds like Q2019 to me, except with slower leveling and less zombies, meaning that the one month timeframe will result in massive numbers of survivors alive at the end each time, I should think. After all, if you're not creating the majority of your zombies until partway through the time, they won't have time to level up sufficiently to be a real threat. As a result, PKing will play the decisive role in deciding whether or not the city survives the month, but I doubt there would be enough PKers to wipe enough people out in that time (unless the turnout was extremely poor). {{User:Aichon/Signature}} 06:58, 15 November 2012 (UTC)
 
:So. 5 players are infected. It's incurable. So why would they even play? They've got 50ap until they die. Meh. The zombie threat will be non existent, the xp gaining will be terrible. (Pking is a terrible way to gain xp) so it's the hack and heal game all the way. Except.... there's limited faks. So xp gain in all circumstances would be at a crawl. The only way I seeing it work was if a group had a friendly zombie who didnt mind dying every day.
 
:Better suggestion. Normal game rules, but make infection incurable and headshots fatal for all. --[[User talk:Rosslessness|Ross Less Ness]] <sup>[http://www.youtube.com/watch?v=ERLLUoZn0mM Enter Stranger...]</sup>  09:49, 15 November 2012 (UTC)
::I agree with Ross here and Aichon here: the one month time-limit is miserable and will prevent actual player culture. In Q2019, I didn't see any regions or locations that were actually symbolic like the Caigers and Ridleybanks of UD. Player culture enables RP and immersion, which are vital for low-tech games like these. {{User:Peralta/Signature}} 11:37, 15 November 2012 (UTC)
 
Let's try this one then:
*Headshots are fatal
**Headshots are a limited chance to activate skill (just adding this one here to keep survivors from becoming too powerful, much like how the other perma-death cities were with Perma-Headshot)
*Incurable Infections
**OK, not 100% incurable, but FAKs will become a limited chance to heal Infections item
*Supplies are limited
**Not completely limited. 5 random barricaded buildings in each suburbs will be resupplied via airdrops each week
 
Yes, I'm still pushing for a city with limited supplies. --{{User:Axe Hack/Sig}} 14:58, 15 November 2012 (UTC)
 
Bump. --{{User:Axe Hack/Sig}} 00:54, 23 November 2012 (UTC)
:I hate the new option even more. Urban dead works as a game of certainties. I might perma kill you? I may cure you? Nah. Even DNA scanning failures annoy me. Headshots are fatal. Change infection so it kills you 100AP hours after infection.
::Counterproposal. 20 by 20 city. Permadeath, profiles tell you how many survivors and zombies you've killed. Toolboxes do not exist. Bam. --[[User talk:Rosslessness|Ross Less Ness]] <sup>[http://www.youtube.com/watch?v=ERLLUoZn0mM Enter Stranger...]</sup>  17:26, 23 November 2012 (UTC)
 
UD is already in the endgame, soon the city will be empty of all but bots. Also, fatal headshots are absurdly overpowered. With the AP differential there will be no zombies at all if headshots are fatal. --[[User:WanYao|WanYao]] 09:48, 11 December 2012 (UTC)
 
My preference:
*Heatshots are not fatal.
*Starting as a zombie is optional and not forced upon people. This will get the pro-zombie crowd to PK less and eat more.
*Infections are curable.
*Toolboxes and NTs do not exist.
*Relatively large quarantine area (50x50 with 60-80% urbanization). I like the idea of sparse population.
*Round resets after ''much'' more than a month. I'm looking for a 99.5% fatality rate.
*As for supplies being finite/limited, I'm indifferent.
Lets get some doom up in this joint. --{{User:TripleU/Sig}} 15:36, 11 December 2012 (UTC)
 
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===wrench===
===Backpack===
{|
{|
|'''Timestamp:''' [[User:Heheevilme|Heheevilme]] 13:09, 20 October 2012 (BST)
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
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|'''Type:''' weapon
|'''Type:''' New item
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|'''Scope:''' survivors/zeds
|'''Scope:''' Survivors
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|'''Description:''' a simple wrench that does 2 damage hit ratio  10 and 25 with hand to hand combat making it 35 hit ratio accuracy 3 encumbered  and can be found in factorys and auto repair station, and hardware store in mall
|'''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).
search rate is 4 to 6 percent
 
|}
 
====Discussion (wrench)====
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?
I don't know if we need new Survivor weapons right now. The game is skewed towards survivors, and they don't really need any more buffs. {{User:Bob Moncrief/Sig}} 17:02, 20 October 2012 (BST)


Can't you already get a wrench?! {{User:DanceDanceRevolution/a}} 02:22, 22 October 2012 (BST)
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.


Oh, you cant. Oh well. As you can see [[Weapons#All_Items_Available_in_Malton|here]], we already have a bunch of melee weapons in the game. I don't know if we need more... Unless they implement cars. Maybe we'll need a wrench then. {{User:DanceDanceRevolution/a}} 02:25, 22 October 2012 (BST)


Don't see the use right now, since it would be just another weapon nobody would use... {{User:Peralta/Signature}} 11:39, 15 November 2012 (UTC)
Q: If it wastes AP, what is the point?


i'm still waiting for penis rockets.--{{User:Sexualharrison/sig}}<small>22:04, 22 November 2012 </small>
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.


Actually, I like this. But it should have the EXACT same stats as all the other crappy weapons, or worse. The reason I like it is a) for RP and b) it opens the door for future game mods. Oh ... wait ... no one plays UD ... nevermind. --[[User:WanYao|WanYao]] 09:49, 11 December 2012 (UTC)
:The only issue is you'd have to lower search rates for other items. Still, I can get behind this for the reasons above and it won't unbalance the game at all since it'll just be, as someone said, another weapon no one uses. --[[User:WanYao|WanYao]] 09:53, 11 December 2012 (UTC)
:But it is probably a dupe. --[[User:WanYao|WanYao]] 10:09, 11 December 2012 (UTC)
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==Suggestions up for voting==
Please give your thoughts.
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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''There are currently no suggestions up for voting.''
====Discussion (Backpack)====
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''There are currently no suggestions up for voting.''

Latest revision as of 17:27, 8 July 2024

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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)