Developing Suggestions: Difference between revisions

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=Suggestions=
===Ignore based on Radio Broadcast===
{|
|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk: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)====
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===Shrink the map===
{|
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 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)====
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===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)====
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===Drone===
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{|
|'''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:''' 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? --{{User:A Helpful Little Gnome/Sig}} 02:19, 24 July 2022 (UTC)
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===Double Decay===
===Backpack===
{|
{|
|'''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:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
|-
|'''Type:''' Mechanics
|'''Type:''' New item
|-
|-
|'''Scope:''' Survivors
|'''Scope:''' Survivors
|-
|-
|'''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:''' 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).
|}
 
====Discussion (Double Decay)====
 
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.
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.


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


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)
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 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)
:::::Having repaired the ruin with the highest reported decay value (577 AP), and with many other three-digit repairs under my (tool)belt, I can personally vouch that finding and repairing such targets is remarkably satisfying and worth the time asleep. I'm quite possibly in a minority, though. It was more than eleven days without playing for the big one... I idled out long before I could see again. Obviously I have a vested interest in this, but I do feel doubled ruin costs might cheapen [[Big_Game_Ruin_Hunting|Big Game Ruin Hunting]] for certain players, however, although I am very much in favour of a buff to decay for other reasons. --{{User:RenegadeRomero/Sig}} 16:49, 16 December 2012 (UTC)
::::::I was intentionally very specific in what I said. I said the waiting was no fun. I never said it wasn't worth it, nor would I ever suggest such a thing, since I believe otherwise as well. ;) {{User:Aichon/Signature}} 04:02, 17 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)
:I am very much in favour of increasing the initial repair cost by 5AP so that the cost of ruining breaks even for zombies in many cases (as most buildings are reclaimed quickly, from experience), and to (frankly) be more realistic for survivors. 1AP (half-an-hour) to repair an entire building requires even more suspension of disbelief than usually required in this game. Three hours seems more appropriate, and fits in with other actions costing multiple AP (such as 6AP to rise from headshot on a zombie with Ankle Grab). I also like the idea of the decay description being updated to reflect the change. --{{User:RenegadeRomero/Sig}} 16:49, 16 December 2012 (UTC)
:I'm with Bosch and everyone else on this one. +5 to the initial repair costs.--[[User:RadicalWhig|RadicalWhig]] 22:52, 17 December 2012 (UTC)
No discussion in a week. Unless it takes off in the meantime, I will enter the suggestion with just +5AP over the holidays. --'''<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>''' 21:16, 24 December 2012 (UTC)
----


==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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Developing Suggestions

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

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Adding a New Suggestion

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  • 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.
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Cycling Suggestions

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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)