Developing Suggestions: Difference between revisions

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=Suggestions=
===Ignore based on Radio Broadcast===
 
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===Disguise===
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|'''Timestamp:''' [[User:Jebidijed|Jebidijed]] 9:25 AM, 14 April (EST)
|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC)
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|'''Type:''' Skill
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|'''Scope:''' Humans
|'''Type:''' UI enhancement
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|'''Description:''' Possibly one of the most useful skills for a human. The human disguises himself/herself into a zombie so that the zombies wouldn't notice him/her. The disguise wears off once 20 AP is used up, and costs a seperate 3 AP to put on the disguise. For example, instead of saying "(Playername) shot you for 5 damage," it would say, "A zombie shot you for 5 damage." Zombies would still be able to attack the human, but it would say he/she was a zombie.
|'''Scope:''' Interface
 
====Discussion (Disguise)====
 
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===Wounding Bite===
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|'''Timestamp:''' [[User:CyberOpposition|CyberOpposition]] 04:56, 12 April 2013 (BST)
|-
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|'''Type:''' Skill
|'''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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|'''Scope:''' Zombies
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|'''Description:''' This would be a shoot off from infectious bite, where it'll give zombies a chance to wound the other player after the initial Infectious Bite. So, not only will the infected player lose 1 HP per action, but it would cost 2 AP to move after. This would make it a bit more serious for players to plan their next moves. So, the zombie infects the other player and then there's a 40 to 60 chance that the infection slows the other player.
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====Discussion (Wounding Bite)====
====Discussion (Ignore based on Radio Broadcast)====
If the survivor is already infected without having been wounded, are they immune from being wounded? Or would each subsequent bite give a percent chance of wounding? {{User:Bob Moncrief/Sig}} 05:06, 12 April 2013 (BST)
 
:I think it'd be a good idea for each zombie to get a chance to potentially wound the survivor, unless the survivor has already been wounded. So the first initial infectious bite would be the only chance for that specific zombie to wound the player. If one zombie fails to wound, increasing the percent chance of other zombies initial bites could cause a wound as well. [[User:CyberOpposition|CyberOpposition]] 07:21, 12 April 2013 (BST)
 
The flavor seems a bit weird to me. I don't see why it's an offshoot from Infectious Bite, since it's really a Bite upgrade as it's currently described, not an infection upgrade. If you want to call it "Virulent Infection" and put it under Infectious Bite, that'd be better, I think. Other than that, I actually kinda like the idea of having infected individuals take 2AP to move, though I'm not decided yet on whether or not I like the way it's suggested it should happen here. For some reason, 40-60% strikes me as a strange number, and I feel as if it should either be much higher (like 100%) or much lower (like 20%) once the skill is purchased. Not sure yet. {{User:Aichon/Signature}} 06:28, 12 April 2013 (BST)
 
:I wasn't quite sure how to convey the idea completely and it's my first suggestion. But, yes, I do like the name "Virulent infection" a lot better and I did actually mean it to be an upgrade, I'm sorry about conveying the idea poorly. I picked the percents just for a throw away number, thought it would be ok to discuss the percentages in the Developing suggestions page anyway. I think having a low percent like 10% and having it increased by 10 % the more zombies there are with the skill that bite the player.
::So, we'd get one zombie with wounding bite (or Virulent Infection, whatever) trying to wound the player and it fails, another zombie with the skill decides to also try to wound the player and his chance is increased by 10%. [[User:CyberOpposition|CyberOpposition]] 07:22, 12 April 2013 (BST)
 
Id have to say this isnt going to go down well lol i made a very similar suggestion about movement and it got panned just because people didnt want to be slowed down by ap movement --[[User:Soul kai|Soul kai]] 11:33, 12 April 2013 (BST)
i wouldn't reccommend putting this suggestion up for voting [[Suggestion:20130327 Crippling Grasp|this is]] what happened  to the last one with the same idea.--[[User:Paynetrain|<font size="4" face="Matura MT Script Capitals" color="red">Payne</font>]][[User talk:Paynetrain|<font size="4" face="Matura MT Script Capitals" color="blue">Train</font>]]<sup>'''([[NWO]]/[[FU]])'''</sup> 06:59, 14 April 2013 (BST)
:That one had a similar idea, but a VERY different implementation of it. There's a big difference between having it happen with Claw and Bite. Claw is used for nearly every single attack. Bite is only used once against a target, generally, if even that. That said, it does bear a large resemblance to the previous suggestion, and I was very tired when I made my earlier comment. At this point, I'd probably still vote kill, just because it is similar enough, but it's definitely a better take on the same general idea. {{User:Aichon/Signature}} 07:25, 14 April 2013 (BST)
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===Shrink the map===
===Free running out of ruined buildingd===
{|
{|
|'''Timestamp:''' [[User:Paynetrain|<font size="4" face="Matura MT Script Capitals" color="red">Payne</font>]][[User talk:Paynetrain|<font size="4" face="Matura MT Script Capitals" color="blue">Train</font>]] 14:04, 11 April 2013 (BST)
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|-
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|'''Type:''' game mechanic?i think..
|'''Type:''' Map change
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|'''Scope:''' zombies/survivors
|'''Scope:''' Everyone
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|'''Description:''' even after ruining a building survivors can free run out of the building,but not come back in because it's too damaged?what the fuck is up with that?
|'''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.
 
So my suggestion basically states that the Harmanz should not be allowed to free run out of ruined buildings too as the buildings can still act as Entry points even if they are ruined,which kind of ruins the point of ruining!!ZEDS RULE AHHH!!
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====Discussion (Free running out of ruined buildingd)====
====Discussion (Shrink the map)====
I've always liked it how it is. It's a nice balance, in that as zombies ruin a suburb, it gives survivors more of a chance to get indoors. Plus, doing it this way would effectively allow zombies to create clusters of buildings that are effectively pinatas. I.e. Surround an area of blocks that are EHB with ruins and suddenly no one can get into those buildings until the ruins are repaired or the EHB 'cades are broken down. While an interesting idea, I think it's a bit ludicrous that it could actually work. {{User:Aichon/Signature}} 18:03, 11 April 2013 (BST)
:There are some unorthodox survivor tactics built around the ability to freerun out of ruined buildings, such as the [[Roftwood Barricade Plan]] which relies on permanently ruined dark buildings as entry points. Changing that mechanic would just take away that angle without adding a new one. Make the game more fun, not less. --'''<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>''' 18:16, 13 April 2013 (BST)
::i know that,but i was just thinking that a shift in balance is required in favor of zeds rather than in favor of survivors,i mean almost all the suggestions or implementations have been made in favor of survivors,right. 1 of the basic reason's for ruining buildings is to obstruct free running,isn't it?so i feel this is a good suggestion--[[User:Paynetrain|<font size="4" face="Matura MT Script Capitals" color="red">Payne</font>]][[User talk:Paynetrain|<font size="4" face="Matura MT Script Capitals" color="blue">Train</font>]]<sup>'''([[NWO]]/[[FU]])'''</sup> 07:11, 14 April 2013 (BST)
 
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===Omnivore===
===Action Points===
{|
{|
|'''Timestamp:''' [[User:Jebidijed|Jebidijed]] 8:22 AM, 6 April 2013 (EST)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
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|'''Type:''' Offensive Zombie Healing Skill
|'''Type:''' Action Points Increase Regeneration Rate
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|'''Scope:''' Zombies/Survivors
|'''Scope:''' Everyone
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|'''Description:''' A child move of [[Digestion]], Omnivore allows you to feed on the living. This can only happen if the harman that you want to feed on is at 15 HP or less. It does 5 damage per feeding, and heals the zombie the same amount. Coupled with [[Infectious Bite]], it makes a zombie very dangerous.
|'''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.
|}
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====Discussion (Omnivore)====
====Discussion (Action Points)====
Inconsistent - an unmoving body only grants 4HP. The weakness treshold for Feeding Drag is only 12-HP, so such an ability should get the same treshold. As for flavour, I like it that there is an incentive to bite a cornerd victim to death. I wouldn't tie it to a skill, though, as that penalizes newbies, who need weakened treats the most to level up. Just make a bite to-hit bonus against victims on less than 13HP an inherent part of Vigor Mortis. --'''<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>''' 16:21, 6 April 2013 (BST)
:Hell yes. That is a great idea. No sarcasm. Allowing zombies to be slightly better at actually finishing people off would be incredibly welcome and not particularly OP. And since killing grants 10XP, it'd help newbies and also make the game more fun for them. I'm not sure about not tying it to a skill at all, since I think it may work better as simply changing Tangling Grasp so that it doesn't break if the target is under 13 HP as a result of their being close to death, though that may be more mild than what makes sense. {{User:Aichon/Signature}} 06:07, 7 April 2013 (BST)
::I havn't noticed tangling grasp breaking at 13HP (breaks plenty of other times, though) <small>-- [[User:Boxy|boxy]] 10:04, 7 April 2013 (BST)</small>
:::I've seen Tangling Grasp break at all different HP levels, both high and low, including under 13HP. {{User:Aichon/Signature}} 19:33, 7 April 2013 (BST)
::The problem with making it a skill is that a new skill will rather be possessed by older characters than by newbs. Thus there would be an incentive for older zombies to finish the prey themselves rather than to leave it to the newbs, who need easy kills for the 10XP bonus. --'''<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>''' 14:41, 7 April 2013 (BST)
:::It's been my observation that unless they are acting as a group, almost all zombies always try to kill anyone they can. I've never seen a feral vet intentionally leave a survivor at 1-2HP in the hope that a newbie can finish them off, so I don't see how this changes anything. What it'll do is give the newbies and extra tool once they get the skill to finish the deed. {{User:Aichon/Signature}} 19:33, 7 April 2013 (BST)
I was expecting to see zombies gain HP from eating grass [[File:RMES.gif]]<br />This just neck lurch/digestion, +1 at lower HP. Needs a better name <small>-- [[User:Boxy|boxy]] 10:02, 7 April 2013 (BST)</small>
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===wound===
===Drone===
{|
{|
|'''Timestamp:''' [[User:Soul kai|Soul kai]] 14:52, 4 April 2013 (BST)
|'''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:''' skill
|'''Type:''' Survivor Item
|-
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|'''Scope:''' zeds
|'''Scope:''' Survivors
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|'''Description:'''  
|'''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.
 
Wound can occur  if a zombie gets a hit with there hands on its victim the chance of this happpening is 5 percent chance of any claw attacks.
 
Wound is as its sounds is when a person is heavily injured and leaves a open wound on the survivors body.  
 
When a zed is sucessful in wounding the survivor the hp will decrease  by 1 hp for 5 turns.
 
All attacks drop by 5 percent in accuracy until healed by a fak.
 
The skill must be purchased to use under the skill tree of rendered flesh.
 
A survivors wound can be reopened up  if hit sucessfully again  but only decreases HP for 5 turns as the target is already wounded till he or she has healed with a fak.
 
zed confirmation that survivor is wounded
 
You have rendered the flesh the survivor flesh and left a deep gash on his/her arm
 
survivor confirmation of being hit
 
your right arm has suffered major damage blood is spitting out of a gaping hole in your arm you find it hard to aim or focus
causing -5 to your attacks the wound is bleeding heavily
 
 
after 5 turns
 
the wound has stopped bleeding but your arm is stiff and immobile and difficult to move.
 
 
 
after fak
 
after careful stitching and tending to your wound you feel the mobility return in your arm.
 
 
reopen wound
 
The zed has sensed your weak spot and rendered it open again blood drips to floor.
 
 
death from wound as walking
 
you fall to the ground/floor depending were you are and slowly bleed to death.
 
feral claws is what this will be offically.
 
 
 
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====Discussion (wound)====
====Discussion (Drone)====
What is "wound"? So far we only know when it happens, but not what it is. {{User:Aichon/Signature}} 15:58, 4 April 2013 (BST)
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)
:So, as far as its mechanics go, it's basically a powered-up version of infection that anyone can afflict any survivor by random chance? Can't say I'm a fan of taking something that currently only occurs deliberately and at the cost of having to use a lower-accuracy attack and turning it into something that will happen with almost every single series of attacks anyone makes on anyone else. Plus, there isn't a description of if this is a skill that's purchased, what the "random chance" of it happening will be, or other such considerations. That said, I do kinda like the flavor of this suggestion, and the -5% accuracy isn't a bad idea either, when considered by itself. {{User:Aichon/Signature}} 21:03, 4 April 2013 (BST)
 
I'm slowly liking this more and more, but it's starting to get a bit complicated and feels like it needs to be trimmed back a bit and refocused. For instance, I don't see why there are so many different odds for inflicting wound, nor do I see a need for two skills, and how is a zombie supposed to mend their wound anyway? That said, you have some real gems in there that would make this a truly unique skill in the game, like your idea to limit the -1HP to five actions and also add in a -5% accuracy against the wounded survivor. So, let's see if we can cut/rearrange a little to make it better.
 
How about we drop the survivor skill entirely and make this a zombie-only skill? Call it "Raking Claws" or something and make it a sub-skill of Vigour Mortis or Rend Flesh that can inflict wounds after a hand attack against a survivor. We can add some flavor by saying that the wound is "bleeding" for the first five actions that the survivor takes, which costs them 1HP per turn, and that it's harder for them to move with the wound, which means they take a hit of -5% to their accuracy. A FAK can mend the wound at any time. And give the zombies a flat 5% chance of inflicting the wound, rather than an accuracy that changes. At 5%, it'll be infrequent enough to be a pleasant surprise when it happens, but not so infrequent that it'll be useless.
 
Doing it this way keeps it simple, makes it more specific, and doesn't force the survivor to burn through FAKs, though it does encourage them to FAK a bit more often. If you want to provide them even more incentive, however, you may consider making it easier for a zombie to re-wound a survivor whose wound merely stopped bleeding but was never healed with a FAK (e.g. give the zombie a 10% chance to wound, instead of a 5%). {{User:Aichon/Signature}} 21:25, 8 April 2013 (BST)
 
 
edited
i have tweaked what you asked and see were your coming from i hope lol though some other ideas sparked while i was writing it its not perfect but its taking shape.--[[User:Soul kai|Soul kai]] 03:57, 9 April 2013 (BST)
:I'd love to hear some opinions from other folks at this point. As for me, I'd prefer that it be 5% instead of 10%, since at 10%, a zombie that does 15 attacks will inflict wound something like 80% of the time, whereas at 5% it'll only happen around 50% of the time after that many attacks, making it something to enjoy when it comes around, rather than something to count on. Other than that, I'd maybe polish the text a bit, since I have a feeling people will have difficulty understanding it and will vote against it because they'll misunderstand or think it sounds too complicated, when it really isn't that complicated any more. {{User:Aichon/Signature}} 05:40, 9 April 2013 (BST)
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===Drunk===
===Backpack===
{|
{|
|'''Timestamp:''' [[User:Soul kai|Soul kai]] 04:46, 4 April 2013 (BST)
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
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|'''Type:''' mechanic
|'''Type:''' New item
|-
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|'''Scope:''' survivors
|'''Scope:''' Survivors
|-
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|'''Description:''' basicly as it suggests survivors get drunk from consuming to much beer etc character direction is completely backwards you hit forwards you go backwards right is left. left is right XD note you have to consume 6 beers for this effect lasts 3 turns more if you drink more lol.
|'''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).


and yes this can be changed to random direction if it suits


2 beers or wine " you feel a little more cheerful with a spring in your step
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?


4 beers or wine " you body feels heavy and your swaying slightly.
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.


6 beers or wine " you are dangerously swaying left and right as you walk your movements are confused. ( directions muddled)


8 beers or wine " you are  steaming your eyes are glazed over and you are swaying dangerously around its hard to focus. ( baricaded strong become very hard to enter)
Q: If it wastes AP, what is the point?


first attempt while steaming
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.
you hurdle over the first baricade only to knock yourself out you stumble back out holding your head.


accuracy is dropped by 10 percent when attacking


attack is increased by 1 point of damage for hands and hand weapons
Please give your thoughts.


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====Discussion (Drunk)====
====Discussion (Backpack)====
How long does it last in the first place? What indication would there be that it's occurring? {{User:Aichon/Signature}} 16:22, 4 April 2013 (BST)
:k {{unsigned|Jebidijed}}
 
Also, if "actions are backwards" it would be pretty easy to figure that out and just do the opposite for the duration of the effect - maybe make it with an element of randomness instead? Also, the times when a survivor would drink that much alcohol are rare outside of specific RP events, because beer and wine are far less efficient for HP gain than FAKing are. {{User:Bob Moncrief/Sig}} 17:42, 4 April 2013 (BST)
 
this is just giving beer and wine some side effects some people may get bored and whats a nice way to accidently stray into a horde lol ive did some modding--[[User:Soul kai|Soul kai]] 19:54, 4 April 2013 (BST)
 
Beers of wine? What? [[User:Jebidijed|Jebidijed]] 8:19 AM, 6 April (EST)
 
I'm sure there are dupes, way back, for the finding <small>-- [[User:Boxy|boxy]] 10:21, 7 April 2013 (BST)</small>
 
Oops, I misread that. The "f" and the "r" can look like each other when you speed through a sentence. [[User:Jebidijed|Jebidijed]] 8:31 PM, 7 April (EST)
:He [http://wiki.urbandead.com/index.php?title=Developing_Suggestions&action=historysubmit&diff=2065446&oldid=2065443 corrected it], so you didn't misread anything. ;) {{User:Aichon/Signature}} 21:32, 8 April 2013 (BST)
 
correct i edited it --[[User:Soul kai|Soul kai]] 03:28, 9 April 2013 (BST)
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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.
<!--
''There are currently no suggestions up for voting.''
-->
'''[[Suggestion:20130330 NT syringes drop rate|NT syringes drop rate]]'''
:<small>by [[User:Hermite|Hermite]] at 22:09, 30 March 2013 (UTC) </small>
'''[[Suggestion:20130406 Add Rage to Malton|Add Rage to Malton]]'''
:<small>by '''<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>''' at 16:49, 6 April 2013 (BST) </small>

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.
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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)