Developing Suggestions: Difference between revisions

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=Suggestions=
===Ignore based on Radio Broadcast===
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|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC)
 
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===Angry Flying Koala Attack===
|'''Type:''' UI enhancement
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|'''Scope:''' Interface
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|'''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 (Ignore based on Radio Broadcast)====
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===Shrink the map===
{|
{|
|'''Timestamp:''' [[User:CyberOpposition|-.-]] 04:11, 4 May 2013 (BST)
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|-
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|'''Type:''' Weapon
|'''Type:''' Map change
|-
|-
|'''Scope:''' survivors
|'''Scope:''' Everyone
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|'''Description:''' If you search in the zoo, you can find an angry Koala that you can throw at anyone at a 50% rate, if it hits, it claws the crap out of the targets face and does 5 damage.
|'''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 (Angry Flying Koala Attack)====
====Discussion (Shrink the map)====
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===More Effective Zerg Flags===
===Action Points===
'''Timestamp''' ~[[Image:Vsig.png|link=User:Vapor]] <sub>00:37, 4 May 2013 (UTC)</sub><br>
{|
'''Type''' Mechanics<br>
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
'''Scope''' Zergs<br>
|-
'''Description'''<br>
|'''Type:''' Action Points Increase Regeneration Rate
Currently, people that are flagged by the server as having used multiple characters within ten blocks of one another get penalized with lower than normal hit/search percentages. Why is that percentage not zero? I think the only succesful action a zerg should be able to take is movement.
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|'''Scope:''' Everyone
====More Effective Zerg Flags (Discussion)====
|-
Discuss. Dupe me if you've heard this one before. ~[[Image:Vsig.png|link=User:Vapor]] <sub>00:37, 4 May 2013 (UTC)</sub>
|'''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.
 
|}
:The reason it's not zero is probably because it ''can'' be triggered accidentally. However, with dwindling numbers making this much less likely I'd say there's a good case for that being much less of a concern now. I say go for it. {{User:Misanthropy/Sig}} 01:20, 4 May 2013 (BST)
====Discussion (Action Points)====
::Sure, accidents happen. People slip up and get flagged even when not playing alts cooperatively. They'll slip up less often if there's more incentive to play it carefully, though so there's an added bonus. Might suck the first time it happens to you but it will probably be the last slip up you make. ~[[Image:Vsig.png|link=User:Vapor]] <sub>02:53, 4 May 2013 (UTC)</sub>
The zerg flags are nearly useless as it is, but sure, why not. I would like zergs to have a failure chance when speaking too, for added lulz around those zergtacular RPers. --[[User:RadicalWhig|RadicalWhig]] 06:16, 4 May 2013 (BST)
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===Suicide===
===Drone===
{|
{|
|'''Timestamp:''' [[User:CyberOpposition|-.-]] 02:35, 3 May 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:''' survivor option
|'''Type:''' Survivor Item
|-
|-
|'''Scope:''' survivors, death cult
|'''Scope:''' Survivors
|-
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|'''Description:''' It's pretty simple, if you have a shotgun with ammo or pistol with ammo, you can use 10 AP to shoot yourself and you die.
|'''Description:''' Portable drone, found in mall tech stores, which are pointless as we all know. Encumbrance is 10%. When activated for 15ap they provide an image of a 10x10 grid centred on the survivor, showing the current outside status of all blocks including zombies, survivors and dead bodies. Like DNA scanners, Drones are multi use.
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====Discussion (Suicide)====
====Discussion (Drone)====
You can already jump from a few different types of buildings in the game to commit suicide. And if you're parachuting, you can already use infection to kill yourself indoors. No need for an additional way to do it. {{User:Aichon/Signature}} 17:02, 3 May 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)
:jumping out of the building puts you outside and getting infected to die isn't as straight forward as just shooting yourself in the face. [[User:CyberOpposition|-.-]] 21:49, 3 May 2013 (BST)
::Sure, but why is that necessary? So far, you haven't addressed what the motivation is for this change at all. Near as I can tell, the only thing it would do is make parachuting easier, which runs contrary to the design of the game. The game makes a point of not providing skills or abilities specifically to benefit roles that don't conform to the standard zombie or survivor ones, and in many cases actively discourages such roles (e.g. XP is halved when PKers are attacking survivors, I believe), and I think that's a trend that should continue, since those roles are ''meant'' to exist in the gaps between the others, rather than being officially supported ones. Besides which, simply from the perspective of balance, I think it's a good thing that parachuting is as difficult to accomplish as it is, since it's a very powerful technique that has an appropriate cost at the moment. {{User:Aichon/Signature}} 10:53, 4 May 2013 (BST)
Dupe. Suggested many, many times before. Next time, you might want to search a little first. {{:)}} {{User:Revenant/Sig}} 11:12, 4 May 2013 (BST)
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===Feast Call===
===Backpack===
{|
{|
|'''Timestamp:''' <span style="background:cyan; border:dashed 3px lime">[[User:Jebidijed|Jebidijed]]</span> 12:23 21 April 2013 (BST)
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
|-
|'''Type:''' Zombie Skill
|'''Type:''' New item
|-
|-
|'''Scope:''' Zombies
|'''Scope:''' Survivors
|-
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|'''Description:''' A child move of Bellow, Feast Call is a zombie move that will make harman jaws drop down to the ground. If met with a total of 35 humans or more in the surrounding or current block that you are at, using Feast Call will allow zombies to let out a massive scream that can be heard up to 12 blocks away. Not only does it alert zombies near and far, it also gives the zombies that hear the call an extra 5% chance to hit someone with all non-weapon attacks, which lasts until 20 AP is used up by the zombies who heard the call. It costs 15 AP to do the call, due to how much air it takes from your lungs. Actually doing the call does not count as using 15 of the 20 AP for the extra 5% hit chance.
|'''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).


'''EXAMPLE MESSAGES:'''


For zombies who heard the call from afar: You heard a loud scream coming from an area, (# of blocks N,S, and/or # of blocks W,E, and time it occured) reinvigorating your senses and motivating you to kill humans.
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?


For zombies who heard the call at their current block: You heard a loud scream that came from nearby, energizing your thoughts and motivating you to feast on flesh. (time it occured)
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.


For the zombie who makes the call: You let out a huge scream, invigorating your senses, but tiring your lungs.


For the zombie who attempts to make the call, but bellows instead: You are not enraged enough to let out such a scream of that size, but instead bellow to lead nearby zombies this way.
Q: If it wastes AP, what is the point?


For the zombie who attempts to make the call, but groans instead: You are not nearly angry enough to scream that loudly, so you threateningly groan instead, attracting the zombies who heard the groan.
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.
====Discussion (Feast Call)====
An option (which would eliminate the last few examples you give) is to make the button for the call appear only when 35 or more survivors are in the block. That way, no one would attempt the call accidentally. {{User:Bob Moncrief/Sig}} 00:49, 22 April 2013 (BST)
:^^^ This. Bellow and Groan both do that already, since you can't Groan unless there is someone there, and you can't Bellow until there are enough survivors there. I don't know why this skill would behave differently. {{User:Aichon/Signature}} 01:31, 22 April 2013 (BST)


Bellow already gets used infrequently enough as it is, so I don't see the need for a further skill (I've personally only seen 3-4 Bellows used in the last year, but maybe because that's I don't hang around malls and forts much). Beyond that, however, I think this is a zombie buff that zombies don't need, since they already have the upper hand in the sorts of situations in which this would be used. There's a reason sieges don't last for more than a few days or a week nowadays. While zombies do need to be buffed ''overall'', survivors are the ones who need to be buffed when it comes to situations where you have a lot of players on both sides of the barricade, and I think that's mostly an issue of tweaking barricade interference to be stronger at the low end and weaker at the high end. {{User:Aichon/Signature}} 01:31, 22 April 2013 (BST)


If you try to bellow when there are not enough survivors, you groan instead, so why not add that mechanic to Feast Call anyway? Besides, it will cost as much as the respective guttural call, Bellow would cost as much as it should and Feeding Groan would cost as much as it would. Why would I make it so that it would cost 15 AP for all of the zombie noises? <span style="background:cyan; border:dashed 3px lime">[[User:Jebidijed|Jebidijed]]</span> 15:03 25 April 2013 (BST)
Please give your thoughts.
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===Free running out of ruined buildingd===
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|'''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)
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|'''Type:''' game mechanic?i think..
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|'''Scope:''' zombies/survivors
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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?
So my suggestion basically states that the Harmanz should be given a 70% chance of failing when free running out of ruined buildings as the buildings can still act as Entry points even if they are ruined,which kind of ruins the point of ruining.
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====Discussion (Free running out of ruined buildingd)====
====Discussion (Backpack)====
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)
I like this. It makes a lot of in-universe sense, and it would prevent populated suburbs from completely shrugging off or even benefiting from (in the case of overcading) small-scale zombie attacks, which is a huge peeve of mine. However, I think you may want to nerf this from the "no free running at all" to a 50% chance of fall out of the building/50% chance to free run normally, or something along these lines, to keep this from being too frustrating in heavily ruined burbs. --[[User:RadicalWhig|RadicalWhig]] 23:40, 15 April 2013 (BST)
 
:Thankyou,i have taken a part of your suggestion and pimped it into mine...--[[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> 19:18, 25 April 2013 (BST)
 
I'd say make it the same rate as injuring yourself falling from a ruined building (which is what, 20%? 25%? the [[Ruin]] page doesn't list it), and make it injure you in the same way. Then you've got yourself a deal. {{User:Revenant/Sig}} 11:20, 4 May 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.
'''[[Suggestion:20130425 Door destruction|Door destruction]]'''
:<small>by [[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> at 19:05, 25 April 2013 (BST) </small>
'''[[Suggestion:20130502 Change in Graffiti Defilement Mechanics]]'''
:by [[User:Lpha|Lpha]] at 22:58, 2 May 2013 (BST)

Latest revision as of 17:27, 8 July 2024

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Developing Suggestions

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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)