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==Ideas for the game==
== Changes to Malton ==
I have this idea to add expertise skills, every player could only use one of these skills at any given time, and learning a skill would take 50 AP to learn. Some of these skills are for humans, others are for zeds, but the idea is to add a second level to the game. This level would be for experienced players that want to be more efficient in a role, some of them just give the players new roles in the game. I want people to talk about my ideas on my page without attacking them, this is more for discussion than actual implementation. How these ideas could actually work in UD I don't know, but at the very least I can dream.


==Ball==
Just so you're aware, most of us aren't opposed to changes in the game. For my part, I think the game has a number of unbalanced aspects to it that could use better balancing. Off the top of my head:
a ball that can be used to play various games. We would have to decide how to use it for UD sports games
*scouting safehouses is a waste of AP in nearly all cases (I posted the math up for it back when it first came out, and others' analyses came to the same conclusion)
*barricade interference over-favors disproportionately small groups of coordinated zombies in large-scale confrontations, making ongoing sieges virtually impossible
*speaking generally, barricade mechanics favor survivors at small numbers and zombies at large numbers, rather than favoring them equally at all sizes
I'd love to see some of those areas addressed. And I'd love to see the introduction of more variety in terms of mechanics and items. That said, most of us have also come to terms with the reality of the situation, which is that we have no ability to bring about change in the game. The stuff we post in the Suggestions pages are just that: suggestions. We can't act on them. We can only put them forward as suggestions for [[User:Kevan|Kevan]] to implement into the game, since he's the game's creator and the only person with the ability to make changes to it. We already have [[:Category:Peer_Reviewed_Suggestions|hundreds of suggestions that have been peer reviewed by the community]], so he has plenty of ideas that he can draw from if he wants to make changes, which is why we tend to be more particular about the suggestions these days, since there's no reason to put forward anything other than the best of the best ideas at this point.


==Limiting Power==
That said, given that the game has been on the decline for a number of years and that most of us either paid him on a one-time basis or never at all, even keeping the game running is extremely generous of him. The game and wiki aren't free to keep online. He's getting a bill each month to keep them running, even though most of us are not paying him to do it. Likewise, it's perfectly reasonable for him to not bother putting any more time into the game, given that he's unlikely to get a return on his investment. After all, making software is his living, so if something isn't making him money, he needs to be spending that time on something else that will help him pay the bills. He's made a number of changes over the years, but most of his recent ones (e.g. scouting safehouses, bellow, etc.) have been met with hostility by the community, so it's no surprise that he's not making many changes at this point.
an idea to use a reoccurring xp cost for using a powerful item or ability. For example, with an Assault Rifle you would be limited to one Rifle, it costs 500xp to even search for one. It costs 500xp to search for an extra mag (you can only hold one at a time). You can also only obtain these items from a fort. Using the Assault Rifle grants no xp. An experienced player could use it for a long time, sure, but eventually they'll run out of xp and be brought on the same level as everyone else. Managing xp could be part of the game after all skills are bought.


==clean slate==
Most of us would like to see this game back at its prime again, and we'd love to see changes happening to the game, but changes don't seem to be paying the bills, so it's unlikely we'll see many or any further changes to the game at this point. We can hardly blame him for that, since he's got to be able to eat and have a roof over his head. {{User:Aichon/Signature}} 16:27, 14 May 2015 (UTC)
another idea to limit abuse would be to clean the slate of anyone wanting to use the new skills, this would help limiting power
:Sorry, I missed [http://wiki.urbandead.com/index.php?title=User_talk%3AJoshCz&diff=2245172&oldid=2245169 your response] until just now when you removed it. I do agree that the sandboxiness of it plays an increasingly important role as the game gets smaller and older. Every now and then, folks hold special events for no reason other than to hold an event, since we all already know how the events will end (e.g. if it's a siege, the zombies will win, every time; if it's a mass PKer strike, we'll wipe out everyone in the building). As far as groups go, the groups that are still around are having a hard enough time keeping themselves together that I don't think you can count on them to support creating new groups. A group needs a critical mass of players before it has any sort of staying power, and the groups that are still left are the ones who have managed to hang onto their critical mass still, though their number is slowly dwindling.
:But a focus on more events? Absolutely a great idea. If everyone already knows how a siege will end, then spice it up by making it about something else. I've in the past suggested ideas like timed sieges where one side "wins" if they can accomplish a specific objective in a certain amount of time. For instance, zombies win if they break the siege, but there's a time limit for them to do so. Or maybe survivors hold a siege, but they do so at a secret location, and it becomes about the zombies' hunt for the siege. Or pull together another zombie megahorde (quick note: I speak [[BB3|from]] [[BB4|experience]] when I say that organizing and managing a zombie megahorde is not easy). I dunno. There are thing you can do though is the point. And those sorts of events help to keep existing players engaged while also giving new players something cool to do at the start of their time in Malton, making them more likely to stick around.
:So, I do think you have a point, and I do think there are things to be done. Keep at it, and don't let us dragging our feet discourage you. :) {{User:Aichon/Signature}} 23:20, 16 May 2015 (UTC)


==Assault Rifle idea (LP)==
== Welcome, and good luck ==
This kind of weapon has been suggested a lot, but I suggest that being able to use something to be better at combat would be nice for human players, zombie players would get their own buff to counter a better weapon. Found only in forts, This limited Power item would require clean slate to use. 100xp to be able to search for one (you can only carry one and the skill resets upon dropping the item). It also takes 300xp to search for an extra mag (you can only carry one, skill resets when mag is used or dropped). holds 30 bullets (the same as 5 pistols) weighs 20% Mag weighs 5% reloads for 3AP (2 less). has 2 attacks, single fire (5 damage 65% Acc) for 1 AP, and 3 round burst (5dam+5+5 65% for each shot) for 2 AP. The AR negates ankle grab, making it AP efficient to kill zeds. The weapon makes combat more efficient and is paired well with the shotgun.


==Sniper Rifle idea (LP)==
Hello there Josh,
Also suggested a lot, but goes nicely with a scouting role rather than a combat one. A limited aPower item requiring clean slate to use, can only hold one and one box of ammo (costs 300xp to search for a box). Used to attack like looking through binoculars then picking to focus on one block, then on anything outside on that block. has 5 rounds and comes with a box of 25. fires single shot (10 dam 65% Acc) makes a loud sound from wherever fired. Also negates ankle grab, making it AP efficient. Pairs nicely with pistols.


== no problem. ==
The game is really dragging its feet these days. I haven't played it myself for years. Such a pitty, because i had a total blast in the past with it, both ingame and in the wiki.


Come over and discuss whatever you wish.
Welcome to Urban Dead, and i wish you luck on your quest to restore even the smallest bit of glory to the game.  


Although why did you post it 6 times? --[[User:Rosslessness|Rosslessness]]<sup>[[Minor Mission List|Want to complete a dangerous mission?]]</sup> 17:46, 12 April 2015 (UTC)
And don't mind any eventual Troll you meet in your way. They lurk beneath them bridges, just waiting for tasty players to devour. --<small>[[User:Hagnat|hagnat]]</small> 13:16, 18 May 2015 (UTC)


== HardMode ==
:Thanks! The problem I face is that I didn't actually get to play during the glory years so I don't really have an idea of how to get there. I think we should get a wiki group, get the people who still hang around the wiki, to come up with ideas to keep the game fun. organizing things is what I want to do, and I'll definitely need help organizing stuff. I'm gonna need training too [[User:JoshCz|JoshCz]] ([[User talk:JoshCz|talk]]) 14:39, 18 May 2015 (UTC)
::You should hop into some of the IRC channels, that way you can get into conversations with the folks still actively playing the game. Plus, it'll let you get some immediate feedback, as well as work on recruiting folks. That said, make sure you don't recruit in a group's IRC channel (too much), since that'd be rude. But yeah, the only way stuff happens is if someone organizes it and is the driving force behind it, but at this point, most of us who have had interest in driving things are burnt out. We're willing to participate, but we're not willing to head them up...at least not yet. I wouldn't be surprised if an event or two gets organized this year or next, since it's been quite awhile since the last major in-game event. {{User:Aichon/Signature}} 15:27, 18 May 2015 (UTC)
:: Take a look at [[Mall Tour]] for an example of a Zombie event. It was really fun playing around with them. And like Aichon said, some old timers are somehow burnt out... we would love taking part of any event, but not leading it. --<small>[[User:Hagnat|hagnat]]</small> 16:31, 18 May 2015 (UTC)


Starting the game as a brain-rot human, possibly necessary for using new skills.
===Lottery===
{|
|'''Timestamp:''' [[User:JoshCz|JoshCz]] ([[User talk:JoshCz|talk]]) 00:34, 17 July 2015‎ (UTC)
|-
|'''Type:''' Buff
|-
|'''Scope:''' lucky zeds (for now)
|-
|'''Description:''' In the last round of discussion of the lottery idea xyu brought up a good point that it was a very complex idea, and would be hard to implement. so to make the lottery idea actually work in the game, it should be implemented progressively adding one winner type at a time. This would also give the community a kill switch if they hate the idea. The lottery will be held at the start of the month, all lvl 10 or above zombie players can buy a single lottery ticket for 100xp or 1000xp if they have over 25000xp. There will be 15 winners. The zombies chosen will mutate into
*A barricade ripper that tears down barricades faster hitting the barricade 50% of the time and tearing down 3 levels of barricade with each hit. This zombie has a reduced claw attack to 2 and bite at 3, but has an increased feeding groan range to 10 blocks and has 75 HP. It can also ruin any empty building with 3 AP rather than 5.
This is one of the more interesting winners and one that I feel represents the idea well. Hopefully this zombie will help with zombie organization, encouraging play between non-affiliated players. Also it would make things more dangerous and interesting for the Malton survivors, giving them a dangerous foe to hunt in the city. If the idea works we can continue to add things to it to continue the fun.
|}
====Discussion (Lottery)====


== Hard Mode ==


Starting the game as a brain-rot human, possibly necessary for using new skills.
Previous Discussions
[[User:JoshCz/Lottery]]
 
===Random Events===
{|
|'''Timestamp:''' [[User:Axe Hack|Axe Hack&#39;s Ghost]] ([[User talk:Axe Hack|talk]]) 02:25, 17 July 2015 (UTC)
|-
|'''Type:''' Events
|-
|'''Scope:''' Game Mechanic
|-
|'''Description:''' Now, I haven't been around for two years, nor have I been active for two years, but I do notice things. Like the massive decrease in player numbers.
 
In the time I've been gone, I've played various sandbox games. Skyrim, Grand Theft Auto, Lego Marvel Superheroes...Besides flashy graphics and being single player, what made these games enjoyable? Was it the adventuring and discovering new places you've never been to before in Skyrim? Or maybe the heists in GTA? Or perhaps it was collecting all of those gold bricks in Lego Marvel Superheroes. In the past, Urban Dead had all of these events - Mall Tour, the Dead's tour, you name it, it's happened. But the thing was...All of these events (minus the Easter Egg Hunt and even the airdrops) were all planned by the player base themselves.
 
Yes, I know. It's a taboo to suggest the inclusions of NPCs or events, or even leaving the options of what to kind of events would happen to Kevan, and heck, this is probably even a dupe, but I think Urban Dead needs randomized events. Non-player planned events. Maybe a random building was struck down by a passing horde that came out of nowhere, or you searched and found something amazing inside a random building out of sheer luck. It could even be an assassination plot, both successful or failed as you slept through the night, or even a temporary decrease in supplies for the day. Just...Anything. Anything random that would occur at server reset every day, and last anywhere from a few seconds to until the next reset. It could range from a destructive event that takes out one random building, to being able to find supplies for a day in a random building that normally would not house those items, to finding a new flavour text at a random location for the day.
 
== Archive of your suggestion below ==
 
 
===Library Improvement===
{|
|'''Timestamp:''' [[User:JoshCz|JoshCz]] ([[User talk:JoshCz|talk]]) 07:11, 22 February 2017 (UTC)
|-
|'''Type:''' Resource change
|-
|'''Scope:''' All maybe some Libraries across Malton
|-
|'''Description:''' Library improvement.
Need a reason to play zombie? Library. Reason to help new players? Library. Wanna make the game interesting again? Library.
Libraries across Malton now have books that can be written by players.
These books contain a free skill (the skill it has can be specific so as only for beginners Like Basic Firearms Training)
Players must spend both AP and XP to write a book.
Any ruined libraries lose ALL books inside it.
All players can loot libraries.
This helps bring new players into the game by letting them get basic skills earlier.
This also makes Libraries across Malton a vital resource point.
The second part of the plan is interesting but not 100% necessary, human skill wipes.
These skill wipes are not upon death, but rather upon being headshot as a zombie.
Skill wipes can even grant xp to the person headshot per human skill lost so as to add a sense of progression.
Skills can be brought back by a team-mate through use of libraries though it costs time and xp.
Zerging protection: players who zerg by writing books to give to fake accounts seems like a problem, but the massive xp drain from writing all the specific books to a library that may be stolen from or may be ruined by zombies. Writing books is only for those who have the xp saved up, saving xp is very important for this change.
I actually tried to get my friends to play, but their experience was lacking due to low player count, lack of ability to do anything starting out, and low risk low reward. I think we need to fix some of these problems if at all possible.
[[User:JoshCz|JoshCz]] ([[User talk:JoshCz|talk]]) 07:15, 22 February 2017 (UTC)
|}
====Discussion (Library Improvement)====
 
{{SDW|5/28/2018}}
----

Latest revision as of 05:59, 30 May 2018

Changes to Malton

Just so you're aware, most of us aren't opposed to changes in the game. For my part, I think the game has a number of unbalanced aspects to it that could use better balancing. Off the top of my head:

  • scouting safehouses is a waste of AP in nearly all cases (I posted the math up for it back when it first came out, and others' analyses came to the same conclusion)
  • barricade interference over-favors disproportionately small groups of coordinated zombies in large-scale confrontations, making ongoing sieges virtually impossible
  • speaking generally, barricade mechanics favor survivors at small numbers and zombies at large numbers, rather than favoring them equally at all sizes

I'd love to see some of those areas addressed. And I'd love to see the introduction of more variety in terms of mechanics and items. That said, most of us have also come to terms with the reality of the situation, which is that we have no ability to bring about change in the game. The stuff we post in the Suggestions pages are just that: suggestions. We can't act on them. We can only put them forward as suggestions for Kevan to implement into the game, since he's the game's creator and the only person with the ability to make changes to it. We already have hundreds of suggestions that have been peer reviewed by the community, so he has plenty of ideas that he can draw from if he wants to make changes, which is why we tend to be more particular about the suggestions these days, since there's no reason to put forward anything other than the best of the best ideas at this point.

That said, given that the game has been on the decline for a number of years and that most of us either paid him on a one-time basis or never at all, even keeping the game running is extremely generous of him. The game and wiki aren't free to keep online. He's getting a bill each month to keep them running, even though most of us are not paying him to do it. Likewise, it's perfectly reasonable for him to not bother putting any more time into the game, given that he's unlikely to get a return on his investment. After all, making software is his living, so if something isn't making him money, he needs to be spending that time on something else that will help him pay the bills. He's made a number of changes over the years, but most of his recent ones (e.g. scouting safehouses, bellow, etc.) have been met with hostility by the community, so it's no surprise that he's not making many changes at this point.

Most of us would like to see this game back at its prime again, and we'd love to see changes happening to the game, but changes don't seem to be paying the bills, so it's unlikely we'll see many or any further changes to the game at this point. We can hardly blame him for that, since he's got to be able to eat and have a roof over his head. Aichon 16:27, 14 May 2015 (UTC)

Sorry, I missed your response until just now when you removed it. I do agree that the sandboxiness of it plays an increasingly important role as the game gets smaller and older. Every now and then, folks hold special events for no reason other than to hold an event, since we all already know how the events will end (e.g. if it's a siege, the zombies will win, every time; if it's a mass PKer strike, we'll wipe out everyone in the building). As far as groups go, the groups that are still around are having a hard enough time keeping themselves together that I don't think you can count on them to support creating new groups. A group needs a critical mass of players before it has any sort of staying power, and the groups that are still left are the ones who have managed to hang onto their critical mass still, though their number is slowly dwindling.
But a focus on more events? Absolutely a great idea. If everyone already knows how a siege will end, then spice it up by making it about something else. I've in the past suggested ideas like timed sieges where one side "wins" if they can accomplish a specific objective in a certain amount of time. For instance, zombies win if they break the siege, but there's a time limit for them to do so. Or maybe survivors hold a siege, but they do so at a secret location, and it becomes about the zombies' hunt for the siege. Or pull together another zombie megahorde (quick note: I speak from experience when I say that organizing and managing a zombie megahorde is not easy). I dunno. There are thing you can do though is the point. And those sorts of events help to keep existing players engaged while also giving new players something cool to do at the start of their time in Malton, making them more likely to stick around.
So, I do think you have a point, and I do think there are things to be done. Keep at it, and don't let us dragging our feet discourage you. :) Aichon 23:20, 16 May 2015 (UTC)

Welcome, and good luck

Hello there Josh,

The game is really dragging its feet these days. I haven't played it myself for years. Such a pitty, because i had a total blast in the past with it, both ingame and in the wiki.

Welcome to Urban Dead, and i wish you luck on your quest to restore even the smallest bit of glory to the game.

And don't mind any eventual Troll you meet in your way. They lurk beneath them bridges, just waiting for tasty players to devour. --hagnat 13:16, 18 May 2015 (UTC)

Thanks! The problem I face is that I didn't actually get to play during the glory years so I don't really have an idea of how to get there. I think we should get a wiki group, get the people who still hang around the wiki, to come up with ideas to keep the game fun. organizing things is what I want to do, and I'll definitely need help organizing stuff. I'm gonna need training too JoshCz (talk) 14:39, 18 May 2015 (UTC)
You should hop into some of the IRC channels, that way you can get into conversations with the folks still actively playing the game. Plus, it'll let you get some immediate feedback, as well as work on recruiting folks. That said, make sure you don't recruit in a group's IRC channel (too much), since that'd be rude. But yeah, the only way stuff happens is if someone organizes it and is the driving force behind it, but at this point, most of us who have had interest in driving things are burnt out. We're willing to participate, but we're not willing to head them up...at least not yet. I wouldn't be surprised if an event or two gets organized this year or next, since it's been quite awhile since the last major in-game event. Aichon 15:27, 18 May 2015 (UTC)
Take a look at Mall Tour for an example of a Zombie event. It was really fun playing around with them. And like Aichon said, some old timers are somehow burnt out... we would love taking part of any event, but not leading it. --hagnat 16:31, 18 May 2015 (UTC)

Lottery

Timestamp: JoshCz (talk) 00:34, 17 July 2015‎ (UTC)
Type: Buff
Scope: lucky zeds (for now)
Description: In the last round of discussion of the lottery idea xyu brought up a good point that it was a very complex idea, and would be hard to implement. so to make the lottery idea actually work in the game, it should be implemented progressively adding one winner type at a time. This would also give the community a kill switch if they hate the idea. The lottery will be held at the start of the month, all lvl 10 or above zombie players can buy a single lottery ticket for 100xp or 1000xp if they have over 25000xp. There will be 15 winners. The zombies chosen will mutate into
  • A barricade ripper that tears down barricades faster hitting the barricade 50% of the time and tearing down 3 levels of barricade with each hit. This zombie has a reduced claw attack to 2 and bite at 3, but has an increased feeding groan range to 10 blocks and has 75 HP. It can also ruin any empty building with 3 AP rather than 5.

This is one of the more interesting winners and one that I feel represents the idea well. Hopefully this zombie will help with zombie organization, encouraging play between non-affiliated players. Also it would make things more dangerous and interesting for the Malton survivors, giving them a dangerous foe to hunt in the city. If the idea works we can continue to add things to it to continue the fun.

Discussion (Lottery)

Previous Discussions User:JoshCz/Lottery

Random Events

Timestamp: Axe Hack's Ghost (talk) 02:25, 17 July 2015 (UTC)
Type: Events
Scope: Game Mechanic
Description: Now, I haven't been around for two years, nor have I been active for two years, but I do notice things. Like the massive decrease in player numbers.

In the time I've been gone, I've played various sandbox games. Skyrim, Grand Theft Auto, Lego Marvel Superheroes...Besides flashy graphics and being single player, what made these games enjoyable? Was it the adventuring and discovering new places you've never been to before in Skyrim? Or maybe the heists in GTA? Or perhaps it was collecting all of those gold bricks in Lego Marvel Superheroes. In the past, Urban Dead had all of these events - Mall Tour, the Dead's tour, you name it, it's happened. But the thing was...All of these events (minus the Easter Egg Hunt and even the airdrops) were all planned by the player base themselves.

Yes, I know. It's a taboo to suggest the inclusions of NPCs or events, or even leaving the options of what to kind of events would happen to Kevan, and heck, this is probably even a dupe, but I think Urban Dead needs randomized events. Non-player planned events. Maybe a random building was struck down by a passing horde that came out of nowhere, or you searched and found something amazing inside a random building out of sheer luck. It could even be an assassination plot, both successful or failed as you slept through the night, or even a temporary decrease in supplies for the day. Just...Anything. Anything random that would occur at server reset every day, and last anywhere from a few seconds to until the next reset. It could range from a destructive event that takes out one random building, to being able to find supplies for a day in a random building that normally would not house those items, to finding a new flavour text at a random location for the day.

Archive of your suggestion below

Library Improvement

Timestamp: JoshCz (talk) 07:11, 22 February 2017 (UTC)
Type: Resource change
Scope: All maybe some Libraries across Malton
Description: Library improvement.

Need a reason to play zombie? Library. Reason to help new players? Library. Wanna make the game interesting again? Library. Libraries across Malton now have books that can be written by players. These books contain a free skill (the skill it has can be specific so as only for beginners Like Basic Firearms Training) Players must spend both AP and XP to write a book. Any ruined libraries lose ALL books inside it. All players can loot libraries. This helps bring new players into the game by letting them get basic skills earlier. This also makes Libraries across Malton a vital resource point. The second part of the plan is interesting but not 100% necessary, human skill wipes. These skill wipes are not upon death, but rather upon being headshot as a zombie. Skill wipes can even grant xp to the person headshot per human skill lost so as to add a sense of progression. Skills can be brought back by a team-mate through use of libraries though it costs time and xp. Zerging protection: players who zerg by writing books to give to fake accounts seems like a problem, but the massive xp drain from writing all the specific books to a library that may be stolen from or may be ruined by zombies. Writing books is only for those who have the xp saved up, saving xp is very important for this change. I actually tried to get my friends to play, but their experience was lacking due to low player count, lack of ability to do anything starting out, and low risk low reward. I think we need to fix some of these problems if at all possible. JoshCz (talk) 07:15, 22 February 2017 (UTC)

Discussion (Library Improvement)

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This suggestion has no active discussion.

It will be removed on: 5/28/2018