Developing Suggestions: Difference between revisions
Rosslessness (talk | contribs) |
|||
Line 57: | Line 57: | ||
is purchased the character can no longer be revived. | is purchased the character can no longer be revived. | ||
|discussion=|}} | |discussion=|}} | ||
====Discussion ( | ====Discussion (Rage)==== | ||
Firstly. Welcome, and well done for taking this through developing suggestions and not just straight to voting. | |||
Unfortunately this is a dupe of a previous suggestion, called [http://wiki.urbandead.com/index.php/Suggestions/RejectedNovember2005# Mind_Munch] way back in 2005. --{{User:Rosslessness/Sig}} 20:37, 12 November 2008 (UTC) | |||
---- | ---- | ||
Revision as of 20:37, 12 November 2008
Developing Suggestions
This page is for presenting and discussing suggestions which have not yet been submitted and are still being worked on.
Further Discussion
Discussion concerning this page takes place here. Discussion concerning the suggestions system in general (including policies about it) takes place here.
Nothing on this page will be archived.
Please Read Before Posting
- Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. There you can read about many idea's that have been suggested already, which users should be aware of before posting what could be a dupe, or a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles. There users can also get a handle of what an appropriate suggestion looks like.
- Users should be aware that this is a talk page, where other users are free to use their own point of view, and are not required to be neutral. While voting is based off of the merit of the suggestion, opinions are freely allowed here.
- It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
- With the advent of new game updates, users are requested to allow some time for the game and community to adjust to these changes before suggesting alterations.
How To Make a Suggestion
Format for Suggestions under development
Please use this template for discussion. Copy all the code in the box below, click [edit] to the right of the header "Suggestions", paste the copied text above the other suggestions, and replace the text shown here in red with the details of your suggestion.
===Suggestion=== {{suggestionNew |suggest_time=~~~~ |suggest_type=Skill, balance change, improvement, etc. |suggest_scope=Who or what it applies to. |suggest_description=Full description. Check spelling and be descriptive. |discussion=|}} ====Discussion (Suggestion Name)==== ----
Cycling Suggestions
Developing suggestions that appear to have been abandoned (i.e. two days or longer without any new edits) will be given a warning for deletion. If there are no new edits it will be deleted seven days following the last edit.
This page is prone to breaking when there are too many templates or the page is too long, so sometimes a suggestion still under strong discussion will be moved to the Overflow-page, where the discussion can continue between interested parties.
If you are adding a comment to a suggestion that has the deletion warning template please remove the {{SNRV|X}} at the top of the discussion section. This will show that there is active conversation again.
Please add new suggestions to the top of the list.
Suggestions
Rage
Timestamp: | MrCarver 20:30, 12 November 2008 (UTC) |
Type: | Skill |
Scope: | Zombie |
Description: | This is the equal opposite of the Zombie Hunter skill for the Headshot.
Now zombies with this skill can inflict their rage against survivors, requiring survivors an
extra 5 AP to stand up. I suggest that this skill can only be gained after the Brain Rot
skill is purchased as the final death blow to the body of a dedicated zombie. Once the skill
is purchased the character can no longer be revived. |
Discussion (Rage)
Firstly. Welcome, and well done for taking this through developing suggestions and not just straight to voting.
Unfortunately this is a dupe of a previous suggestion, called Mind_Munch way back in 2005. --RosslessnessWant a Location Image? 20:37, 12 November 2008 (UTC)
Fluorescent paint
Timestamp: | --Pestolence(talk) 01:27, 12 November 2008 (UTC) |
Type: | Item |
Scope: | All |
Description: | Blake's paint can suggestion below me gave me an idea for a suggestion. This suggestion would add a new item, Paint Can, to the game. When using this item, you would have a 50% chance to cover the target in fluorescent (glow in the dark) paint.
The paint would not cause damage to the target. Its effect would be: If the player covered in paint goes into a dark building, where the chance to hit is usually halved, chances for other players (PKers or zombies) to attack the player successfully would be the same as if the building was lighted. (Example: Player X is in a dark building, where the chance to hit him with a fire axe is 20%. Player Y throws glow in the dark paint on Player X. Player Y and any other players in the building now have a 40% chance to attack Player X successfully.) Possible flavor:
The paint would have no effect in lighted areas or outside. Some issues to be worked out:
So does this idea have a chance, or should I ditch it now? Are there any improvements anyone can suggest? |
Discussion (Fluorescent Paint)
amusing but insanely out of genre. I mean people walking around glowing the dark?? That sort of genre warping stuffs belongs on Halloween.--xoxo 02:07, 12 November 2008 (UTC)
For realism, a way to get rid of it? At least sooner, rather than later? And you would be to be outside, in a lit building, or perhaps anywhere but a dark building. (That paint needs to be 'charged' first. Would it come "pre-charged"? As in, if someone were already in a dark building and covered in paint in a dark building?) ■■ 02:46, 12 November 2008 (UTC) I like the idea of paint but its just a one use way to kill someone in a dark building... As is you would just need to carry a can and then for 1 AP you double your chance to hit (dark is half to hit?) Perhaps if the labels were missing or obscured (or in chinese?) and only 1 in 10 paint tins were glow in the dark?
- Anyway i think having the painted victim leave a trail "Someone covered in blue paint went North" would be a better option (though if the paint is flouresent why not both?) As for removing the paint have each action tested as if the thrower was using a spray can... paint runs out and they get a message saying they managed to get the last of the wet paint off. Clothes should probably be ruined though for it to make sense and that is going to get people complaining. --Honestmistake 09:54, 12 November 2008 (UTC)
Paint can
Timestamp: | Blake Firedancer T E RNL? P.I.S.I.T. 09:47, 11 November 2008 (UTC) |
Type: | Weapon |
Scope: | All |
Description: | Found in hardware stores at a rate of 8% for unlit, +4/-4 for powered/ruined respectively. Melee weapon, counts as a scavenged weapon and as such civilians can be found with one.
25% accuracy, 1 damage. Special functions are that you can use a paint can to cover graffiti in rooms. Using it uses up the paint can. Plus, when you swing it, there is a 25% chance the target will be covered in paint. Getting covered in paint has no effects, other than listing them differently, e.g. "There are 15 zombies here. 4 of them are covered in flourescent paint" No, the paint does not glow in the dark. |
Discussion (Paint can)
I can't see any blaring issue with it, except you might want to change the flavor text. Florescent generally means "glowing in dark" Linkthewindow Talk MCM 10:07, 11 November 2008 (UTC)
A useless melee weapon which has one (possibly) redeeming feature, the ability to cover zombies in paint. Somehow I doubt this would pass. It just doesn't really add that much, not that it wouldn't be funny to run across some zombies drenched in paint. :P - User:Whitehouse 10:49, 11 November 2008 (UTC)
- Well, I did go for the humour with this one. --Blake Firedancer T E RNL? P.I.S.I.T. 03:35, 12 November 2008 (UTC)
You can already cover graffiti in rooms with a spray can, with only the usual chance to use up the spray can. Fluorescent paint might be a laugh, but IMO this suggestion as written would never pass voting due to being use-impaired. ᚱᛁᚹᛖᚾᚨᚾᛏ 11:03, 11 November 2008 (UTC)
It's pretty pointless and a massive dupe of ingame with it's main function (covering graffiti), the other stuff is flavour and irrelevant, no one'd use it anyway for 25%...--xoxo 23:19, 11 November 2008 (UTC)
- How about 50% then? --Blake Firedancer T E RNL? P.I.S.I.T. 03:35, 12 November 2008 (UTC)
You can already use a spray can to cover up graffiti, so that's a dupe (is it? if an effect is already ingame then it must be a dupe), and the rest is pretty funny (who wouldn't want to drench a zombie in paint?) but fairly useless flavor. If I want that damage, I'll just punch someone. Although fluorescent paint might have an interesting use... --Pestolence(talk) 01:07, 12 November 2008 (UTC)
- Yes, but don't you need to write other graffiti in order to cover graffiti? This saves the hassle of having to make up something just to over-write what's already there. --Blake Firedancer T E RNL? P.I.S.I.T. 03:35, 12 November 2008 (UTC)
- If your intending to write graffiti (if even to just cover over what is there) you already, most likely, have something in mind. If not, you can just type gibberish. So big deal, it is a non-issue.--Pesatyel 05:06, 12 November 2008 (UTC)
- Actually, you can just paint " " (a space) and the game will tell you You spray a blank rectangle. and clear the location of any graffiti. --Midianian Big Brother Diary Room: [510,12] 10:05, 12 November 2008 (UTC)
Hobo Stick!
Timestamp: | Nequa 12:32, 10 November 2008 (UTC) |
Type: | Borehamwood flavor. |
Scope: | Humans, zombies. |
Description: | If you have played Borehamwood, you know about the rail road tracks there. I sugest we add hobo sticks so you can go and find them. You would find them with a 13% chance at railroad tracks and they would pretty much do the dame thing as a regulare blunt weapons. This only adds flavor to the game, and serve as RP tool for some people.
If you dont know what a Hobo stick is, type it in on google. |
Discussion (Hobo Stick)
You want Kevan to code for a new weapon on a temporary map just so you can role play? -- . . <== DDR Approved Editor 16:44, 10 November 2008 (UTC)
As Iscarot. Borehamwood will be dead pretty soon. At least make this a typical Malton blunt-weapon, or don't suggest it. Linkthewindow Talk MCM 20:42, 10 November 2008 (UTC)
Just put it in the description and RP it there. - tylerisfat 23:17, 10 November 2008 (UTC)
Beyond the "temporary nature" of that map, the game does NOT need more melee weapons. Nobody uses 80% of the weapons currently IN the game.--Pesatyel 05:04, 12 November 2008 (UTC)
Shotgun Speedloaders
Timestamp: | JX 18:47, 9 November 2008 (UTC)JX |
Type: | Skill. |
Scope: | Zombie Hunters. |
Description: | This Skill would allow to reload shotguns quickly during combat, but require them to spend more AP prior. When a survivor with this skill enters a Police station or armory, there would appear a button labeled "make Speedloads." The survivor would turn two shells into a clip that reloads a shotgun instantly. But in order to make a speedload, you'd have to spend an AP a shell. The reason for the locations is that Police Stns. and armories could reasonably contain the sort of equipment required to make this sort of thing. |
Discussion (Shotgun Speedloaders)
WARNING | |
This suggestion has no active conversation. It is marked for deletion in 4 days. |
--RosslessnessWant a Location Image? 19:19, 12 November 2008 (UTC)
Dupe. Look here. Suggestion:20070710 Shotgun Speedload --RosslessnessWant a Location Image? 18:50, 9 November 2008 (UTC)
- The Peer Reviewed suggestion is vastly superior to this one. This suggestion doesn't save AP; although it arguably lets you store it up at a 1:1 ratio, that just means you spend even longer stocking – rather counter-productive for a "speed" suggestion, don't you think? – and as there is no mention of encumbrance, I presume it doesn't save any inventory space, either. It's a decent idea, but it's been theoretically done better, and firearms haven't been changed in practice for a long time now. ᚱᛁᚹᛖᚾᚨᚾᛏ 05:26, 10 November 2008 (UTC)
Definitely dupe. And would be voted down anyway. Firearms don't need a boost right now. Remember that last update? That would kinda indicate that Kevan thought survivors and their pesky firearms were too good already. Thus: leave it. - tylerisfat 22:37, 9 November 2008 (UTC)
Night vision goggles
Timestamp: | 16:32, 8 November 2008 (UTC) |
Type: | Item. |
Scope: | Survivors. |
Description: | This item would help survivors look for items in the dark and help them with fighting in dark buildings. You would find them in mall tech stores, and forts. The goggles would increase your success rate in finding items in the dark, but they will not replace generators, one reason being that it would be unfair to zombies and for realism sake since night vision goggles are not as good as a well lit room.
Things I need help on: What should the likely hood of finding night vision goggles in tech stores and forts be? What should the increase in finding items be? What should the increase in hiting a target be? Should they have a battery life? Others questions that need to be answered? |
Discussion (Night vision goggles)
Sounds okay... The increase should not be too high though so it doesn't replace generators. Would this also increase the chance for a successful attack in a dark room? That's kind of the implied use. --Pestolence(talk) 19:12, 8 November 2008 (UTC)
Been suggested before. Been spectacularly killed before. -- . . <== DDR Approved Editor 20:14, 8 November 2008 (UTC)
To Pestolence, yes it would. Also, Iscariot could you give me the link to the dupe? Nequa 22:50, 8 November 2008 (UTC)
Sounds pretty dupey, but meh. Shouldn't be too big an increase though, so it doesn't take over generators. Linkthewindow Talk MCM 22:45, 8 November 2008 (UTC)
- There is a nightvision clothing item already in-game, but it doesn't do anything, so it's not a dupe of this. Other then that, I (surprisingly) can't find a dupe of it. Linkthewindow Talk MCM 23:47, 8 November 2008 (UTC)
Really? That is surprising, do you think it could work? I still need to work out some details but I think it sounds like a good idea. Nequa 00:02, 9 November 2008 (UTC)
- The night vision goggles you can put on in forts are broken to prevent any perception of potential usefulness. There have already been suggestions for increasing hit rates/search rates in dark buildings using a variety of methods such as flashlights/torches, and your suggestion is only different in that you say, "night vision goggles," instead of, "flashlight." Your suggestion will fail because it would turn dark dark buildings from zombie nerf to unbelievably overpowered zombie nerf. It would take away almost all of the drawbacks and totally skews the balance of the game. There is also not a single PKer or (reasonably intelligent) PKer target who would vote for this, as it takes away from the safety that dark buildings offer.--William Told 00:56, 9 November 2008 (UTC)
Your acting like I want to have the night vision goggles replace generators completely. They would only give a small boosts to fighting and finding things, generators would still be extremely important and since you can only find night vision goggles in two places, and the likely hood of finding night vision goggles would be small. But if this is a dupe I cant do much can I? Nequa 01:15, 9 November 2008 (UTC)
I'm ok with a small boost for survivors (maybe a zombie skill to balance,) but night vision goggles should never replace generators. Perhaps make them breakable (say, a 25% chance on breakage with a successful strike?) Here are some flashlight suggestions. Although your suggestion is similar, there is enough chance for modification to make it not dupey. Linkthewindow Talk MCM 01:23, 9 November 2008 (UTC)
- I'd suggest losing your goggles if you die. But yeah, William Told brings up a good point with this: There have already been suggestions for increasing hit rates/search rates in dark buildings using a variety of methods such as flashlights/torches, and your suggestion is only different in that you say, "night vision goggles," instead of, "flashlight." User:Pestolence
I still need to work some stuff out, If I don't give a clear idea of what this does, there going to tear me a new A hole. If anybody has ideas on developing this further, it would be appreciated. Nequa 01:55, 9 November 2008 (UTC)
- Please put your timestamp on the same line as the rest of your post. --William Told 02:05, 9 November 2008 (UTC)
K Nequa 02:42, 9 November 2008 (UTC)
It never got off of the talk page. It died. ■■ 16:47, 9 November 2008 (UTC)
First of all, you need to give us YOUR thoughts on the numbers. We are here to discuss YOUR suggestion, not make it for you. And for those who bring up it having been suggested and killed before...circumstances have changed.--Pesatyel 05:02, 12 November 2008 (UTC)
Sewers, Tunnels, or Underground
Timestamp: | Squideshi 23:50, 7 November 2008 (UTC) |
Type: | New Set of Locations |
Scope: | Survivors and Zombies |
Description: | The addition of sewers, tunnels, or an "underground" in general, would add interest to the game--effectively creating a two-level map--allowing surviors and zombies to move not only throughout surface locations but also underneath them. Manhole covers could be closed in order to serve as a simple type of barricade. In addition to outdoor manholes on streets, certain building types (like factories and junkyards) could have manholes inside, allowing not only alternate entry/exit points to/from EHB locations for survirors without free running skills but also allowing alternate entry points for attacking zombies. Buildings with a manhole could both become harder to defend, requiring the maintenance of two barricades--one on the door and one on the manhole--but also easier to escape when surrounded. Survivors and zombies on the surface could hear others passing underneath their locations, adding flavor and additional interest. GPS devices and mobile phones could be disabled when underground. |
Discussion (Sewers, Tunnels, or Underground)
WARNING | |
This suggestion has no active conversation. It is marked for deletion in 5 days. |
--RosslessnessWant a Location Image? 20:48, 10 November 2008 (UTC)
This has been suggested and shot down just like attempts to make the railways accessible. I am still in favor but most folks are really against it. Chaplain Drakon Macar 01:36, 8 November 2008 (UTC)
Dupe of Subways/Sewers and maybe Underworld. ᚱᛁᚹᛖᚾᚨᚾᛏ 02:37, 8 November 2008 (UTC)
Shot down? When? I'd still like to see this ingame.. ■■ 20:45, 8 November 2008 (UTC)
Archery Weapons and Skills
Timestamp: | Yungblood 16:51, November 7, 2008 (EST) |
Type: | New Skill and Weapon |
Scope: | Survivors |
Description: | This suggestions revolves around a new "firearm": The bow and arrow.
Bow and Arrow base damage-4 encumberance-(bow)6%, (arrow)4% base accuracy-5% Bows and arrows can be found in gun stores(15-30%), because I think at least some gun stores would be hunting stores, and hunting stores usually have a heavy supply, and in schools(5-10%), because schools sometimes have archery clubs. You must use 3 AP to fire the bow: 1. find an arrow.2. load the arrow.3.fire the arrow. The bow can only hold 1 arrow at a time, but there is no limit to how many arrows you can have. I don't want to make this weapon a firearm, because basically, it isn't. Yet, I still think the bow and arrow should still be affected by a flak jacket. and I don't think that the regular military would train their soldiers in use of the bow and arrow. that is why I am suggesting a few new zombie hunter skills, all being under an archery skill tree, mainly because I'd think survivors of an outbreak would use any weaponry possible in a desperate situation.
Skills
As posting a suggestion here, I am happy to consider any revision of this suggestion of mine. Now, berate away and tell me the flaws in my design. Let the onslaught begin. |
Discussion (Archery and Skills)
WARNING | |
This suggestion has no active conversation. It is marked for deletion in 5 days. |
--RosslessnessWant a Location Image? 20:48, 10 November 2008 (UTC)
Interesting touch...but out of genre. Chaplain Drakon Macar 01:20, 8 November 2008 (UTC)
I don't mind new weapons if done properly. This one isn't. Requiring 3 AP to use means it should be a powerful weapon in some way to require that many points. And, yes it IS a firearm because a fiream (basically speaking) is a projectile launcher. in the context of UD, its moot though because the factor that defines a "gun" compared to melee is range. A quiver won't work the same way shotgun shell bandoleers won't work. Why would a person pull out an arrow if its going to do damage? I'd just leave it in.--Pesatyel 05:39, 8 November 2008 (UTC)
Technically, NO, it is not a firearm, because firearms use a sort of an explosive charge to fire. But when i meant that it wasn't a firearm, but that it wasn't similar to most firearms. In guns, you pull a trigger. In a bow, you pull back a string and it requires strength and percision. Also, I am a person of compromise, after all, this is only my second suggestion. I really hope to bring this to voting, and i'll change dozens of points brought forth that make sense to me, so i could take out the fluid motion skill and just have an arrow in your inventory and be able to fire, or increase the damage a bow and arrow makes(but to me that seems improbable that a person with no bow training could make a strong and accurate shot so easily.)-- Yungblood 08:23 November 8, 2008 (EST)
Duped in many forms. sorry. Here's one example. Suggestion:20080603 Bows & Arrows --RosslessnessWant a Location Image? 18:42, 8 November 2008 (UTC)
Bows and arrows again? -- . . <== DDR Approved Editor 20:15, 8 November 2008 (UTC)
Projectiles
Timestamp: | Blanemcc 21:08, 6 November 2008 (UTC) |
Type: | New Skill & Item |
Scope: | Survivors |
Description: | This suggestion covers a new Military skill based around thrown projectiles to be used as weapons.
Most objects in the game will be able to be thrown, except those objects deemed to be too heavy to be thrown, such as generators or trees. Every object will have a base of 5% to hit. This base rate will be upgraded with the new survivor skill tree "Thrown Projectile Training" , or a skill of similar name.This will be the first level of this tree, and will give +25% accuracy with thrown projectiles.
Molotov Cocktail This weapon will be created from items which up to this point have had limited use, or have been used for other purposes. The components needed to create this new item would be:
The Molotov would deal 15 damage on hitting the target, and has a small chance (10%, let's say) of igniting the target's clothing, causing them to lose 1 HP for every move they make up to 5 moves, at which point the flames will go out as it is assumed the target will frantically try to beat out the flames. Regular Projectiles Regular thrown items will do damage relative to the amount they would do regularly, minus one. Therefore, a fireaxe would do 2 damage, a knife 1, etc etc. Any object may be thrown, within reason, so you may throw empty guns at a target at a last ditch attempt to kill them. Thrown Ammo
Ammo is assumed to be light and small, and will therefore do minimal damage (ie 0). This is the only case where a thrown object does not do its regular damage minus one. |
Discussion (Projectiles)
WARNING | |
This suggestion has no active conversation. It is marked for deletion in 5 days. |
--RosslessnessWant a Location Image? 10:15, 9 November 2008 (UTC)
I am almost certain the molotov cocktail and this entire suggestion is a dupe. if it is, im sure iscariot or some other will supply the page. and if its not, which i doubt, i am sorry Yungblood 17:52 November 5, 2008 (EST)
This may be possible, but have you ever realistically seen someone throw an axe (particularly with any accuracy) up to the length of a city block? To do any real damage to a zombie (or person) you'd have to be within a few feet.. I'll post any improvements I think up.. Sort of a combination of dupes.. If not a dupe in itself. ■■ 00:39, 7 November 2008 (UTC)
- That argument is irrelevant within the context of Urban Dead. "City block" has no unit of measurement here. Two characters within the same square are considered "in range" regardless of the weapon used. You don't think a gun could fire into another square?--Pesatyel 05:15, 7 November 2008 (UTC)
Du-du-du-du-du-du-dupe. *Continues until he finishes the entire super mario bros theme using only the word dupe.* Chaplain Drakon Macar 00:54, 7 November 2008 (UTC)
Its been suggested/discussed before. I suggested it myself. The problem people had is that its "useless" since you can drop items for "free". The point is to allow players to have a new way to do it, something that could be fun.--Pesatyel 05:24, 7 November 2008 (UTC)
C'mon, you all like the idea of throwing bottles around for bar fights and what not. Throwing an empty pistol for finishing blows. No? --Blanemcc 18:57, 9 November 2008 (UTC)
Zombies can tear off clothes
Timestamp: | Kolechovski 20:51, 6 November 2008 (UTC) |
Type: | Flavor |
Scope: | Zombies |
Description: | If you try to change clothes while a zombie, you get the message that you can't change in or out of your clothes. Well, why can't you "change" out? It'd be by ripping off the clothes. So, I think zombies should be able to remove whatever they want, though they still can't change into anything new. |
Discussion (Zombies can tear off clothes)
WARNING | |
This suggestion has no active conversation. It is marked for deletion in 5 days. |
--RosslessnessWant a Location Image? 10:14, 9 November 2008 (UTC)
I'd vote for it. Kinda like a Hulk shirt-ripping. ᚱᛁᚹᛖᚾᚨᚾᛏ 01:43, 7 November 2008 (UTC)
Sure, why not?--JaredV 03:42, 7 November 2008 (UTC)
This has at least been discussed before, pretty sure it was also suggested but I'm too lazy to check out myself :P. --Midianian Big Brother Diary Room: [508,07] 08:38, 7 November 2008 (UTC)
- You are correct, sir. This is a Dupe, and of a Peer Reviewed suggestion. ᚱᛁᚹᛖᚾᚨᚾᛏ 09:05, 7 November 2008 (UTC)
Depants
Timestamp: | --Gus ThomasSpartaZHU 20:01, 6 November 2008 (UTC) |
Type: | Skill |
Scope: | Zombies |
Description: | Upon purchasing this skill, zombies will have a 4th "attack" option to interact with humans. Just as with the three attack options currently used, the attack dropdown menu will allow the zombie to "attack with depants". However, rather then doing damage to the human (as do bite and claw options), the zombie will simply drag the target humans pants/skirt/kilt down.Additionally, a zombie is able to use this skill against zombies wearing pants as well. Zombie will not gain some cyrptic method of identifying targets wearing pants, and the player will have to rely on a targets profile to tell if they have pants on or not. Similar to the human ability to attack with a 100% chance to hit with a newspaper, zombies with the depants skill have a 100% success rate (as with Feeding Drag). Finally, once a zombie successfully depants a target, the target is thus in a state of pantslessness until they go through their settings and put a new pair on. Zombies, of course, would have to be revived before they are able to do that. As the zombie brain is limited in its state of undeath, the zombie is unable to distinguish between pants, skirts, kilts or shorts, and all its flavor text will refer to these items of clothing as merely "pants".
|
Discussion (Depants)
Sorry. Trousers. --RosslessnessWant a Location Image? 20:06, 6 November 2008 (UTC)
Win, win, win, win, and more win.--/~Rakuen~\Talk I Still Love Grim 01:05, 7 November 2008 (UTC)
WTF CENTAUR - Epic win. --Haliman - Talk 01:29, 7 November 2008 (UTC)
Attacking a human with no pants shouldn't cost AP. Drag doesn't have a penalty for trying to drag harmanz over 12 HP, neither does a normal attack on an invalid target, using an item on a dead body, etc. ᚱᛁᚹᛖᚾᚨᚾᛏ 01:47, 7 November 2008 (UTC)
- Changed, thanks for pointing that out Rev. --Gus ThomasSpartaZHU 02:05, 9 November 2008 (UTC)
No because I want my zombies to be brain craving fiends not pants snatching perverts--Honestmistake 09:37, 7 November 2008 (UTC)
I'd vote keep, just because it's funny.--Studoku W! 17:23, 7 November 2008 (UTC)
While this will never get implemented, I will gladly vote keep if you put it up for voting.--JaredV 20:13, 7 November 2008 (UTC)
Unless Wedgie is introduced I won't vote Keep on this.--– Nubis NWO 23:22, 8 November 2008 (UTC)
I'm voteing keep to this, this stuff is good and could add a comdic moment in battle. --Ltpotter 15:36, 10 November 2008 (UTC)
This is hilarious, I'd vote yes. --Fiffy 21:09, 10 November 2008 (UTC)
My name is Dongs and I approve this suggestion. UD is a game. Games are meant to be fun. UD is competitive, yes, but above all, UD is FUN. APPROVE DEPANTS.--Drugsanimudongs 12:21, 11 November 2008 (UTC)
Zombie Hunter Skill: Removeing Head
Timestamp: | Ltpotter 23:05, 4 November 2008 (UTC) |
Type: | Skill |
Scope: | Human Characters |
Description: | If you kill a zombie with a melee weapon, it now takes 5 more AP for it to stand up. This idea would also mean changing the head shot skill so that it's effect only works with guns. The whole idea of this skill is to add more in depth to the game, plse that fact that for a while now we have had only 1 zombie Hunter skill and I personally know that we can do better then that. I also suggest making this skill cost more then the Normal Head Shot skill. |
Discussion for Zombie Hunter Skill: Removeing Head
WARNING | |
This suggestion has no active conversation. It is marked for deletion in 5 days. |
--RosslessnessWant a Location Image? 10:14, 9 November 2008 (UTC)
Moved from voting section because I don't think he meant for it to go straight to voting. If I am wrong and you meant it to be voted on please remake the page correctly. It is "removing" by the way.--– Nubis NWO 00:07, 5 November 2008 (UTC)
Read this carefully: Zombies are players too. Do not fuck with people's AP. Enough said.--Papa Moloch 00:32, 5 November 2008 (UTC)
- I don't think he's not actually proposing anything different to the current situation. In fact this benefits zombies by forcing harmanz to buy 2 zombie hunter skills to perform the same job.--xoxo 00:44, 5 November 2008 (UTC)
- He's referring to decapitation, which is a degree beyond a headshot, so I consider it a perfectly legitimate reading to see this as stacking AP penalties. --Papa Moloch 00:54, 5 November 2008 (UTC)
I THINK he is proposing that the Headshot skill be split into two different skills, both with the same function. One for guns, one for melee. I'm not real sure why becuase if you hit someone on the head with a bat its still a "headshot". And the fact there is only one weapon that can really be considered able to decapitate seems to have been ingored too.--Pesatyel 02:56, 5 November 2008 (UTC)
- Hey, he fucked up in his wording. Let us have our ego-damaging fun! :) -- dǝǝɥs oʇ ɯɐds: sʎɐʍ1ɐ! 02:59, 5 November 2008 (UTC)
- It could be either. But it's gonna be either overpowered or pointless...--xoxo 06:42, 5 November 2008 (UTC)
If it is stackable, it's really nasty since it would usually leave zomblets (my new word for new zombies) with 30AP/day.-Studoku W! 17:25, 7 November 2008 (UTC)
Hell no. Leave my AP alone! --JAREDPlay the game
Save Spot With GPS
Timestamp: | A Big F'ing Dog 04:18, 2 November 2008 (UTC) |
Type: | Improvement |
Scope: | GPS unit item |
Description: | Here's an idea to make the GPS unit better. What if clicking it could save a location. From then on instead of it giving you a set of coordinates it would give you directions to place you set it for. So if you click a GPS and move 5s3e the GPS unit would no longer say [45,81], it'd say [5n3w]. Moving, of course, would alter it so it keeps giving you accurate directions.
The GPS unit would keep being set to that location even after logging out and logging back in again. It would cost 1AP to set a GPS unit to a location, and another 1AP to switch it back to giving coordinates (after which it can be set for somewhere else). It'd be best if each GPS unit in your inventory could be set to a different place but if that would take up to much memory it can make it so that clicking one GPS sets them all to that location, or you could only allow one GPS to be set at a time. It would be a useful reminder. You could set it for the nearest mall and always know how to get there as you wander around the neighborhood, or a hospital, or a necrotech, etc. Yeah, a map could also tell you that but this is just faster. |
Discussion (Save Spot With GPS)
WARNING | |
This suggestion has no active conversation. It is marked for deletion in 5 days. |
--RosslessnessWant a Location Image? 20:48, 10 November 2008 (UTC)
LOL. i only read the first 2 paragraphs, but there is a handy greasemonkey script that does this for you. It be very useful. Lemme find the link for you.--xoxo 05:48, 2 November 2008 (UTC)
- bingo.--xoxo 05:55, 2 November 2008 (UTC)
- Design principles say that people shouldn't have to use an addon to do something-and this would support newer players and more casual players who cbf-ed using a script (or even know about it.)Linkthewindow Talk 06:09, 2 November 2008 (UTC)
- But they don't have to. If you don't like the way the game is you can patch it up yourself (or if you don't have the skills, eg me, use other peoples stuff). It means each player can add the features they want and not the ones they don't and means less work for kevdog. Seems win win to me. That's not to say this suggestion shouldn't go ahead or whatever, i'm just pointing out that a big fucking dog can get this done now if he wants rather than hoping and waiting for kevan to introduce it.--xoxo 08:39, 2 November 2008 (UTC)
- I actually think this is a needed enhancement for the GPS although I would prefer if clicking it set it to display a second set off co-ordinates along the lines of "[xx,yy] - (aa,bb)" with x/y being current and a/b being the location/direction (and possibly in a different colour) where you clicked the GPS, only having one displayed would result in people carrying two GPS units instead.
- Scripts and ad-ons should not add extra things to the game, organising your inventory/changing graphics/making it easier to access available information is fine. Out of curiosity I actually took a look at the page and was unsuprised to see this "Additional Features: You can also view the co-ordinates of your current location and home base. This effectively makes the GPS Unit item redundant." If I understand it correctly what this also does is eliminate the need for a GPS, effectively cheating and giving you an unfair advantage over regular players who prefer to play the game as intended because you no longer need to carry one. --Kamikazie-Bunny 14:27, 2 November 2008 (UTC)
- That's true. However the nice skins that make the map look pretty effectively tell you where NT buildings are. Information about this (and GPS info) are also available on the wiki. So people will more spare time can effectively make the GPS unit redundant and are cheating. Or are you saying we should exclude GPS data from the wiki? If the information is available from the game it's not really cheating is it? It's just using a tool to access a database of free information. Anyway that's my two cents, i can see that you could disagree, but the script i linked to does do exactly what you're both looking for. Just use it, you know you want to ;) --xoxo 22:00, 2 November 2008 (UTC)
- But they don't have to. If you don't like the way the game is you can patch it up yourself (or if you don't have the skills, eg me, use other peoples stuff). It means each player can add the features they want and not the ones they don't and means less work for kevdog. Seems win win to me. That's not to say this suggestion shouldn't go ahead or whatever, i'm just pointing out that a big fucking dog can get this done now if he wants rather than hoping and waiting for kevan to introduce it.--xoxo 08:39, 2 November 2008 (UTC)
- Design principles say that people shouldn't have to use an addon to do something-and this would support newer players and more casual players who cbf-ed using a script (or even know about it.)Linkthewindow Talk 06:09, 2 November 2008 (UTC)
As Linkthewindow said, players should not HAVE to use outside scripts to get something that can be done in game. I see nothing wrong with this suggestion.--Pesatyel 07:55, 2 November 2008 (UTC)
I think it would be best to have the same kind of screen as radios when you click them, where you could either set it to current location, set it to some arbitrary location, or disable the "homing" feature completely. In my opinion different GPSs should be able to have different locations. --Midianian|T|DS|C:RCS| 11:17, 3 November 2008 (UTC)
- I've thought of this for quite some time.I wondered why such a feature was never used. I thought it would have already been in PR and just been sitting around like many other suggestions. Right now, it's a gay device. It needs something to beef it up.--Kolechovski 21:04, 3 November 2008 (UTC)
- Thats primarily because all of Malton has been mapped and on that map are all the co-ordinates. Realistically, I'd rather see it cut from the game entirely, but i wouldn't mind this alteration so much. - tylerisfat 21:18, 4 November 2008 (UTC)
Dupe. -- . . <== DDR Approved Editor 21:32, 8 November 2008 (UTC)
Suggestions up for voting
Watch
Suggestion:20081110_Watch is up for voting. Discussion moved to here. --Blake Firedancer T E RNL? P.I.S.I.T. 10:17, 10 November 2008 (UTC)
Flak Jacket
Suggestion:20081105_Flak_Jacket_Update is up for voting. Discussion moved to here.
Zombies stuck in lights
Suggestion:20081030 Zombies Stuck in Lights is up for voting. Discussion moved to here. --xoxo 05:46, 30 October 2008 (UTC)
Football
Suggestion:20081029 Football is up for voting. Discussion moved to here. Linkthewindow Talk 20:50, 30 October 2008 (UTC) Note: This was A Big F'ing Dog's suggestion. He forgot to move it, so I did it for him.