User:Aichon/Sandbox/Archive 2009: Difference between revisions
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==WIP Suggestions== | ==WIP Suggestions== | ||
===Swap the Rots=== | |||
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|'''Timestamp:''' {{User:Aichon/Signature}} 20:22, 3 October 2009 (BST) | |||
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|'''Type:''' Skills change | |||
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|'''Scope:''' Zombies | |||
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|'''Description:''' To quickly summarize: Brain Rot and Flesh Rot should be swapped in the skills tree, such that Flesh Rot comes first and Brain Rot comes under Flesh Rot. | |||
:'''Problem:''' Zombie characters currently have a difficult decision to make: whether to pick up Brain Rot in order to have access to Flesh Rot, or whether to set aside some time (and dignity) in order to seek a revive so that they can procure a Flak Jacket and Body Building. This is unacceptable. | |||
:'''Solution:''' Thankfully, a simple way of solving the problem is available: swap the two skills in the zombie skills tree. By doing so, zombies will have immediate access to Flesh Rot, enabling them to weather the attacks from attackers more capably, while also allowing them to avoid making a difficult decision. Given that Brain Rot is considered a very pro-zombie skill, placing it further down in the hierarchy of skills also makes sense, since it will now take one additional level before it can be procured (though, in practice, this will affect very little). | |||
:'''Justification:''' I see four main justifications for making this change. | |||
::'''Enjoyment:''' Currently, Flesh Rot is a skill that many players either cannot or will not purchase for a variety of reasons. Dual Nature characters avoid it since it makes switching sides more difficult. Many pro-zombie characters avoid picking it up if they want to be able to engage in some of the various [[trans-mortal tactics]] or are simply not willing to commit so heavily to being a zombie. But ''there exists no reason why such a commitment should be demanded for a skill such as Flesh Rot.'' Forcing such a decision merely diminishes the enjoyment of those playing the game how they want. | |||
::'''Philosophical:''' Many players share the opinion that their characters should not have to switch to the "other side" in order to play at their best. This means that zombies should not have to become humans in order to be better zombies, and vice versa, since that makes little logical sense. In order to alleviate one such issue, Kevan introduced Flesh Rot, but Flesh Rot was placed underneath Brain Rot in the zombie skill tree, which still forces many zombie characters into choosing the same path as before: become a human in order to become a better zombie, rather than having to pick up Brain Rot in order to enjoy Flesh Rot. | |||
::'''Fairness:''' Currently, Body Building and Flak Jackets can be picked up by any level 2 survivor character. Making Flesh Rot more easily accessible puts it on par with Body Building, which can be picked up immediately by humans, while also allowing zombie characters to remain zombies, instead of having to switch sides to be better zombies. | |||
::'''In-game Sense:''' In terms of flavor, it also makes sense. Rotting should start on the outside and work its way in with (un)living beings, since bacteria, critters, or physical damage will occur externally at a very early point after death. A rotting of the brain should take quite a bit longer to accomplish, since it likely won't begin until the brain is exposed to open air, so it only makes sense that it would be located under Flesh Rot. | |||
:'''Caveats:''' I do observe two potential points for consideration with this suggestion. First, making Flesh Rot more accessible means that more zombie characters will be picking it up. Flesh Rot, in and of itself, has no drawbacks, so it's almost certain that any zombie character with the XP to spare will pick it up as soon as they are able to do so. This change may affect the balance of the game slightly. I think it's easy to agree that this change is fair though, given the position of Body Building within the survivor tree. | |||
:Second, placing Brain Rot under Flesh Rot means that Brain Rot no longer acts as a gateway to a useful skill. As such, players will either choose to pick up or ignore Brain Rot on the basis of its virtues alone. This means that it will likely be picked up by less zombie characters than before, potentially simplifying some survivor tasks (e.g. DNA extraction, managing reviving points, engaging in combat revives, etc.). I see this as a virtue though, since it puts the power of the decision more firmly in the players' hands, rather than forcing them to weight their decision. | |||
'''Disclaimer:''' I play both sides actively, and have since I first joined. | |||
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====Discussion (Swap the Rots)==== | |||
This idea was reconsidered. The primary reason for pulling it is the fact that any level 2 survivor that gets zombified would be able to pick up Flesh Rot, effectively making Body Building and Flak Jackets obsolete. Flesh Rot would be far more desirable than BB+FJ, since it would negate the need to carry a Flak Jacket, freeing up some encumbrance space. While I'm not opposed to the idea of negating the need for Flak Jackets, I am opposed to making Body Building obsolete, so unless a good alternative can be found for that skill, I won't move forward with this suggestion. {{User:Aichon/Signature}} 17:00, 18 November 2009 (UTC) | |||
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===Password Change Option=== | ===Password Change Option=== | ||
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This was posted to [[Developing Suggestions]] a few days back. {{User:Aichon/Signature}} 10:35, 23 October 2009 (BST) | This was posted to [[Developing Suggestions]] a few days back. {{User:Aichon/Signature}} 10:35, 23 October 2009 (BST) | ||
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==Soldiers of Crossman Recruitment Advertisement== | ==Soldiers of Crossman Recruitment Advertisement== |
Revision as of 17:00, 18 November 2009
WIP Suggestions
Swap the Rots
Timestamp: —Aichon— 20:22, 3 October 2009 (BST) |
Type: Skills change |
Scope: Zombies |
Description: To quickly summarize: Brain Rot and Flesh Rot should be swapped in the skills tree, such that Flesh Rot comes first and Brain Rot comes under Flesh Rot.
Disclaimer: I play both sides actively, and have since I first joined. |
Discussion (Swap the Rots)
This idea was reconsidered. The primary reason for pulling it is the fact that any level 2 survivor that gets zombified would be able to pick up Flesh Rot, effectively making Body Building and Flak Jackets obsolete. Flesh Rot would be far more desirable than BB+FJ, since it would negate the need to carry a Flak Jacket, freeing up some encumbrance space. While I'm not opposed to the idea of negating the need for Flak Jackets, I am opposed to making Body Building obsolete, so unless a good alternative can be found for that skill, I won't move forward with this suggestion. —Aichon— 17:00, 18 November 2009 (UTC)
Password Change Option
Timestamp: —Aichon— 04:18, 4 October 2009 (BST) |
Type: Interface/settings change |
Scope: All players |
Description: Currently, there does not exist a means to change the password for a character. This can be problematic if a person's character gets "hacked" or if a person simply wishes to better secure their account by changing the password from time to time. I would like to propose that a typical password change option be added to the Settings page. It would prompt for your current password, your new password, and then for you to confirm your new password. In addition, a "veto" e-mail message would be sent to the e-mail address that is on file whenever you change your password or e-mail address. This e-mail message would provide a link (valid for a few days) that could be used to undo any changes that might have been made by malicious parties accessing your character's account.
Note: The suggestion description has changed since some of the comments in the discussion were made. |
Discussion (Password Change Option)
You'd need a qulaifying question, otherwise if I have your password, I could use this to take over your character and change the password, so you couldn't use it at all. --RosslessnessWant a Location Image? 09:48, 11 October 2009 (BST)
- Excellent point and it's definitely something I overlooked. Rather than a challenge/response though, something more passive might be in order, since the common case would be people changing their own passwords. For instance, perhaps it could be set to send an e-mail to the account on file whenever the password or e-mail address is changed, and that e-mail could provide a link that could be used to veto the change. I've seen a similar system on another website, and it seems to work well while requiring less of its users than a challenge/response system would. Then, the only way to compromise the account would be to compromise both the e-mail and the account's information. —Aichon— 10:40, 11 October 2009 (BST)
- Hope you don't mind my comment. Having a reset password option tied into an email account would be good. Also it might even cut down on zergers a tiny little bit. Are you going to take this idea to Developing Suggestions?--GANG Giles Sednik CAPD 10:51, 11 October 2009 (BST)
- Don't mind one bit, and yep, I'll take it there eventually. I thought of the idea the day before I left on a week-long cruise, and didn't want to post it to Developing Suggestions while I was away for that long. I'll probably post it sometime this week, assuming that nothing else comes up that keeps me away from a computer. —Aichon— 16:14, 11 October 2009 (BST)
- Hope you don't mind my comment. Having a reset password option tied into an email account would be good. Also it might even cut down on zergers a tiny little bit. Are you going to take this idea to Developing Suggestions?--GANG Giles Sednik CAPD 10:51, 11 October 2009 (BST)
This was posted to Developing Suggestions a few days back. —Aichon— 10:35, 23 October 2009 (BST)
Soldiers of Crossman Recruitment Advertisement
Moved the work over to here instead.
Barricade Template Test
Just fooling around with an idea for the appearance of a barricade plan template. While normally I'd be cool with people commenting about it here, if you feel compelled to discuss this idea, I'd suggest heading to the proper place instead. Of course, you're welcome to talk directly to me on my talk page, if you'd like.
20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | ||
20 | Dark | Dark | Dark | 20 | |||||||
21 | RP | 21 | |||||||||
22 | 22 | ||||||||||
23 | 23 | ||||||||||
24 | 24 | ||||||||||
25 | 25 | ||||||||||
26 | MPM | Dark | 26 | ||||||||
27 | RP | 27 | |||||||||
28 | RP | 28 | |||||||||
29 | RP | Dark | 29 | ||||||||
20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 |
Legend | |||||||
Extremely Heavily Barricaded | Very Strongly Barricaded | No Barricades | |||||
Auto Repair Shops | Hospitals | Other (non-TRP) | |||||
Factories | Necrotech Buildings | Unbarricadable | |||||
Forts and Malls | Police Departments | ||||||
Dark: Dark Buildings | MPM: Mobile Phone Masts | RP: Revive Points |
Unless interest is expressed in this larger version, I've stopped updating it for now. Only the small version is being updated with ideas from the discussions taking place.
TRPs
Auto Repair Shops |
Hospitals |
Factories |
NecroTech Facilities |
Forts and Malls |
Police Departments |
Bulletin Boards |
Revive Points |