Developing Suggestions: Difference between revisions
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--[[User:Espemon333|Espemon333]] 23:17, 30 March 2011 (BST) | --[[User:Espemon333|Espemon333]] 23:17, 30 March 2011 (BST) | ||
:Half the point is to make it more fun...you know because now searching is so "fun". It would probably make all the Groove Theory cheaters cry if just anybody else was finding things as much as they are. I mean I could see how they would oppose this since they can find shit just as often as my suggestion allows under the current system. But if you left it to the average player the game would always be a one-sided game of kick the cripple so, just hoping Kevan comes to his senses.{{User:Zombie Lord/sig2}} <tt>07:12 31 March 2011(UTC)</tt> | :Half the point is to make it more fun...you know because now searching is so "fun". It would probably make all the Groove Theory cheaters cry if just anybody else was finding things as much as they are. I mean I could see how they would oppose this since they can find shit just as often as my suggestion allows under the current system. But if you left it to the average player the game would always be a one-sided game of kick the cripple so, just hoping Kevan comes to his senses.{{User:Zombie Lord/sig2}} <tt>07:12 31 March 2011(UTC)</tt> | ||
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Revision as of 20:42, 6 April 2011
NOTICE |
The Suggestions system has been closed indefinitely and Developing Suggestions is no longer functions as a part of the suggestions process.
However, you are welcome to use this page for general discussion on suggestions. |
Developing Suggestions
This section is for general discussion of suggestions for the game Urban Dead.
It also includes the capacity to pitch suggestions for conversation and feedback.
Further Discussion
- Discussion concerning this page takes place here.
- Discussion concerning the suggestions system in general, including policies about it, takes place here.
Resources
How To Make a Discussion
Adding a New Discussion
To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.
Adding a New Suggestion
- To add a new suggestion proposal, copy the code in the box below.
- Click here to begin editing. This is the same as clicking the [edit] link to the right of the Suggestions header.
- Paste the copied text above the other suggestions, right under the heading.
- Substitute the text in RED CAPITALS with the details of your suggestion.
- The process is illustrated in this image.
{{subst:DevelopingSuggestion |time=~~~~ |name=SUGGESTION NAME |type=TYPE HERE |scope=SCOPE HERE |description=DESCRIPTION HERE }}
- Name - Give the suggestion a short but descriptive name.
- Type is the nature of the suggestion, such as a new class, skill change, balance change.
- Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
- Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.
Cycling Suggestions
- Suggestions with no new discussion in the past month may be cycled without notice.
Please add new discussions and suggestions to the top of the list
Suggestions
Encumbrance/Search Tweak
Timestamp: --T | BALLS! | 23:22 22 March 2011(UTC) | |
Type: Improvement |
Scope: Encumbrance/Search mechanics |
Description: 1. The Encumbrance of all items is doubled. 2. New Survivor Civilian Skill: Scavenging. Scavenging gives a +25% chance to find items for ANY search. This would be more fun for Survivors I would think. Afterall, who really enjoys searching a non-Mall for 50 AP and turning up with only a handful of items? 75% of which was shit you probably just automatically threw away. Basically, while you would be able to carry less, you would be able to find things a lot quicker. You'd just cycle through items faster, and being able to find what you want when you want would lead to less "spending my entire day searching for one fuel can" or whatever. You might be better able to find items in an emergency, like say if your PD is being overrun, you could pull up ammo a lot quicker and maybe turn the tide in your favor. Might help counter that zombies holding the door open effect. Might be able to win a Mall siege again, who knows. Would make Malls even more disgusting, but with some decent search rates away from the Mall, it might just lure a few people away from them. |
Discussion (Encumbrance/Search Tweak)
I kinda prefer the system as it is now with some minor tweaks. Things like basing the number of certain items you can carry at once off their weight. For example you could only carry one 20% encumbrance item(I think that is gennys, artifacts and the like) but you could carry as many pistol clips as you can find up to the 100% weight limit. 11:12, 23 March 2011 (UTC)
Humans don't need to be able to have a wildly significant bonus in finding items. As a human, it is rare for me to not kill at least 2 zombies per day, whereas as a zombie, it is rare to even get inside a building by yourself. And as the humans greatly outnumber the zombies now (and have for awhile), I hardly see a reason to just give humans such a great bonus.--Gerald Studabaker 22:34, 23 March 2011 (UTC)
- You don't think only being able to carry half the current encumbrance changes anything?--T | BALLS! | 23:01 23 March 2011(UTC)
- It'd basically mean they'd be able to kill and restock in the same day because of the higher search efficiency. Instead of the current system where normally a survivor can kill one zed maybe wound another one depending on the RNG and their load out and then restock for a day or two. So in a sense your suggestion would make survivors almost more effective. 10:38, 24 March 2011 (UTC)
- It would, as long as their area was well off. It would hamper those that like to stock up and go off into dangerous areas. Basically my aim is to limit their range more realistically. Keep supply lines shorter by not allowing them to carry a warehouse on their back. Of course the search bonus doesn't have to be as much as +25%. +10%, +20% or whatever would work best. I'm sure Kevan would change it anyway, probably tweaking it up and down until the best balance was found.--T | BALLS! | 14:06 24 March 2011(UTC)
- Should really just get rid of Shopping altogether. Going to a specific store in the Mall is a Skill? Sort of idiotic. Then just replace Bargain Hunting with Scavenging.--T | BALLS! | 18:43 24 March 2011(UTC)
- I would agree with getting rid of shopping as it is an insult to common sense. An over all double of encumbrance wouldn't work as some things need to stay the same. Things like pistol clips, knives, newspapers, most other 2% encumbrance items would stay at 2%. Pistols could be upped to 5% and shotguns could be 8-10%. Fuel cans at 15%. Tool boxes get moved up to 20-25%, Gennies and most other large items would be moved up to 30-50%. A comprehensive list could be made if this moves on to voting. I don't like the idea of making searching easier by very much if at all but I guess the cake always needs a little frosting on top. Have scavenging be the prerequisite for bargain hunting(reduce bargain hunting by at least the percent boost scavenging gives). Scavenging would provide a bonus to over all searching on any building how much of a bonus? I'm not sure. However I foresee the changes I'd like making many of those survivors who carry a small store on their backs angry and this suggestion unpopular. 01:00, 25 March 2011 (UTC)
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| - Should really just get rid of Shopping altogether. Going to a specific store in the Mall is a Skill? Sort of idiotic. Then just replace Bargain Hunting with Scavenging.--T | BALLS! | 18:43 24 March 2011(UTC)
- It would, as long as their area was well off. It would hamper those that like to stock up and go off into dangerous areas. Basically my aim is to limit their range more realistically. Keep supply lines shorter by not allowing them to carry a warehouse on their back. Of course the search bonus doesn't have to be as much as +25%. +10%, +20% or whatever would work best. I'm sure Kevan would change it anyway, probably tweaking it up and down until the best balance was found.--T | BALLS! | 14:06 24 March 2011(UTC)
| - It'd basically mean they'd be able to kill and restock in the same day because of the higher search efficiency. Instead of the current system where normally a survivor can kill one zed maybe wound another one depending on the RNG and their load out and then restock for a day or two. So in a sense your suggestion would make survivors almost more effective. 10:38, 24 March 2011 (UTC)
ALTERNATIVE: make the item size doubling a part of the scavenging skill. I wouldn't get it. I don't care what skill boosts I get, I don't have a lot of room anyway. I can't think of a justifiable REASON for the doubling weight only AFTER you get a skill, but, y'know, screw realism.
ALTERNATIVE: You can get a skill, or perhaps an item, that negates the weight doubling.
Either of these might make this change a little easier to swallow. I, as it stands at the moment, would vote Kill on the grounds that the Rule of Fun takes presidence. --Espemon333 23:17, 30 March 2011 (BST)
- Half the point is to make it more fun...you know because now searching is so "fun". It would probably make all the Groove Theory cheaters cry if just anybody else was finding things as much as they are. I mean I could see how they would oppose this since they can find shit just as often as my suggestion allows under the current system. But if you left it to the average player the game would always be a one-sided game of kick the cripple so, just hoping Kevan comes to his senses.--T | BALLS! | 07:12 31 March 2011(UTC) |
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.
No suggestions from here are currently up for voting.