Developing Suggestions: Difference between revisions
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::The second one is good news, but the first one makes this skill far too overpowered. For survivors, they need to spend 30AP up front, and all they get out of it is a ''chance'' that it will eventually pay off, since they need to engage in a minimum of six days of specific actions in that building, without either of them falling, before it will pay off on average. In contrast, your skill is ''guaranteed'' to pay itself off. I also think you're overestimating zombie deaths and underestimating how powerful this skill is for certain groups of zombies. Despite being active in strike teams nearly every day for the last several months, it's been weeks since my [[MOB]] zombie died, and it was weeks before that since it died previously, meaning that, even with deaths negating it, this skill would have paid for itself several times over. And considering that strike teams generally have the same strike leader every day, you're talking about a five-zombie strike team effectively having a permanent boost allowing them to knock down an extra two full levels of barricades every single day. That's immense, and it comes without any drawbacks, downsides, or chances needing to be taken. Strike teams, while I love them, are not in need of buffing, yet this skill seems perfectly tailored to buff strike teams while doing little for the rest of the zombie population, which is the group more in need of buffing. {{User:Aichon/Signature}} 05:48, 13 August 2012 (BST) | ::The second one is good news, but the first one makes this skill far too overpowered. For survivors, they need to spend 30AP up front, and all they get out of it is a ''chance'' that it will eventually pay off, since they need to engage in a minimum of six days of specific actions in that building, without either of them falling, before it will pay off on average. In contrast, your skill is ''guaranteed'' to pay itself off. I also think you're overestimating zombie deaths and underestimating how powerful this skill is for certain groups of zombies. Despite being active in strike teams nearly every day for the last several months, it's been weeks since my [[MOB]] zombie died, and it was weeks before that since it died previously, meaning that, even with deaths negating it, this skill would have paid for itself several times over. And considering that strike teams generally have the same strike leader every day, you're talking about a five-zombie strike team effectively having a permanent boost allowing them to knock down an extra two full levels of barricades every single day. That's immense, and it comes without any drawbacks, downsides, or chances needing to be taken. Strike teams, while I love them, are not in need of buffing, yet this skill seems perfectly tailored to buff strike teams while doing little for the rest of the zombie population, which is the group more in need of buffing. {{User:Aichon/Signature}} 05:48, 13 August 2012 (BST) | ||
:::Good points. What if the cost was reduced to 15AP, but the link is erased if the following zombie is headshot, requiring another 15AP to follow again. That way the skill pays off if you go for more than three days without a headshot.--[[User:A Big F'ing Dog|A Big F'ing Dog]] 06:28, 13 August 2012 (BST) | :::Good points. What if the cost was reduced to 15AP, but the link is erased if the following zombie is headshot, requiring another 15AP to follow again. That way the skill pays off if you go for more than three days without a headshot.--[[User:A Big F'ing Dog|A Big F'ing Dog]] 06:28, 13 August 2012 (BST) | ||
::::As I said, I go weeks on average without getting killed or revived. Three days would pay off nearly every single time, unless we were in the middle of a decent siege, and those only show up maybe once a year. Also, see Ross' comment below. It's EXTREMELY true. I don't know any ''intelligent'' survivors using the skill, simply because it is so worthless. The only time it pays for itself is when there aren't zombies around, but if there aren't zombies around, then the skill is worthless. Plus, now that I think about it, if we had a skill like this, it would encourage survivors to go outside and shoot zombies more often, which is something I definitely think needs to be discouraged more. {{User:Aichon/Signature}} 16:42, 13 August 2012 (BST) | |||
Scout safehouse is a self imposed idiot tax. Zombies dont really need their own version. --[[User:Rosslessness|Ross]]<sup>[[User:Rosslessness/Persons Of Note|'''WHO????''']]</sup>[[User:Rosslessness|ness]] 10:13, 13 August 2012 (BST) | Scout safehouse is a self imposed idiot tax. Zombies dont really need their own version. --[[User:Rosslessness|Ross]]<sup>[[User:Rosslessness/Persons Of Note|'''WHO????''']]</sup>[[User:Rosslessness|ness]] 10:13, 13 August 2012 (BST) | ||
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Revision as of 15:42, 13 August 2012
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
Form Horde
Timestamp: A Big F'ing Dog 02:50, 13 August 2012 (BST) |
Type: Skill |
Scope: Zombies |
Description: Survivors have Scout Safehouse, a skill that rewards them for being stationary and defending a specific place. What if zombies had a mobile counterpart skill, designed to reward them for moving around and allying with a specific zombie?
Form Horde allows a zombie to "Follow" any zombie in their contacts that's in the same place as them for 30 AP. This appoints that other zombie as your leader, providing a morale bonus when they're standing in the same room as you. This morale bonus gives you a 10% chance of not spending an AP when performing an action, saving you around 5AP a day. You can only have one leader at a time, and replace your old one if you follow a new zombie. You only benefit from having a leader if you're in the same place as them, you're both zombies, and you're both standing up. Now, as a zombie you can't stop people from following you. You don't have to give permission in order for someone to select you as their leader. But followers have no particular power over you, and can't do anything like automatically sense your position or automatically move after you. All it does is give them a small AP bonus. And yes, two zombies can follow each other if they want. |
Discussion (Form Horde)
Does the bonus go away if either dies like how the bonus goes away for survivors when the block is ruined or they die? Can the zombies see the location of the one they are following like how survivors can see directions to their safehouse? —Aichon— 03:44, 13 August 2012 (BST)
- No, death wouldn't erase the bonus. Zombies die too often for that to be fair. The bonus does not apply if the leader is human or knocked down or not present, but you don't need to spend another 30AP once you reunite. And no, the skill does not let you track the leader in any special way. That could lead to griefing if that was the case. --A Big F'ing Dog 05:16, 13 August 2012 (BST)
- The second one is good news, but the first one makes this skill far too overpowered. For survivors, they need to spend 30AP up front, and all they get out of it is a chance that it will eventually pay off, since they need to engage in a minimum of six days of specific actions in that building, without either of them falling, before it will pay off on average. In contrast, your skill is guaranteed to pay itself off. I also think you're overestimating zombie deaths and underestimating how powerful this skill is for certain groups of zombies. Despite being active in strike teams nearly every day for the last several months, it's been weeks since my MOB zombie died, and it was weeks before that since it died previously, meaning that, even with deaths negating it, this skill would have paid for itself several times over. And considering that strike teams generally have the same strike leader every day, you're talking about a five-zombie strike team effectively having a permanent boost allowing them to knock down an extra two full levels of barricades every single day. That's immense, and it comes without any drawbacks, downsides, or chances needing to be taken. Strike teams, while I love them, are not in need of buffing, yet this skill seems perfectly tailored to buff strike teams while doing little for the rest of the zombie population, which is the group more in need of buffing. —Aichon— 05:48, 13 August 2012 (BST)
- Good points. What if the cost was reduced to 15AP, but the link is erased if the following zombie is headshot, requiring another 15AP to follow again. That way the skill pays off if you go for more than three days without a headshot.--A Big F'ing Dog 06:28, 13 August 2012 (BST)
- As I said, I go weeks on average without getting killed or revived. Three days would pay off nearly every single time, unless we were in the middle of a decent siege, and those only show up maybe once a year. Also, see Ross' comment below. It's EXTREMELY true. I don't know any intelligent survivors using the skill, simply because it is so worthless. The only time it pays for itself is when there aren't zombies around, but if there aren't zombies around, then the skill is worthless. Plus, now that I think about it, if we had a skill like this, it would encourage survivors to go outside and shoot zombies more often, which is something I definitely think needs to be discouraged more. —Aichon— 16:42, 13 August 2012 (BST)
- Good points. What if the cost was reduced to 15AP, but the link is erased if the following zombie is headshot, requiring another 15AP to follow again. That way the skill pays off if you go for more than three days without a headshot.--A Big F'ing Dog 06:28, 13 August 2012 (BST)
- The second one is good news, but the first one makes this skill far too overpowered. For survivors, they need to spend 30AP up front, and all they get out of it is a chance that it will eventually pay off, since they need to engage in a minimum of six days of specific actions in that building, without either of them falling, before it will pay off on average. In contrast, your skill is guaranteed to pay itself off. I also think you're overestimating zombie deaths and underestimating how powerful this skill is for certain groups of zombies. Despite being active in strike teams nearly every day for the last several months, it's been weeks since my MOB zombie died, and it was weeks before that since it died previously, meaning that, even with deaths negating it, this skill would have paid for itself several times over. And considering that strike teams generally have the same strike leader every day, you're talking about a five-zombie strike team effectively having a permanent boost allowing them to knock down an extra two full levels of barricades every single day. That's immense, and it comes without any drawbacks, downsides, or chances needing to be taken. Strike teams, while I love them, are not in need of buffing, yet this skill seems perfectly tailored to buff strike teams while doing little for the rest of the zombie population, which is the group more in need of buffing. —Aichon— 05:48, 13 August 2012 (BST)
Scout safehouse is a self imposed idiot tax. Zombies dont really need their own version. --RossWHO????ness 10:13, 13 August 2012 (BST)
Blood Trail
Timestamp: A Big F'ing Dog 03:24, 8 August 2012 (BST) |
Type: Skill |
Scope: Zombies |
Description: Here's a social skill idea for zombies, designed to help them stick together and travel in groups.
When a zombie with Blood Trail kills a survivor, they would have the option to "Leave Trail" for 1 AP. The Leave Trail button would only appear immediately after killing a survivor. What this button does is display a tracking message to every other zombie present, giving them your current position whenever they see it. It might appear like this to them: A zombie left a trail of fragrant fresh blood leading 5w8n. The idea is that after clearing out a building, a zombie could leave a trail inviting other zombies to join them at a new target. This message would be displayed to zombies both inside and outside the building, so you can reach fellow besieging zombies that weren't able to enter. Zombies would not need Scent Trail to track you. And unlike Scent Trail the range would be unlimited, allowing zombies to follow you anywhere in the city. |
Discussion (Blood Trail)
Tuning
Timestamp: A Big F'ing Dog 02:09, 8 August 2012 (BST) |
Type: Skill |
Scope: Survivor |
Description: There are a whole lot of radio channels. Sure you can select your group or suburb's channel, but what if you just want random entertainment? It can be pretty hard to find a consistently used frequency to listen to, unless it's an ultra-popular one with a lot of spam.
I suggest a new skill: Tuning. This skill would add a button to the screen that appears when you click on a radio in your inventory, a new "Random" button that would appear next to the "Tune" button. Clicking the Random button would cost 1 AP and retune your radio to a random frequency that currently has a powered transmitter set to it. Using the random button is guaranteed to give you a live station, although you have no way of knowing what frequency it will be. Using the skill would display a message similar to this: You turn the radio's dial until the static quiets, landing on 26.45 |
Discussion (Tuning)
Why? Why not just use the radio page to find claimed frequencies? That listed is cleared out periodically, so most of those should still be active. —Aichon— 02:20, 8 August 2012 (BST)
- Just because a frequency is claimed doesn't mean its used frequently. The designated broadcaster might not bother to maintain transmitters, or maybe they're all dead and can't transmit, or maybe the nearby malls are all ruined and the tech stores inaccessible. --A Big F'ing Dog 02:25, 8 August 2012 (BST)
- I understand that, but just because there's a transmitter up somewhere in the entire city for a channel does not mean that it's useful, relevant, or in use. Adding a button to just roll the dice and land on a channel serves no purpose that I can see. Perhaps if it was limited to landing on channels that had been transmitted on recently and had a transmitter somewhere local to the character, but even then, that has limited use. —Aichon— 03:58, 8 August 2012 (BST)
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.
There are currently no suggestions up for voting.