Developing Suggestions: Difference between revisions
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Although zombies need some help, this is overpowered. Anyways, what does walking faster have to do with a higher hit rate? [[User:Lpha|Lpha]] 22:58, 4 April 2013 (BST) | Although zombies need some help, this is overpowered. Anyways, what does walking faster have to do with a higher hit rate? [[User:Lpha|Lpha]] 22:58, 4 April 2013 (BST) | ||
Eh, I can see why this would be super OP. Maybe just make it 10% more melee hit chance. Btw, Ipha, since you walk faster you can catch up to the harmanz easier so that you can hit them easier. | |||
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Revision as of 12:14, 6 April 2013
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
wound
Timestamp: Soul kai 14:52, 4 April 2013 (BST) |
Type: skill |
Scope: zeds/survivors |
Description: wound can occur at random if a zombie gets 3 or more hits on its victim with hand attacks
wound is as its sounds is when a person is heavily injured and leaves a open wound on the body when a zed inflicts wound hp decreases by 1 hp till a fak is used also attacks drop by 5 percent survivors can inflict wound on other survivors and zeds however zeds only get a 5 percent decrease in hand to hand no hp is lost due to blood isnt needed for a zed to survive. it has to be purchased to use under which skill tree it would be suited im unsure any help would be appreciated. higher chances will occur if player is low in hp round 35hp round 20-40 percent chance of wound 10-20 percent if round 45 to 50hp
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Discussion (wound)
What is "wound"? So far we only know when it happens, but not what it is. —Aichon— 15:58, 4 April 2013 (BST)
- So, as far as its mechanics go, it's basically a powered-up version of infection that anyone can afflict any survivor by random chance? Can't say I'm a fan of taking something that currently only occurs deliberately and at the cost of having to use a lower-accuracy attack and turning it into something that will happen with almost every single series of attacks anyone makes on anyone else. Plus, there isn't a description of if this is a skill that's purchased, what the "random chance" of it happening will be, or other such considerations. That said, I do kinda like the flavor of this suggestion, and the -5% accuracy isn't a bad idea either, when considered by itself. —Aichon— 21:03, 4 April 2013 (BST)
Sprinting Gait
Timestamp: Jebidijed 8:33 AM, 4 April 2013 (EST) | ||||||||||||
Type: Easier zombie transportation. | ||||||||||||
Scope: Zombies and Survivors | ||||||||||||
Description: A child move of Lurching Gait, Sprinting Gait will both allow you to have 20% more chance to hit survivors with all melee attacks, and make moving two blocks cost only 1 AP, due to your increased speed. This means that every 1 block deducts only one half of an AP Point! Very convienient for zombies, not so convienient for humans.
Discussion (Sprinting Gait)Its way to over powered for 1 skill 20 percent chance of hit is way to huge of a jump also 2 moves for 1 ap would make the game as people have put it to me less fun can see this getting killed im sure many will agree with me --Soul kai 14:38, 4 April 2013 (BST) Let's do some quick math on this to see how much of a difference 20% would make. If we gave all zombie melee skills a base 20% increase, that would mean that Bite, which currently has a 30% chance, would suddenly have a 50% chance, putting it exactly equal to the current version of Claw. As a result, that 20% increase in accuracy would actually immediately cause at least a 33% increase in damage done by zombies, given that you've allowed them to swap out their old skill that does 3HP of damage for one that does 4HP of damage and causes infection. You'd also make Bite the default attack used by zombies, rather than one that's used less frequently, meaning that survivors would be forced to be FAKing constantly to cure infections (while also taking extra damage from them), thus burning their AP far more than it gets burned now and increasing the damage increase this skill causes by even more. That's not just "convenient for zombies": you would turn them into slavering gods of death. ...but then you also tied in halving their AP for walking. How exactly would that work? If I was outside and stepped inside, would it cost an AP? A half AP? How would half AP work? Would they tick every 15 minutes instead of every 30? Would a zombie that gets revived while at 39.5 AP wake up as a survivor and still have that extra .5 AP? Beyond that, why are these the same skill anyway? Since each one is incredibly good by itself, it'd make more sense to break them up. More than that, the 20% melee boost really has nothing to do with walking faster, which is what the Lurching Gait branch is about, so it makes no sense for it to be in that part of the tree, rather than in the melee boost part of the tree. —Aichon— 16:21, 4 April 2013 (BST) I would say that having these two as a single skill buy is both logically inconsistent and incredibly overpowered, so I'll address each half separately. The half-AP move - first, I think trying to deal in half-AP would definitely mess with the current mechanic, and probably have affects on the IP hit counter (walking twice as far would use up twice as many hits, if I'm interpreting this correctly). It also doesn't make flavor sense, since zombies would now be twice as fast as humans, something I've never seen in any treatment of zombies, ever (even the 28 Days Later ones could only move as fast as a regular person). As to the 20% increase, I would agree that some increase in zombie hit-rate would be good for rebalancing the game, but 20% in one jump is, like Aichon said, extremely overpowering. Maybe a 10% increase, or break it over multiple new skills in 5% increments? Bob Moncrief EBD•W! 17:40, 4 April 2013 (BST) Although zombies need some help, this is overpowered. Anyways, what does walking faster have to do with a higher hit rate? Lpha 22:58, 4 April 2013 (BST) Eh, I can see why this would be super OP. Maybe just make it 10% more melee hit chance. Btw, Ipha, since you walk faster you can catch up to the harmanz easier so that you can hit them easier. Drunk
Discussion (Drunk)How long does it last in the first place? What indication would there be that it's occurring? —Aichon— 16:22, 4 April 2013 (BST) Also, if "actions are backwards" it would be pretty easy to figure that out and just do the opposite for the duration of the effect - maybe make it with an element of randomness instead? Also, the times when a survivor would drink that much alcohol are rare outside of specific RP events, because beer and wine are far less efficient for HP gain than FAKing are. Bob Moncrief EBD•W! 17:42, 4 April 2013 (BST) this is just giving beer and wine some side effects some people may get bored and whats a nice way to accidently stray into a horde lol ive did some modding--Soul kai 19:54, 4 April 2013 (BST)
Add Rage to Malton
Discussion (Add Rage to Malton)Totally in favor. —Aichon— 18:30, 27 March 2013 (UTC)
Yeah, wouldn't say no to this... Zergers, yes, but it'd just be too helpful to newbs to ignore. A ZOMBIE ANT 07:05, 28 March 2013 (UTC)
fire bottle
Discussion (fire bottle)So you can't use a regular beer bottle for this, right? Only one "with matches"? Also, be aware that 3 hp damage can be done with a beer bottle regularly. Bob Moncrief EBD•W! 15:15, 20 March 2013 (UTC)
I agree with Spiderzed and Sexualharrison this is a dupe. Lpha 13:58, 27 March 2013 (UTC) Suggestions up for votingThe 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.
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