Developing Suggestions: Difference between revisions
Bob Moncrief (talk | contribs) |
|||
Line 163: | Line 163: | ||
Anyway, I guess go ahead and log this Suggestion, archive it or whatever. I'm not entirely sure if I need to do that or what [[User:CyberOpposition|CyberOpposition]] 03:24, 20 April 2013 (BST) | Anyway, I guess go ahead and log this Suggestion, archive it or whatever. I'm not entirely sure if I need to do that or what [[User:CyberOpposition|CyberOpposition]] 03:24, 20 April 2013 (BST) | ||
:Technically this is only a developing suggestion, so you can delete it at any time. If you want to send it through the official review process, check the guidelines at [[:Category:Current Suggestions]]. {{User:Bob Moncrief/Sig}} 07:03, 20 April 2013 (BST) | |||
---- | ---- | ||
Revision as of 06:03, 20 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
Graffiti only Defileable Once
Timestamp: Lpha 01:53, 20 April 2013 (BST) |
Type: Slight Change to Interface |
Scope: All zombies. |
Description: Today, the few new players who decide to start playing as zombies are often confused when they defile graffiti and after pressing that button, the button is still there. This leads to the frustrated player clicking on the button several times until that they realize that the grafitti has already been defiled and that they have now wasted several action points. While this is not that important, adding it will help lessen the confusion faced by most new players upon starting to play the game. While this may not singlehandedly help keep all of the new players who choose to play as zombies, it will help them keep a few action points. Although some say that a few action points are not that important in the long run, and they are somewhat right, losing a few action points to a problem in the interface may frustrate them enough to make them leave the game, depriving it of another player. Urban Dead is hard and complicated enough for new players without a button that sucks up action points like a vacuum cleaner on the zombie interface. |
Discussion (Graffiti only Defileable Once)
Wooziness
Timestamp: 20:39 18 April 2013 (BST) Jebidijed | ||||||||||||||||||||||||||||
Type: Game Mechanic | ||||||||||||||||||||||||||||
Scope: Zombies + Survivors | ||||||||||||||||||||||||||||
Description: What I think is that zombies and survivors should feel a quite bit uncomfortable after being revivified 5 times, after taking about 40 damage, and after being fed upon. What it does is that it makes your hit chance 10% off and makes it more difficult to hit your target. This lasts for 8 AP until you regain your regular accuracy.
EXAMPLE MESSAGES: Revivified: As you stand up, alive once again, you feel slightly nauseated and want to lie down again as you were before. Taken Damage: You have been heavily beaten upon and are riddled with bruises, scrapes, and other various orifices. You feel woozy and want to rest for a while. Fed Upon: You feel blood running down your torso in various places, and you can see deep bite marks riddled upon your body. You would rather sit down to relax, rather than go any further. Discussion (Wooziness)I'd switch it to just be with revivification, and make it happen every time, rather than after 5 times. And make it wear off after 10 AP instead. Call it Revive Sickness or something. Anyone who's played WoW or some of the other MMOs is already familiar with the concept of "Rez Sickness" after dying in those games, and this would be similar in effect. —Aichon— 21:53, 18 April 2013 (BST) Grapple
Discussion (Grapple)So it's an op version of Feeding Drag for all characters? (Not sure which skill it resembles, but Feeding Drag seems to be the most like it.) Jebidijed 8:22 AM, 6 April 2013 (EST) 3:54 PM, April 15th 2013 (EST) In just about every zombie apocalypse story, including Urban Dead, the undead are the ones who are grabbing survivors, and the survivors are the ones trying to stay the hell out of biting range. Therefore: Door destruction
Discussion (Door destruction)So, if I understand this correctly, by making it impossible to barricade again until the damage is repaired, you're essentially giving every zombie in the game the ability to spend 5AP to essentially Ransack a building once from the outside, even if there are survivors still inside? No way. WAY overpowered. If the repair mechanics work the same as they do now, you'd have to clear every single zombie from inside the building before you could repair the damage, and that would mean that in the middle of a siege, any zombie at all could act as a perfect beachhead, thus eliminating the primary means by which the survivors stay alive during a breach. A better idea might be to simply make it cost them 5AP to get in, without any of that stuff about having to do repairs or breaking it down permanently, and even that idea is questionable. —Aichon— 17:48, 15 April 2013 (BST) From my point of view, it seems to me that this skill makes it so that zombies can just permanently disable barricades until the door is repaired. That makes as much sense as putting GRAVY on SKITTLES. Get the point? Jebidijed 8:22 AM, 6 April 2013 (EST) As Aichon and Jebidijed. This is basically Super Ransack and there's absolutely no reason why a destroyed door shouldn't keep you from blocking all entrances with random junk. If you're concerned about low-level zombies not being able to get into places, might as well do away with doors and Memories of Life altogether, which would solve that problem. --RadicalWhig 00:00, 16 April 2013 (BST) Wounding Bite
Discussion (Wounding Bite)If the survivor is already infected without having been wounded, are they immune from being wounded? Or would each subsequent bite give a percent chance of wounding? Bob Moncrief EBD•W! 05:06, 12 April 2013 (BST)
The flavor seems a bit weird to me. I don't see why it's an offshoot from Infectious Bite, since it's really a Bite upgrade as it's currently described, not an infection upgrade. If you want to call it "Virulent Infection" and put it under Infectious Bite, that'd be better, I think. Other than that, I actually kinda like the idea of having infected individuals take 2AP to move, though I'm not decided yet on whether or not I like the way it's suggested it should happen here. For some reason, 40-60% strikes me as a strange number, and I feel as if it should either be much higher (like 100%) or much lower (like 20%) once the skill is purchased. Not sure yet. —Aichon— 06:28, 12 April 2013 (BST)
Id have to say this isnt going to go down well lol i made a very similar suggestion about movement and it got panned just because people didnt want to be slowed down by ap movement --Soul kai 11:33, 12 April 2013 (BST) i wouldn't reccommend putting this suggestion up for voting this is what happened to the last one with the same idea.--PayneTrain(NWO/FU) 06:59, 14 April 2013 (BST)
Ok, I get the picture about the AP loss. But I think this could be easily fixed by changing out AP with damage instead. So instead of 1HP lost for each action taken, it'll do +2 damage until the infection has been cured. This would cause the bite to be a bit more dangerous. CyberOpposition 03:28, 15 April 2013 (BST)
1) Don't touch my AP. Make the game more fun, not less, to quote Aichon in another suggestion.
Anyway, I guess go ahead and log this Suggestion, archive it or whatever. I'm not entirely sure if I need to do that or what CyberOpposition 03:24, 20 April 2013 (BST)
Free running out of ruined buildingd
Discussion (Free running out of ruined buildingd)I've always liked it how it is. It's a nice balance, in that as zombies ruin a suburb, it gives survivors more of a chance to get indoors. Plus, doing it this way would effectively allow zombies to create clusters of buildings that are effectively pinatas. I.e. Surround an area of blocks that are EHB with ruins and suddenly no one can get into those buildings until the ruins are repaired or the EHB 'cades are broken down. While an interesting idea, I think it's a bit ludicrous that it could actually work. —Aichon— 18:03, 11 April 2013 (BST)
I like this. It makes a lot of in-universe sense, and it would prevent populated suburbs from completely shrugging off or even benefiting from (in the case of overcading) small-scale zombie attacks, which is a huge peeve of mine. However, I think you may want to nerf this from the "no free running at all" to a 50% chance of fall out of the building/50% chance to free run normally, or something along these lines, to keep this from being too frustrating in heavily ruined burbs. --RadicalWhig 23:40, 15 April 2013 (BST) Omnivore
Discussion (Omnivore)Inconsistent - an unmoving body only grants 4HP. The weakness treshold for Feeding Drag is only 12-HP, so such an ability should get the same treshold. As for flavour, I like it that there is an incentive to bite a cornerd victim to death. I wouldn't tie it to a skill, though, as that penalizes newbies, who need weakened treats the most to level up. Just make a bite to-hit bonus against victims on less than 13HP an inherent part of Vigor Mortis. -- Spiderzed█ 16:21, 6 April 2013 (BST)
I was expecting to see zombies gain HP from eating grass wound
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)
I'm slowly liking this more and more, but it's starting to get a bit complicated and feels like it needs to be trimmed back a bit and refocused. For instance, I don't see why there are so many different odds for inflicting wound, nor do I see a need for two skills, and how is a zombie supposed to mend their wound anyway? That said, you have some real gems in there that would make this a truly unique skill in the game, like your idea to limit the -1HP to five actions and also add in a -5% accuracy against the wounded survivor. So, let's see if we can cut/rearrange a little to make it better. How about we drop the survivor skill entirely and make this a zombie-only skill? Call it "Raking Claws" or something and make it a sub-skill of Vigour Mortis or Rend Flesh that can inflict wounds after a hand attack against a survivor. We can add some flavor by saying that the wound is "bleeding" for the first five actions that the survivor takes, which costs them 1HP per turn, and that it's harder for them to move with the wound, which means they take a hit of -5% to their accuracy. A FAK can mend the wound at any time. And give the zombies a flat 5% chance of inflicting the wound, rather than an accuracy that changes. At 5%, it'll be infrequent enough to be a pleasant surprise when it happens, but not so infrequent that it'll be useless. Doing it this way keeps it simple, makes it more specific, and doesn't force the survivor to burn through FAKs, though it does encourage them to FAK a bit more often. If you want to provide them even more incentive, however, you may consider making it easier for a zombie to re-wound a survivor whose wound merely stopped bleeding but was never healed with a FAK (e.g. give the zombie a 10% chance to wound, instead of a 5%). —Aichon— 21:25, 8 April 2013 (BST)
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) Beers of wine? What? Jebidijed 8:19 AM, 6 April (EST) I'm sure there are dupes, way back, for the finding -- boxy 10:21, 7 April 2013 (BST) Oops, I misread that. The "f" and the "r" can look like each other when you speed through a sentence. Jebidijed 8:31 PM, 7 April (EST)
correct i edited it --Soul kai 03:28, 9 April 2013 (BST) 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. |