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| ===Translation Project=== | | ==Suggestions up for voting== |
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| | 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. |
| |'''Timestamp:''' [[User:Eridel Olivier|Eridel Olivier]] ([[User talk:Eridel Olivier|talk]]) 19:27, 17 January 2015 (UTC)
| | {{Category:Current Suggestions}} |
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| |'''Type:''' Base Game
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| |'''Scope:''' Everyone
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| |'''Description:''' Playing the game in english can be a hindrance for non-native speakers. I think it's about time to start a Translation Project.
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| |}
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| ====Discussion (Translation Project)====
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| Develop the suggestion a bit more? What languages are you thinking of adding? --{{User:Janus Abernathy/Sig}} 17:32, 21 January 2015 (UTC)
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| That might have been worthwile some years ago. Now with the playerbase being pretty much undead and continental Euros being unable to donate, that seems like a fool's errand, and I say so as a non-English speaker myself. --'''<span style="font-family:monospace; background-color:#222222">[[User:Spiderzed|<span style="color:Lime"> Spiderzed</span>]][[User talk:Spiderzed|<span style="color:Lime">▋</span>]]</span>''' 22:22, 21 January 2015 (UTC)
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| ===Donator Perk: Clothing Badge Slot===
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| |'''Timestamp:''' [[User:Lassiter|Lassiter]] ([[User talk:Lassiter|talk]]) 04:01, 17 January 2015 (UTC)
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| |'''Type:''' Improvement
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| |'''Scope:''' Everyone
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| |'''Description:''' I suggest adding a new "badge" type of clothing, and placing appropriate items for it in buildings around the city. A few potential examples:
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| :Forts: War Medal, Officer Insignia
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| :Mall: Caiger Employee ID
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| :Mansion: Pearl Brooch, Amethyst Pin
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| :School: Blue Ribbon, Gold Star Sticker
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| :NecroTech: Pocket Protector, Government ID
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| :Police Station: Police Badge
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| Unlike other clothing the badge slot would be restricted to people who have donated money to Urban Dead, as a way of displaying their support in game. Although I'm wary of game monetization if done wrong, I think adding one extra clothing slot is a discreet and non-obnoxious way of letting players show off their contribution and increase their roleplaying options. I think it would encourage a lot of people to donate.
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| If more people donate that's good for everybody, not just donators who get the perk. The more revenue Urban Dead generates, the more time/money Kevan can devote to maintaining or hopefully even improving the game.
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| |}
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| ====Discussion (Donator Perk: Clothing Badge Slot)====
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| ===Barricade Interference Should Require Lurching Gait===
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| {|
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| |'''Timestamp:''' [[User:Lassiter|Lassiter]] ([[User talk:Lassiter|talk]]) 09:37, 11 January 2015 (UTC)
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| |'''Type:''' Anti-Zerging Tweak
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| |'''Scope:''' Zombies
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| |'''Description:''' I suggest changing barricade interference so it only takes effect if at least 2 of the zombies present have lurching gait. This would be a small countermeasure against zerging, since it means a brand new level 1 character would be less effective at helping other zombies hold buildings just by standing there and doing nothing.
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| This also makes sense from a realism perspective since the descriptive text of barricade interference says "the zombies lurch into your way." You should have to get good at lurching before you can lurch in the way.
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| This tweak should not penalize non-zerg zombies too much, since lurching gait is one of the first skills zombie players take anyway.
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| |}
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| ====Discussion (Barricade Interference Should Require Lurching Gait)====
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| I'm sure from my bias toward thinking that barricade interference is (somewhat) cheesy would mean I agree with this, so I agree with this. Certainly reduces the effectiveness of throwing level 1s (even with no zombie skills) at buildings under attack. A compromise for people who don't share my view would be to reduce the % contributed toward interference by the non-Lurching zombie crowd. --{{User:A Helpful Little Gnome/Sig}} 15:33, 11 January 2015 (UTC)
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| :The wiki isn't entirely clear on this, but it seems that barricade interference is a flat 50% failure rate that kicks in at 2 zombies rather than each zombie adding towards a cumulative total. 2 zombies and 50 zombies likely cause the same amount of interference. This change would likely make zero difference on barricade rates in buildings with lots of zombies, since the odds are at least two will have lurching gait. It could make a difference if the zerger is the one who initially breaks down the barricades with their main character and then moves their alts inside. --[[User:Lassiter|Lassiter]] ([[User talk:Lassiter|talk]]) 18:21, 11 January 2015 (UTC)
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| ::As far as I've ever seen, it's not a flat rate. It seems to scale, up to a certain point. By the time there are 5-10 zombies inside, you'll fail the vast majority of the time when attempting to barricade. {{User:Aichon/Signature}} 17:13, 12 January 2015 (UTC)
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| :Barricade inteference needs things to make it more, not less, effective. Still, as an anti-zerg measure this doesn't really harm people (zombies are people too!) who play fair so I mostly approve [[User:Honestmistake|Honestmistake]] ([[User talk:Honestmistake|talk]])
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| Making lurching gait a requirement makes sense, both flavour and gameplay wise. Making it a subskill of lurching gait would make more sense to me but the zerg crowd would obviously object. --[[User:Kamikazie-Bunny|Kamikazie-Bunny]] ([[User talk:Kamikazie-Bunny|talk]]) 20:44, 11 January 2015 (UTC)
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| Love it. Barricade interference is a necessary mechanic, but it's not without its flaws. This is one of them. {{User:Aichon/Signature}} 17:13, 12 January 2015 (UTC)
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| ===Playing Dead===
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| {|
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| |'''Timestamp:''' [[User:Kamikazie-Bunny|Kamikazie-Bunny]] ([[User talk:Kamikazie-Bunny|talk]]) 17:59, 24 November 2014 (UTC)
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| |'''Type:''' Disgusting
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| |'''Scope:''' Survivors
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| |'''Description:''' Have you ever noticed how rare it is for a zombie to attack another zombie? It's the smell!
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| When standing in the presence of a dead body survivors can {{Button|Smear yourself with gore)}} doing so automatically infects you. Why would you even consider doing something so disgusting? Because doing so makes you appear as a zombie to both the living and the dead. Of course, those with '''Lab Experience''', able to '''Scent Death''' or who you maintain '''Contact''' with will see through your disgusting disguise but even then they'll still think you're regular zed from a distance.
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| But there's still that pesky infection to deal with, unfortunately, the only way to remove it is by cleaning off all the gore and giving yourself (or getting a friend to give you) a good ol' '''FAK'''ing, you can't have one without the other. I mean, you could drop dead but then you'll be a zed anyway which kinda defeats the point.
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| ''"This is disturbing!"'' I know but it might just save your life, unless your fellow survivors decide to pump a few rounds through your skull! Ever noticed how when the zeds besiege a place there's suddenly lots of mindless drones with no experience what-so-ever camping every building and bulking up the horde? Well by blending in with the crowd you can take things a little more easy. Maybe sow a little chaos by getting them to attack each other, chances are you'll be sniffed out anyway but the drones won't know any better, they'll be so confused they won't be able to trash the place until they rout you out.
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| |}
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| ====Discussion (Playing Dead)====
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| I actually rather like this mechanic. It makes it ''safer'' (but not safe) for survivors to go outdoors which means less meatshielding, and any increase in outdoor survivors means more deaths. It provides more opportunity for lowbie zeds to get experience while at the same time making it harder for zergers to wreck places. It gives the hardly-ever-used Scent Death more usefulness. It adds some fun new types of interactions. All in all, I'm a fan. {{User:Aichon/Signature}} 18:12, 24 November 2014 (UTC)
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| : Sounds great thematically but makes it very easy for Death Cultists to get inside and cause chaos :( [[User:Honestmistake|Honestmistake]] ([[User talk:Honestmistake|talk]])
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| ===Ramming the door===
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| {|
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| |'''Timestamp:''' [[User:Paynetrain|<font size="4" face="impact" color="red">Payne</font>]][[User talk:Paynetrain|<font size="4" face="poplar std" color="blue">Train</font>]]<sup>'''([[FU]])'''</sup> 06:50, 3 November 2014 (UTC)
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| |'''Type:''' New Mechanic for Doors
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| |'''Scope:''' Zombies
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| |'''Description:''' Ok,ok before you all go "crap,heres another guy with a new mechanic for doors again!!" hear me out!!!!Ok so the lower level zombies cant open doors until they get their "memories of life" skill,right? but they're still driven by the instinct to feed,right? so it doesn't mean they'll go chasing after a person and then suddenly stop when a door gets closed in the zombies face and be like "DOORS!! my only weakness!!!whatever shall i do?".We've all seen zombie movies where at least one zombie busts open a door to claim its food!Ok so onto my suggestion! The zombies who do not have "memories of life" should be given the option to {{Button|Ram the door}} when the barricade level reaches 0(where zombies with "Memories of life" are given the chance to open the door)They have to Ram the door a total of three times until it busts open on the third try....The flavor text will be
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| <blockquote>{{udspan|You Ram yourself against the door}}</blockquote>
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| for the first two times and
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| <blockquote>{{udspan|You Ram yourself against the door again.It Bursts open}}</blockquote>
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| for the third time,when it busts open.
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| *Note:you will still be standing outside once you've busted open the door and you will still have to click {{button|Enter The Building}} button to enter the building.
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| Unlike many of the other suggestions that have been made concerning Doors,the door will not suffer any damage and no other AP has to be used on it other than the AP that's usually used on it in game(opening and closing).
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| *'''Why does the game need this?-'''low levels zombies need the incentive,not everyone has a horde to turn to,or a zombie big brother to help you out!
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| *'''Wont it make "Memories of Life" obsolete-'''nope,because it still gives you a huge AP save,just like '''"Ankle grab"''' skill does
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| *'''Would anyone use it?-'''of course,i think a little AP wastage for food is better than no AP wastage and no food!
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| *'''Is it too complicated?-'''hell no! its just three clicks of a button for a low level zombie and a matter of closing the door for a survivor
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| |}
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| ====Discussion (Ramming the door)====
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| Make it a 30% chance to ram the door open rather than costing a set 3AP and I'll be onboard. [[User:Kamikazie-Bunny|Kamikazie-Bunny]] ([[User talk:Kamikazie-Bunny|talk]]) 18:01, 24 November 2014 (UTC)
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| #There's no indication you're making any progress, which will be confusing to many players at first.
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| #This skill would be a godsend to zergers who lack Memories of Life.
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| Over 60% of zombies already have enough AP to have purchased every zombie skill. Only 15% have not purchased any skills (and I'd wager most of them are either temporary accounts or else have the XP to do so already but haven't for various reasons). Which is to say, while this is indeed an ongoing (but mostly temporary) point of pain for zombies, this approach to solving it seems like a rather heavy-handed approach. {{User:Aichon/Signature}} 23:37, 3 November 2014 (UTC)
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| 3. It's been done before and way better than you, pantstain. Which is pretty much par the course for anything you attempt. [[Suggestion:20080711_Door_Bashing]] --{{User:R
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