Suggestion:20160926 unlimited AP weekend: Difference between revisions
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#'''Kill''', stick a syringe in it and '''Kill''' it again. This would only scare off the casual players and enable PKers to make entire areas unplayable. It would also entirely diminish the downside of being killed. {{User:Peralta/Signature}} 09:05, 27 September 2016 (UTC) | #'''Kill''', stick a syringe in it and '''Kill''' it again. This would only scare off the casual players and enable PKers to make entire areas unplayable. It would also entirely diminish the downside of being killed. {{User:Peralta/Signature}} 09:05, 27 September 2016 (UTC) | ||
#'''Kill''' - While I appreciate the consideration for factors like zerg abuse, I have to agree with the others. AP limits are fundamental to the game, and while removing them may help to drum up some short-term activity, the effects of having unlimited AP disproportionately favor the zombie side. After all, a lone zombie could tear down the barricades at a populated building and kill every survivor inside in the span of a few minutes if none of them are active at that exact moment, but the survivors couldn't act alone if they wanted to recover from the attack; they would need someone else to coordinate with them and revive them, otherwise they'd be out of commission for the rest of the Unlimited AP Day/Weekend. More or less, all it would take for a survivor to be out of action is for them to be offline for a few seconds, but a zombie can disappear for hours at a time and just ?rise anytime afterwards to be right back where they were. {{User:Aichon/Signature}} 14:49, 27 September 2016 (UTC) | #'''Kill''' - While I appreciate the consideration for factors like zerg abuse, I have to agree with the others. AP limits are fundamental to the game, and while removing them may help to drum up some short-term activity, the effects of having unlimited AP disproportionately favor the zombie side. After all, a lone zombie could tear down the barricades at a populated building and kill every survivor inside in the span of a few minutes if none of them are active at that exact moment, but the survivors couldn't act alone if they wanted to recover from the attack; they would need someone else to coordinate with them and revive them, otherwise they'd be out of commission for the rest of the Unlimited AP Day/Weekend. More or less, all it would take for a survivor to be out of action is for them to be offline for a few seconds, but a zombie can disappear for hours at a time and just ?rise anytime afterwards to be right back where they were. {{User:Aichon/Signature}} 14:49, 27 September 2016 (UTC) | ||
::Now you're just tempting me to change my vote: favouring the undead side of the game would be awesome. And yeah, then the breathers would have to cooperate for a change to be able to do anything at all! The shoe is on the other table! (which is now turned) {{User:Peralta/Signature}} 14:55, 27 September 2016 (UTC) | :::Now you're just tempting me to change my vote: favouring the undead side of the game would be awesome. And yeah, then the breathers would have to cooperate for a change to be able to do anything at all! The shoe is on the other table! (which is now turned) {{User:Peralta/Signature}} 14:55, 27 September 2016 (UTC) | ||
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Revision as of 14:56, 27 September 2016
20160926 unlimited AP weekend
JoshCz (talk) 04:05, 5 July 2016 (UTC) 20:28, 26 September 2016 (UTC)
Type: All day UD marathon
Scope: all players
Description: This addition would bring 1 weekend/1 day if that is too much where players have unlimited AP. It would be more costly but if we started a donation drive we could potentially pay for the weekend of free play we could make it work. This would bring players back to the game as it would allow people to play together for an extended period of time. Again if a whole weekend is too much, a single day on a weekend would be great. I know I would spend the entire day on UD in a siege or something. And after the people come back to UD and are reminded of how great a game it is, we could maybe have a discussion with Kevin or something about where the game should go if it works. Also, zergers do not effect this suggestion b/c they would only be able to play one account at a time.
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- Kill - This entire game revolves around the thoughtful application of scarce Action Points. It should not be even temporarily reduced to a braindead clicking sim. --VVV RPMBG 20:41, 26 September 2016 (UTC)
- Kill with fire. AP limits are fundamental to the game. There are far less existentially destructive ways to "advertise" the game. Bob Moncrief EBD•W! 23:46, 26 September 2016 (UTC)
- Kill, stick a syringe in it and Kill it again. This would only scare off the casual players and enable PKers to make entire areas unplayable. It would also entirely diminish the downside of being killed. PB&J 09:05, 27 September 2016 (UTC)
- Kill - While I appreciate the consideration for factors like zerg abuse, I have to agree with the others. AP limits are fundamental to the game, and while removing them may help to drum up some short-term activity, the effects of having unlimited AP disproportionately favor the zombie side. After all, a lone zombie could tear down the barricades at a populated building and kill every survivor inside in the span of a few minutes if none of them are active at that exact moment, but the survivors couldn't act alone if they wanted to recover from the attack; they would need someone else to coordinate with them and revive them, otherwise they'd be out of commission for the rest of the Unlimited AP Day/Weekend. More or less, all it would take for a survivor to be out of action is for them to be offline for a few seconds, but a zombie can disappear for hours at a time and just ?rise anytime afterwards to be right back where they were. —Aichon— 14:49, 27 September 2016 (UTC)
- Now you're just tempting me to change my vote: favouring the undead side of the game would be awesome. And yeah, then the breathers would have to cooperate for a change to be able to do anything at all! The shoe is on the other table! (which is now turned) PB&J 14:55, 27 September 2016 (UTC)
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