Peer Reviewed Suggestions/Removed: Difference between revisions

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suggest_moved=13:10, 18 June 2006 (BST)|
suggest_moved=13:10, 18 June 2006 (BST)|
suggest_notes=12/13 Keep/Total. Well accepted as is.  
suggest_notes=12/13 Keep/Total. Well accepted as is.  
*Duplicate of [[User_Interface#Next_AP|Next AP]].
*Duplicate of [[PR_UI:_Main_Screen#Time_Till_Next_AP|Next AP]].
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Latest revision as of 15:08, 10 May 2011

This page is for the storage of Peer Reviewed suggestions which are no longer relevant.

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Duplicates

AP Timer

Timestamp: 12:59, 15 March 2006 (GMT)
Type: General Improvement
Scope: Everyone
Description: This suggestion's pretty simple (which explains its short length): add a timer that counts down to your next AP gain. It would save many, many hits on the server from people constantly refreshing the page to check whether they've recieved an AP. I don't think this has been suggested before; I checked but there may be archived suggestions that aren't displayed.

Like I said, I believe this would greatly relieve strain on the server and free up time for everyone.

Notes: 12/13 Keep/Total. Well accepted as is.
Left Queue: 13:10, 18 June 2006 (BST)

Attack Name

Timestamp: Wikidead 16:58, 29 October 2006 (UTC)
Type: Minor Game Mechanic
Scope: Gameplay
Description: My suggestion is a relatively insignificant tweek to the game: whenever you are dealt damage, you are given the mode of attack, ie "RANDOMCHARACTER dealt 5 damage to you with a pistol... and again... and again... You die" or "RANDOMCHARACTER killed RANDOMCHARACTER2 with a pistol." Now why would this be important? After all, you can tell 1 damage is a punch, 10/8 would be a shotgun.

The reason this is important is because the Urban Dead reports character's status at the time you're reading it, not when the event reported occured (or at least I believe this is so; if I'm wrong, be sure to tell me). If the mode of attack was given, you would be able to tell whether a character attacked you as a zombie with its hands or a survivor with a fire axe (or tell apart a bite from a pistol attack), filtering out a few misinterpreted PKer claims.
Whether I am wrong or right about the character status report thing, a few people I know say they would like a little more information about how people attack each other and say that this could not possibly subtract from the quality of gameplay. However, I don't think many people really care to know how they were attacked. So in a way, this is more of a poll than a suggestion (unfortunately, there is no "poll section of Urban Dead Wiki," so I posted it here.)

Notes: 12/12 Keep/Total. (100%) Well accepted as is. Compliments "Killed with a (blank).
Left Queue: 09:58, 15 November 2006 (UTC)

Brain Rot on Stats Page

Timestamp: 06:13, 30 June 2006 (BST)
Type: stats page improvement
Scope: just the stats page
Description: as it stands today, the stat page appears as such:
  • Active Characters : 42549
  • Standing Survivors : 18227 (51%)
  • Standing Zombies : 16963 (49%)
  • Dead Bodies : 5148
  • Revivifying Bodies : 2211
  • Standing Zombie Hunters : 9859

I propose that a new statistic be added, Brain Rotters. This would count the number of zombies (not survivors) that have brainrot, whether or not they are currently "dead." I think this would be a nice counter to the Standing Zombie Hunters stat, and would be a good general indicator of the health of the game

Notes: 18/18 Keep/Total. Well accepted as is.
Left Queue: 09:02, 14 July 2006 (BST)

Broken Grasp

Timestamp: 23:27, 28 May 2006 (BST)
Type: Small Improvement
Scope: Zombies with tangling grasp
Description: This is a very small change, but one I feel could be helpful.

When a zombie grips a character with tangling grasp, then that same character is attacked by another zombie the first zombie loses his grip. What I propose is that when another zombie breaks your grip you get a small "Since your last turn message" that reads something like:

"Another zombie broke your grip"

This would be helpful to know whether another zombie was on the same target as you.

Notes: 20/21 Keep/Total. Very well accepted as is.
Left Queue: 10:51, 29 June 2006 (BST)

Contacts Present

Timestamp: 03:17, 15 Feb 2006 (GMT)
Type: Improvement
Scope: Everyone
Description: In a crowded room it can be hard to see if anyone you know is there. I suggest adding a line beneath the description if there are more than fifty people present, and you have any contacts in the room. It'd just look like this: "You recognize some people here [list names]." List names would be a link that would bring up a list of just your contacts that are in the room with you. It'd be nice to know and it's pretty easy to miss names if you're manually scanning over hundreds of people. Plus it takes a really long time.
Notes: 11/12 Keep/Total. Well accpeted as is.
Left Queue: 08:27, 2 June 2006 (BST)

Dual Groups

Timestamp: 13:07, 20 April 2006 (BST)
Type: Roleplaying
Scope: Group Members
Description: Many players will run their characters with a certain rational, and try to make them do things that are internally consistent. If a survivor character dies, I'm okay with standing up and killing my former friend. To that end, I propose being allowed to belong to a different group as a survivor than you would as a zombie. The group would only show up in your description and in the stats when you were in the appropriate state of being. This would allow someone to, for example, revive people when they're alive and then join the Mall Tour once they're dead again.

If a character belongs to a group that includes both zombies and survivors, they would list the same group in both places.

Notes: 6/8 Keep/Total. Well accepted as is as it encourages role playing.
Left Queue: 06:32, 21 June 2006 (BST)

First Aid Kit Interface Change

Timestamp: 00:43, 22 Jan 2006 (GMT)
Type: Interface
Scope: Survivors with FAK(s)
Description: Very heavily inspired by Cah51o's suggestion (no credit for me).

This is a major change to the FAK interface:

  • Remove the drop-down menu from the FAK item.
  • For players who carry a FAK, and are without diagnosis, show "(heal)" or "(♥)" next to the names of other players (and show "heal a zombie" if there is a zombie in the same block). By clicking those links you use one of your FAK's to heal the corresponding player.
  • For players who carry a FAK, and are with diagnosis make the HP indications clickable, doing the same action of healing.
  • To heal yourself, click on the FAK.
  • (Obviously) no interface change if you don't have an FAK.

Pros:

  • Makes life simpler for medics in crowded buildings.
  • Removes any extra traffic caused by displaying however many drop-down menus. The WCDZ's Grand Inquisitor of Suggestions deemed this negligable.

Cons:

  • Mildly newb-unfriendly.
  • Some people hate change. - that's humanity's problem (not this suggestion's).

Edit: 50+ Survivors Buildings: There would still be a "list names" link in buildings with more than 50 survivors in them. When names are listed, so are the heal links. Additionally, I think that a good solution to not having to click "list names" however many times is the following: After you heal another survivor, (not self or zombie), display the full list of names automatically.

Notes: 17/18 Keep/Total. Well accepted as is.
Left Queue: 13:05, 25 May 2006 (BST)

Game Functionality: Contact Lists Sort

Timestamp: 07:40, 7 August 2006 (BST)
Type: Improvement, etc.
Scope: All Players.
Description: Instead of having the contacts list displayed as one bulky list; allow for 3 catagaories. When choosing to add a contact to your list of contacts, you are given the option of placing that contact in one of these three catagories; My Group, Friends & Enemies. This makes viewing a large contact list much easier. An additional functionality would be to have the names displayed in game differently. Either by three colors, or Bold Italics and underlined. So when in a grid you would see for example:

There are 16 other zombies present. You recognize "friend" (name in blue or underlined,) "Enemy" (name in red or bolded, "Group" (name in green or italics, etc.)

Notes: 10/12 Keep/Total. Well accepted as is.
Left Queue: 12:24, 25 August 2006 (BST)

How Powers Plants Could Work

Timestamp: 07:27, 3 Jan 2006 (GMT)
Type: Improvement
Scope: Electricity
Description: I think it'd be fun from a gaming perspective and interesting from a simulation perspective to allow the power plants to be operated to restore limited power to the city. I say limited because if plants restored power to every building they would simply make generators less important, just a less preferable option to power your building. Instead I suggest that the power restored only affects certain utilities that operate on a different grid than the electrical power that's sent to your home, such as street lights. This makes sense as it would be hard to run a plant at full efficiency during a disaster, there might be breaks in the general grid that would render it dangerous to turn on, and this would keep generators an important part of the game.
   * Restoring Power 

Turning a plant back on would require a new science skill, Engineering. Reactivating a plant would be difficult and would operate on a percentage system with a good chance of failure. Failing to turn on the system would result in a message like "You tap at the controls" or "You flip a few switches." Zombies would be able to attack the control panel (no doubt bothered by the lights and noise) and have a chance of randomly striking a button that would trigger a shutdown. Each power plant square would be activated and deactivated seperately and each would correspond to power in a seperate sixth of the city.

   * What Power Plants Would Do When Activated 

There are six power plant squares in game. Each would power approximately a sixth of the city with each square powering specific suburbs. To indicate to the residents of a suburb that power has been restored the description of every outdoor space (excepting things like parks and cemetaries) would change to say that the streetlights were turned on. At this point there is nothing for this power to affect (I have a few ideas in the idea selection below here) but this would be a good system to implement along with other power-dependant suggestions that generators simply aren't powerful enough to be used for.

There are clearly a lot of things that can be done with the Power Plants. I think this is a balanced and simple way of implementing them.

Notes: 9/11 Keep/Total.
Left Queue: 09:43, 19 April 2006 (BST)

Inventory Management

Timestamp: 01:20, 19 July 2006 (BST)
Type: Utility.
Scope: Tells you how many items you have.
Description: This would add a number counter right next to the word Inventory on the screen. It is a simple improvement, it would look like Inventory: 27/51 (27 slots filled up) This would help let people know how much stuff they are carrying.
Notes: 21/22 Keep/Total. Well accepted as is.
Left Queue: 09:27, 9 August 2006 (BST)

Update Your Details

Timestamp: 03:16, 31 May 2006 (BST)
Type: Improvement
Scope: Everyone
Description: I looked for previous suggestions of this, but I couldn't find any, which surprised me. The idea is quite simple:

While, when signing up for a new character, you have the choice to provide a "Real Name," "Email address," "URL of your web site," and answer "Yes" or "No" to "Do you want to be emailed about major updates to Urban Dead?", there is no way to set, alter, or remove these values later.

This suggestion, if implemented, would add three text boxes (for "Real Name," "Email address," and "URL of your web site") and two radio buttons ("Yes"/"No" for the email question) to the Edit Profile screen. Users would be able to change any of these values at any time.

Notes: 11/11 Keep/Total. Well accepted as is.
Left Queue: 11:01, 29 June 2006 (BST)

No Longer Relevant Due To Game Changes

Advanced Knife Training

Timestamp: 08:06, 1 Dec 2005 (GMT)
Type: Skill
Scope: Survivers
Description: I suggest that there be another knife training skill. It could raise knife accuracy to 50%, that would be enough to bring down a 50 hp target in 50 ap. 2 times.5 = 1 Which would equal 1 ap per hp.

It is completely negotiable as to what the percentage is. But it would make the kitchen knife useful.

Notes: 7/10 Keep/Total.
  • This does not make survivors more powerful, since even with this skill a fire axe is still a better choice.
    • At the moment a fully upgrade zombie has a claw DPA of 1.5 and a bite DPA of 1.2.
    • A survivor with a Fire Axe and full training has a DPA of 1.2 and a knife has a DPA of 0.8; with this skill implemented it has a DPA of 1.0, hardly overpowered at all.
Left Queue: 15:20, 16 Dec 2005 (GMT)

Contacts in the same square as you are highlighted

Timestamp: 18:27, 24 Nov 2005 (GMT)
Type: Improvement
Scope: All users, but mainly survivors
Description: If a survivor who is in the same square as you (ie, you are both standing inside the same building or are both outside the same building) is in your Contacts list, his or her name will appear in a different color than that of other survivors. The purpose of this is so that it is easier to tell whether a friend is in the same area as you are without having to search through the names of all the people in that area, if there are dozens of people in that area.

EDIT: So that it doesn't conflict with UDTool, I further propose that the names be bolded instead of colored. The general idea remains the same, however.

Notes: 12/12 Keep/Total = 100%
  • UDTool already does this as well (and adds colors according to different groups ;) I think this is worthly since something I play on browsers not under my control and thus without UDTool.
  • bold instead of colour.
Left Queue: 15:45, 9 Dec 2005 (GMT)

Light Sensitivity v 2.0

Timestamp: Jon Pyre 01:46, 27 October 2006 (BST)
Type: Skill
Scope: Zombie
Description: The zombie eye's have become more sensitive to illumination. They can now tell if adjacent buildings are lit by a generator. This could be accomplished by marking the building name with an asterisk or some other symbol.

This would be a cross-over skill.

Notes: 19/22 keep/total.
  • Light visibility was added as a game mechanic whilst this was under voting, but was already in PR (not as a skill).
Left Queue: 14:24, 19 November 2006 (UTC)

Make DNA Extraction Give The Player's Description

Timestamp: 03:08, 30 March 2006 (BST)
Type: Improvement
Scope: Survivors, Science
Description: DNA extraction doesn't really give any useful information. It gives name and class and feeds data to the seldom used NecroNet, but that isn't of much use to a scientist in the field. I suggest that upon a successful DNA scan in addition to the current information you receive that character's self-made zombie description if they entered one. This would not link you to their profile, it'd just include the description written there with the other information you receive. Right now profile descriptions mean nothing except for RP purposes, this would actually make them have an in-game purpose as you could use the description to determine whether to attack or revive. And there is no way this could hurt the scanned players as they get to write the description themselves! It makes DNA scanning a bit more useful, provides information about the zombie the scientist can choose to trust or distrust, and would allow zombie players to actually have their profiles read once in a while. Good for the game, good for scientists, and good for zombie roleplayers.
Notes: 17/22 keep/total
  • A couple kills due to the description moving your buttons around the page
  • A couple of kills because players could link to profiles/ beg for revives
  • Generally liked by both humans and zombies
Left Queue: 15:46, 18 April 2006 (BST)

Mutation - Ghouls

Timestamp: 07:10, 1 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: This is inspired a bit by the Necrotherium suggestion. Here's my idea how to have big tough mutant zombies. Introduce a zombie skill: Mutation. After being headshot a zombie would (during the process of recovering from having its head blasted open) have a chance of transforming into a Ghoul. Ghouls have their base max hp raised by 15 and the accuracy of all their attacks raised by 10%. Both those numbers aren't set in stone so don't vote this down based on numerical values. This state lasts until the zombie is killed or revived upon which they turn back into a normal zombie or human. Now here's how the chance of becoming a Ghoul would work: the chance of becoming a ghoul is greater the more XP you lose due to being headshot. Maybe something like a 1% chance for every 10xp lost (note: also not set in stone). This would be a nice way of giving zombies that lose a lot of xp from headshot a temporary advantage just to help them out a bit. True it'd help maxed out zombies too, but to have a serious chance of turning into a ghoul they'd need to keep getting plenty of xp AND keep getting headshot. It would also probably be a good idea to max out the chance of becoming one at 10%. I don't think this is overpowered since it relies on large amounts xp being destroyed, which could permanently make them more powerful, in exchange for a small advantage that may not even help them while it lasts.
  • Optional: Making Ghouls immune to the effects of headshot. When a ghoul dies they just come back as a zombie without losing xp. Makes sense since this skill as presented is a way of helping balance headshot without nerfing it. Or allowing headshot to work but give Ghouls the same chance of coming back as Ghouls that zombies have.
  • Optional: Seperating Ghouls from zombies and allowing them to be targeted seperately, as a group. They'd still be on the same side though. This'd make ghouls a lot rarer since suvivors would likely attack them first.
Notes: 16/18 Keep/Total.
  • Note* This suggestion is useless now that the headshot revision has been placed in effect.
Left Queue: 15:20, 16 Dec 2005 (GMT)

Revamped Headshot XP Calculation

Timestamp: 06:11, 9 Dec 2005 (GMT)
Type: Balance tweak
Scope: Headshot
Description: Make Headshot deduct 7XP, plus 3XP for every zombie skill. A level 2 zombie would lose 13XP (relatively minor, despite their horrible XP gain) while a level 11 would lose 40 (significant, but not crippling). EDIT: Level 1 zombies should be ignored, like they are now.
Notes: 23/28 Keep/Total - This suggestion is now consided to be redundant due to the recent change of headshot. The suggestion was well accepted. Arguments against included
  • Head shot is equlivent of ankle grab.
  • Higher level zombies need to loose more XP where lower levels shouldn't loose as much.
  • Survivor and zombie levels should be split up for calculation.
Left Queue: 00:17, 27 Dec 2005 (GMT)

Undying

Timestamp: 18:28, 18 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: In this game killing a zombie really means just knocking it out, making it temporarily act like a normal corpse. It's pretty easy to throw these out of a building which is why clearing a building of all bodies costs 1 AP. How about a zombie skill so that when "killed" you don't get knocked out but knocked down and stunned a bit. It would still cost normal AP to stand, they would come back with full health, and if headshot they would lose xp. The difference is because they're still stirring it is harder to move these bodies outside and it would cost 1AP to throw out each individual one. Mechanics wise it could work so that seperate from the number of corpses present you could see "38 undead are stirring on the floor". If a suvivor tries to clear a building a bodies they'll first move out all the still ones. Then each time they click they'll move out a single one of the zombies with Undying. It would make sense for Ankle Grab to be a prerequisite. This skill is a useful defensive measure for zombies that want to maintain their hold on a building. I know many times when as a suvivor I entered a building with a few corpses and in the spirit of civic duty kicked them all out and the barricaded the place up before moving on. I might not have done so if it would have cost me 5 AP to get them all out. It would also help in sieges by using up valuable suvivor AP. I think it's a handy skill that doesn't give too much of an advantage.
Notes: 17/24 Keep/Total. Fairly well accepted. However some people were worried about potential XP farming and how it would affect seiges.
Left Queue: 11:08, 6 May 2006 (BST)

Clothes: Version 3

Timestamp: Cheeseman W!ASBTalk 22:20, 13 April 2007 (BST)
Type: Items
Scope: Everyone
Description: This will allow survivors and zombies to don attire they find when in buildings or on the streets. Survivors will find clothes in almost any building by simply clicking the Search Button. Zombies will find them when ransacking buildings unless they find them as a survivor. The type of clothing you find depends on the building you are in. A complete list is shown below. Searching for clothes uses a different search button labeled "Search for clothing".
  • If you dont find anything you get a message similar to "You rummage through a box/cupboard/drawer/etc but you find no clothing"
  • If you do find something you get a message similar to "Rummaging in a box/cupboard/drawer/etc you find <insert clothing name here>"

The base rate of finding clothes is 30% however when in the new Mall Clothes store it jumps to 50% (60% with shopping). The crucifix will be changed so it acts as a piece of clothing. Clothing will have no encumberence

Every new character will spawn with clothing related to their character class:

  • Military
    • Private: Military Combat Shirt(Woodland), Military Combat Trousers(Woodland), Military Boots
    • Medic: Military Combat Shirt(Desert), Military Combat Trousers(Desert), Military Boots, Medic Armband
    • Scout: Military Combat Shirt(Urban), Military Combat Trousers(Urban), Military Boots
  • Scientist
    • Lab Tech: Lab coat, glasses, button up shirt(white), trousers(black)
    • Doctor: Doctors Coat, trousers(black), shoes(black), Stethoscope
  • Civilian
    • Police Officer: Police Officers Jacket , Police Officers Trousers, Police Officers Boots, Handcuffs
    • Fireman: Fireman's Helmet, Fireman's Jacket, Fireman's Trousers, Fireman Boots
    • Consumer: T-shirt(random), Trousers(random), trainers(random), Hat(random)

You can put on a piece of clothing for 1AP by clicking on it in your inventory. They can then be removed for a further 1AP. Only one of each type of clothing can be worn: one hat/accessory, one on chest, one on legs, one on feet. If you try to wear another item of a type you are already wearing, the old one will be removed. Clothes you put on appear in your profile just below your description.

Example: Cheeseman Muncher is wearing: A Pair of Military Urban Combat Trousers, A Bomber Jacket, A Pair of White Trainers and A Purple Pimp Hat
  • Police Station: Police Officers Jacket , Police Officers Trousers, Police Officers Boots, Handcuffs
  • Hospital: Doctors Coat, Surgical Scrub Top, Surgical Scrub Bottoms, Scrub Shoes, Nurses Outfit, Nurses hat, Stethoscope
  • Fire Station: Fireman's Helmet, Fireman's Jacket, Fireman's Trousers, Fireman Boots
  • Auto Repair Shop: Racing overalls, Racing Helmet
  • NT Buildings: Lab coat, glasses, button up shirt(various colours), skirt(various colours), trousers(black)
  • Office Buildings: suit jacket(various colours), button up shirt(various colours), suit trousers(various colours), skirt(various colours)
  • Forts: Military Combat Shirt(desert, urban or woodland), Military Combat Trousers(desert, urban or woodland), Military Boots, Medic Armband
  • Mall: T-shirt(various colours), Trousers(various colours), Skirts(various colours),button up shirt(various colours), summer dress(various colours), sandals(various colours), trainers(various colours), shoes(black), bomber jacket(black or brown), combat trousers(desert, urban or woodland), jeans(various colours), Trenchcoat, hat(various colours)
  • Bars: Pimp hat(various colours), Jeans(various colours), Leather Jackets, Leather Trousers, Cocktail dresses(various colours)
  • Church: Nuns Habit, Ministers Shirt, trousers(black), crucifix
Notes: 1/14 Keep/Total. 9 Spams. However, the spin-off of this idea was implemented on 31st May 2007
Left Queue: 22:31, 31 May 2007 (BST)

Radios Only Heard Via Receivers

Timestamp: 01:59, 3 June 2006 (BST)
Type: Skill
Scope: Radios
Description: It's my understanding that you can hear radio broadcasts sent over a transmitter. This makes it impossible to avoid hearing broadcasts even if you choose not to carry a radio. Therefore I suggest transmitters be changed to only send messages. To listen in you'd need a radio receiver in your inventory. That way people can choose whether to hear radio broadcasts or not.
Notes: * 19/22 Keep/Total. Well accepted as is.
  • Ignoring settings implemented on 20th April 2007 make this suggestion no longer relevant
Left Queue: 01:50, 30 June 2006 (BST)

Repair Man

Timestamp: -- Dance Emot.gifTheDavibob LLLDance Emot.gif 08:58, 11 March 2007 (UTC)
Type: Skill/Item
Scope: Survivors
Description: Now that the change for Encumbrance has come and gone, and Generators and Radio Transmitters now have a sort of Health system, which has given me an idea for a new skill.

Simply put, it requires an item, Spare Parts. This idea originally came from Reaper’s suggestion to Rename the Generator, though the use of it is different.

Spare parts can be found in factories (4%), Power Stations (4%), Hardware Stores (2%/3%) and Warehouses (1%). They have an encumbrance of 4%. If a character has the ‘Technician’ skill (see below), they can repair a Generator or Radio Transmitter, if there is one (with fuel or no fuel) in the building, they can select the Repair Generator/Radio Transmitter building, for 2 AP, which has a 75% chance of repairing the Generator/Transmitter back to full health. If failed, the Spare Parts are kept, though if you successfully repaired, the Parts are lost.

The ‘Technician’ skill is a sub skill of ‘Construction’, and grants the user the ability to use Spare Parts, as shown above. It is a Civilian skill, and therefore costs 100XP.

This skill represents those trained at fixing stuff, carrying a bag full of nails or planks of wood, and rewiring the Generator or Transmitter. It also saves carrying heavy items around; you can just fix up the next one you see.

  • Note: This is changed from the original, 1 repair will totally repair the object.
Notes: 16/21 Keep/Total.
  • Kill concernes were about probabilities and average AP of using this. Majority however, liked the idea of repairing stuff.
  • Was "Repair Man (Revised)".
  • Toolboxes were impemented on 14 August 2007 but differ enough from this suggestion --~~~~T''' 12:29, 19 August 2007 (BST)
Left Queue: 18:32, 24 May 2007 (BST)