Developing Suggestions: Difference between revisions

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For the record, I PK so I stay out of mall, those thing are death traps, and Having too many alts is annoying --[[User:Runemasteryx|[[User:Runemasteryx| The Strelstys deputy]]]] 00:13, 18 August 2008 (BST)
For the record, I PK so I stay out of mall, those thing are death traps, and Having too many alts is annoying --[[User:Runemasteryx|[[User:Runemasteryx| The Strelstys deputy]]]] 00:13, 18 August 2008 (BST)
What is needed is not some sort of amnesia device but a way to retire characters that is both meaningful and in genre... Basically that boils down to escape or a glorious perma death. Neither should be mandatory but making such achievable as goals (or the final price of failure) should be goals achievable for anyone who wishes to try... Either way attempting an action that leads to one or the other should result in the character being recorded in a hall of fame and then being wiped ready for a restart! --[[User:Honestmistake|Honestmistake]] 00:50, 18 August 2008 (BST)
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Revision as of 23:50, 17 August 2008

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Developing Suggestions

This page is for presenting and discussing suggestions which have not yet been submitted and are still being worked on.

Further Discussion

Discussion concerning this page takes place here. Discussion concerning the suggestions system in general (including policies about it) takes place here.

Nothing on this page will be archived.

Please Read Before Posting

  • Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. There you can read about many idea's that have been suggested already, which users should be aware of before posting what could be a dupe, or a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles There users can also get a handle of what an appropriate suggestion looks like.
  • Users should be aware that this is a talk page, where other users are free to use their own point of view, and are not required to be neutral. While voting is based off of the merit of the suggestion, opinions are freely allowed here.
  • It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.

How To Make a Suggestion

Format for Suggestions under development

Please use this template for discussion. Copy all the code in the box below, click [edit] to the right of the header "Suggestions", paste the copied text above the other suggestions, and substitute the red texts with the details of your suggestion.

===Suggestion===
{{suggestionNew

|suggest_time=~~~~
|suggest_type=Skill, balance change, improvement, etc.
|suggest_scope=Who or what it applies to.
|suggest_description=Full description. Check spelling and be descriptive.
|discussion=|}}
====Discussion (Suggestion Name)====
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Cycling Suggestions

Developing suggestions that appear to have been abandoned (i.e. two days or longer without any new edits) will be given a warning for deletion. If there are no new edits it will be deleted seven days following the last edit.

This page is prone to breaking when there are too many templates or the page is too long, so sometimes a suggestion still under strong discussion will be moved to the Overflow-page, where the discussion can continue between interested parties.

If you are adding a comment to a suggestion that has the deletion warning template please remove the {{SNRV|X}} at the top of the discussion section. This will show that there is active conversation again.

Please add new suggestions to the top of the list.


Suggestions

Let In Light

Timestamp: Techercizer (Food) (TSoE) 19:09, 15 August 2008 (BST)
Type: Fix/improvement
Scope: Ruined Dark Buildings
Description: Well We all know that Malton has neither eternal night or day, nor an alteration between the two; but regardless, there is enough light outside for some buildings with windows to facilitate searching. Dark Buildings are dark because they lack those openings, but if they've been ruined long enough, their roof caves in, leaving the building, oddly enough, still in darkness.

My suggestion is that any Ruined Dark Building that has decayed to the point of having weeds growing, a caved in roof...etc, be treated until repaired as one with enough light to preform basic tasks such as seeing corpses and attacking. This would not buff search or repair rates, or otherwise treat the building as a normal building that happens to be dark. The basic premise of this is that small patches of light can make their way in, enough to see dim outlines like bodies, or to be able to follow a moving target, but not enough for any real detail to be seen (I.E. being able to see items or repair targets).

Basically, any Dark Building with indications of having a caved in or open roof in its description has visible bodies and no combat debuff.

Discussion (Let In Light)

Completely Revamped this suggestion. what do you think of it now? And if anyone has an idea for a better name, let me know. Techercizer (Food) (TSoE) 19:34, 16 August 2008 (BST)

So you're saying that buildings that have the collapsed roof description shouldn't be dark? Can't really tell what you're suggesting --Diablor 21:48, 15 August 2008 (BST)

If a Dark building's roof has collapsed, or it has weeds growing..etc (any indication that the roof has fallen in), then it be treated as a powered dark building for purposes of repair, I.E. It can be repaired without setting up a generator. Techercizer (Food) (TSoE) 21:59, 15 August 2008 (BST)
Yea that makes sense, as to relieve some of the stress on repairing extremely ruined buildings. --Diablor 01:17, 16 August 2008 (BST)
You edit conflicted me writing that.. See my post below... Diablor, if survivors weren't so fucking LAZY, no buildings outside of places like Easton and Dumbell Hills (maybe) would be that high. Quit whining and do something. With 13,000 plus active survivors, there is no excuse for whinging about it. None. --WanYao 01:22, 16 August 2008 (BST)

The places this would apply would be few... although, seeing as many dark ruins are neglected... it's more common than you think. It's pro-survivor and anti-zombie -- because it nerfs darkness decay, and because it allows barracades to be built in the most horrific of places to be a hungry zombie... But, any place it'd apply to would have very large cost to repair... And, this might offer a tiny bit of encouragement to the 13,000 odd lazy ass survivors letting fully 1/3 of the map rot in Decay. Seriously, I am seeing tons of buildings, in suburbs with very few zombies, that are 60+ AP to repair. The greater survivor community is PATHETIC. --WanYao 01:21, 16 August 2008 (BST)

Indeed, there is no doubt that many survivors are lazy beyond excuse, but as you said, this change would encourage the repair of those greatly damaged buildings, and as such the reclamation of ghost towns (especially amongst non-metagamers). Techercizer (Food) (TSoE) 01:27, 16 August 2008 (BST)
This change would "reward" survivors for being lazy fucks. Oh, a building is at 38 AP to repair with a gennie? I'll just wait another week and when the ceiling collapses I won't need the generator. Yeah, I should have just bucked up and got a gennie and fixed it, but since I didn't want to waste the AP to find one I now have to waste more AP to repair the building. (That doesn't make sense, Tech.)--– Nubis NWO 03:57, 16 August 2008 (BST)
You didn't spend the AP to find a generator, so now you have to spend the extra cost that has accumulated. This suggestion isn't meant to reward or penalize survivors for waiting to repair, the current AP cost increase system does that just fine. This is just meant to add realism, and more importantly to encourage the repair of ghost-towns and long damage buildings by non-metagaming survivors. Techercizer (Food) (TSoE) 04:32, 16 August 2008 (BST)
But you are making it easier to repair. That's like saying after the walls collapse you won't need a toolbox anymore or wait a little bit longer and you can repair it without the construction skill. Taking away parts needed to fix something nerfs the ruin mechanic.
To repair a building you need: AP, toolbox, construction, generator. Wait X days and to repair the same building you will only need: AP, toolbox, and construction. AP regenerates. Even if it gets up to 1 million AP you will still get it back without effort. Changing the mechanic (in this way) nerfs the mechanic. Which buffs survivors when they don't deserve it.--– Nubis NWO 05:48, 16 August 2008 (BST)

I think this is a good balance between fixing a fairly glaring realism issue and giving survivors a super buff. Although i do agree survivors are lazy fucks for not repairing dark buildings in well relatively well managed burbs. Also as Wan, there is probably a total of about 100 survivor players out there trying to repair buildings in neglected areas, i fucking can't wait for some huge horde to go and fuck up all the malls and forts in the eastern states and have a whole bunch of displaced retards with nowhere to go.--xoxo 02:23, 16 August 2008 (BST)

Join me at the Trood Building, in Dullston, J3D .... WanYao 03:12, 16 August 2008 (BST)

You would logically rebuild the roof as a first step in repairs, and then its gonna be dark again, so you should still need a generator for repairs. What I COULD see doing is dropping the OTHER effects of darkness while the roof is collapsed, which might in fact be a zombie buff, as it makes them less appealing as hiding places. SIM Core Map.png Swiers 04:43, 16 August 2008 (BST)

I thought about that, but it seems to big a change to remove a building's entire Dark status due to aging, and if your only light source was coming in from a hole in the roof, what would you repair first? my main reason for proposing this is not to add realism, but to assist in the reclamation of long-ruined buildings for non-metagaimng survivors. as it is, it's just getting nuts. I think this change is a necessary one that improves the game, while not going too far or unbalancing it. Techercizer (Food) (TSoE) 04:49, 16 August 2008 (BST)
"Going nuts" seems a bit melodramatic. Ruined dark buildings really don't hurt survivors. In fact, they provide dandy entry points. Think about it- what if every dark building in the city were a perma-ruin, and could never be repaired. Would it really matter? SIM Core Map.png Swiers 05:19, 16 August 2008 (BST)
Fine, would you prefer it if I also negated the attack debuff? Techercizer (Food) (TSoE) 05:30, 16 August 2008 (BST)
All barricade plans should be scrapped and re-designed around perma-ruined Dark buildings as entry points. It'd be a fucking fantastic idea. --WanYao 05:36, 16 August 2008 (BST)
Tech- yeah, get rid of the combat de-buff, and also let people see dead bodies. That's really the number one thing that makes dark buildings so hard to re-take anyhow; if you kill a zombie inside one, you can't dump the body!
Wan- no doubt, I said that since ruin was first introduced. You still need VSB resource buildings (NT, Hospital, PD) for newbies (current plans also lack these, at least as implemented) but you could get rid of all the other other entry points and let ruins do the job. 07:01, 16 August 2008 (BST)

Revamped the suggestion. What do you think of it now? Techercizer (Food) (TSoE) 19:35, 16 August 2008 (BST)

Seems good. Gives the trenchies a reason to go kill zombies where it will do some good, or at least removes the discouragement, without changing the basic mechanics of requiring a generator. SIM Core Map.png Swiers 00:05, 17 August 2008 (BST)

I take the viewpoint that the weeds grow towards the light (such as there is) and so block it that way. Dark buildings aren't the problem here – most of these long-ruined buildings are NOT dark! ᚱᛁᚹᛖᚾ 08:00, 17 August 2008 (BST)

Dark buildings are not that common. Ruined dark buildings arent even a problem for people, regardless of how far ruined they are. 1 day? three years? no fucking difference. A dark building entry point for survivors is like christmas to the older generation of whiners who moaned about everything being overcadesd and wanted to be able to see entry points. Well, now you can. Stop fucking whining already. --The Grimch U! E! 13:58, 17 August 2008 (BST)


Crawforde

Timestamp: Blake Firedancer T E RNL? P.I.S.I.T. 13:34, 15 August 2008 (BST)
Type: A whole new goddamn city!
Scope: Everyone bored with Malton and Monroeville
Description: As it turns out, before the zombie outbreak occured in Malton, there was a sample of the then-dormant zombie virus sent to NecroTech's Regional Headquarters located in downtown Crawforde.

After Malton went into zombie quarantine, the scientists at Crawforde decided to work on an antidote to the zombie outbreak, using their sample as a research subject. This is where the updated version of the revivification syringes came from once the zombies had started to adapt to the earlier formula.

Now, as it turns out, the virus has escaped its Crawforde containment and has run amok, much like it did in Malton. Cue yet another military quarantine, as well as a shutdown of all NT research in other cities, pending a full investigation.

Essentially, this adds a new city to the mix: Crawforde. This city is a combination of the ideas in both Malton and Monroeville. It has the same basic shape as Malton, except the districts are more distinct and less grid-ish, like Monroeville. Most of them still fit the grid-like pattern, however some districts may be more than one 'space' on this grid.

Notable landmarks in Crawforde include:

Longfin Island, Crystalline Bay, Rouke Bridge, Hallister Bridge & Tallis Bridge

To the south-east of Crawforde there is Longfin Island, named after a myth of the native inhabitants where the island was fished up by a deity, only to be tossed back for being undersized. Longfin Island is 2x3 Malton suburbs in dimensions, and has 3 bridges that cross the waters of Crystalline Bay, linking it to the rest of the island: Rouke, Hallister and Tallis. Tallis is the only one to the west of the island, and is 2 lanes wide. The other two are to the north and are 1 lane wide.

Sheffield & Sons. Commercial Airport

A small airport located on Longfin Island, the airport is a 5x3 area used as one of the two major evacuation points during the initial Crawforde outbreak.

Here is a blueprint of the Sheffield Airport:

Sheffield.PNG

The hangars would have item find rates similar to Auto Repair Yards. Each hangar is seperate, but are grouped together on the map for easy labelling. They are barricadable.

The radio tower is a scaffolding with radar dishes on it. It is ruinable, and if ruined prevents survivors from using it to broadcast messages. Otherwise, transmitters inside the Terminal or Control Tower can be used with double the standard word limit.

The control tower is barricadable, and can be used with binoculars.

The terminal is one building, and is barricadable (but not from the other half of the building, like malls and other large buildings)

The entrance behaves exactly like a Fort gatehouse. There is a fence running the perimeter of the airport; this is the only way in.

The carpark is just a carpark, and the grass is just like a park.

Crawforde Grand Central Station

The second major evacuation route for Crawforde's citizens, the GCS is essentially a 3-square train station arranged in a line.

The central part is the 'hub', where they used to have the train information on billboards. This area now serves much the same purpose as the billboards found around Malton, and is the only enterable square of the GCS. To the east and west you have the platforms used for east and west-bound trains.

NecroTech Regional Headquarters

Located in the central, most zombie-intense part of the city, this was where the Crawforde zombie uprising began. In gameplay terms, this is a Scientist's Fort, much how a mall is a Citizen's Fort. In this 3x3 walled complex, the Regional HQ has facilities for the processing and reviving of zombies (W square), as well as on-site employee quarters (SE square), a cafeteria (E square), infirmary (NE square) and even a crematorium (N square) for disposing of former test subjects.

In the centre of the compound there is the Admin tower. Essentially the same as any other tower in any of the 3 quarantined cities, except that it offers NT clothes in addition to standard buisness suits.

CBNN Complex

Short for Crawforde Broadcasters News Network, this 2x2 TV station is located in the the North-Western area of the city. This building, once used to entertain the masses in Crawforde, it is now used to broadcast emergency messages to anyone who still has a working Television.

Essentially what is stated here, except broadcasts are live, are made the same way as Radio Broadcasts, and include a link to the sender's profile.

Crawforde University

A sparse collection of buildings in the mid-Eastern section of the city, Crawforde University is where the brightest of the bright came to study art, literature and other such academia.

Re-worked version of Malton University.

ADDITIONAL 2:

Crawforde Central Police Headquarters

This 2x2 building, located on the West side of Crawforde, acts just like an enlarged regular PD, only the armoury contains Combat Shotguns as well as the regular kind.

  • SE square: Administration
  • SW square: Central booking
  • NW square: Armoury
  • NE square: Prison cells

Oceanview Fort

Located on the south side of Longfin Island, Oceanview Fort was built in 1925 in order to combat the threat of what was thought to be an incoming enemy fleet, but was instead a large school of whales.

Since then, the fort has been modernised, and in its armoury can now be found Combat Shotguns and Submachine guns.

Malls

There are 4 malls in the city: Beachcomber Mall, located near the Northern shore of Crystalline Bay, Island Mall on Longfin, Silverroad Mall in the South-East, and Wild Hills Mall in the North.

New item in Crawforde:

Hunting Rifles removed. I thought they would be of some use in Crawforde. Apparently not.

ADDITIONAL 1:

  • Combat Shotguns can be found in the armouries at Crawforde Police Headquarters and Fort Oceanview, as Crawforde is a much more modernised city and as such has a better equipped police force. Regular shotguns can still be found in smaller PDs and in Malls.
  • Submachine Guns can be found in Fort Oceanview's armoury.

ADDITION 3:

Map of Crawforde (Not to Scale)

Map of Crawforde.PNG

Brief rundown of the districts in Crawforde:

  • Wild Hills

A mostly woodland area, Wild Hills is home to the Wild Hills Mall and CBNN buildings.

Resource Buildings
  • Hospitals: None
  • NT buildings: None
  • Police Departments: None
  • Fire Departments: None
  • Notable Buildings: 2
  • Residential Area

Mainly consisting of houses, schools and libraries, the Residential Area is where most of Crawforde's population settled down.

Resource Buildings
  • Hospitals: Moderate
  • NT buildings: Few
  • Police Departments: Moderate
  • Fire Departments: Moderate
  • Notable Buildings: University
  • Slums

Home to the lesser-off of Crawforde, the Slums contains a large amount of apartment blocks, hotels, motels and bars.

Resource Buildings
  • Hospitals: Few
  • NT buildings: Few
  • Police Departments: Moderate
  • Fire Departments: Moderate
  • Notable Buildings: None
  • Watercrest

This is where the more financially secure of Crawforde's citizens dwelled. Expect to come across the odd mansion here.

Resource Buildings
  • Hospitals: Moderate
  • NT buildings: Moderate
  • Police Departments: Few
  • Fire Departments: Few
  • Notable Buildings: None
  • Central Buisness District

The commercial side of Crawforde, expect to find numerous banks, monuments, parks and offices around this area.

Resource Buildings
  • Hospitals: Few
  • NT buildings: Only the Regional HQ
  • Police Departments: Moderate
  • Fire Departments: Moderate
  • Notable Buildings: 2
  • Western Crawforde

Nothing really note-worthy in this district, aside from the Central Police Headquarters for Crawforde

Resource Buildings
  • Hospitals: Moderate
  • NT buildings: Moderate
  • Police Departments: Few
  • Fire Departments: Moderate
  • Notable Buildings: Crawforde Central Police HQ
  • Southern Crawforde

The shopping district for Crawforde. Many find Silverroad Mall to be better equipped than other malls, and often shop here instead.

Resource Buildings
  • Hospitals: Few
  • NT buildings: Few
  • Police Departments: Moderate
  • Fire Departments: Few
  • Notable Buildings: Silverroad Mall
  • Bayside

A tale of two districts, really. On the Crawforde side, Bayside contains multiple shops, hotel & casinos, bars and Beachcomber Mall. On the Longfin Island side, there's industrial port buildings, including many factories.

Resource Buildings
  • Hospitals: Few
  • NT buildings: None
  • Police Departments: Few
  • Fire Departments: Few
  • Notable Buildings: 4
  • Longfin Island

Located in the bay, Longfin Island can be considered a substantial colony all its own.

Resource Buildings
  • Hospitals: Few
  • NT buildings: Few
  • Police Departments: Few
  • Fire Departments: Few
  • Notable Buildings: 3

Discussion (Crawforde)

You just barely reached double-digit level and you're already bored with the game? --Aeon17x 13:40, 15 August 2008 (BST)

Not really, I was just bored with the limited building types in Malton. --Blake Firedancer T E RNL? P.I.S.I.T. 02:45, 16 August 2008 (BST)

No sniping, no matter how far the idea is buried within another idea. Sniping would in no way help with holding the bridges. The zombies would just wait for all the trenchies to run out of ammo, stand up, and cross the bridge. --Bob Fortune RR 17:38, 15 August 2008 (BST)

Yep. Hear you actually made me think you had a well thought out and (if a little large-scale) passable idea, but the hunting rifle addition digs its own grave. Techercizer (Food) (TSoE) 18:18, 15 August 2008 (BST)

I do, however, like the idea of another "test city" with lots of large structures, especially the NT headquarters. Techercizer (Food) (TSoE) 18:19, 15 August 2008 (BST)

There are so many new city suggestions all the time... Meh... Instead of worrying about Monroeville or some new city, players should be focusing on Malton. In particular, there is a whole fucking NW and west side that needs survivors do go repair and cade. And the NE corner deserpately needs zombies. There is PLENTY to do in Malton, a lot of it dangerous and exciting... if you'd get off your asses and just do it. And this doesn't even touch on the many, many different styles of play you can adopt if you want more "variety"... No... Give it up already... If you're THAT bored, either you're not creative enough... or you need to find a different game to play. --WanYao 18:41, 15 August 2008 (BST)

OK, it was pretty late when I came up with this, note that I am adding some more onto it that I forgot to add in initially now. --Blake Firedancer T E RNL? P.I.S.I.T. 02:51, 16 August 2008 (BST)

I don't like new cities coz they detract from Malton, but if a new city was definately going to be introduced i do like the idea of this one, minus the snipers of course because despite being aware that they are constantly shot down you haven't grasped the main reason: they are totally useless! There is no reason to kill a zombie outside! You will spend way more ap killing it then it takes to stand up! Also as Wan, Malton is an exciting place at the moment :) --xoxo 03:10, 16 August 2008 (BST)

I figured that a sniper would work in Crawforde as some of the high-priority zombie targets (NT HQ, Airport) have tall buildings a square away from the entrance. This would allow survivors to snipe zombies from inside the safe area. However, as said, the ammo would be limited, to the point of uselessness.--Blake Firedancer T E RNL? P.I.S.I.T. 12:36, 16 August 2008 (BST)

Yeah, I like everything about this except the weapons. Combat Shotguns maaaay be alright, I'll get back to you on that, but Sniper Rifles? Not a chance. Techercizer (Food) (TSoE) 03:15, 16 August 2008 (BST)

I decided I'm okay with combat shoguns, but only inside a rare large building; like the Armory of a Fort or the Weapons Locker of one massive police building. In every police department is just too much, make them a resource that makes people and zombies want to fight over a building for!!! Techercizer (Food) (TSoE) 03:17, 16 August 2008 (BST)
Okay. Minor PDs in Crawforde would have standard Shotguns, the Crawforde Police Headquarters (location TBC) and the Oceanview Fortress (Fort on south of Longfin) would be the only places. --Blake Firedancer T E RNL? P.I.S.I.T. 03:36, 16 August 2008 (BST)
Now you're talking! If every large building in Malton has some powerful unique asset, item, service, or feature that can only be found there, it'd encourage combat over those areas, as well as adding interesting new gameplay! With all these potential survivor buffs, you might have to do something extra for zombies though... Techercizer (Food) (TSoE) 03:45, 16 August 2008 (BST)
Good point. I doubt that reduced NT building numbers (due to the presence of NT's Divisional HQ, there was less of a need for them around the city, pre-zombies) would be enough of a zombie buff.
Maybe making frequent brakes in free-running corridors, to limit Survivor movement? That probably wouldn't do it by itself... Maybe less resource buildings of all kinds (due to the "unique" locations and their survivor buff contents), coupled with few extensive free running corridors? This definitely seems like something you'll have to figure out over a decent period of time, with input from dozens of users, but I think it deserves to be explored. I know I'd want to play there! Techercizer (Food) (TSoE) 04:06, 16 August 2008 (BST)I HATE EDIT CONFLICTS! RARRRAAGAHHHRAAGGH!
Would a 2-lane highway down the centre of the city divide the free-running lanes enough? --Blake Firedancer T E RNL? P.I.S.I.T. 12:36, 16 August 2008 (BST)
Personally, I was thinking of having like "blocks" (like in real cities), with streets/wastelands/parks/monuments...etc. running in between building bunches, but that's just my take on it. I don't think a single division in the center of the city would really limit survivor movement that much however... Techercizer (Food) (TSoE) 19:37, 16 August 2008 (BST)

Simplist thing to say, if your going to come up with a whole new city....then do it! Both Malton and Monroeville are on a grid of 100 squares by 100 squares. Start there and make the city. Whether or not city ideas come up all the time (they don't, not really), the more compelte your idea, the better (regardless of the idea). We are here to discuss the idea, not do it for you.--Pesatyel 20:07, 16 August 2008 (BST)

I'm not sure about Pes' insistance on Apathy, but I do agree with one thing: Planning this thing out would make it much more likely to be implemented. Techercizer (Food) (TSoE) 21:17, 16 August 2008 (BST)
Apathy? Not apathy. I've just seen a LOT of suggestions that amounted to little more than "I want X". And that's it. That's easy. Just saying it. Anyone can do that, but it takes some thinking to come up with the how of it. If your going to make a suggestion, it would behoove you to MAKE a suggestion. How are we supposed to know what you had in mind? What we have to work with, as far as the discussion goes? YOU are making the suggestion X, not me. If you say "I think a chainsaw would be a good addition" I'd expect you to have SOME idea on the stats of the chainsaw. If you expect ME to come up with them, then I might as well be making the suggestion myself, right? But I'm not, YOU are (and, yes, I"m using the generic "you" to denote the author, not you specifically). Basically speaking, I'd have to believe the author of the idea has SOME idea, which, truth be told IS what we have here. But what I said still applies, given the enormous nature of the suggestion.--Pesatyel 07:59, 17 August 2008 (BST)

I may be stuck on a vehicle idea vein but, if the city is on several islands and you're already adding in new guns, why not personal boats? That could add in another large maybe 2x1 industrial dock structure as well. Just a thought considering you would have squares containing only water.--Ninja13 22:34, 16 August 2008 (BST)

No. No. Oh God No. No. Techercizer (Food) (TSoE) 21:50, 16 August 2008 (BST)
Sorry, mate, but as Tech. No vehicles. Industrial docks would still fit in though... --Blake Firedancer T E RNL? P.I.S.I.T. 04:19, 17 August 2008 (BST)

To make free running less useful, how about cliffs or ridges that you have to go around instead of through?Shooty08 11:56, 17 August 2008 (BST)


Reset Character V2

Timestamp: Kamikazie-Bunny 02:20, 7 August 2008 (BST)
Type: Prestige
Scope: All Players
Description: On the bottom of the skills page there would be a new button with a drop down box labelled:

"Reset as Civilian/Military/Scientist/Zombie"
Conformation will be required in the same style as Brain Rot

Clicking this box:
Removes all skills,
Empties the players inventory,
Changes the class of the player to what was specified,
Sets XP to 75.

It does not:
Reset player Level,
Remove 'paid' status.

Benefits:
Allows players to play from start their characters without having to use new names...
Allows players to change class if they decide they do not like their current one early in the game.

Flaws:
Slightly harder to begin again as the character has no skills/items (75XP will allow the player to buy a skill in their selected class or at least make it easier to purchase their 1st skill).

Now I know lots of people will probably think along the lines of 'just create another character' or 'people with lots of XP can get to a really high level quickly' In response...

1) You do not have to reset your character if you do not want to.

2) Every character must have a unique name, if you reuse an old name rather than discarding it, the character is not wasted and other players are more likely to get the name they want as opposed to the 473rd variant...

3) The level is not reset to allow for other players to see how experianced another player is, although this is a double-edged sword as power-leveling trenchies will always want bigger numbers than everyone else.


Discussion (Reset CharacterV2.0)

You gain levels because you buy new skills. If you're removing all your skills, then naturally your level will reset, too. There shouldn't be any other way around it.

Some workarounds:

  1. Upon choosing a class, start with that class' starting skill. At zero XP. Just like how a new character is.
  2. Character reset can only be done once.
  3. Characters should have a note on their profile that they have reset their characters. It's up to you whether to make it visible to other people, but it should still be there to remind the player that they have already reset their character and cannot do so again.
  4. Character reset cannot be used by those who have learned Brain Rot. It should still be kept irreversible, not something players can have an option to back out of it.

Personally, I think this suggestion isn't needed at all and would probably not vote for it as is, but it is slightly interesting. Other MMOs have reset functions in their characters, but very few actually do it right. --Aeon17x 13:38, 15 August 2008 (BST)

This is not your average "level grinding MMO". Suggestions that allow you to raise your level indefinitely will never pass. We should put Level Increase in Frequently Suggested Ideas. As a matter of fact, if this suggestion cycles out with no one objecting, I'll do it. Techercizer (Food) (TSoE) 18:22, 15 August 2008 (BST)

It belongs on the list and maybe next month it will be on the Lynch Mob.--– Nubis NWO 04:24, 16 August 2008 (BST)

Same shit, different pile. Give it up already. --WanYao 18:36, 15 August 2008 (BST)

So, basically, the point of this suggestion is to start over at level 1 using the same character name. I see NO other point. Dressing it up in "benefits" is irrelevant.--Pesatyel 08:02, 17 August 2008 (BST)

Kevan says no to resets. ᚱᛁᚹᛖᚾ 13:23, 17 August 2008 (BST)


Buy Level

Timestamp: Jack S13 T! PC 16:56, 13 August 2008 (BST)
Type: Skill
Scope: All players, zombie/human, XP
Description: a lot of talk has been around of what to do with massive ammounts of unused XP help by old, high level characters. some like prestige characters that has been mentioned recently.

Taken from cross class skills that cost 150xp each. This idea would allow player to buy a level. Although meaningless, and providing no extra bonuses or skills it would adress three things the UD community has talked about.

  1. lvl 41 & 42 guys, that wish they could do something with hoards of useless XP.
  2. Strict survivors that wish they could go higher than lvl 20 without buying zed skills.
  3. strict zombies that wish they could get higher levels without buying harman skills.

how it would work

After reaching level 10 (much the same as headshot) an option would apear in both skill sets called "Level" with the description "increase your level" at a cost of 150xp.

Example: a level 41 player has 4000 XP. through "buying levels" they could choose to expend their XP buying (26 levles for 150 XP) and have thier profile read "level 67". They would not have any extra bonuses, notation, classes, or extra skills.

Discussion (Buy Level)

I know that this sort of suggestion has been all the rage lately, which is exactly why i've brought this to suggestion talk. If anyone can think of a better wording, or has some usefull feedback it would be apreciated.

Dupe. --Midianian|T|T:S|C:RCS| 17:03, 13 August 2008 (BST)

Retarded idea. Just like every other one of these idiotic "l337 klub" suggestions.. THIS IS NOT A WORLD OF WARCRAFT! This game is not about power levelling , it is not about s00per giga-r@d elyte OVER 9000!! characters... If that's what you want, go play another game. --WanYao 18:07, 13 August 2008 (BST)

And before you whinge and tell me how non-constructive I am being.. Stop.. Wait.. Think. I have just explained to you precisely why your idea is lousy: it's totally out of UD's game-genre. Which makes it, as we say around here, "Spamtastic". --WanYao 18:13, 13 August 2008 (BST)

While I can't compete with (or understand) all of the "733t" symbols in Wan's post he is completely correct. This game is not about leveling. It is one of the few games where leveling makes things easier rather than harder and therefore opposite of most games. When characters max out they all become the exact same. So what's the point of adding more levels? That doesn't add variety to the characters nor does it improve the character. You make your character unique by how you play it not by how high your level is. If you had actually played UD enough you would realize that the characters that stand out are the ones that have an interesting approach or gimmick. Not the characters that are level 50++. --– Nubis NWO 19:32, 13 August 2008 (BST)

my "leet-speak" is actually derived more from a parody of old school, 2600 era hacker lingo (shit, did i ever just date myself, heh), with random bits of new school leet-speak thrown in... making for a completely unintelligible mess... which is exactly how i like it! :P As for the suggestion... um... it's all been said. Next, please. --WanYao 23:36, 13 August 2008 (BST)

Somebody tell me how this is bad idea. And no "geek speak".--Pesatyel 05:13, 14 August 2008 (BST)

Everything about this idea represents what Urban Dead is not or shouldn't be. point blank: It is a bad idea. Techercizer (Food) (TSoE) 05:19, 14 August 2008 (BST)
More trenchies and other XP hungry folks who play the game just for the XP, all in order to give their group a higher rating. It's no longer which group has the most number of skilled players, it will be about which group farms XP most effectively. --Aeon17x 05:24, 14 August 2008 (BST)
How? You mean to tell me people can't play the way the want? Telling me that, when I max out, I have to play a certain way is JUST AS BAD as any "trenchies going for levels" crap. Just HOW does a handful of players wanting to try to get to level 100 (or whatever) gonna matter to those players that don't? How is it different from 1 to 42? Until a character maxes out, isn't that the primary motiviation of most players....to max out? If players want to "waste" their XP on pointless levels...so what? HOw does it break the game or adversely affect other players (any more than getting to max already does)? --Pesatyel 04:28, 15 August 2008 (BST)
We already told you. It's not our job to fix and refine your suggestion for you, nor is it our job to repeat our criticism until you understand it. We point out flaws in people's ideas, that's what we do. If you disagree with our assessment, then ignore us and take it to voting; otherwise, we've already told you what's wrong with this idea: It's everything from its basic spirit to its in-game fallout. Believe us or don't. Techercizer (Food) (TSoE) 04:32, 15 August 2008 (BST)
You can play the game however the way you want. Go ahead, trench it up, even make a group for it. But that doesn't mean we won't stop you from pushing this dumb idea forward. --Aeon17x 11:21, 15 August 2008 (BST)

No. 42 is the Answer. ᚱᛁᚹᛖᚾ 05:28, 14 August 2008 (BST)

Ah 42, how i love thee.--xoxo 07:23, 14 August 2008 (BST)

what do you get when you multiply six times nine? seriously though, more levels would be fine if you actually got something for them. leveling up for the sake of leveling up is pointless. Ask anyone who's played any RPG, the levels only help if they improve your skills or stats. Otherwise they're just a waste of time and energy. Oh, and XP. Shooty08 15:18, 14 August 2008 (BST)

See Midinian's dupe link. And then take a look at this. Same suggestion, just revised. And both by me. My point here? There are already some suggestions which deal with the overabundance of XP. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:12, 16 August 2008 (BST)

First of all its not MY suggestion. I'm just playing devil's advocate. All I see, above is "this is retarded" but not WHY its retarded. Are the people who hate the suggestion so worried about "trenchies" that this would adversely affect their OWN playing experience? I see "this game is not about "leveling"" ok, then why do we level? Why not just have everyone start at "maxed" status? Up until a player maxes out, leveling is THE dominant force/reasoning for playing the game. After all, you can only do so much to "play the game the way you want" (ie. make your character "unique by how you play it") if you don't have the skills to do that. Hence leveling. Again, this is not MY suggestion and I'm not ignoring anyone. I'm just NOT understanding. All I see is "this is retarded". And when I ask WHY, I get, "we already told you". I'll go with the answer I did get. A maxed character is defined by the way the player plays as opposed to leveling. That does NOT say why "leveling is bad" just that since there ISN'T any additonal leveling, you have to make do with what you have. If, for sake of argument, this suggestion DID go in, that players could buy levels up to 100.....how does the change/hurt/alter/impede YOUR ability to define your character by the way you play? Buying those "above maxed" level is not a requirement. Nothing is. So tell me how it "ruins the game" or whatever ill-defined reasoning (beyond "its retarded" or "its a dumb idea") for it being a bad idea. Anyone watch The Root of All Evil? What is the "ripple of evil" here?--Pesatyel 20:02, 16 August 2008 (BST)

We already told you. It's not our job to fix and refine your suggestion for you, nor is it our job to repeat our criticism until you understand it. We point out flaws in people's ideas, that's what we do. If you disagree with our assessment, then ignore us and take it to voting; otherwise, we've already told you what's wrong with this idea: It's everything from its basic spirit to its in-game fallout. Believe us or don't.
I already said it but apparently you didn't hear me. This is a bad idea, everything about is is terrible, listen to us or don't, but stop whining about our opinions. Techercizer (Food) (TSoE) 20:07, 16 August 2008 (BST)
We level up in order to have the abilities that allow us to play with a distinct style. Leveling up for the sake of leveling up, that's what I don't like. Hell, if it weren't for the blatantly obvious zerging problem, I'd be pretty happy if everyone started at level 41, with Brain Rot being buyable whenever you want.
Like I said in the discussion for the other suggestion, creating an infitite XP sink for no purpose or benefit is bad. Running out of things to buy presents the question; "Hey, do you want to play for something other than XP?". I don't mind people who play the game just for the XP, but everyone deserves to get the choice. The trenchies can continue playing for the XP, and the others can find other reasons to play. It's their choice, and it should remain their choice.
All this does is increase the level-count. The only place where you can see it is the profile page. The profile page also contains the XP counter. For the trenchie-type player this would merely move the location of where you get to see the size of your e-penis. However, this also makes the "leveling up for the sake of leveling up" type of gameplay more official (being an actual part of the game), which would encourage more people to play that way. That's something I do not find a good thing. --Midianian|T|T:S|C:RCS| 21:09, 16 August 2008 (BST)
And, actually, it WOULD have an impact on the group stats page, as far as I can understand it... You could inflate your group's standings by headshooting zombies at revive points every day and be were liek nambah WON!!!1 in teh statz, N00bz!!! Fuck that. --WanYao 00:39, 17 August 2008 (BST)

Why it is retarded:

  • "a level 41 player has 4000 XP. through "buying levels" they could choose to expend their XP buying (26 levles for 150 XP) and have thier profile read "level 67". They would not have any extra bonuses, notation, classes, or extra skills" -- It is therefore completely fucking pointless. It has no in-game effect. Its only purpose is for power gamerz to compare e-peens. That is NOT what this game is about. If you have any level of intelligence and/or critical thinking skills you'll "get" this, you'll see from the way the game is designed that it is not meant to be a WoW clone with zombies...

Capiche? Good... Non capiche? Matters not, just fuck off with this suggestion anyway. --WanYao 22:34, 16 August 2008 (BST)

Thanks for the exasperated answer (and, no, I don't mean that negatively or as "an attack"). It doesn't answer my question though (though the comment above, about the stats page does). And, there are a number of things that have "no in-game effect" (or a minimal one at best), yet they are included. For me, it boils down to some people telling other people how to play. YOU don't like the whole "trenchie e-penis comparison" thing or whatever. I can understand that. But how does that affect YOUR game? If, for sake of argument (not sure I should bother since it was ignored above), this WERE to get implemented.....then what?--Pesatyel 08:11, 17 August 2008 (BST)
Trenchie-ism is the total opposite of survivor teamwork. If there is a reward for having massive amounts of XP beyond the current maximum levels, then overall player behavior would slowly shift from cooperative to individual... and actually, that is already sort of happening now. No reason to make it any more worse, right? --Aeon17x 10:12, 17 August 2008 (BST)

Anyway, as for Pesatyel's rhetorical question on implementation, I compiled something in response to this suggestion: the Malton XP Leaderboard. It's not quite the same as buying levels, but it does give some recognition for those players who took the time to obtain massive amounts of XP. --Aeon17x 10:12, 17 August 2008 (BST)

Every last one of them is a zombie!! Which should tell you something... That survivors have better things to do than kill zombies in the street... XP is a meaningless marker in UD, all said and done, and having in-game ways of waving your e-peen was NOT part of the design philosophy... This much should be OBVIOUS. And yes this is telling people how to play the game -- in the same way that saying "No new military guns!" or "No oozing zombies!" or "Don't touch my APs!" is "telling people how to play the game". There are parameters, there are limits... --WanYao 20:40, 17 August 2008 (BST)

Advanced Genetic Mutation

Timestamp: Blake Firedancer T E RNL? P.I.S.I.T. 21:52, 12 August 2008 (BST)
Type: Skill.
Scope: Brain-rotters.
Description: Sub-skill of Brain Rot.

You've been a zombie for so long that your genetic structure has been radically mutated, almost unrecognisable from its original state. Your original genetic code is still present, however in order to reach it advanced lab equipment is required. From now on, you can only be DNA scanned when inside a powered NecroTech building.

Discussion (AGM)

I'm not a zombie but this seems useless as far as I can tell --Diablor 21:58, 12 August 2008 (BST)

I am a zombie and this is retarded. I normally try to keep a NPOV when evaluating suggestions, but from now on Blake I'm taking the gloves off for each and every one you post due to the enormous amount of bad ideas you flood this page with. This is a horrible idea, it may even be worse than your super retarded *no touching scanner* Techercizer (Food) (TSoE) 22:02, 12 August 2008 (BST)

You still need to explain why you think it's bad though. --Blake Firedancer T E RNL? P.I.S.I.T. 22:05, 12 August 2008 (BST)
I'm happy to help Techercizer slap you upside the head in this in this case. If you can't figure out the reasons on your own, I'll generously assume you haven't used a DNA scanner enough to be making any suggestions that affect DNA scanning. Go try earning a few levels as a brand new NT tech, then try running a revive point, and then re-write the idea if you still like it. SIM Core Map.png Swiers 22:16, 12 August 2008 (BST)
Anyways, what's horrible about this idea is it makes DNA scanning useless for rotters. it's already tough enough as it is! If there's rotter inside a powered NT, he's gonna get revived in a sec, Newbies getting EXP or Pros looking to track hordes; either way, this idea nerfs Extractors horribly. Just let it go Blake, it's a terrible idea, and just like most of your ideas, it could have been seen as such with just a little research, a bit of experience, and about 2 minutes of thought. Techercizer (Food) (TSoE) 22:30, 12 August 2008 (BST)DAMN EDIT CONFLICTS, STOP HURTING ME YAO!
Some ideas are so idiotic that they just don't deserve to be addressed seriously. But... thanks, Swiers, well said there! --WanYao 22:28, 12 August 2008 (BST)

Brain rot doesn't really need a buff. The only reason why it doesn't seem as useful is because the number of players who buy the skill are too few to make a significant disruption in most revive queues. --Aeon17x 03:14, 13 August 2008 (BST)

ZOMG IT'S NEMESIS!!! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 14:09, 13 August 2008 (BST)

Lol Axe --Diablor 14:48, 13 August 2008 (BST)

You have a real brain rot, don't you? Apart from a clear rape and violation of even the most basic of sciences, it is also a big useless nerf to newbie NT lab assistants. Have you any idea how difficult a life they already lead? ~AriedartinTalkA KS J abt all 16:15, 13 August 2008 (BST)

While I'm all for making survivors suffer this suggestion will only hurt unlucky non-metagaming players that can't catch a revive quickly enough or survivors that are dumb enough to start as lab techs. --– Nubis NWO 19:37, 13 August 2008 (BST)

OK, fair enough. I suppose that AGM could not just 'fail' the scan, but result in an inconclusive one. They still get the XP from the scan, but unless they're in a powered NT building then you don't get any information from it. --Blake Firedancer T E RNL? P.I.S.I.T. 02:10, 14 August 2008 (BST)

That already pretty much happens with Brain Rot. This idea sucks Blake, it was doomed from the start due to poor research and little thought. let it go. Techercizer (Food) (TSoE) 02:17, 14 August 2008 (BST)
Don't get any information from it? That sounds just like hiding since there would be no way to identify a rotter in a revive queue, therefore it'll only get spammed.
By the way, you haven't explained why you think it's a good idea. --Aeon17x 03:39, 14 August 2008 (BST)
That's Blake, he just throws out one crappy ill researched and un-thought-out idea after another, usually with little or no explanation of exactly what he's fixing, if anything. Techercizer (Food) (TSoE) 03:52, 14 August 2008 (BST)
Well, I thought that there could be more of a difference between 'career zombies' (Rotters) and the regular kind. After all, Brain Rot all-but sacrifices your survivor abilities, so you'd better get some good use out of the skill tree.
Oh, and you'd get a custom message for scanning a AGM'd zombie. Something along the lines of "You extract a DNA sample, but it is far too mutated for the scanner to identify the zombie's former identity."--Blake Firedancer T E RNL? P.I.S.I.T. 07:04, 14 August 2008 (BST)
At present, DNA extraction has approximately a 75% failure chance vs Brain Rot. This skill fails to deliver. ᚱᛁᚹᛖᚾ 07:13, 14 August 2008 (BST)
Uh, Blake, this is the nicest it'll get: the mere fact that with this skill it's impossible for a brain rotter to reveal their identity makes your suggestion dead in the water; therefore, don't push it. Every other reply will be downhill from here. --Aeon17x 07:51, 14 August 2008 (BST)
Like this one... Try playing a rotter. Or, at least UNDERSTAND what the point of having Rot is. It seems you don't... --WanYao 08:06, 14 August 2008 (BST)
The point of rot is so u can be lvl42 and pew pew pew your noob 41 friendz coz lvl is all that matters in urban dead duh.--xoxo 08:12, 14 August 2008 (BST)
Brain Rot doesn't do anything to your survivor abilities. Play a rotter before making suggestions about brain rot, dammit. You know what? As a general rule, don't make suggestions about things you're not experienced in. This applies to everyone. --Midianian|T|T:S|C:RCS| 10:22, 14 August 2008 (BST)
Here's a thought on how this process could be easier: Hows about you kill your ideas before you even post them here!? That's called "Thinking", a lot of us do it! What's more, how about you bugger the hell away from subjects you obviously don't know jack shit about? Techercizer (Food) (TSoE) 16:05, 14 August 2008 (BST)

Awww i came here thinking this would be about annual general meetings...now that is a good idea. Just imagine everyone cuming together in The Arkham Sisters once a year...--xoxo 07:55, 14 August 2008 (BST)

Forced meme is forced. I have to admire your persistence, however. ᚱᛁᚹᛖᚾ 13:25, 14 August 2008 (BST)
He's a dedicated 2 Cool member, to be sure!--Nallan (Talk) 11:34, 16 August 2008 (BST)

Forgeting skills

Timestamp: --[[User:Runemasteryx| The Strelstys deputy]] 20:44, 12 August 2008 (BST)
Type: Game Mechanic
Scope: Everybody
Description: Allow you to play the game again

I'm getting kinda bored just playing an powerful guy, and feel like a change. I don't want to make a new person, to hard to keep track of them all. So my sggestion is that you can reset skills. You can choose skills and forget them, and then work your way back to earning them. It is simple and you can choose what skills to forget, but mabye a limit on skill lose, 5 a day?

Discussion (Forgeting skills)

I moved your suggestion to it's proper position and fixed the template. --Diablor 22:30, 12 August 2008 (BST)

Your improper construction of a suggestion almost reveals as much about your ignorance of suggestions protocol as your actual idea. This is a bad idea for tons of reasons, if you don't want to have your ideas shot down in flames, read the associated material (Suggestions Dos and Do Nots and Frequently Suggested) and watch others make suggestions. I'm getting kind of tired of telling n00bs to do this, especially considering it's right on the suggestion's page. Techercizer (Food) (TSoE) 22:37, 12 August 2008 (BST) if one more asshole edit conflics me i'm gonna break something

This comes up quite often. Hence it's a dupe. Where's Iscariot to? He's good at finding those. Yes. --Sir Bob Fortune RR 22:34, 12 August 2008 (BST)

Just scroll down to Reset Character, below. Sheesh. --WanYao 15:19, 13 August 2008 (BST)

Leave my skills alone. ~AriedartinTalkA KS J abt all 15:57, 13 August 2008 (BST)

Oh... and if you're "getting kinda bored just playing an powerful guy, and feel like a change" then I suggest putting those skills to good use. Get your arse out of the malls and the fort armouries, ditch the trenchcoats and the katanas in favour of FAKs, needles and a toolbox... And get your ass to the NW corner... Trust me, it's anything BUT boring up there. There are so many different styles to play this game in, and to have fun with it. It's not the game's fault if you're bored, not in this way, anyhow. But if you really ARE bored, then maybe consider taking a break, or quitting? No, really, and I mean that without disrespect... --WanYao 18:18, 13 August 2008 (BST)

Send him to the Hills. Use your maxed out guys to repair the buildings sitting at 40+ AP to repair. (We have a few that are up to 77 AP) Repair a building, get killed, in 2 days when you get your AP is out of the negatives come back for more. The game is less boring when you can only play every 2 or 3 days. Problem solved. --– Nubis NWO 19:42, 13 August 2008 (BST)
Fuck i hate ppl bitching about spare xp, have you tried hitting about 15 and leveling off revives and repairing? It is nigh on impossible. Not that that matters at all because XP IS POINTLESS AND SO ARE LEVELS. If you only get joy out of buying skills go to WoW or some other crap.--xoxo 08:16, 14 August 2008 (BST)
I get annoyed with people telling other people how to play.--Pesatyel 04:30, 15 August 2008

(BST)

There are limits. Respecting those limits, as I explained above, is telling people how to play, yup. And I'm going to scream and yell and tell people how to play UD when they suggest shit like uzis or oozing zombies or bicycles or wtf lazer centaurs-- when people propose stuff that is OBVIOUSLY contrary to the design philosophy of the game. Because there IS a design philosophy, and it ZOMG tells people, within certain parameters, how to play the game.. What part of that don't you understand, pesatyel? --WanYao 20:46, 17 August 2008 (BST)

For the record, I PK so I stay out of mall, those thing are death traps, and Having too many alts is annoying --[[User:Runemasteryx| The Strelstys deputy]] 00:13, 18 August 2008 (BST)

What is needed is not some sort of amnesia device but a way to retire characters that is both meaningful and in genre... Basically that boils down to escape or a glorious perma death. Neither should be mandatory but making such achievable as goals (or the final price of failure) should be goals achievable for anyone who wishes to try... Either way attempting an action that leads to one or the other should result in the character being recorded in a hall of fame and then being wiped ready for a restart! --Honestmistake 00:50, 18 August 2008 (BST)


Bicycles

Timestamp: Ninja13 20:34, 11 August 2008
Type: possible skill
Scope: Survivors
Description: Add two new skills and items that would help in the repairing and upkeep of a bicycle.

I know, vehicles are on the commonly suggested page but bicycles would be different. Across the city there would, realisticly, be old bikes that have been there since the infection started or earlier that would have been locked up and not worth anyone's time in the panic. These bicycles would be available to survivors with a new skill Engineering and a toolbox would be given a list of what the bike needed to be brought up to a level of rideability.

These items would include (but are not limited to): Seats: Mall Sports Stores 3% Junkyard 3% Chains: Mall Hardware Stores 4% Factory 2% Junkyard 1% Handlebars: Mall Sports Stores 2% Factory 2% Junkyard 1% Tires: Mall Hardware Stores 3% Factory 2% Junkyard 1%

Also, wire cutters would need to be brought back to get the bikes out of their locks. Once survivors got the bike repaired they would need a second skill Bicycle Experience to avoid the debris and dead bodies and even then they would run a 1% chance of popping a tire in each block they moved. The trade off would be half-cost for traveling, making it possible (albeit difficult) to traverse the city in one day.

Related items would be (but are not limited to): Wire Cutters: Warehouse 2% Mall Hardware Store 2% Factory 2% Bike Locks: Mall Sports Stores 4% Patch Kits: Mall Sports Stores 4% Auto Repair Shop 3%

Patch kits would be needed since a rider, moving up to 100 blocks at a 1% fail chance would statistically blow a tire on that trip so a one or two use patch kit would be needed. It would work in the same way a spray can does, running out and being removed at the end of its usefulness.

Bike locks would be needed if a rider, who just spent so much AP and resources on their new bike would like to stop over at a safehouse just to rest or to stay a while would need to lock it up. Locks would each be given their own code and told to the owner when they are found.

Of course the wire cutters that would be used on unrepaired bikes can be used on repaired bikes as well and they can be stolen.

Edited: Zombies of course would see fixed bikes locked up outside of buildings and know that survivors were there. Bikes would be like gennys except useful and not just a flag to zombies. Also, zombies could attack bikes and bring them back to their original state of ruin. Also, if a zombie attacked a survivor on a bicycle in their square it would do double damage. Furthermore, survivors attempting to cut locks would have 7% success chance.

Discussion (Bicycles)

People won't like this just because it brings wire cutters back, I suggest at least taking that out --Diablor 02:44, 12 August 2008 (BST)

Dupe of a ton of stuff, Bike suggestions are very common. I'll go find dupes if no one does it for me in the next few hours, as I'm busy atm. Techercizer (Food) (TSoE) 02:45, 12 August 2008 (BST)EDIT CONFLICTS!

Nuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuubis! --xoxo 03:03, 12 August 2008 (BST)

It's added to my page (Thanks Tech!) I'm a bit tired and can't properly bitch out the suggester right now, but rest assured I will launch an angry rant later. --– Nubis NWO 13:45, 12 August 2008 (BST)


IUNNO. 03:32, 12 August 2008 (BST)

A million new skills and stuff for something that's totally dupey already!?? Grrrrrh... --WanYao 05:30, 12 August 2008 (BST)

uh, the only similarity i see in that one is that they share a title. this is different in the sense that it would add the dimension of gameplay involving stealing bikes in the vein of pking or gking. most other vehicle suggestions make no mention of where the bike goes when not in use or where it comes from. it also makes bikes only useful for a different means of long-distance transportation other than free running with its own risks.--Ninja13 03:27 12 August 2008

It took me about 20 seconds to find this after reading your suggestion. At least look around before you post something! Way too complicated as well. --JaredTalk W! P! 16:56, 12 August 2008 (BST)

Bikes in various forms are suggested lots. As are car and APCs and even tanks. And even the occasional horse (wtf??). All of these are generally bad ideas that usually attempt in some way to get around barricade and Free Running issues. And usually are big buffs to survivors with no benefits or added fun for zombies. In the case of your suggestion, it's just plain overcomplicated and doesn't really add much of value to the UD experience. And adding several new skills is a bad idea, usually... because old players can buy them veryu easily, whereas it's just more crap to spend XPs on for newbies. And, on top of it all, this is rather out of genre... Sorry, mate, but this idea just isn't going to fly. --WanYao 17:34, 12 August 2008 (BST)

No vehicles. Ever. Here's why - zombies cannot be removed from a particular square (Forts being the two exceptions). Once a zombie is outside your safehouse, he isn't going away until he chooses to. I laugh whenever I read trenchie groups vowing to 'clear the zombies' from a suburb. You can't. The survivor counter to this is mobility. Survivors have Free-Running to enable them to get to the places a zombie can't easily reach, and Construction to make these places even less accessible. Effectively doubling a survivor's mobility is an enormous boost to the survivor cause, and something which will make the game even more unbalanced for zombies. In addition, a vehicle would allow survivors more daily AP to search up ammo, FAKs and syringes, making the game even less balanced. Unless you can come up with a suggestion that's fair for both survivors and zombies, you'll never get it to pass. This concept is unworkable. Nice shot at it, but vehicles will never pass voting. --Sir Bob Fortune RR 17:49, 12 August 2008 (BST)

Well Wan and Bob i was unaware that the game was perfectly balanced in the first place. When radios were put in the game my level 41 guy bought it up right away. Now my level six guy has not bought it because he has other things he needs like free-running and gun skills. By that logic adding any new skills is a bad idea because the high XP people will just buy it up. And as for the searching bonus, why would you spend tons of AP to fix a bike to have likely less AP later to search at your destination. Bob F you make a good point. If zombies were able to deal extra damage to survivors on bikes and damage is taken from falling off of them (in the case of popped tires). —The preceding unsigned comment was added by Ninja13 (talkcontribs) at an unknown time.

I never claimed the game was balanced. It isn't. It's skewed toward survivors as it is, which is why I would oppose a suggestion which would bring benefits only to survivors. I wouldn't think that allowing zombies to inflict extra damage on cycling survivors would do much for balance in practice. It would be extremely rare that a zombie encountered a survivor actually using a bicycle, and in the majority of such cases the survivor would move away faster than the zombie could follow. --Sir Bob Fortune RR 22:12, 12 August 2008 (BST)
Smarten up Mr. Niiiiiiiiiiiinja man. "By that logic adding any new skills is a bad idea because the high XP people will just buy it up" -- yeah ... that's EXACTLY the logic ... unless it's a very good skill idea, you have to balance what it does to newbies vs. those who snap it up as soon as it's implimented. In any event, others have explain the other reasons why this is a dumb suggestion. Now... go put that katana back in your trenchcoat Mr. Niiiiiiiiiinja and talk to me some other time. --WanYao 22:34, 12 August 2008 (BST)
Seriously, this idea is crap, and if you can't understand why then you're either not thinking or can't see the obvious damage ideas as unbalanced as this would do. Techercizer (Food) (TSoE) 23:10, 12 August 2008 (BST)

You are right Bob. This does need to be more balanced for the zombies. I'll work on that. As for you Wan, consider this. I have two characters that I play, One is a maxed out Private and the other is a low lever firefighter. My high-level character snapped up radio operation when it came out a while back. It so far has had no serious use for me. Meanwhile my low-level character has yet to purchase it because YOU CAN CHOOSE WHAT SKILLS YOU BUY. If Kevan added "Crazy Firearms Training - +1jillion% to hit with all firearms" tomorrow everyone would buy it right away, regardless of level because it is extremely useful. So it doesn't really matter how it affects the high-level vs. the low-level because everyone has the capacity to buy levels. Ninja13 03:06, 14 August 2008

lengthy, detailed refutation of this retarded suggestion

Give it up already.

This idea out of genre. It's massively overcomplicated. It doesn't really add to the fun: it just makes things more complicated (i.e., a whack of new items, a whack of complicated mechanics, TWO new skills). Engineering is not a skill that you use to fix bikes, it's how you build bridges and design chemical processing procedures and inspect pipeline safety, that kind of stuff, you git. You haven't even explained what the movement benefits of bicycles are. Also just adds one more way to grief and an excuse for trenchies to PK people for being ZOMG BIKE THIEF!!

If all the above comments (my own and others') are not enough, let me spell it out for you according the suggestions guidelines.

From the Frequently Suggested page: "Vehicle suggestions crop up regularly, often allowing double speed movement in exchange for a set up cost to get started. They reliably get shot down for being out of genre, not useful enough, or not accounting for the amount of debris that would likely be blocking roads and railway tracks."

From the Dos and Do Nots page:

  • Don't Create Multi-Step Skills
Performing actions in the game as you would in the real world is just too complex. Suggestions that involve separate actions for each step are too tedious and are probably too complicated to be implemented. If your suggestion requires several actions to be completed in sequence, don't propose it. This same argument applies to temporary stat boosts. If your suggestion boosts character stats for a limited number of turns, it will almost certainly be voted down.
  • Don't Find New Ways to do Old Things
Having more than one way to accomplish the same thing adds nothing to the game. Complex methods that involve searching for numerous ingredients or components to combine into health potions or ammunition are intricate, not interesting. Players want new features, not complicated versions of existing features. (Empahsis added)


Smallbat.JPG Mighty Bullshit Wand
This user or group supports the use of the magical bullshit wand to educate users with bad suggestions.


Do you get the fucking point, yet? --WanYao 08:12, 15 August 2008 (BST)

First: "The trade off would be half-cost for traveling, making it possible (albeit difficult) to traverse the city in one day." line twelve about halfway down the page.

Second: Ok. Whatever. Even though this does account for the debris...

From the Dos and Do Nots page: (that you posted)

"If your suggestion requires" in no way requires the player to use it and...

Don't Find New Ways to do Old Things

seeing as how there are no vehicles in the game anyway does not find a new way to do an old thing.

But i can see that even if this was perfectley balanced and fair for everyone (which I admit it is not) you would still shoot it down just cause it says against it on the Dos and Dont's page. --Ninja13 01:21, 16 August 2008

It's unamimous that this is a retarded idea. Out of genre, unbalanced and overcomplicated. It's not my fault you're too stupid and stubborn to let it go. Everyone has been trying to be nice to you... But you obviously don't deserve the respect. Now piss off, n00b. --WanYao 07:39, 16 August 2008 (BST)
Ninja, you are missing the point. IT WILL NEVER BE PERFECTLY BALANCED. That's why it is on the Do and Don't page. But please follow your own advice and refrain from posting anything on that page since you now realize it will always be shot down.--– Nubis NWO 22:08, 17 August 2008 (BST)
And to answer your comment: seeing as how there are no vehicles in the game anyway does not find a new way to do an old thing. The "old thing" is movement not vehicles. Not sure how you failed to grasp that concept.--– Nubis NWO 22:10, 17 August 2008 (BST)

Glancing blow

Timestamp: Blake Firedancer T E RNL? P.I.S.I.T. 21:11, 11 August 2008 (BST)
Type: Skill
Scope: Survivors
Description: Adds a new military skill called Glancing Blow.

Essentially, it means that should you fire at a zombie with a pistol and miss, you have a 10% chance of only nicking them with the bullet. You don't deal the full 5 damage (4, if they've got a flak), instead only doing 1 damage, regardless if they have a flak or not.

This is under the belief that a standard pistol hit goes into the chestal area, while a 'glancing blow' would graze the shoulder, arm, knee or some other part.

Note that the odds for glancing blow are calculated only after it is established that the shot was in fact a miss. It's not a +10% hit chance at reduced damage.

For example, if the user has a 30% chance to hit with the pistol, there is a 7% chance to get a glancing blow and a 63% chance of missing outright.

Discussion (Glancing Blow)

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To be deleted on the 18th with no active conversation--Diablor 19:25, 14 August 2008 (BST)

If you are adding this template (thank you) but please at least put a date so we know when the deadline is up. Checking the history on this page is a nightmare--– Nubis NWO 07:13, 14 August 2008 (BST)

Whats the point? Its a meaningless "badass" skill that just gives high level characters more XP for shooting at zombies. You'd need to miss with your pistol 40 times for it to amount to one pistol hit on a flaked zombie. Since full zombie HPs always divide by 4 (and 5) this does nothing to actually save you ammo; it just means you do more damage before killing them. SIM Core Map.png Swiers 21:22, 11 August 2008 (BST)

Or, more succinctly put: a pointless trenchcoating buff. --WanYao 22:26, 11 August 2008 (BST)

Seems incredibly unnecessary, it solves no problem Techercizer (Food) (TSoE) 21:27, 11 August 2008 (BST)

My guess is that you're not trying to fix the game, you're trying to add in something to improve realism. However, bullets in UD are not meant to be realistic. They do not ricochet, they never hit bystanders, and they do not hit fatal areas when shot at humans (as evidenced by the lack of internal bleeding). -- Galaxy125 22:58, 11 August 2008 (BST)

Gun buffs really aren't needed. --Sir Bob Fortune RR 23:19, 11 August 2008 (BST)


The Malton Black Market, a new twist on an old idea

Timestamp: User:Blackmarketmorphine09:57, 11 August 2008 (BST)
Type: trade system
Scope: primarily Consumer class.
Description: i propose a "black market" system that would allow "consumers" to sell items gathered to an automated "black market center". "non-consumer" players would then use XP to purchase a limited number of items.

combat and first aid are the primary sources of XP. at a low level players have a very low chance to hit with weapons and must guess at who might need healing. meaning that gaining XP is slow, costly in AP and often dangerous. i recognize that this is a normal part of "growing up" and suggest this as an alternate option for these non combat players to help supply others while gaining an assured benefit for there hard spent AP while at the same time creating a more believable game environment. at high levels a player can gain XP quite quickly, soon acquiring every skill they might want. leading to a build up of points with nothing on which to spend them. this has created a supply and demand opportunity that could add a fresh spin to a great game. i feel this would also serve to make the "consumer" more useful and interesting to play. as it stands, the consumer is an incomplete thought, a character that isn't very useful until it can buy combat or medical skills to effectively use all that neat stuff they are finding. How? as most players aren't online at the same time, one on one transactions would be next to impossible and fraught with zurging opportunities. however, "consumer" players could go to a "black market center" and sell there items for a small amount of XP. then other (non-consumer) players could go there and buy those items for an amount of XP. safely removing the corruptible human element. •for example: •SuperSearcher(consumer) - sells 1 pistol clip to the market for 2 XP. (costing him 1 AP to make the transaction) •WallyTheZedSlayer(military) - buys 1 pistol clip from the market for 10 XP. (costing him 5 AP to make the transaction) Supersearcher could use the clip to shoot zombies and might or might not gain XP, or sell it and be assured of a small profit. Wally could search for his ammo using his AP or buy it at the market and have a few more AP left to use it on zeds. •note: these costs are examples and may need revision purchases should cost slightly more XP than can be procured by using that item to discourage abuse. there is always a cost for convenience. it is usually high. the profit should be small and number of items purchased should be limited. it is possible this system could lean the balance of power a bit to the survivors, leading to high level players having more supplies and the AP to use them, and low level folk progressing with less danger of being killed. it also serves to balance against the zombie's lack of need to search for anything at all, leaving zeds to use all there AP to maul survivors and barricades, while survivors must search,fight,barricade etc. with the same number of actions. it is believable that people would set up a black market system, and i think this system could be a basis for proactive adaption, thanks for your consideration.

Discussion (The Malton Black Market)

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To be deleted on the 19th with no active conversation --Diablor 19:36, 14 August 2008 (BST)

Currency in Malton? It can't work because its just one of those things that would change the game from what its supposed to be. Seriously, I didn't choose Urban Dead over other games, just so I could repeat economics class. I played it because it was exactly the opposite, mindless, mathless(to a decent extent) drivel. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 10:17, 11 August 2008 (BST)

I hear you DDR, and it's a good point. i dont want to see UD get all full up with fancy book learnin' either. there is no need to develop a currency as such, just use what is already there that has been going to waste. btw there is no math involved in clicking a "buy that thing" button. more than anything i hoped to give the consumer a believable reason to exist. thanks for the comment. —The preceding unsigned comment was added by blackmarketmorphine (talkcontribs) at an unknown time.

i'm sorry but this is WAAAY too long and badly organised to read in full. get some o' dat b00k lernin' and come back a bit more organised and intelligible.

what i can with certainty from what i did read is that trade systems are a no-go. for lots of good reasons, including alt abuse. but it's also out of genre. and, this just benefits survivors. a lot. which is unfair. it's not THAT hard to level up, not really. FAK zombies in the street. or ask some people with diagnosis to tell you who needs healing. or go shooty, this is a great option if you're a military character. no, this spammy and abusable AND not needed. --WanYao 22:34, 11 August 2008 (BST)

Did you even read what you wrote up there? Why would any character spend XP (and AP) to buy an item to earn XP with? You would have to be buying an item that would guarantee you earn back at least 2x the XP you spent to get it. The only item it would make sense to buy would be a FAK since you never miss with those and always earn 5 XP (if you can use them). Bullets and ammo would be the worst things to buy because of how crappy the RNG is. The whole idea of selling items and in particular this system sucks.--– Nubis NWO 23:15, 11 August 2008 (BST)

firstly, yes the text formatting came out a total botch job.sorry, and thanks for the help i received.

  • 1. if you'll note,i was against the book learnin'.
  • 2.no, it is not needed, games aren't NEEDED. just desired, and sometimes revised. the purpose is to make the scene more believable, why have consumers with no commerce in a world where a black market would had been set up before the bodies were cold?
  • 3. the objective is NOT to buy items and mooch XP with them. the cost is the price of convenience vs. advancement. or in the case of high level folk who have a cubed trillion XP stacked sadly in stat screen, to use the fruits of there labor.
  • 4. i've read every trade suggestion in the archive, mine is not the most suck.;) thanks for the discussion in any case.--User:Blackmarketmorphine

Consumers refer to what the person did BEFORE. Same with all the classes. Not what they are now. My Scout does more healing and reviving than shooting or even scouting (though I like to RP that a bit). My Lab Assistant used to be a good little reviver and healer even after waking up in Malton, but not he shoots people when alive, eats them when dead. Point #2 is totally invalid. As for everything else... well... most of us do not think trading is a good addition to the game -- on top of being very unworkable in most situations... We don't to micromanage our bank accounts, we wanna eat brains and revive people. --WanYao 05:40, 12 August 2008 (BST)


Portable Transmitters

Timestamp: • LtZurSee slapped your nose with a newspaper for a heal from CORAM (0 seconds ago)AU 07:36, 11 August 2008 (BST)
Type: Item
Scope: Large Resource Point Clearers (I.E. Malls and Forts)
Description: Basically, this is a scaled down, man portable version of the Radio Transmitter that is installed into buildings.

The transmitter is basically a smaller version of the full scale one, with a smaller broadcast range (within four blocks of you, i.e. if you stand in the northwest corner of a fort it will reach the southeast corner, which is less then half a suburb) and a smaller encumberance.

I know that some sort of power option is required, so a portable battery would need to be plugged into the transmitter, draining a percentage of it's power with every broadcast. Power would be drained at a flat rate of either 10% or 20% per transmission (10 or 5 broadcasts respectively) and more then a single battery could be carried. A battery would already be pre-loaded into the transmitter, with either a random or 0% charge. Charge displays would be shown next to the battery for unloaded ones and next to the transmitter for loaded ones.

Encumberance Transmitter 15% Battery (unloaded) 5%

Find rates

Mall-:

No skills Transmiter 1% Battery 1.5%

Shopping (Tech stores) Transmiter 2.5% Battery 3.5%

Bargain Hunting Transmitter 5% Battery 7%

To charge the battery you must be in a building with a fully fueled (read not empty or almost empty) generators, as people would be more concerned with the maitinence of group items rather then a single person's battery. The recharge rate would be 5% per AP recharged inside the building. No action is required to start the charge. In order to load a fresh battery, simply click it and the old one will be placed in the inventory.

Discussion (Portable Transmitters)

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To be deleted on the 18th with no active conversation --Diablor 19:37, 14 August 2008 (BST)

If you are adding this template (thank you) but please at least put a date so we know when the deadline is up. Checking the history on this page is a nightmare--– Nubis NWO 07:14, 14 August 2008 (BST)

Seems like an overcomplicated solution to a nonexistent problem. Just Know where a nearby Transmitter is. Techercizer (Food) (TSoE) 07:42, 11 August 2008 (BST)

It's for when people are clearing the larger RPs, and there hasn't been time to set up generators and radios, so people can continue to communicate long range. Another advantage is that a group's leader can be at the front, fighting, and see first hand what the hell is going on, and relay orders to his group members.--• LtZurSee slapped your nose with a newspaper for a heal from CORAM (0 seconds ago)AU 16:25, 11 August 2008 (BST)
Unneeded and overpowered. There are plenty of ways to do this, just start using your noodle. And plan and prepare and perhaps metagame. --WanYao 22:43, 11 August 2008 (BST)

Very similar in its effect to this. And a shorter ranged version of this. The only difference, the whole battery thing, is over-complicated and just nerfs search %ages. As does the radio itself. I just don't see any need for this... Except to allow you have the benefits of radios without the risks, i.e. RKing... To which I say, "No frikkin way!" --WanYao 07:48, 11 August 2008 (BST)

I know it looks like just a short range radio, but it does have it's uses. Also, RKing can kind of happen to them still, as knocking out a generator will remove the ability to charge the batteries. Also, the whole battery thing isn't that complicated, think pistols, except the clips are re-usable.--• LtZurSee slapped your nose with a newspaper for a heal from CORAM (0 seconds ago)AU 16:27, 11 August 2008 (BST)
why bother with the batteries at all, then? except, as i said, to try to get a loophole around the risks involved with setting up a radio... so, either you've got this suggestion with batteries -- which makes it pointlessly overcomplicated, and which is just way of having the benefits of radios (albeit it shorter-ranged, sure) without their associated costs. or you ditch the batteries -- in which case it's 100% dupe. no-win, both ways. --WanYao 22:37, 11 August 2008 (BST)

For another possible dupe, see Suggestion:20070711_Walkie_Talkie SIM Core Map.png Swiers 22:50, 11 August 2008 (BST)


Death penalty

Timestamp: Warioman 13:52, 10 August 2008 (BST)
Type: Death Modification
Scope: Survivors/Zombies in Malton
Description: I noticed that death in this game really is not a big deal. You can easily be revived for free and if you're a zombie...well you just lose 10 AP. So I thought that maybe when you die, you will lose experience and or skills you have learned as a real penalty. This could mean that you won't be able to learn all the skills as quickly. This could make the game longer for players because once you have acquired all the skills, there isn't too much more to do in the game. This could then also mean that even for the top players, that if they die, they may lose skills and would have to work again to get them back.

I don't know exact amounts of exp or skills you would lose and the game staff can decide that, but i just think that death isn't significant enough in this game( it is in Monroeville!).


Discussion(Death Penalty)

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--Diablor 16:23, 16 August 2008 (BST)

Well, I wouldn't really mind, since I've got 9000+XP, but a lot of people would probably be turned off by this. --Apocalyptic doom 1:41, 13, August 2008 (EST)

I think it's too much of a loss. I know how it could be explained, but it would be a huge turn off to dying, people would almost be afriad of fighting. Then we'd see an era of trenchies and squatters. The fact that it's only 10 AP to stand up for a zombie is balanced, they cant use items, stuff like that. This shakes the scales a bit too much for me. --RahrahCome join the #party!21:12, 10 August 2008 (BST)

Actually if you have Ankle Grab it's only 1 AP. (6 if Headshot), regardless, taking away player's skills will never pass (see Suggestions Dos and Do Nots under don't screw with other player's EXP). There was something like this in place with the old Headshot but it was removed because it sucked. I'm all for making it a tiny but tougher for zombies to stand back up, but harman survivors die enough and wait for revives enough as it is, not to mention that any change you add runs the risk of unbalancing the game. Techercizer (Food) (TSoE) 21:34, 10 August 2008 (BST)

Dupe of something that was intentionally changed to make the game better. See Headshot#List_of_Zombie_Hunter_skills and On Strike. Of course, survivors were never penalized in this manner... SIM Core Map.png Swiers 21:40, 10 August 2008 (BST)

This just makes the game totally unfun. Taking away people's hard earned XPs and skills = no fun at all. And the mere thought causes anxiety attacks amongst those who were around for the old headshot. BAD IDEA. --WanYao 21:43, 10 August 2008 (BST) N:Here fucking here.--Insomniac By Choice 09:44, 11 August 2008 (BST) You want a death penalty, play Monroeville. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:16, 10 August 2008 (BST)

This would make it next to impossible for new users, they would die and lose what little XP or skills they've earned.Shooty08 22:48, 10 August 2008 (BST)

It's about damn time survivors only suffered from this. The first skill you bought should be the first one you lose. Do it in that order. And make it so you lose the rest of that tree too! Let's make the game completely unplayable! But that would make being a PKer fun again! Shoot your enemies and make them (more) retarded !--The Malton Globetrotters #99 DCC SNACK STRONG 07:21, 11 August 2008 (BST)

There is so much wrong with this i'm not even going to bother. Also, before making suggestions about how boring the game is once you've leveled how about you actually level? You have obviously never stood up with all skills or you'd know ankle grab negates the 10ap cost.--xoxo 08:32, 11 August 2008 (BST)

You know, putting aside the rampant mockery here, do you think it could work out if when a level, say 40 or higher character dies, they lose a random skill? As in, that avoids griefing any new players, and at the same time gives veterans something to do with all that XP they have hanging around... -- Ashnazg 0734, 11 August 2008 (GMT)

This suggestion makes me murderous. ~AriedartinTalkA KS J abt all 09:14, 11 August 2008 (BST)

Zombie death is indeed meaningless. That's because players in this game are trying to tip the survivor/zombie percentage. Killing zombies does not make them alive again. That's why zombies kill, and survivors revive. -- Galaxy125 18:32, 11 August 2008 (BST)

i have to agree with the others, loss of XP by way of penalty would bother most folk. skills all the more. the cycle of death-undeath-revive-death is what keeps UD rolling unhindered. though, it would be nice to find a use for all that XP high level people have stacked up i don't think this is it.--Blackmarketmorphine 15:59, 12 August 2008 (BST)

No. If anything, there should be a random chance of gaining a skill. Namely, Brain Rot. Don't tell me you can survive 100+ headshots without your brain turning a little mushy. ᚱᛁᚹᛖᚾ 05:43, 14 August 2008 (BST)

No way. If death were any more serious than a minor inconvenience, you couldn't have awesome groups like the Philosophe Knights. And a ton of amazing and varied tactics are BASED upon the fact that death doesn't mean much at all. Like the first person says, we'd see an era of trenchies and squatters. And nothing else besides. I thought it was lame at first, too, that death didn't mean anything...then I realized some of the implications of having a "meaningless death" game mechanic, and fell in love with Malton politics. The game is plenty interesting, and interesting precisely BECAUSE death and life are so cheap. --Jen 07:05, 14 August 2008 (BST)


Fleshlight

Timestamp: Insomniac By Choice 05:14, 10 August 2008 (BST)
Type: Item
Scope: Survivors
Description: You know, I thought about being quiet recently, but this idea just couldnt get out of my head. Anyway, a fleshlight should be added. They are found in drug stores at three percent and cinemas at one percent. Each use adds one HP to the player, but it can't be used again for two hours (unless the player has gone several days without using it).

Five percent encumbrance, lasts for two weeks before it stops working and needs to be cleaned or thrown away. After one month without cleaning, usage begins to decrease HP and cause nausea.

Even in a zombie apocalypse, people get lonely, and better they have an item for discreet sperm collection than be forced to take care of their needs hunched over in some dark corner.

Discussion (Fleshlight)

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To be deleted on the 18th with no active conversation --Diablor 19:35, 14 August 2008 (BST)

If you are adding this template (thank you) but please at least put a date so we know when the deadline is up. Checking the history on this page is a nightmare--– Nubis NWO 07:14, 14 August 2008 (BST)

It's fine as is for Humorous, there's not much tweaking needed for that category anyway; However, if you were thinking of making this an actual suggestion then you have only slightly less issues then your idea does. Techercizer (Food) (TSoE) 05:29, 10 August 2008 (BST)

I agree, its good for humorous, but its not exactly an in-genre or useful suggestion. 1 HP isn't exactly useful, considering almost every attack does more than that.Shooty08 08:00, 10 August 2008 (BST)

Whoever posted this REALLY needs to get out more... I mean, hell, I have NO CLUE what he's getting at here... other than this is some kind of obscure sexual/masturbation innuendo. The fact that they pparently know what the fuck this is all about just proves to me: get out more. --WanYao 10:01, 10 August 2008 (BST)

I take offense to this. The innuendo isn't really obscure at all.--Insomniac By Choice 00:10, 11 August 2008 (BST)
Oh please! Of all the uptight stick in the ass virgin living in the basement mouthbreathing users on here you are trying to say you don't know what a fleshlight is? I bet you have a pet name for yours. --The Malton Globetrotters #99 DCC SNACK STRONG 07:23, 11 August 2008 (BST)

This suggestion creeps me out. --JaredTalk W! P! 16:04, 10 August 2008 (BST)

Good suggestion! The end needs to be changed from "...take care of their needs hunched over in some dark corner." to "...take care of their needs hunched over some mutilated corpse." -- Galaxy125 18:30, 11 August 2008 (BST)


Put profile IDs inside the actual profile!

Timestamp: WanYao 10:14, 9 August 2008 (BST)
Type: interface tweak
Scope: everyone
Description: There are many player tools (but coming to mind first are the DEM's revive request tool, the Rogues Gallery and MassContacts) that make use of the profile ID #. Now, I find it's a bit of a pain in the bum to cut and paste that # out of the URL box and into the tool. So why not just embed the ID # as a field directly into profile? It's not like it's s00per sekr!t info or anything, so let's make it easy to work with.

The benefit of this slacker friendly mod is it makes it a little easier for those non-metagamer types to use useful tools like the revive request thing or MassContacts... And IMO that's a good thing.

Discussion (put profile ids inside profiles)

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To be deleted on the 18th with no active conversation --Diablor 19:35, 14 August 2008 (BST)

If you are adding this template (thank you) but please at least put a date so we know when the deadline is up. Checking the history on this page is a nightmare--– Nubis NWO 07:14, 14 August 2008 (BST)

I probably wouldn't vote keep on this (pretty much pointless), but I can make you a greasemonkey script that does this. --Midianian|T|T:S|C:RCS| 10:27, 9 August 2008 (BST)

Le sigh. You're totally missing the point of the suggestion... That point is to lessen the need for add ons etc. To make the game more user friendly. I use add ons etc., but that's because I'm cool with all that. Many people are not, or can't be arsed, and IMO that's ok, i understand that... So let's help them types a tad, why not? --WanYao 10:47, 9 August 2008 (BST)
Mmm, yeah. The mention of MassContacts kinda threw me off. But seriously, the only thing this this'll change is the place you have to double-click before pressing CTRL+C. --Midianian|T|T:S|C:RCS| 10:58, 9 August 2008 (BST)
In my browser, I have fiddle to isolate the #s before Ctrl-C-ing... It's a pain in the arse... Sure, this is a minor thing, I never said it wasn't... But IMO it's also a damn handy one, and I don't see any reason for the information not be displayed inside the profile. Especially since it's so widely used. Now, why on earth are you so stubbornly resisting something that is so minor, yet which makes playing the game a little bit easier and smoother? Streamlined interfaces FTW!! --WanYao 12:24, 9 August 2008 (BST)
Why? It's duplicating information for no good reason. Bandwidth. Sure it's a really small increase, but it's also a really small benefit. And, well, that's what you get for using inferior browsers! >:D However, if you'll look closely, I said that I probably wouldn't vote Keep, not that I'd Spam this into oblivion. I often abstain from voting in cases like this where I don't feel strongly either way. --Midianian|T|T:S|C:RCS| 12:54, 9 August 2008 (BST)
I use Firefox FTW. And, once again, seeing as this is part of your characters' information, like their name or XPs, why the fuck not have it be integrel to the profile? Anyway, can someone else other than Midianian and I comment on this, maybe? ;P --WanYao 16:04, 9 August 2008 (BST)
That's quite interesting, because I also use Firefox. --Midianian|T|T:S|C:RCS| 16:11, 9 August 2008 (BST)

I'd vote for it. --JaredTalk W! P! 16:31, 9 August 2008 (BST)

Stop being so fucking lazy. And get me a sammich, it's too far to the kitchen. ᚱᛁᚹᛖᚾ 17:16, 9 August 2008 (BST)

baaaaaaaaaw!! --WanYao 17:20, 9 August 2008 (BST)
WTFCentaurs? --RosslessnessWant a Location Image? 17:35, 9 August 2008 (BST)
Sudo get me a sammich? -- Galaxy125 18:27, 11 August 2008 (BST)

Wait a minute. I'm confused. You said this will be fornon-metagamer types to use useful tools like the revive request thing but isn't using revive requests metagaming? --– Nubis NWO 17:43, 9 August 2008 (BST)

And thats why he's a sysop.--RosslessnessWant a Location Image? 17:44, 9 August 2008 (BST)
Oh quit being petty and pedantic, nubis... I am referring to those who don't use IRC or forums for metagaming. There are, however, lots of people who use the wiki and use the DEM revive tool and stuff who don't use forums or IRC... THAT is to whom I referring, and you know it. Or... I'd expect you to know it. --WanYao 06:13, 10 August 2008 (BST)
Personally I count metagaming as using anything outside of http://www.urbandead.com with the exclusion of your own notes. Forums, IRC and DEM-Revive all interact with players outside of the game (any interaction in UD costs AP), the wiki is the blurry line because it is directly linked to UrbanDead via that handy little button... you know the one I mean! The wiki... while essential to UDs development is not necessary to play the game but allows people to find out information about whats going on ingame, there would be less meta-gaming if players actually talked in game.
Examples: In low Zed suburbs I scout and broadcast local sightings and have only recieved 1 'thank you' to date. When asking for local information when entering a new suburb I've had no replys (even in malls with +50 occupants. The only people who talk are low level newbies who have yet to discover the meta-gamers. This is probably why the hordes are better organised, they were forced to meta-game quicker because they only had mrh? and gibberish...
BTW I'm impartial on this suggestion --Kamikazie-Bunny 16:16, 10 August 2008 (BST)

Aye. ~AriedartinTalkA KS J abt all 07:06, 10 August 2008 (BST)

Ditto. BoboTalkClown 00:32, 11 August 2008 (BST)

You know... I really don't understand the incredible negativity towards an idea that is so minor, so simple, so straightforward and harmless -- yet which will make playing UD just a little, tiny big smoother and easier. However, given this level of irrational negativity, I suppose I'll just drop it... Anyone else wanna take it up, go nuts... --WanYao 22:51, 11 August 2008 (BST)

FWIW, this would be very easy to do with a Greasemonkey script. I'm not sure it would reall help for MassContacts, though, given that the whole point of masscontacts is to manipulate contacts that are already in yuor contacts list, or copy lists other people made that way. SIM Core Map.png Swiers

New use for Crowbar

Timestamp: Swizzler 06:47, 9 August 2008 (BST)
Type: Special Item, Improvement
Scope: Barracaded buildings, Items, Survivors
Description: So Your building suddenly collapses to zombies, your suprised, so you split. the building next to you, which you swear was EHB just 5 minuites eariler, you find out is ruined, as you fall to the ground, after running for what seems like forever you come accross a building, zombies hot on your tail. ITS EHB. you have 1AP left, what do you do? until this suggestion you could curl up into a ball and hope the zombies have mercy, but lucky for you, you have a crowbar! Best item for prying something open, like, a board off the barracaded building, just big enough for you to slip in! This uses up the crowbar, removing it from your inventory, and 2 damage (the crowbars standard damage) is done to the barracades, but your in temporary safety.--Swizzler 06:47, 9 August 2008 (BST)

Discussion New use for Crowbar

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To be deleted on the 18th with no active conversation --Diablor 19:35, 14 August 2008 (BST)

If you are adding this template (thank you) but please at least put a date so we know when the deadline is up. Checking the history on this page is a nightmare--– Nubis NWO 07:15, 14 August 2008 (BST)

No. This is a bad idea. Let someone who's not up at 11 PM explain why, but everything about this idea is wrong. I'm not being mean, it's just a bad idea. Someone else want to list every protocol and standard he's breaking? Techercizer (Food) (TSoE) 06:50, 9 August 2008 (BST)

Crowbars already allow you to hit barricades at full percentage (rather than half like other weapons). The problem is, THAT is STILL inferior to the axe. Barricades are a VERY touch subject. Also, it would be good to understand how barricades work. What do you mean by "2 damage"? Barricades DON'T have hit points, they have levels. A successful barricade attack knocks off one level. With barricades, its "all or nothing". Basically speaking, if your going to go through barricades you have to tear them down.--Pesatyel 08:09, 9 August 2008 (BST)

this doesn't make any sense. first of all, you can ALWAYS free run into any un-ruined building from another building. always. crowbars don't do 2 damage to barricades, but only 1 level of damage-- if you hit. and... and... well, uhm, i'm just totally confused by this suggestion so i can't say anything else. --WanYao 09:53, 9 August 2008 (BST)

Despite the hilariously weird wording of this suggestion, I think I get what he's trying to say...he's saying that if you're stranded outside an EHB building, you can use a crowbar to instantly enter the building, taking the barricades down one level and losing the crowbar in the process. Personally I would say the idea is interesting, but would be unbalanced because of how easy the crowbar is to find...I would support it if it used an item with much lower find rate or if this caused crowbar find rates to go down. ^^ -- Ashnazg 0909, 9 August 2008 (GMT)

if that's what he wants then HELL NO!!! that's the price you pay for having such a powerful defence as barricades: possibly getting stuck outside. and trust me they ARE powerful. if overbarticading is problem, that's a problem of poor survivor coordination, and not an issue to ask the game engine to deal with for you... --WanYao 10:17, 9 August 2008 (BST)
What everyone above me said. Techercizer (Food) (TSoE) 19:27, 9 August 2008 (BST)

Huh. I still think this would be a good concept, but it needs to use an item with low find rates. I'm aware of the rare does not equal balanced argument, but the fact that it's a one-use thing will help balance that. Plus, it takes down a level of barricade, too. -- Ashnazg 0504, 10 August 2008 (GMT)

Ok, now I get it. What you're asking is to be able use a crowbar to make an emergency, once only entry point. No effen way. The zombies got your safehouse? You're low on APs and can't find some barricades to hide behind in time? Well, tough, suck it up. No, seriously... That's the (small) drawback to the immense defensive power of barricades: you might find yourself trapped outside if everything is overbarricaded. Deal. And if you do find yourself in this situation, you might want to think outside the barricade and resort to Hiding In Plain Sight. --WanYao 09:45, 10 August 2008 (BST)

Dude, it's not the crowbar's fault you couldn't get in. It's not the zombies' fault you couldn't get in. Let's put the blame where it belongs. The other survivors. They are the ones that must suffer, Detective Mills. They must pay. with their blood. Do it Detective Mills! Do it! Become WRATH! PK the motherfuckers and let Kevan sort them out. --The Malton Globetrotters #99 DCC SNACK STRONG 07:55, 11 August 2008 (BST)


Jail

Timestamp: Prv. Parker 03:21, 9 August 2008 (BST)
Type: Improvment
Scope: everyone
Description: Im gettin Really sick of PKers, And it occured to me that if the Police departments had a 'jail cell' you could stick the suspect pker in it, useing a majority vote system (involving all players in building, if the number of players inside is even and the votes a tie a revote will be cast but only after a 1 day waiting period). The prisoner would not be able to move or attack and he\she would loose his weapons, however players would be able to attack the prisoner. To help prevent abuse the player could have a chance to evade arrest and escape before being put in the cell. And incase pkers turn this into a shooting gallery, people could come in and free the prisoner with a lockpick (possible new item to be included) or crowbar. Cells could also be located in hospitals (Asylum) and forts (Brig). Or if a charicter has construction skill and a toolbox, a makeshift cell could be built. Makeshift cells would act as regular cells but the occupant would have a chance of braking out. The makeshift cells could also have a strength system like barricades, but with only 3 or 4 levels of strength (doesnot aply to prebuilt ones in hospitals forts or Police departments). Of course to have this all work you need handcuffs (new item) or rope (new item). The maximum occupents would be 2-4. The maximum time that the player would be stuck inside the cell would be 4 days. And there can be only 1 cell, asylum, brig, or makeshift cell in a building.

So, Good, Needs work, or out of the question?

Discussion (Jail)

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To be deleted on the 18th with no active conversation --Diablor 19:37, 14 August 2008 (BST)

If you are adding this template (thank you) but please at least put a date so we know when the deadline is up. Checking the history on this page is a nightmare--– Nubis NWO 07:15, 14 August 2008 (BST)

PKers are people too, and the Malton police department (or what's left of it) has bigger issues than murderers. Namely, oh, I don't know.... The Massive horde of hungry zombies slaughtering the population? In addition, this violates Frequently Suggested in that Kevan has said he will neither discourage or encourage PKers. What's more, there's nothing stopping griefers from locking up every doctor, scientist, and newb without HTH in a jail cell and doing it over and over. This also violates Frequently Suggested in that it screws with others' AP. Techercizer (Food) (TSoE) 03:35, 9 August 2008 (BST)

This is a terrible idea. There isn't a need for a point by point critique because there is absolutely no merit to this suggestion at all. Even if i disregard your lack of respect for other players of the game, who have every right to PK if they choose; even if I ignore the fact that this breaks several of the "Do and Do nots"; even if I ignore that this also ignores the guidelines of a clear and well explained suggestion; even if I ignore that the entire suggestion is open to all kinds of abuse, and even if it was used in the way that you suggest there is no way for it to be implemented in any way, even if it was fair (which it is not); even if I ignore the multiple new items, actions, buildings, game mechanics, none of which are well explained or thought out.... even if I ignore that this is a huge run on sentence, its still a terrible idea. - tylerisfat 05:24, 9 August 2008 (BST)

Congratulations on setting a new standard in stupid ideas. --Papa Moloch 07:51, 9 August 2008 (BST)

you know what's pathetic? this has been suggested before... more than once. anyway, stop whinging about PKers. revives are easy to come by, and if PKing is a problem it's probably because you've acted like an asshat and pissed someone off. or else, get out of the forts or the NE corner wankfest malls and go where the zombies are. in any event, don't stay in the same place all the time, like all those silly trenchies with their advertised HQs, just begging to get either PKed or have their brains eaten up.... anyhoo, PKers, all said and done, are wussies and are TERRIFIED SHITLESS of zombies, so just go where the zombies are... ;P --WanYao 09:58, 9 August 2008 (BST)

but all seriousness aside, this is an atrocious idea and nothing but a griefing tool. feh... --WanYao 10:00, 9 August 2008 (BST)
Regardless of any other comments, this wouldn't work. PK'ers would simply not sleep in police stations. --RosslessnessWant a Location Image? 10:36, 9 August 2008 (BST)

Hahahahahaha, good one... Oh, wait, were you serious? Just so you know, PKers are actually controlled by real people behind their computers, and those real people wouldn't appreciate losing 4 days of gameplay very much. --JaredTalk W! P! 16:05, 9 August 2008 (BST)

Just whine to a Bounty Hunter. --Nny The Person 23:55, 9 August 2008 (BST)

LOL! This idea is hilarity. I can just imagine finis getting 30 alts in a building and 'voting' all the beavers and allies into the cell :P --xoxo 03:49, 10 August 2008 (BST)

POWER TO THE PKER will not approve of this... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:12, 10 August 2008 (BST)

Why not? It's not like this'd actually hurt PKers... ;) --Midianian|T|T:S|C:RCS| 23:46, 10 August 2008 (BST)
POWER TO THE PKER!!! This suggestion blows. --BoboTalkClown 00:35, 11 August 2008 (BST)

This suggestion is the reason I formed a lynch mob. I'm going to start tracking how many suggestions are duped during the month of August on the page in my sig. Anyone is welcome to contribute. --– Nubis NWO 02:35, 11 August 2008 (BST)


Reset Character V1.1

Timestamp: Kamikazie-Bunny 02:20, 7 August 2008 (BST)
Type: Prestige
Scope: All Players
Description: On the bottom of the skills page there would be a new button with a drop down box labelled:

"Reset as Civilian/Military/Scientist/Zombie"
Conformation will be required in the same style as Brain Rot

Clicking this box:
Removes all skills,
Empties the players inventory,
Changes the class of the player to what was specified,
Teleports you player to a radom location,
Resets AP to 50.

It does not:
Remove XP,
Reset player Level,
Remove 'paid' status.

Benefits:
Allows players to play from start their characters without having to use new names...
Allows for players to reach higher levels by resetting their skills and spending XP on them all over again.
Allows players to change class if they decide they do not like their current one early in the game.

Flaws:
Slightly harder to begin again as the character has no skills/items (stored XP should allow most characters to gain at least one skill).


Now I know lots of people will probably think along the lines of 'just create another character' or 'people with lots of XP can get to a really high level quickly' In response...

1) You do not have to reset your character if you don't want to.

2) If someone has earned enough XP to gain a high level, why not show it...

3) Every character must have a unique name, if you reuse an old name rather than discarding it, the character is not wasted and other players are more likely to get the name they want as opposed to the 473rd variant...

4) Every character created is saved somewhere as (to my knowledge) no characters are ever deleted no matter how old. Less characters uses less memory on the server...


Discussion (Reset CharacterV1.0)

I like this, as a noob I wasted a bunch of usernames on classes I ended up not liking. But it does need changes.

1.Reset XP--Every MMO has a level cap, sorry guy! Remove skills, items, ect. It should be like a brand new character, but, DO NOT reset AP (Zerg prevention).

2.Remove the random location--like many are saying teleporting out of a situation is a mighty handy thing.

3.Finish the reset through an email conformation, this would prevent something like the brain rot link, and also only allow a reset once ever 72 hours to prevent zergers

Change that stuff and you got my vote, I think you got yourself a mighty good suggestion. every suggestion I've made so far somebody has thought was unfair, but I think your getting some mighty positive feedback!--Swizzler 07:09, 9 August 2008 (BST)

as a noob I wasted a bunch of usernames on classes I ended up not liking. Oh noes! I just wasted the name Sgt. McBloodNDeath on a worthless consumer character!! My cop "Renegade Chuck Norris" is too lame to play! Now those totally awesome names I thought up will never have useful skills like every other maxed out character does eventually. --The Malton Globetrotters #99 DCC SNACK STRONG 08:13, 11 August 2008 (BST)


I'm trying to think of ways this is open to abuse... I suppose zergs could abuse the teleport function to get an alt where they want but it just prevents them creating more alts until they get one where they want so I suppose that is a good thing... Anyway I'm finally back, sorry if I missed anything special... comments suggestions... you know what to do. --Kamikazie-Bunny 02:27, 7 August 2008 (BST)

Why do we need this exactly? Can't people make a new account? Ioncannon11 03:30, 7 August 2008 (BST)

Isn't this basically a still sucky/same revision of my prestiege mode idea thats still on the page -.-'.....anyways this idea will be dubbed trenchcoaty by some, not to mention it's just basically playing a new character with a high level. --Diablor 04:11, 7 August 2008 (BST)

Sorry, nope. It's similar, though, but the idea had been discussed for the past month or so. I would support this suggestion, except I would rather you reset XP, not reset inventory, and reset levels. But that's just me. Keep in mind that fundamentally this would allow rotters to be non-rotters, so the MOB would never get behind it. -- Galaxy125 04:45, 7 August 2008 (BST)
It also resets everything else about the character... The reason I selected inventory loss over XP loss is because players could reset and maintain their flak-jack/toolkit/etc. --Kamikazie-Bunny 13:43, 7 August 2008 (BST)

there is no need for this whatsoever ... and it's open to so many forms of abuse that it's just not a good thing. --WanYao 08:38, 7 August 2008 (BST)

The only possible reason i can see for anyone needing this is if they bought teh rot and had 2nd thoughts. And if that did happen to you, sorry that name is GONE! Although if it has a lower case L in it's name simply try making a new character replacing the l with a capital I. Should look good as new ;) --xoxo 11:37, 7 August 2008 (BST)

It's probably just me but I think there's something quite sad about having to create a brand new character just because of one mistake, it's just wasting accounts... --Kamikazie-Bunny 13:43, 7 August 2008 (BST)
sometimes, when i'm bored, i just make interestingly named characters just so other people can't have them ;) --xoxo 13:47, 7 August 2008 (BST)
It's probably just me but I think there's something quite sad about thinking that you have to create a brand new character just because you bought Brain Rot, it's just wasting accounts... :P --Midianian|T|T:S|C:RCS| 14:56, 7 August 2008 (BST)
You can't accidentally buy Brain Rot. Do I have to post the screenshot of what happened when I took rot for a new alt??? Just to prove it to all yous who don't actually play zombies... --WanYao 19:09, 7 August 2008 (BST)
Here you go, kids: click here to see!!! And... yup, I got the Rot!! :D --WanYao 19:16, 7 August 2008 (BST)
But i fought he was joking... :( --xoxo 07:07, 8 August 2008 (BST)

I think this will encourage Ninja trenchcoating. Could a new level one character who has just started can reset anytime they want? Could they just appear, attack something and then teleport out of there like a ninja? This can cause greifing for absolutely no-body could catch a randomly teleporting level one character. And since the AP is reset to zero, could you play the game forever?--Kez0 11:54, 7 August 2008 (BST)

Good point on the teleporting-trench-ninja... although they would have no weapons and skills making them somewhat ineffective at combat... however if people want I'll remove the teleport and AP reset and could put a level limit (something low like 5) before you can restart.--Kamikazie-Bunny 13:43, 7 August 2008 (BST)
Create a whack of genny mules... zerg all over the city... autoscout all over the city... squat ruins all over the city... No. Way way too many ways to abuse this. --WanYao 19:19, 7 August 2008 (BST)

Although essentially a positive suggestion with a lot of support, it has a great deal of opposition due to the exploits with it. Why don't we a cap on how often you can tele, such as once every two months? And you need to get to at least level 30 before doing it. This would stop most of the zerg mercenary overlords (*Ahem FINIS Ahem*). Good luck pushing this baby through, bro; I'm votin keep fo sho Ioncannon11 20:26, 7 August 2008 (BST)

No, this is a bad idea. Even putting a cap on it, its still bad. There's plenty of reasons that are being pointed out, like the ninja-ing, but i still just think there's no reason for it. And can someone find a rule about this obnoxious colored giant font? - Tylerisfat 21:14, 7 August 2008 (BST)

for more info on Ioncannon's obnoxious font and rules concerning it, feel free to view his A/VB case on it, currently underway. Techercizer (Food) (TSoE) 21:15, 7 August 2008 (BST)

I like this idea, but think it should be reserved for high level players (35+), and should leave 10AP at most for the reset character to use, if any at all. I Am Sabbo 12:58, 8 August 2008 (BST)

Discussion (Reset CharacterV1.1)

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To be deleted on the 18th with no active conversation --Diablor 19:35, 14 August 2008 (BST)

If you are adding this template (thank you) but please at least put a date so we know when the deadline is up. Checking the history on this page is a nightmare--– Nubis NWO 07:15, 14 August 2008 (BST)

New version now up for comments, minor changes that will have a major affect on preventing abuse (no tele/no AP reset/conformation required). I'm not sure about resetting the characters XP to 0 as starting as any class with no skills, items or XP would be very difficult, leaving the XP in place would allow them to use any stocked XP to buy a skill or two they might want/need. As for levels... that's up to you guys, it has no affect on gameplay but does allow people who view their profile to estimate how experienced they are at playing (memories of being called a noob and almost PK'd because I told a level 1 where the nearest safe house was unaware it was their 5th character...). --Kamikazie-Bunny 15:51, 10 August 2008 (BST)


Writing

Timestamp: Techercizer (Food) (TSoE) 18:28, 6 August 2008 (BST)
Type: A little something fun
Scope: everyone
Description: Okay, well A lot of suggestions are going around about how to make libraries more useful, well I thought that maybe having them contain stories would be nice. Think about it, Libraries have books, and without fantastically buffing them the only real allure of a libraries are the stories within. Now bear with me here, There's probably a few flaws that I didn't think of, but I'd like to see if this suggestion can be debugged and made workable.

What if books found within Libraries had actual stories? Now of course it would get pretty boring if there were about 10 or so stories to be found, so I suggest the following: When Inside a Library you can "Write a Story" for 5AP. This basically gives you about 200-300 letters of writing space in which to write information, a story, a joke...etc. You would then obtain the book you'd written, and have the option to "Replace on shelf" for 1 AP, allowing you to make that book one of the many that could be found by searchers on location Libraries would start out with a few preset books to get things going (stuff like the history of Malton or basic survival tips).

Now there would most likely be the occasional idiot who writes a porno or a long string of numbers to spam up the cue, but that's why after you're done reading a book, you can either "Replace it" "Destroy it" or "Keep it". Perhaps this could be simplified to automatically keeping the book, with the option to replace it or drop it (like a normal item, it would disappear). Books would not magically travel between libraries, they'd stay in the library they were placed in until removed and replaced in another location. Now I would like for there to be some zombie equivalent of this, but so far I'm having trouble cobbling it together. Would any of you feel like donating ideas?

New Info: I'm considering making Writing a skill, what do you guys think?

New Info: I'm also considering raising the cost to write a book to 10AP, opinions?

Discussion (Writing)

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To be deleted on the 18th with no active conversation --Diablor 19:35, 14 August 2008 (BST)

If you are adding this template (thank you) but please at least put a date so we know when the deadline is up. Checking the history on this page is a nightmare--– Nubis NWO 07:16, 14 August 2008 (BST)

Yeah, I liked this when I thought of it at first, but imagine all the people who would shove their group's name or just write "PWND" Ioncannon11 18:30, 6 August 2008 (BST)

Then you could destroy that book Techercizer (Food) (TSoE) 18:33, 6 August 2008 (BST)
Plus, how many people will spend 6AP spamming the library every day? Maybe I should up the cost to 10AP.... Techercizer (Food) (TSoE) 18:34, 6 August 2008 (BST)
There are a lot of trenchies out there, and 4 AP won't make much of a difference. It's a solid idea, but destroying good books and spamming bad books is a by-product. —The preceding unsigned comment was added by Ioncannon11 (talkcontribs) at an unknown time.

Its not a bad idea. Perhaps some of the books could be preset, history of malton stuff, and others could be user written. Shooty08 20:53, 6 August 2008 (BST)

Hey, Yeah! That's a great idea. I'll put it in. Techercizer (Food) (TSoE) 21:04, 6 August 2008 (BST)
Okay, this suggestion will get WTFpwned faster than diablor can even come here and explain wtf WTFpwned wtfmeans. Ioncannon11 21:40, 6 August 2008 (BST)

I remember some kind of suggestion long ago that featured writable books but this is different enough to avoid a dupe, I like this idea anyways. You do need to limit the amount of books per library/building at least, that will prevent someone from overloading the library with books. You should increase the ap cost however to 10 imo. --Diablor 22:22, 6 August 2008 (BST)

This has been suggested a couple of times before. Searching the history is a pain in the ass and I don't have the time to right now, but look for printing press, leaflets, things like that.--Pesatyel 02:55, 7 August 2008 (BST)

You and I agree that something should be done with books/libraries to make them more interesting. It would be fairly easy to program this, too...but to prevent the page from getting too huge, why not put an XP cost on it, too? *winks* -- Galaxy125 04:39, 7 August 2008 (BST)

problem is, think about the kind of stuff people would write... ummm, no thank. and if someone did take the time to write something good, some jerk would destroy it. no, this is the kind of RP stuff that you do on your user page, or in a metagame forum or something. --WanYao 08:42, 7 August 2008 (BST)

Theres a problem here in that people could go round the libraries destroying every book. But then the Philisophe Knights would smite them :P --Rorybob 09:07, 7 August 2008 (BST)

True people would probably go around blowing up books, but then again people could probably go around making them too. And if you don't want a book destroyed you could always just hang on to it. Techercizer (Food) (TSoE) 17:31, 7 August 2008 (BST)
if you hang on to it, no one else can see it! no... this is stuff your userspace, not in-game, sorry. --WanYao 19:24, 7 August 2008 (BST)

Awesome idea!!! This MUST be implimented. --BoboTalkClown 00:38, 11 August 2008 (BST)


Suggestions up for voting

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Now up for voting! The discussion that was previously here can be viewed on the talk page of the suggestion. --JaredTalk Aces C-Kids 17:21, 7 August 2008 (BST)


Throw 2

Voting time! (Discussion was saved on the actual suggestion talk page)


Scent Death and "Group: none"

Suggestion up for voting. Discussion archived on Suggestion talk:20080804 Scent Death and Hordes. SIM Core Map.png Swiers 19:58, 4 August 2008 (BST)