Suggestion:20081017 Save Monroeville: Difference between revisions
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#'''Weak kill''' I don't play Monroeville *yet*, but I would hope that server would be kept uncommitted to be able to do crazy random experimental stuff. Zombies in the dark ages! Zombies in outer space! Zombies in my soup! --{{User:Galaxy125/Sig}}18:55, 17 October 2008 (BST) | #'''Weak kill''' I don't play Monroeville *yet*, but I would hope that server would be kept uncommitted to be able to do crazy random experimental stuff. Zombies in the dark ages! Zombies in outer space! Zombies in my soup! --{{User:Galaxy125/Sig}}18:55, 17 October 2008 (BST) | ||
#'''Weak kill''' 1)Go to the suggestions talk page first. 2) Don't make badges it'll get all cluttered. Have a in-profile link to a page displaying your Monroeville status after every reset. 3) Instead of reducing xp costs, extend the time to perhaps 3 or 4 months. Or perhaps have a reset when the (standing) zombie or survivor population reaches below a certain number. --[[User:Silisquish|Silisquish]] 21:50, 17 October 2008 (BST) | #'''Weak kill''' 1)Go to the suggestions talk page first. 2) Don't make badges it'll get all cluttered. Have a in-profile link to a page displaying your Monroeville status after every reset. 3) Instead of reducing xp costs, extend the time to perhaps 3 or 4 months. Or perhaps have a reset when the (standing) zombie or survivor population reaches below a certain number. --[[User:Silisquish|Silisquish]] 21:50, 17 October 2008 (BST) | ||
#'''Kill''' Only if there was no perma-headshot. That's what destroyed Monroeville the first time, and NO WAY should it ever come back. Even with a reset each round, it's FAR easier to gain XP as a survivor than as a zombie (whack and FAK, anyone?). Though he missed the "reset" aspect, I agree with Iscariot on this...it'd end up a trenchie paradise. --[[User:Jen|Jen]] 21:59, 17 October 2008 (BST) | |||
'''Spam/Dupe Votes''' | '''Spam/Dupe Votes''' |
Revision as of 20:59, 17 October 2008
20081017 Save Monroeville
This Suggestion is for: Monroeville This effects: Monroeville Players
Ok since Monroeville is the "Hardcore" urban dead why not make it last? It would play out like this, every two months Monroeville restarts. Basically everyone's characters reset to lvl 1 and all their skills and items removed. New characters can only be made within the first week of each round. Although to get new skills takes half the AP, (IE 100xp = 50xp, 75xp = 40xp, 150xp = 75xp) This would make the game more fast paced. The rules of perma-death, headshot is a perma kill, etc apply, if your character survives all the way to the end as either a human or zombie will get a badge that says "I survived Monroeville as a [insert human/zombie here] and all I got was a stupid badge". You would get another for each time you survived. This would make Monroeville an even more "Hardcore" game then before. --Super Nweb 06:39, 17 October 2008 (BST)
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Keep Votes
- Keep Hey I'm the creator why wouldn't I vote keep? --Super Nweb 06:41, 17 October 2008 (BST)
- keep not as you describe because the permanent headshot thing ends the game within days, but a version of this to keep the initial excitement would be great. Those first few weeks in Monroe reminded me why i started to play the game and make me wish for more of that tension!--Honestmistake 11:13, 17 October 2008 (BST)
Kill Votes
- What fun would that be? I manage to get my survivor up to, say level 6....then get bumped to level 1 ever 2 months? If Monroeville is to be saved, he just needs to interject some Revive syringes or something as a "one time" thing.--Pesatyel 07:41, 17 October 2008 (BST)
- Kill As the above user. IMO, a better idea would be that NT opens up there and revive syringes can only be made using NecroNet assess or something. Or, just simply drop the find rates to an insanely low percentage (so survivors can still exist, but it'll be a lot harder. Linkthewindow Talk 11:23, 17 October 2008 (BST)
- Weak kill Faster levelling? Sure, It's a neat trick. But the reset is too harsh, and you don't mention whether buildings etc would be unruined or reset. Finally. What happens to all us people still playing there? Do we get a bonus for our commitment. Take this back to talk/suggestions and I'll gladly help on this. --RosslessnessWant a Location Image? 11:22, 17 October 2008 (BST)
- Weak kill I don't play Monroeville *yet*, but I would hope that server would be kept uncommitted to be able to do crazy random experimental stuff. Zombies in the dark ages! Zombies in outer space! Zombies in my soup! -- Galaxy125 18:55, 17 October 2008 (BST)
- Weak kill 1)Go to the suggestions talk page first. 2) Don't make badges it'll get all cluttered. Have a in-profile link to a page displaying your Monroeville status after every reset. 3) Instead of reducing xp costs, extend the time to perhaps 3 or 4 months. Or perhaps have a reset when the (standing) zombie or survivor population reaches below a certain number. --Silisquish 21:50, 17 October 2008 (BST)
- Kill Only if there was no perma-headshot. That's what destroyed Monroeville the first time, and NO WAY should it ever come back. Even with a reset each round, it's FAR easier to gain XP as a survivor than as a zombie (whack and FAK, anyone?). Though he missed the "reset" aspect, I agree with Iscariot on this...it'd end up a trenchie paradise. --Jen 21:59, 17 October 2008 (BST)
Spam/Dupe Votes
- Spam - Why the hell did you post this both here and on Talk:Suggestions? I'll just copy over what I wrote there: Are you retarded? Why not just remove the zombies again, because that's what'll happen. You'll be giving the survivors a chance to "save up" through the rounds to buy headshot, after a few rounds no zombie will bother playing anymore. You won't have a hardcore server, you'll have a trenchie paradise. Monroeville is the hardcore server in its current configuration, we're not changing it because you stupidly died. -- . . <== DDR Approved Editor 11:30, 17 October 2008 (BST)
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