Developing Suggestions: Difference between revisions

From The Urban Dead Wiki
Jump to navigationJump to search
(→‎XP for AP: cycled)
Line 344: Line 344:




===XP for AP===
{{suggestionNew
|suggest_time=[[User:Serpentine Green|Serpentine Green]] 16:36, 20 October 2008 (BST)
|suggest_type=New game concept
|suggest_scope=All players
|suggest_description=
I hope this won't get shot down just because it involves changing the crucial 50 AP max per day but remember that Kevan states "There may eventually be character skills which modify the maximum AP and its recharge rate, but the basic starting-character settings will remain the same".


Before anyone says DUPE I am aware that something similar has been discussed [http://wiki.urbandead.com/index.php/Suggestion:20070606_Veteran_AP_Reward/Incentive before]. What I'm proposing, however, is by no means a way of permanently upping your daily AP quota. This will merely be a means of cashing in unwanted XP for AP at a ratio of 20 to 1.
Here goes: '''Once per day, you may exchange 200 XP for 10 AP'''.
Veteran players will have some reward for cashing in their surplus XP. 5000 XP will get whittled down fairly quickly if a player chooses to cash in 200 per day. Soon we'll all have the same amount of XP.
Players can opt for believable character specialisation. While previously a military character, for example, will max out their military skills and then proceed onto the all the others (thereby creating a grunt that knows surgery and advanced laboratory operation) with this game mechanic in place a character may choose to expend XP on additional AP rather than skills that they do not want or are playing against type.
In game terms, this new system can be described as "Concentration" to perform the skills you have learnt with greater efficiency. As you become more experienced (acquire more XP) you become more efficient at performing actions (more AP).
I suggest the option only becomes available after reaching level 10 when you will have a defined character. The option to expend XP on AP would be available as a "Concentrate" button on the "Buy Skills" page.
|discussion=|}}
====Discussion (XP for AP)====
{{SNRV|3}}
--{{User:Rosslessness/Sig}} 12:35, 27 October 2008 (UTC)
Pretty much any suggestion that involves AP for XP training gets shot down-as it gives older players a huge advantage over newbies (when they choose to "cash in" their XP)[[User:Linkthewindow|<span style="color: DodgerBlue">Linkthewindow</span>]] <sup>[[User talk:Linkthewindow|<span style="color: DarkRed">Talk</span>]] </sup> 21:29, 20 October 2008 (BST)
:I certainly agree that for a period of time, this mechanic is going to heavily benefit those players that have racked up a substantial amount of XP. However, within a few months everyone will have used up their bonus AP from their massive XP surplus and we will '''all''' be at the same level of XP, '''all''' attaining our bonus AP at a similar rate. This mechanic fixes the infinite XP problem as no one will want to hold onto it any more. If we still want a ranking system, we can have the character level up each time they use the function. That means the highest ranked XP player will become the highest levelled player. --[[User:Serpentine Green|Serpentine Green]] 11:56, 21 October 2008 (BST)
One of my 3 characters could trade in all 20,000 XP and gain nearly 2 weeks AP in one go.... how exactly is that fair?--[[User:Honestmistake|Honestmistake]] 00:07, 21 October 2008 (BST)
:Actually, it says 200 XP once per day.--[[User:Pesatyel|Pesatyel]] 02:08, 21 October 2008 (BST)
::Oops, my bad... still not a good mechanic given how many players have 10,000+ XP banked. Remember too that those extra AP could potentially be turned into extra XP thus fueling even more bonus AP!--[[User:Honestmistake|Honestmistake]] 08:57, 21 October 2008 (BST)
:::A person who has acquired 10,000 XP will have 50 days of +10AP per day. If you use your '''entire''' 500 bonus AP to gain more XP by, for a survivor example, attacking Zeds with the fireaxe at 40% (i.e. 1.2 XP per AP) you will gain 600XP from that extra 10 per day. This can converted into just 3 extra days of 10 AP so we see '''heavily diminishing returns'''.--[[User:Serpentine Green|Serpentine Green]] 11:56, 21 October 2008 (BST)
I don't see a problem with giving perks to higher level players, to an extent.  Why not?  Because it would hurt new players?  Maybe.  The thing here though is maybe it should include a penalty of some kind.--[[User:Pesatyel|Pesatyel]] 02:08, 21 October 2008 (BST)
:I agree. Veteran players deserve something other than recognition for their dedication. I’d like to point out that I have only been playing Urban Dead for a few weeks and my highest level character is at level 9. As a newbie, I do not consider this game play mechanic unfair any more than higher level characters being able to inflict more damage, have more HP, a greater hit percentage etc, etc.--[[User:Serpentine Green|Serpentine Green]] 11:56, 21 October 2008 (BST)
::I disagree. I think veterans should only get recognition. And I'd like to point out that I have 5 maxed out character with over 15k XP banked total. [[User:Midianian/Archives/Rants/No Uses for Excess XP|No Uses for Excess XP]], please. Though I have to thank you for finally getting me to write that thing <tt>:)</tt>. --[[User:Midianian|Midianian]]<small><sup>&#124;[[User talk:Midianian|T]]&#124;[[Developing Suggestions|DS]]&#124;[[:Category:Recently Closed Suggestions|C:RCS]]&#124;</sup></small> 19:22, 21 October 2008 (BST)
:::Ok, recognition.  How?  If "game affecting" XP expenditure is bad, why not other kinds?--[[User:Pesatyel|Pesatyel]] 04:23, 22 October 2008 (BST)
::::Midianian, your article is thought provoking and had me considering this suggestion further. This game mechanic does not lead you to choose XP gain over tactics. Where a player has acquired all the skills they want, the only way to spend XP is now to gain AP. If they use the tactically pointless hurt-heal method of XP gain, garnering 20XP would require a minimum 10AP (using fire-axe, searching and using FAKS- I’ve not worked this out exactly) and reward you with 1AP. Its simple economics- there’s no point in using AP to acquire XP to gain back AP because the returns are so small. AP would be much better spent used tactically with the extra AP an occasional bonus. Bragging rights are preserved by Levelling Up each time the function is used. See below a consideration for how to deal with the 50,000+ players.--[[User:Serpentine Green|Serpentine Green]] 08:39, 22 October 2008 (BST)
:::::Thanks for reading it. There actually is a point to using AP now to gain a smaller amount of AP that can be used later. Most of the players (well, survivors at least) play rather stationary, ie. they pick a suburb and stay there, come rain or sunshine. It's the sunshine part that causes the problems with this. Since there are no enemies around, there's no "smart" thing to use your AP on, so why not put it in store even if it is at a lossy ratio? It's still better than using the AP on "worthless" stuff like [[RP]]. That's partly what items are about. You use AP now to stock up, so that later on when you need the items, you won't have to. However, there's a limit to how much you can carry, but there isn't a limit to how much XP you can gather "for a rainy day".
:::::I didn't mean they should be able to spend XP to get recognition. [[Malton_XP_Leaderboard|This]] is recognition enough (in my opinion) for people with lots of XP. If they want more recognition, they should ''do'' something worthy of recognition.
:::::Don't get me wrong, this isn't nearly as bad as some of the other suggestions of this type, but I just think XP shouldn't be usable for something like this. --[[User:Midianian|Midianian]]<small><sup>&#124;[[User talk:Midianian|T]]&#124;[[Developing Suggestions|DS]]&#124;[[:Category:Recently Closed Suggestions|C:RCS]]&#124;</sup></small> 14:43, 22 October 2008 (BST)
Hmmm... I think this might possibly work. But someone with 20,000xp would have 100 days of +10 aps. Still a little bit unfair. What if the skill needed to transfer xp to ap cost half your current xp? (Even if you had 2 xp and bought it, it wouldn't matter since you still need to spend 200xp to get the benefits of the skill) --[[User:Silisquish|Silisquish]] 07:07, 21 October 2008 (BST)
:Ok let’s try this. The function would require 200 XP or 10% of your total XP – whichever is the greater. The following is a list of starting XP with corresponding days of +10AP: '''(50,000XP: 40 days); (20,000XP: 31 days); (10,000XP: 25 days); (2000XP: 10 days)'''. This means in 40 days, we’d all have the same XP. If we implement the level up system everytime the function is used, the higher XP players will be higher levels but the gap will have closed considerably.--[[User:Serpentine Green|Serpentine Green]] 08:39, 22 October 2008 (BST)
::Thatcould work too, but it's not quite what I had in mind; what I was trying to say was, to even be able to press that "convert 200xp to 10ap" button, you would have to buy a skill beforehand, and this skill would not cost a set amount of xp but a percentage of your current xp.
::Those with tons of xp would benefit greatly from this xp to ap conversion ability but would lose much xp to buy the required skill for it, and those that pay nearly no xp to buy the skill, still won't benefit from having bought the skill as you need to spend excess xp to get extra aps. --[[User:Silisquish|Silisquish]] 00:50, 23 October 2008 (BST)
No. Once people reach level 41 or 43 or wherever they choose to stop they should be no longer motivated by xp. this encourages trenchcoatery, people can play however they like but don't expect me to endorse a suggestion that encourages such a style of play.--{{User:J3D/ciggy}} 12:51, 22 October 2008 (BST)
:Ouch, you make a very strong case... --[[User:Silisquish|Silisquish]] 00:50, 23 October 2008 (BST)
:It is bad why?--[[User:Pesatyel|Pesatyel]] 05:55, 23 October 2008 (BST)
----


==Suggestions up for voting==
==Suggestions up for voting==

Revision as of 00:50, 31 October 2008

Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing


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.
  • With the advent of new game updates, users are requested to allow some time for the game and community to adjust to these changes before suggesting alterations.

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 replace the text shown here in red 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)====
----

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

Survivor Diagnosis skill enhancement

Timestamp: [--Thoughtfoxx 11:06, 30 October 2008 (UTC)]
Type: Skill.
Scope: Survior Medics.
Description: Please bear with me as this is a first time post and I am also just getting a feel for how this works. Essentially it would be useful [not to mention in character]for survivors with the diagnosis skill to be able to see other survivors who are infected. [Zombies can do this already].


Discussion (Survivor diagnosis skill enhancement)

Almost certainly a dupe, but i quite like the idea. Especially in the context of the FAK search rate nerf.--xoxo 11:19, 30 October 2008 (UTC)

This is often shot down for multiple reasons:

  • Diagnosis is genrally taken to mean (in the game) the ability to see the extent of trauma, i.e. when you see someone on 56HP, your character actually sees someone with a bite, when you see someone with 12HP your character sees someone with broken bones, multiple lacerations and a concussion. Diagnosis means little to a microscopic entity such as an infection. In the real world you cannot tell if someone has Hepatitis or AIDS just from a cursory visual inspection.
  • Adding this is seen as creating "Hel Characters", that is characters that can do the same whether living or dead. This is generally discouraged in game unless for a legitimate mechanics over RP reason, such as the recent Flesh Rot update.
  • Infection is already a weak skill, any attempt to increase the efficiency of survivors to avoid it is seen as unnecessary.

Have a read of the Frequently Suggested Ideas and Suggestions Do and Do Nots (both linked at the top of this page) and get yourself a dedicated zombie character, this will broaden your game experience and increase your understanding of why this won't pass. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 11:24, 30 October 2008 (UTC)

Whoever hacked Iscariots account and left that very polite response sums up the situation fairly well :P Personally though i think comparing the zombie virus to a slow acting virus is not totally fair, after all Flu is easily diagnosed because it has visible symptoms. A virus that can kill as fast as the zombie one should be noticeable to a skilled observer but in terms of balance that would require a significant boost to infections power (ie curable only 50% of the time?) --Honestmistake 16:58, 30 October 2008 (UTC)

Talking with an infection does not further damage you. Allowing other survivors to pick out infected people makes communication unnecessary, which does not mesh with the basic ideas of the survivor class. -- Galaxy125 18:23, 30 October 2008 (UTC)

Wasn't this suggested a few days ago here? Anyway, this is pretty useless as most infected people have a HP-loss anyway. Usually, I just heal the injured people, and if they are infected, then good for them. Linkthewindow Talk 20:37, 30 October 2008 (UTC)

It's useless. People who don't have 50 or 60 hp are bound to get healed on demand by a fellow survivor anyway. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 23:28, 30 October 2008 (UTC)


CCTV Cameras

Timestamp: Kolechovski 18:28, 28 October 2008 (UTC)
Type: Improvement
Scope: Mansions
Description: In Monroeville, a mansion outside the city has nonfunctional CCTV cameras overlooking the outside of the mansion. Well, this gives me an idea for the mansions in Malton. Why wouldn’t they have cameras looking outside? Maybe they do…Maybe now that survivors are forced to get more resourceful, they may have started using them.

The way the cameras work is simple. In any powered block inside a mansion, there will be an option “View Surveillance Cameras” (must be in a powered block). You will then get a view similar to binocular use, though it only shows the outside of the mansion. Cameras in a quadrant of the mansion will only function if that quadrant is powered. Unpowered sections will cause “No Signal” to display in the view of those areas. Here is an example of what it would look like.

Discussion (CCTV Cameras)

If I have to put a comment about more stupid shit at the top of this page, I'm not going to be happy.

Boredomwood isn't even 24 hours old and already you want to pull something from it over into Malton? Grow the fuck up. New toys may be shiny, but they might have sharp edges and be made of toxic plastic. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 21:05, 28 October 2008 (UTC)

Pretty much what Iscariot said. Anyway, no X-Ray vision. I'm pretty sure thats on SD/DN. Linkthewindow Talk 21:06, 28 October 2008 (UTC)

No. First of all, this is not even going to save you any AP. Between putting and fueling a generator in a mansion (and who does that?) and then actually using AP to repair the CCTV, (which would need to happen) and then actually using it, you could have just stepped outside and back in and entry point. silly. - tylerisfat 22:48, 29 October 2008 (UTC)

Im pretty sure this is a dupe. Where are the dupe fairies? --RosslessnessWant a Location Image? 23:24, 29 October 2008 (UTC)

Yep. I & II 04:16, 30 October 2008 (UTC)

I quite like this idea. Because it's so useless and only for a few useless non TRP buildings in the city it can't do any harm but adds some nice flavour for those mansion bunnies. Although i think it may be dupetastic. --xoxo 05:30, 30 October 2008 (UTC)



Fire

Timestamp: Lexicality 00:56, 27 October 2008 (UTC)
Type: Mechanics Addition
Scope: Everyone.
Description: The idea came to me while I was in the car. "Hmm, what if you could set things on fire?"

Barricades must have 5 fuel cans poured over them, and then have a flare gun fired at them by a character over level 30. This means that a flare has a maximum chance of 7.5% of hitting the barricades and igniting them, a 52.5% chance of flying harmlessly over the barricade, where it will act like an ordinary flare fired from outside, and a minimum of a 40% chance of hitting the wall and blinding the firer. (Blinded means that for 10 AP; the map is white,the building description is You cannot see. and the target list has only 'wildly' as an option. Every action made has a 50% chance of succeeding and a 50% chance of the character falling over and hurting themselves using the same rules as free running into ruins.) Regardless of result, the people in the building will be notified of the flare being fired. If the shot succeeds, the barricades will ignite, setting the building on fire. The inside and outside building descriptions will be changed. The resulting explosion from the fuel will kill the shooter, destroy any remaining fuel cans they have, and the resulting concussion will strip them of all AP, require them to spend an extra 5AP to stand up and set them on fire. If the character is under level 30, the hit rate for the flare will be 1%, as if they did not possess basic firearms training. In this event, the chance for blinding yourself will increase to 46.5%.

A lot of effort with many penalties, but a fairly good result.

Burning barricades do not have hit rates halved, but will set anyone who spends more than 3AP near them on fire. You can be near a barricade by either interacting with it or by being inside the building. Climbing over a burning barricade does not set you on fire, but does count as one of the 3AP. The burning building will be full of smoke, having the same effect as the building being dark. However, as the barricades are illuminated, the hit-rate on them are not affected. If a character is in the building and has any kind of book in their inventory, they may throw it onto the fire for the cost of 1AP.

(Ideally any interaction with the barricade apart from a successful extinguish would set the character on fire, while being in the building for more than 3AP without wearing a gas mask would give the character carbon monoxide poisoning, removing 1HP every AP until they leave the building. However, this would make an already complex suggestion more complicated.)

When a character is on fire, they will lose 1HP per AP, as with infection, however, it cannot be cured with conventional healing methods. (Meaning that a character may remain indefinitely on fire, as a sort of badge of honour.) The line "They are on fire" will be added to the character's profile, and zombies/dead bodies will be singled out as in There are n zombies here. m are on fire and x are charred. and There are n dead bodies here. m are smouldering gently and x are charred. The only way to extinguish a burning character/barricade is to either hit them with a fire axe, or to pour holy water over them. (Holy water being a new weapon findable in churches and cathedrals which has a 100% hit rate and does 0 damage. It will also clean fuel stains of anything. ) If a character is wearing fuel soaked clothing when they are ignited they will get the message Your fuel soaked clothes explode into flames, causing you 5 damage. otherwise receiving Your clothes catch fire, causing 1 damage. either way, the character will then be notified that they will lose 1HP per AP and the ways to extinguish themselves. Characters hit with flare guns whilst wearing fuel soaked clothing will also be set on fire.

A survivor who dies while on fire will rise as still on fire, however a zombie will rise as charred, to prevent an endless loop of irritation. Char has no effect other than in building and profile descriptions, and is lost upon revival. Burning barricades will retain their levels (unless knocked down) until they are extinguished, when they drop to very strongly barricaded, covering the building and extinguisher in soot. Extinguishing can only take place from the inside.

Summary

New statuses

  • Burning; lose 1HP per AP until extinguished. This status continues from human to zombie, but a zombie who dies from the status is simply charred.
  • Blind; cannot see for 10AP and all actions have a 50% chance of injury. Can be cured by FAKs.
  • Charred: Zombie is marked as 'charred' in building and character descriptions. Status is lost when revived.

New Weapons

  • Holy Water; 100% hit rate, can clean soot/fuel off clothes and extinguish fires

New building descriptions

  • Sooty: The walls are caked in soot from a fire.
  • Smokey: The building is full of smoke, making it hard to see anything other than the merrily blazing barricades.

New Game Mechanics

  • Barricades and people may be set on fire if they are thoroughly soaked in fuel.
  • Books may be thrown onto burning barricades.

New Flavour

  • Person threw fuel over the barricades.
  • Person fired a flare gun over the top of the barricades.
  • Person fired a flare gun into the wall, blinding themselves.
  • Person set fire to the barricades, killing themselves in the process.
  • Person extinguished [the barricades/Person].
  • Person caught fire.
  • Person threw a book onto the fire.
  • Person fell over in their blindness, arms flailing wildly.
  • Person [fired/swung] [item] wildly, managing to miss hitting anything.
  • There are n zombies here. m are on fire and x are charred.
  • There are n dead bodies here. m are smouldering gently and x are charred.


Discussion (Fire)

God damn it this is a terrible suggestion. Can someone fix the format that got f'd up? As far as critique: This is terribly overpowered, and makes no sense. Why should the shooter have to be over level 30? Where is the Holy Water found, at what percentage, and what encumberance? Why is it Holy Water? Why do you think its a good idea to screw with peoples AP? This is over the top grieftastic and sucktastic and STFUastic. Read the do's and do nots, and then try an idea that doesn't add items that make no sense and game mechanics that are silly and all sorts of game breakingly grief tactics, and the fact that half of this is made up of dupes of previous suggestions. - tylerisfat 02:27, 27 October 2008 (UTC)

Reformatted the suggestion to remove all those extra headlines. I think it was screwing up the page. Also, FIRE BAD.--– Nubis NWO 02:48, 27 October 2008 (UTC)

I wrote a bunch of stuff about how awful this suggestion is, but there was an edit conflict and lost it all, so I'll just say this: Next time try doing your "thinking" on the toilet and concentrate on driving.--Pesatyel 04:01, 27 October 2008 (UTC)

I can only hope your driving is not as bad as this suggestion.--Honestmistake 08:44, 27 October 2008 (UTC)

I skimmed this suggestion. Isn't fire on FS? And Holy Water? Spam. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 09:40, 27 October 2008 (UTC)

As Iscariot. Fire suggestions are quite common. Another thing-if you are going to use water, just call it water. Holy Water puts religion into the game, which no-one wants. Linkthewindow Talk 10:13, 27 October 2008 (UTC)

Ok, so it sucks. I personally thought it was kinda cool. So, since it's clearly not tenable, should I just delete it, or does it stay up here for a while for other people to mock? --Lexicality 10:42, 27 October 2008 (UTC)

It's contentious whether something should stay up. I'd say leave it, it'll be cycled after a while automatically and in the meantime serves as an example to newer users as to what not to suggest and why. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 11:00, 27 October 2008 (UTC)

tl;dr.--xoxo 11:58, 27 October 2008 (UTC)



Beer/Fuel Stains+Flare Gun=Bonfire!

Timestamp: Kolechovski 23:26, 23 October 2008 (BST)
Type: New attack
Scope: fuel/alcohol-soaked clothes
Description: When you attack a survivor or zombie with beer/wine bottles, their clothes may become alcohol-stained if the PR suggestion to do so is implemented. Currently, fuel can hits may cause fuel stains on clothes. If a survivor or zombie is shot with a flare while their clothes are soaked, they will ignite, receiving 5 damage points immediately due to the flare-up, in addition to the Flare shot. Flare damage can be reduced by Flak Jackets, but the fire that ensues has no reduction. While on fire, every action made by the victim will deal 1 damage point until they put it out (this stacks with infection). While on fire, the victim has an additional option to “Put out the fire” via the stop, drop, and roll method, at a cost of 1 AP. After the fire is extinguished, the burnt clothing falls away.

If a burning victim directly interacts with another soaked person (melee attack), the other person will ignite. Items can’t be used by survivors while on fire, though standard movement and attacks are still optional. Those who drop dead from the fire will remain burning as a dead body, but unignited dead bodies can’t catch fire since you can’t interact with them.

Discussion (Beer/Fuel Stains+Flare Gun=Bonfire!)

Have you ever tried lighting Budweiser? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 23:36, 23 October 2008 (BST)

Eh. I find a problem with people purposely lighting up, and then continuosly healing and meleeing survivors in a buildings. - tylerisfat 23:43, 23 October 2008 (BST)

no. overpowered and also not realistic. if this were realistic, every time i dropped a smoke on my clothes that i drunkenly spilled beer or vodka on :P i'd have gone a la michael jackson... and, last i checked, i don't look like diana ross. --WanYao 04:38, 24 October 2008 (BST)

No. Overpowered-grieftastic-dupe. 04:22, 25 October 2008 (BST)


Dragging Corpses

Timestamp: Mithos Yggdrasill 22:28, 23 October 2008 (BST)
Type: Skill
Scope: Survivors, may cross over to zeds
Description: An ability that allows survivors (and zeds, if the skill crosses over) to drag a corpse to another square with them for, say, a 2AP penalty to movement. This could be used to drag bodies to where they'll be less of a threat when they ?rise, or just for getting a buddy to a revive point faster. If a corpse is on your contact list, you can select them specifically to drag, either that or the ability ONLY works on people on your Contacts list. The corpse isn't damaged in any way when transported. Of course, since this is my first time trying this "Suggestion" thing, I'm willing, nay, eager, to accept constructive criticism.

EDIT: Nevermind, go ahead and delete this idea. Several people have pointed out how it's a "pied piper".

Discussion (Dragging Corpses)

NRV.png WARNING
This suggestion has no active conversation. It is marked for deletion in 4 days.


--RosslessnessWant a Location Image? 12:43, 27 October 2008 (UTC)

Pied piper. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 23:00, 23 October 2008 (BST)

What does that mean?--Pesatyel 04:17, 24 October 2008 (BST)

A griefer's dream. People put enemies on their contacts lists, too. And I know I've seen at least one suggestion like this before. --Jen 23:37, 23 October 2008 (BST)

This is an old dupe, no need even for a link, its on the FAQ and frequently suggested. - tylerisfat 23:44, 23 October 2008 (BST)

This is, as stated, suggested a lot. Here is why it is bad:

  • Allows a zerge character to act as a taxi for "real" characters, saving their AP.
  • Can be used to fuck with other players. Imagine YOU log in expecting to be in Caiger mall to find your somewhere else, several suburbs away. Or, worse, dragging you into some place that you will not survive.--Pesatyel 04:17, 24 October 2008 (BST)

First Aid helps you find/assemble FAKs in Hospitals

Timestamp: WanYao 04:39, 22 October 2008 (BST)
Type: search rates & skill buff
Scope: survivors
Description: Nerfing mall FAK rates was a great idea which I myself and others were screaming for on these pages a little while ago. It's a great change. However, most of us were also calling for a parallel increase in FAK search rates in Hospitals. This doesn't appear to have happened, thus IMNSHO FAKs and healing and newbie Scientists have been nerfed a bit too much.

Therefore, I'd like to propose that characters possessing First Aid gain a search % buff in Hospitals, in addition to its normal benefits. The exact amount is up for discussion, but I am thinking 10% right now: Hospitals should never be 50% like Malls were, not even close... Also, this could require Surgery, not just First Aid... But I actually wanna help newbies and Scientists a little with this.

Discuss.

Discussion (First Aid buffs FAK searches in Hospitals)

NRV.png WARNING
This suggestion has no active conversation. It is marked for deletion in 4 days.


--RosslessnessWant a Location Image? 12:42, 27 October 2008 (UTC)

I don't know. This doesn't really seem that necessary. Malls weren't that huge of a FAK source for most people because not a whole lot get Bargain Hunting or Shopping very quickly and even when they do, I don't know of many who depended on malls for their main FAK source. The change was really only an inconvenience.--SirArgo Talk 04:45, 22 October 2008 (BST)

Nup. You just need to get out of the mindset that FAKs are a dime a dozen, now they are something of a rare commodity.--xoxo 05:40, 22 October 2008 (BST)

Argo... I relied on Malls a lot for FAKs. I mean how can you turn your nose at nearly 1 in 2 odds??? And I am pretty sure most people played the same way. Which is why this change was so welcome, overall... Especially considering that FAKs are easily the most powerful pro-survivor item after syringes. Now, J3D might have a point... However, the new drugstore nerf really does make survivors a lot less survivable... And it actually sorta buffs trenchcoating because "FAKing your way up the ladder" just got a lot less efficient... Though, if anything, in practice I think this is going to favour PKers more than anyone... Which is interesting: the last two big updates ended up being PKer buffs... It's also given a wonderful new idea for a death culting strategy, hmmmmmmnnnn............ --WanYao 05:56, 22 October 2008 (BST)

I don't think it benefits trenchies, surely now they'll recognise the importance of FAKKing? --xoxo 06:02, 22 October 2008 (BST)

Malls really where a great source of FAK's and reducing their role as port of first (often only) call can only be a good thing. However my recent searches seem to suggest that Hospitals might actually be getting worse too. Yesterday i spent well over 20AP in an unpowered hospital with no success and my other survivor only found 2 in a powered hospital and a whole days AP. Could be bad luck I know but still...--Honestmistake 08:22, 22 October 2008 (BST)

I think that's bad luck; my survivor spent 30+aps searching a autorepair and got nothing. Less than 10 ap on a hospital and I got 2 FAKs --Silisquish 01:44, 23 October 2008 (BST)

Wan, I think this is a good idea. It promotes spreading away from Malls. I think Kevan has upped the search rate in PDs recently to do the same thing, so you would be promoting a game change in accordance with Kevan's vision. If I am right, of course. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 08:58, 22 October 2008 (BST)

I'd say no to this on grounds that yesterday I searched an unpowered hospital and was getting a consistent 1 in 3 success rate. Search rates always fluctuate after an update, they need a lot longer to properly settle down before we start suggesting ideas related to it. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 09:32, 22 October 2008 (BST)

Heh... when I read "assemble FAKs" I thought you were going to suggest something like manufacturing a FAK for 10aps, sort of like manufacturing syringes. Anyways, I'm undecided. Healers already get a buff that was underappreciated: Surgery. Maybe now to counterbalance the lower search rates more people will have to go to hospitals to get healed for that 50% extra FAK effectiveness instead of healers coming to them and burning an extra FAK to heal a recently revived bodybuilder to full health. Also, since Kevan would want to control and tweak FAK/syringe search rates to balance the game better, if characters with First Aid get a boost in hospitals, he might use that boost as the base FAK search rate (since almost everyone has that skill), thus nerfing the % rate of those without said skill; so if he saw that hospital FAK search rates are too low he would boost it so people with the First Aid search bonus would get a search rate that he'd deem appropriate, (just like when determining syringe search rates he might assume that most NTs will be powered). So this would effectively be a nerf to people without First Aid...hhmmm does that last part make any sense? --Silisquish 01:52, 23 October 2008 (BST)

As I see it, First Aid would be improved by this. I'm sure Kevan realizes the search rates might need to be altered now, but this would be a good way to do it.--Pesatyel 05:50, 23 October 2008 (BST)


Players inside barricaded buildings can listen to others smashing it

Timestamp: Janjones 01:01, 21 October 2008 (BST)
Type: Role Playing, Flavor
Scope: All players and classes
Description: I suggest that players inside a barricaded building could listen the noise made by players smashing and tearing down the barricades. Whenever someone attacks the barricades from outside (independent if the barricade is damaged or not), the people inside should receive a message like "You listen something pounding the barricades", just to add some sense of terror and expectation to survivors inside a building.Of course the message could be disabled just like Feeding Groans, flares etc. In order to avoid spam, there should be some kind of percentage to determine if the blow will produce noise or not (something between 15% and 25%, the same chances of damaging the barricades).

Discussion (Players inside barricaded buildings can listen to others smashing it)

NRV.png WARNING
This suggestion has no active conversation. It is marked for deletion in 3 days.


--RosslessnessWant a Location Image? 12:40, 27 October 2008 (UTC)

I think it makes some sense. But it should be a precentage chance to hear I think. I mean think about it. Sure, you can switch it off, but that would kinda defeat the purpose. But if you have it on that would be a LOT of spam in heavy attack areas.--Pesatyel 01:55, 21 October 2008 (BST)

Good point about the percentage. Janjones 02:30, 21 October 2008 (BST)

What about people tearing down the barricades from the inside?--xoxo 07:19, 21 October 2008 (BST)

Given that a maxed out zombie can easily burn 50AP and not get through EHB's you are inviting a whole lot of SPAM and probably server lag. Also consider this... If a survivor is active he already has a chance to spot that his cades are falling and thus that there is an active zed outside this would just make it even easier to foil his dinner plans. To even attempt to balance this for the zed side you would have to notify them that they heard sounds of frantic searching coming from inside (not implausible) so that they have an idea how much activity is going on in the building they are attacking. --Honestmistake 08:49, 21 October 2008 (BST)

X Ray vision. No. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 10:49, 21 October 2008 (BST)

Technically, but it is logical. You don't think people would hear someone banging on the walls/doors? And there IS precedent in the game.--Pesatyel 04:15, 22 October 2008 (BST)
If survivors can hear people smashing cades from the outside then I'll be wanting groans to be heard inside buildings. You can't hear groans inside buildings, therefore no barricading noises. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 09:34, 22 October 2008 (BST)
That was a novelty addition, don't forget. I think this suggestion may be supported more if it were limited soley to humans/zombies tearing down barricades from the inside. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 09:06, 22 October 2008 (BST)

Perhaps the spam level could be reduced by making it so that only noticable drops in barricade levels (VSB to QSB2+ for example) can be heard? --Blake Firedancer T E RNL? P.I.S.I.T. 09:18, 22 October 2008 (BST)

None of this addresses the problems with this type of suggestion. The main effect of this is to clearly flag something which is noticable to an active survivor anyway. Basically if it happened more than 5 minutes ago it is old news and a bit pointless to most players, if you are on-line and don't notice the cades dropping you deserve to die anyway and spoon feeding you the vital news that something is trying to get in will just make it that little bit harder for a zombie to get in. Not only this but if you are in a well defended stronghouse which zeds keep trying to get into you would be able to spot when they are most active and log in accordingly... what are you going to do to counter-balance that potentially zombie raping advantage? It may make sense but it would provide a very one-sided advantage, in any event seeing shadows inside lit buildings makes sense, smelling large crowds inside cramped insanitary buildings and hearing the screams of the dying are also realistic but potentially unbalancing features that are not in game... where do we stop? --Honestmistake 09:50, 22 October 2008 (BST)

I'm gonna sing the DOOM song, DOOM-DOOM-DOOM-DOOM... --Silisquish 01:38, 23 October 2008 (BST)

Dupe. Many times over.--Kolechovski 23:11, 23 October 2008 (BST)


Expanding the search button

Timestamp: KarandaDemon 20:08, 20 October 2008 (BST)
Type: Slight improvement to existing game function.
Scope: All players and classes.
Description: I suggest that a new expansion for the 'Search the area' button be added. This will, at the cost of 5AP or more (I haven't decided yet, as I think nothing definite should be established yet) allow the player to 'Search Thoroughly' in a building and will add a 10-20% chance (added to the exisiting percentage chance of finding something while searching) that the player will find an item.

NOTE: Actual number changes aren't definite, so any suggestions are welcome in discussion.

Discussion (Expanding the search button)

NRV.png WARNING
This suggestion has no active conversation. It is marked for deletion in 5 days.


--RosslessnessWant a Location Image? 12:37, 27 October 2008 (UTC)

Nice idea, but the numbers will need tweaked a little for sure. I'm not one of the search odds crunchers but it does seem a bit high to me. They can give you a bit more help than I can. I'm more of a mechanics and hit rates guy. -- Cheese 20:10, 20 October 2008 (BST)

Hmm, well, I haven't given definite numbers, because I ain't no cruncher either. I should outline that in the description as up for discussion. Just to be clear. :) --KarandaDemon 20:19, 20 October 2008 (BST)

Let see. Um. 10% chance of finding something (Random current rate) compared to 30% at 5 times the cost? 0.9 chance of finding nothing 5 times is about 0.59 (O.9 to the power of 5.) So the chance of finding something is 41% as opposed to 1x30% chance of finding something through this proposal. I think. Someone want to check that? --RosslessnessWant a Location Image? 20:33, 20 October 2008 (BST)

Expected return for 5 AP spent searching for a 10% item, with no other items checked in your preferences is (1 x 0.9^5 x 0.1^0 x 0) + (5 x 0.9^4 x 0.1^1 x 1) + (10 x 0.9^3 x 0.1^2 x 2) + (10 x 0.9^2 x 0.1^3 x 3) + (5 x 0.9^1 x 0.1^4 x 4) + (1 x 0.9^0 x 0.1^5 x 5) = .50 items. Or the same as .1 (items/AP) x 5AP. No special voodoo needed. Expected return for 5 AP spent searching thoroughly for a 30% item is (1 x 0.7^1 x 0.3^0 x 0) + (1 x 0.7^0 x 0.3^1 x 1) = .30 items. Or the same as .3 (items/5AP) x 5AP. Again, no special voodoo needed. Under this suggestion for 10% items, searching thoroughly 10 times versus spending 50 AP searching would yield (on average) two fewer items. And that discrepancy will only grow as the search likelihood increases. The break-even point, incidentally, is where A = (A + B) / C. Under the above numbers (B = .2, C = 5) we can solve for A as .05. That means items found with search rates of less than 5% will be found more often when you search thoroughly. Again, that is just for the given numbers. -- Galaxy125 21:02, 20 October 2008 (BST)
Man. Thats cool! --RosslessnessWant a Location Image? 21:03, 20 October 2008 (BST)
So AP-wise it would be a better idea just to search normally? -- Cheese 21:07, 20 October 2008 (BST)
Yeah, obviously, apart from hyper rare below 5% find items. Pay attention cheese! There may be a test. --RosslessnessWant a Location Image? 21:09, 20 October 2008 (BST)
I'm not stupid. =p I did pass Higher maths. I'm just too lazy to read. -- Cheese 21:11, 20 October 2008 (BST)
See what happens when you eat your Wheaties? Of course, my above numbers assume that you're searching for consumables. FAKs, etc. Things where you're dedicating 5 AP to the search rather than stopping once you find one. -- Galaxy125 21:13, 20 October 2008 (BST)
Yep. After all. How many flak jackets do you need? And why do i have more than an average number of legs. I may have andered off the point somewhat. --RosslessnessWant a Location Image? 21:15, 20 October 2008 (BST)

Quick vote? I think I also forgot to mention that the 'Search thoroughly' idea would exist alongside the existing Search function, if it were ever to come into effect.--KarandaDemon 22:53, 20 October 2008 (BST)

Quick vote? Are you reading this? With what Galaxy says is this is a silly suggestion. Basically any further skills or changes in how searching happens need to be thought about a while to make things work. This will not help or work, and is not worth the time it would take to code it. - tylerisfat 23:23, 20 October 2008 (BST)
According to your logic, the 20AP syringe manufacture is a bad idea, yet Kevan put it into the game? I believe this is an alright idea. With the perfect numbers, it could be accepted. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 09:10, 22 October 2008 (BST)
No, those are two totally different things. Adding a fixed cost to manufacture something against the risk of getting the same item cheaper but with no guarantees is different then creating another search button that searches at a different rate, which is not actually any higher, but costs more. Its worthless, and sucks ap with no gain. - tylerisfat 20:46, 22 October 2008 (BST)
Sorry, you are right. But even still, people vote on the suggestion, not the amount of time it takes to code. It's Kevan's job to worry about that. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 05:22, 25 October 2008 (BST)
The comment about the coding was not about whether i would vote kill or keep, but that it was such a worthless thing that it wouldn't be worth coding it even if it was voted keep. AKA not worth the time, because it creates no difference. - tylerisfat 08:13, 26 October 2008 (UTC)
Manufacture used to be better than the search rate. Then the search rate got tons of small boosts and a few notably massive ones.--Karekmaps?! 05:25, 25 October 2008 (BST)



Suggestions up for voting

Useless use for the Crucifix

Suggestion is up for voting. Discussion moved to here. Linkthewindow Talk 11:19, 17 October 2008 (BST) Note: This was William Told's suggestion. He forgot update this section and move the talk across, so I did it for him.

New Newspaper Article-Length of Pipe

Suggestion:20081023 New Newspaper Article-Length of Pipe is up for voting. Discussion moved to here.--RosslessnessWant a Location Image? 12:46, 27 October 2008 (UTC)

Save Monroeville

Suggestion is up for voting. Discussion moved to here. Linkthewindow Talk 11:31, 17 October 2008 (BST) As above, this was Super Nweb's suggestion. He forgot to move the discussion across.

Zombies stuck in lights

Suggestion:20081030 Zombies Stuck in Lights is up for voting. Discussion moved to here. --xoxo 05:46, 30 October 2008 (UTC)

Football

Suggestion:20081029 Football is up for voting. Discussion moved to here. Linkthewindow Talk 20:50, 30 October 2008 (UTC) Note: This was A Big F'ing Dog's suggestion. He forgot to move it, so I did it for him.