Developing Suggestions: Difference between revisions
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:::''Only'' 14 damage... as a guaranteed minimum? lolno. BTW, it has [[Item Combination|been thought of before]] <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 09:47 29 July 2009 (BST)</small> | :::''Only'' 14 damage... as a guaranteed minimum? lolno. BTW, it has [[Item Combination|been thought of before]] <small>-- [[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 09:47 29 July 2009 (BST)</small> | ||
:::: Yes only 14 damage 5 to target 3 to 3 others. Think of it this way, if you spent the 20 AP gathering Shotguns and shotgun Ammo at a mall, you could easily do 100 Damage in a single turn. No it's not overpowered, just new. Yes Item combining has been though of before, much in the same way that using electrolysis to process aluminum was though of before they found a way to make it work. Is there any way to get field testing? (to prove that this is not overpowered) | :::: Yes only 14 damage 5 to target 3 to 3 others. Think of it this way, if you spent the 20 AP gathering Shotguns and shotgun Ammo at a mall, you could easily do 100 Damage in a single turn. No it's not overpowered, just new. Yes Item combining has been though of before, much in the same way that using electrolysis to process aluminum was though of before they found a way to make it work. This is quite a bit different in terms of effort, and damage. -that and 25 damage to a single target is way too high, thats 2 shotgun blasts and a pistol round- Is there any way to get field testing? (to prove that this is not overpowered)-[[User:Devorac|Devorac]] 18:35, 29 July 2009 (BST) | ||
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Revision as of 17:35, 29 July 2009
Developing Suggestions
This section is for presenting and reviewing suggestions which have not yet been submitted and are still being worked on.
Nothing on this page will be archived.
Further Discussion
- Discussion concerning this page takes place here.
- Discussion concerning the suggestions system in general, including policies about it, takes place here.
Please Read Before Posting
- Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. You can read about many ideas that have been suggested already, which users should be aware of before posting what could be a dupe: a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles.
- Users should be aware that page is discussion oriented. Other users are free to express their own point of view and are not required to be neutral.
- It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
- After new game updates, users are requested to allow time for the game and community to adjust to these changes before suggesting alterations.
How To Make a Suggestion
Adding a New Suggestion
- Copy the code in the box below.
- Click here to begin editing. This is the same as clicking the [edit] link to the right of the Suggestions header.
- Paste the copied text above the other suggestions, right under the heading.
- Substitute the text in RED CAPITALS with the details of your suggestion.
{{subst:DevelopingSuggestion |time=~~~~ |name=SUGGESTION NAME |type=TYPE HERE |scope=SCOPE HERE |description=DESCRIPTION HERE }}
- Name - Give the suggestion a short but descriptive name.
- Type is the nature of the suggestion, such as a new class, skill change, balance change, etc. Basically: What is it? and Is it new, or a change?
- Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
- Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check you spelling and grammar.
Cycling Suggestions
- Suggestions with no new discussion in the past two days should be given a warning notice. This can be done by adding {{SDW|date}} at the top of the discussion section, where date is the day the suggestion will be removed.
- Suggestions with no new discussion in the past week may be removed.
- If you are adding a comment to a suggestion that has the warning template please remove the {{SDW|date}} at the top of the discussion section to show that there is still ongoing discussion.
This page is prone to breaking when the page gets too long, so sometimes suggestions still under discussion will be moved to the Overflow page, so the discussion can continue.
- Suggestions in Overflow: No suggestions currently in overflow.
Please add new suggestions to the top of the list
Suggestions
Pipe Bombs
Timestamp: Devorac 07:44, 29 July 2009 (BST) |
Type: New Weapon |
Scope: Survivors, Siege War |
Description: Alright, there has without a doubt been some sort of explosive suggested for malton before, they failed for a number of reasons. First: the famous multiply by a billion rule kicks God AOE weapons right out. Second: Sheer overpower, if you can manufacture a grenade for 3 AP then throw it and 25 Damage on a hit, and 15 an a miss to a zombie things will get bad for zombies, and unbalance the game horrifically. Last but not least, they give survivors a weapon that zombies have no effective counter measure, or equivalent attack.
However what I propose should hopefully take the first and second reasons into consideration, as well as balancing the weapon so that the last is not so much of an issue. I give you, the pipe bomb! Base Damage: 10 on a "hit" to the zombie it was thrown at, and 5 damage to 5 other zombies (or survivors depending on who you throw it at). on a "Miss" it will deal 5 damage to the target zombie (or survivor) and deal 3 damage to 3 other zombies (or survivors). Encumberance: 10% of total (see below for reason) Base accuracy: 10% to get a direct "hit" on the target. Upgraded to hit: None for now, although I might ask that body building give a slight boost in my revised version. Special Abilities: It does damage even on a miss roll. (see above) By now your probably thinking something along the lines of, "man I'm hungry", or perhaps you are thinking that you are thirsty but I don't care about that right now. As you can see the above solves the problem of the multiply by a billion rule by adding a max number of affected targets as well as keeping the damage down to a moderate level. What it does not solve is the fact that it will always hurt something, and if you could spam these out a single survivor could conceivably kill 50 zombies in a single turn. (as long as they were all together.) So instead of having pipe bombs being found in certain buildings, pipe bombs should be made. Requisite materials for pipe bomb Construction: 1 metal Pipe, 5 shotgun shells, cellphone, toolbox (not consumed by process), construction skill. As you can see the ap cost for gathering the materials is quite high, above 20 AP to gather the ingredients together (that's using a mall to get the phone and the shells) plus another AP to throw the thing, by then you've earned it. However to prevent people from just sitting around making these and going nuts with them it should be given a relatively high encumbrance 10-15% not so much reflecting its weight as the care it has to be treated with. Will it still be balanced? Yes I think so, at roughly 20+ AP to gather the materials + its encumbrance I think it would be a slightly underpowered weapon. Hey but you just said it would be balanced! It will! I predict that the Pipe bomb will become a favorite of PKers, and griefers who will be drawn to the hit and run tactics of the thing (that and the potential massacre). While this may not seem like a good thing it balances the weapon by letting it run just as hot against survivors who make them! If their is anything that I have not addressed or problems that you have, please let me know. I think this will work, and with a bit of feedback I'm sure my wide eyed optimism will be thwarted, but I'll still keep plugging along. So help me here, see what I can't and show me the stupid stuff so I can fix it. |
Discussion (Pipe Bombs)
No area-of-effect attacks. --Bob Boberton TF / DW 07:48, 29 July 2009 (BST)
- Is that a hard and fast law, or just because its never been done before? By the way how do I get this to look normal? (first suggestion) -Devorac 07:53, 29 July 2009 (BST)
- Use colons to get it to indent properly. And it is a hard and fast law, and it's never been done before, because it's ridiculously overpowered. --Bob Boberton TF / DW 07:55, 29 July 2009 (BST)
- Laws can be bent, after all this AOE does a MAX of 35 Damage and that is over all targets it could possibly effect, on a perfect roll. It is 90% likely to do only 14 damage total! That and it costs more than 20 AP to make, if anything it's underpowered. -Devorac 08:02, 29 July 2009 (BST)
- Only 14 damage... as a guaranteed minimum? lolno. BTW, it has been thought of before -- boxy talk • teh rulz 09:47 29 July 2009 (BST)
- Yes only 14 damage 5 to target 3 to 3 others. Think of it this way, if you spent the 20 AP gathering Shotguns and shotgun Ammo at a mall, you could easily do 100 Damage in a single turn. No it's not overpowered, just new. Yes Item combining has been though of before, much in the same way that using electrolysis to process aluminum was though of before they found a way to make it work. This is quite a bit different in terms of effort, and damage. -that and 25 damage to a single target is way too high, thats 2 shotgun blasts and a pistol round- Is there any way to get field testing? (to prove that this is not overpowered)-Devorac 18:35, 29 July 2009 (BST)
UrbanDead App
Timestamp: ChiTownBear 01:48, 29 July 2009 (BST) |
Type: Expansion |
Scope: iphone and ipod touch users |
Description: An Urban Dead application for the iphone and ipod touch. It would be laid out to suite the ipod/iphone screens. Also, it would alert you on your ipod/iphone if you're being attacked, your DNA is being extracted, or if someone talks. In order to make the alerts fair, the app would cost five dollars. That would make the alerts a perk for paying. Alerts are very believable because they would only come in response to stimuli that would grab our attention if we were really in that situation. At first glance the alerts might seem like a huge advantage, but they're not. The person with the app would have to be using their ipod/iphone while the alert comes for it to be helpful. For example, an attacker will use up all of his/her action points attacking within one or two minutes. That means that in order for the app user to escape the attack before he/she died, he/she would have to be using their ipod and be able to respond immediately. This would make the game a lot more fun for survivors because it isn't any fun to log on dead, with your building destroyed, having no idea what the fuck happened, and spending the next day finding a revive point. This would also make it funner for zombies because if someone extracted their DNA or revived them without consent, they could open the app and kick their ass. |
Discussion (UrbanDead App)
Err, this is more of an axillary suggestion than a game-change; these don't go here, do they? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:54, 29 July 2009 (BST)
Alerts are unfair. Trying to justify it with a price tag - and you forgot to include iPhones in that price tag - is bullcrap. --Bob Boberton TF / DW 02:03, 29 July 2009 (BST)
- Besides, just how much of an addict are you that you have to GET alerts? I know players that some of the fun is discovering if they can survive the 24 hours between when they are full AP and can play again.--Pesatyel 02:53, 29 July 2009 (BST)
whoa, dont get bent out of shape just bc this will mean there will be a chance of a two sided fight once in a while. And by the way, it is fair. If when someone donates 5 dollars he/she gets unlimited server access, how come paying five dollars can't get you a heads up on when you should log on? Urban Dead is a good game, it will be very successful as an app, but it could be a lot better with at least a chance of a two sided fight. As for this being an auxillary suggestion I dont know. I dont know my way around urbandead's wiki, but it said suggestions go here so here it is.ChiTownBear 04:57, 29 July 2009 (BST)
- "... it is fair." Nope. "...when someone donates 5 dollars he/she gets unlimited server access..." Nope. Also, UD doesn't handle live fighting well - if you either party starts losing and can run away, they're probably going to do so... and it's nearly impossible to follow someone, especially with free-running. --Bob Boberton TF / DW 06:50, 29 July 2009 (BST)
A huge nerf for zombie kind. Zombies are at an extreme disadvantage when faced with a "live fight". Survivors just have to free run away to be totally invulnerable to a lone zombie, or even anything but a mega-horde. If you get an alert on the first attack, you can move well before any poor zombie has had a chance to gain XP -- boxy talk • teh rulz 07:07 29 July 2009 (BST)
Not everyone has access to an iphone, et al.--Pesatyel 07:13, 29 July 2009 (BST)
"'...when someone donates 5 dollars he/she gets unlimited server access...' Nope.." im pretty sure they do, see: http://urbandead.com/faq.html#limit Ok, u guys have 2 pick a side. either too many people will abuse the alerts by never taking their eyes off their ipodtouch/iphone or not enough people have ipod touches/iphones to make the alerts fair. For the former, id have 2 say that someone with free running seeing the alert and running away before he gets killed is definitely a possibility. But that doesn't mean its bad because 1) not all players are going to have the app 2) not all players with the app will see the alert (the alert wouldnt have audio) in time to stop anything and 3) it will actually promote players playing WITH eachother instead of playing with eachothers' idle characters. And it is definitely not unfair for zombies because theyll be able to detect if a scientist is working on them. For instance, I like the scientist class and I always love to find a pack of 10 zombies (Naturally with all the players logged off) and extract/revive as many as i can. There was no risk at all, but with the app there would be a chance of one of them logging on. This helps balance things by not making scientists the best class, not to mention practically invincible. As for the latter objection, THAT IS WHY I SUGGEST HAVING TO PAY FOR IT. See http://urbandead.com/faq.html#limit for a parallel to this apparently very difficult concept.----ChiTownBear 09:34, 29 July 2009 (BST)
ChiTownBear said: |
Ok, u guys have 2 pick a side. either too many people will abuse the alerts by never taking their eyes off their ipodtouch/iphone or not enough people have ipod touches/iphones to make the alerts fair. |
It's not that too many will do it, it's that those that do will be pretty much invulnerable. It's too much of an advantage for any single survivor character to have, and if a decent sized survivor group uses this, along with the meta-game... well I shudder at the thought -- boxy talk • teh rulz 09:53 29 July 2009 (BST)
- (At ChiTownBear) I've donated for a character, there's still an IP limit: see Hit_limit. You're still being incredibly biased towards iPhones (let me guess, you have one). "Definitely not unfair for zombies..." Did you miss boxy's point that a survivor can do this thing called free-run away into an EHB building next door? Basically, donating means "play more," not "have a huge advantage over other players." --Bob Boberton TF / DW 16:03, 29 July 2009 (BST)
- Now now, let's not forget cgi?rise. The alerts would benefit zombies holding open a breach in a malls defenses. - User:Whitehouse 16:04, 29 July 2009 (BST)
- But I dont understand, couldnt I say that having no chance of a player logging on because you are attacking, dna extracting, etc... benefits the zombies more than humans? the survivors need 2 find safe houses, find weapons, and find a zombie. After they do those things and leave the safe house they generally don't have enough AP to kill a zombie and get back to the safe house. zombies just need to find a player and that player is dead. And why do the scientist get an advantage over everybody by getting XP easier than every1 else with absolutely no risk? On top of that 99.9% of the time people miss all of the action in the game because they were logged off. i'm just saying some basic alerts would make the players a little more involved with the game's activities. I don't know how it works, but maybe paying 5 dollars could get you alerts on your cell? Does that make it fair enough? And Bobboberton, READ WHAT I WROTE AND ALL YOUR QUESTIONS WILL BE ANSWERED. By the way, the Hit_Limit link says this "Players who donate to contribute towards the server cost can have the IP limit lifted for one character per US$5 donated. Donated-for characters can access the map.cgi script as often as they choose. Additionally, the hits a donated-for character makes do not count towards the hit limit for that IP." Clearly, you need to drop that argument. It seems like 2 me that you guys are trying to knit-pick at this so that the only suprise in the game is logging on to find yourself dead in a destroyed building and the only risks in the game are things you can't do anything about anyways. And You've ignored a lot of what I said in my other responses. --ChiTownBear 18:22, 29 July 2009 (BST)
- Now now, let's not forget cgi?rise. The alerts would benefit zombies holding open a breach in a malls defenses. - User:Whitehouse 16:04, 29 July 2009 (BST)
Survivor Bite Change
Timestamp: --Papa Johnny 22:41, 28 July 2009 (BST) | |||||||||||||||||||||||||||||||||||||
Type: Oddity change | |||||||||||||||||||||||||||||||||||||
Scope: Survivors | |||||||||||||||||||||||||||||||||||||
Description: Simple - When a survivor attacks with "bite" on a zombie that is infected, the survivor has a chance of becoming infected. It wouldn't modify the hit% for the attack or affect the zombie in any way beyond the normal 1 damage being dealt to it.
Discussion (Survivor Bite Change)Survivors can't bite. Simple as that. User:Sorakairi /sig 22:55, 28 July 2009 (BST)
Well I guess they are biting rotting flesh which probably isn't too good for their health. - User:Whitehouse 23:09, 28 July 2009 (BST) I actually like this suggestion. It takes kind of a sick mind to think something like this up, and I can appreciate that. But I think that survivor bites should be part of the regular attack dropdown, not something requiring a "link with the correct attack code". How many hidden tools do Wiki users need? Oh, and I think there should be an accompanying message letting the player know about the potential consequences.--Necrofeelinya 07:06, 29 July 2009 (BST) Survivors shouldn't be able to infect themselves, which is all this suggestion seems to be good for, getting an infection so that you can parachute into a barricaded building -- boxy talk • teh rulz 07:10 29 July 2009 (BST)
Art as weapons
Discussion (Art as weapons)It may be a dupe already, but currently I love the idea, but some of the art is different to others, so the paintings should break at different rates as sculptures, yeah? --ϑϑℜ 09:23, 28 July 2009 (BST) or just make 1 specific museum peice do as much damage as a fire axe. like whatever the rareist museum peice to find is.--Agunin_Anoven 10:22, 28 July 2009 (BST) I don't particularly see anything wrong with the idea, although you may get some people voting it down for being "useless flavor", oxymoronic though that may be. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:04, 28 July 2009 (BST) First 25% is way too high. The art objects aren't designed for "swinging" being large/unweildy/heavy/etc. Secondly, this isn't useless flavor, its JUST flavor. The game already has 8 or 9 weapons people don't use except for flavor. Thirdly, this could, potentially, promote PKing. Imagine some ass comes in and takes YOUR artwork and smashes YOU with it.--Pesatyel 02:51, 29 July 2009 (BST)
Its funny too, this is, technically, a dupe.--Pesatyel 07:27, 29 July 2009 (BST) Nerf Mobiles
Discussion (Nerf Mobiles)First thing to start you off - perhaps should only work for mutual contacts so people you don't know can't spam you. --Bob Boberton TF / DW 05:36, 24 July 2009 (BST)
Extremely abusable. Someone could log in via a proxy, send 160 messages, then use their standard IP and play the game. It should cost AP. While that doesn't solve the problem, it limits it somewhat. - User:Whitehouse 11:52, 24 July 2009 (BST)
How would zombies text each other? O__O --RahrahCome join the #party!11:54, 24 July 2009 (BST)
Nerf? Don't you mean buff mobiles? No zombie texting... please. It's just so out of character/genre -- boxy talk • teh rulz 15:38 24 July 2009 (BST)
I've always wanted a Nerf-o-mobile. --Midianian 17:31, 24 July 2009 (BST)
Part of the atmosphere of Urban Dead is the sense of isolation and inability to easily coordinate; alas, that genie is already out of the bottle, and no amount of pushing will get it back in. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:17, 25 July 2009 (BST)
I like the sentiment and mechanics of this, but ultimately I don't think people will go for it. External boards allow all sorts of stuff the game would never do (like pictures) and don't tax the UD server. You do have a good point about the newb problem - we have advantages they don't - but that also applies for all the in-game skills, like faster walking, free running, hitting what you shoot at, etc. That's just how it is, and although I don't necessarily like everything about that, nobody stays a newb forever. Anybody who really cares about blow-by-blow contact and strategic warfare will seek out the channels everyone else uses to communicate. I'm not trying to discourage you - I just think you're facing some pretty tough hurdles. -George Zip ◆◆◆ 02:39, 25 July 2009 (BST)
Wait, I don't see why "only some people" can use outside resources to augment playing the game. You mean to tell me if I meet some people in the game with whom I would like to organize that I can't get in touch with them out of game unless I'm a certain level in game or what?--Pesatyel 20:28, 26 July 2009 (BST)
Groan Improvements
Discussion (Groan Improvements)The first bit would get you nice and shiny dupe votes, and the second bit is flavor that... probably wouldn't see a whole lot of use and cause more confusion than help. --Bob Boberton TF / DW 23:28, 23 July 2009 (BST) Firstly, the first part is a dupe of a suggestion I'm pretty sure was open only a week ago... The second part isn't so bad but I think it undermines the purpose of groaning (to allow zombies to find easier food) with flavour that, in the end, will mean the same thing: zombie sees survivor(s) and is alerting others around. It doesn't really need to be anything more than that. --ϑϑℜ 09:58, 26 July 2009 (BST)
Scent Chemicals
Discussion (Scent Chemicals)
What does this suggestion actually accomplish, though? It's not as if there's a raging demand in the zombie community to know where the person who revived or scanned someone else has moved to, and it would make attempting to scan a zombie in a large horde virtual suicide unless the scanner was prepared to run quite a ways. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:10, 23 July 2009 (BST)
So if I am reading this correctly, when survivor A is healed/revived by survivor B, you can follow survivor A. First of all, how often is a survivor healed in front of a zombie? Also, this, unlike scent trail, is activated by someone else, so you would have no control over whether or not this would be in effect on your character. This is especially true if you are revived, in which case you have just lost 10 AP and are probably infected and then, on top of that, you have to escape the zombie hoard that surrounds you, many of whom can track you. Which leads to the next question, how far is this effect's range? You might want to limit its effect to the survivor that used the FAK/syringe (in the above example, survivor B).--Uberursa 00:41, 24 July 2009 (BST) New Strain Needle
Discussion (New Strain Needle)"Even though some of you will say 'You are an idiot. This totally nerfs Brain Rot,' it doesn't. At least not to me."
Change this so the 'failed' syringes still appear to be the improved variant and I might be tempted to vote keep... but only if its use required a successful scan on the target rotter 1st. I would expect a chance for normal syringes to fail against rotters inside powered NT's as a quid pro quo type deal though. --Honestmistake 00:21, 24 July 2009 (BST)
You are an idiot, this totally nerfs brain rot -- boxy talk • teh rulz 15:45 24 July 2009 (BST) I think a lot of people forget that it's easier to die than live. To live, somebody must revive you. To die, you simply have to jump out of a building. For that one specific reason, the dead will never be overcome by the living - the dead can always go right back to being dead. So, in my mind, this is not a nerf. That being said, however, I would propose that the New Strain Needle be very hard to make, and so I would only support it under your manufacture specs. Anyone who doesn't like it could, of course, just go die. -George Zip ◆◆◆ 02:47, 25 July 2009 (BST)
Okay... So you want it to have a 50% chance to make a Rotter reviving tool that you won't know you've got till you use, as well as a chance that Rotters aren't always revived in Powered Necrotechs? Sorakairi 04:29, 27 July 2009 (BST)
Road Flares
Discussion (Road Flares)I'm not entirely clear on the search system in UD, and the wiki was little help due to the amounts of conflicting/out-of-date/generally confusing information (and the fact that I'm lazy), but I felt the above ones were fairly reasonable. Any help from someone with a clearer understanding of that system would be appreciated. I just feel that it needs to be said one more time, in bold lettering, to ensure no confusion exist about the fact that this will not improve search rates or hit rates in any way --Uberursa 21:48, 21 July 2009 (BST) I'm not big on misrepresentation or decoys, especially when they can't be removed for a fixed period of time. --Bob Boberton TF / DW 22:12, 21 July 2009 (BST)
Don't make it a weapon... it will get shot down :) As for a light source, it might work if you drop its duration down to 24 hours and call it a chemical light. Those things can glow for hours and produce no smoke. They are pretty light and increasingly common. --Honestmistake 10:08, 22 July 2009 (BST)
Over encumbered
Discussion (Over encumbered)
Honestly?--Yonnua Koponen Talk ! Contribs 22:19, 20 July 2009 (BST)
You're still on crack. --Bob Boberton TF / DW 23:33, 20 July 2009 (BST) Still on crack, but that won't stop me from writeing a sugestion a day to keep the moderators away XD (of course I haven't got anything big planned, heh, maybe I should put project T.O.G. in here for the hell of it to see how everyone reacts XD --Kakashi on crack 06:45, 21 July 2009 (BST)
^ He's just hating cus I forgot to post a siggy and he won't let it go XD --Crazy Hobo Man 08:29, 21 July 2009 (BST)
Ignoring the fact that we can't currently find anything once we reach 100% encumbrance, this suggestion seems contradictory in part. If you have a 30% chance of loosing an item once you reach 100% you are very unlikely to ever reach 300%. Stuff would be getting "stolen" as quick as you'd find it -- boxy talk • teh rulz 22:24 21 July 2009 (BST)
Leave Other People's Inventory Alone. This doesn't make the game more fun, no one would use it and it would just be a pain in the arse for survivors.--The General T Sys U! P! F! 14:12, 23 July 2009 (BST) Item Givingtime: --Catachan 15:04, 19 July 2009 (BST) name: [user: Catachan] type: Player-to-Player interactions scope: survivors description:-- As the title suggests, players may give items they do not require to another person that can use the item. For example, a person who gets a toolbox and does not have construction may give a person with the construction skill his toolbox. It may also work if the player does not wish to have an item he can use, such as a weapon. Doesn't really need a huge explanation, due to the fact the title pretty much gives you all you need to know. Discussion (Item Giving)
This is a massive dupe. --ϑϑℜ 15:08, 19 July 2009 (BST) As DDR. Sorry but mechanics for moving items in between characters have been suggested many many times before. --Cyberbob 15:12, 19 July 2009 (BST) This could work really well.--xoxo 15:17, 19 July 2009 (BST)
This is going to face the usual opposition: abusable by zergs. - User:Whitehouse 15:20, 19 July 2009 (BST) Giving is bad, m'kay -- boxy talk • teh rulz 15:27 19 July 2009 (BST) The problem is that this is easily abuseable (as pointed out above). Higher level characters can search, more easily, for the "good stuff" (syringes, faks, guns and ammo) to hand off to the player's lower level alts.--Pesatyel 19:38, 19 July 2009 (BST) Why the fuck do you suggest this?--Agunin_Anoven 23:16, 20 July 2009 (BST) Agunin, this is called a SUGGESTION page. It's for suggesting ideas. Now, I'm sorry this is a problem suggestion, but for christ's sakes, keep it nice in the future (aimed at Agunin_Anoven. Everyone else is alright).--Catachan 23:40, 20 July 2009 (BST)
Suggestions up for votingInfected BloodThis suggestion is now up for voting. Its discussion has been moved to its talk page. |