Developing Suggestions: Difference between revisions
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==Suggestions== | ==Suggestions== | ||
===Bull Rush=== | |||
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|'''Timestamp:''' [[User:Fixxxer|Fixxxer]] 09:41, 1 August 2009 (BST) | |||
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|'''Type:''' New Skill | |||
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|'''Scope:''' A new skill that survivors might use directly against zombies | |||
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|'''Description:''' A problem I have noticed as a survivor is when barricades come down and zombies come in and wreck a little havoc, but then run out of AP and just stand around, forcing the survivors to either barricade the zombies in with them or leave the building un-barricaded with the doors wide open in the hope that the zombies will decide to go for a stroll outside. With this skill, a survivor would potentially be able to charge a zombie and bull rush it out of the building through an open door, rather than having to attack it until it drops and then boot the body outside. I would suggest a 30% chance of success, with a 70% chance that the survivor loses his grip on the zombie, which stays indoors while he ends up out in the street. Either way, I would suggest that the survivor end up outside as well, though with an open door and no barricades, he could rush back inside and begin barricading. I would also suggest that this action consume 2AP (one for grabbing the zombie and one for shoving it through the door). | |||
The key thing to note here is that this is only possible in an un-barricaded building with the doors standing open. This is meant as a sort of emergency action to (hopefully) get a zombie or two out of the building so it can be safely barricaded or repaired, not as a combat maneuver to injure the zombie. | |||
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====Discussion (Bull Rush)==== | |||
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===FaceBook Application=== | ===FaceBook Application=== | ||
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Revision as of 08:41, 1 August 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
Bull Rush
Timestamp: Fixxxer 09:41, 1 August 2009 (BST) |
Type: New Skill |
Scope: A new skill that survivors might use directly against zombies |
Description: A problem I have noticed as a survivor is when barricades come down and zombies come in and wreck a little havoc, but then run out of AP and just stand around, forcing the survivors to either barricade the zombies in with them or leave the building un-barricaded with the doors wide open in the hope that the zombies will decide to go for a stroll outside. With this skill, a survivor would potentially be able to charge a zombie and bull rush it out of the building through an open door, rather than having to attack it until it drops and then boot the body outside. I would suggest a 30% chance of success, with a 70% chance that the survivor loses his grip on the zombie, which stays indoors while he ends up out in the street. Either way, I would suggest that the survivor end up outside as well, though with an open door and no barricades, he could rush back inside and begin barricading. I would also suggest that this action consume 2AP (one for grabbing the zombie and one for shoving it through the door).
The key thing to note here is that this is only possible in an un-barricaded building with the doors standing open. This is meant as a sort of emergency action to (hopefully) get a zombie or two out of the building so it can be safely barricaded or repaired, not as a combat maneuver to injure the zombie. |
Discussion (Bull Rush)
FaceBook Application
Timestamp: —The preceding Template:Wikipedia comment was added by Supertrooper101 (talk • contribs) 06:11, 1 August 2009. |
Type: Game Play |
Scope: {{{scope}}} |
Description: I beleive it would bring more players, ideas, and donation money to the site if it was some how linked into or through facebook. Face book has a HUGE base of users who only own a facebook for the time consuming of applications. Now wether u plan on just linking it through or even a special Mini Facebook Battle With its own map, charcters, weapons, and ect.. i for one beleive it would take off very quickly due to the fact that many of ur curent users undoubtly have a facebook and would be very willing to help the expansion of it across facebook to new users. I would love to see a new facebook type urban dead from u guys, cause u have created a game so simple but yet so addictive, i think its time to step it up to the next level. Thank you for ur time! i really hope u think about this one! :D |
Discussion (FaceBook Application)
I don't like how this uses "u" and "ur" instead of, you know, actual words. --Bob Boberton TF / DW 07:34, 1 August 2009 (BST)
u didnt sign ur pst you n00b. gb2fb-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 08:35, 1 August 2009 (BST)
So basically a mini-game on Facebook that promotes the main game? I don't use Facebook at all, but since this will just be a promontion for the game, why not just make some UD-related images that people can stick on their profile. Promotes the game, without the time and effort this would involve. And Boberton is right, chatspeak is bad. It's not a lot more effort to type two extra letters, and makes your suggestion look a lot more professional and readable. Linkthewindow Talk 08:38, 1 August 2009 (BST)
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: 12% 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)
- It's overpowered and new. Searching in a lit mall with both mall skills gives you about a 65% find rate, and with half of that being shotguns (may be off), you'd get about 33% of your AP's worth in shotgun munitions. That is to say, for 20 AP spent, maybe 6 or 7 shells - which comes out to 48-70 damage. Oh, and it's expensive to reload, they're heavy, and thus you can't carry a whole lot at once unless you only take shotguns. So, it comes out to maybe 25-30 AP spent to find 48-70 raw damage. With 65% to hit, that's about 31 to 45 damage. Now for zombies! With all the hand skills, we'll say the hit chance is 55% (with grasp's bonus intermittently) - so for 25 AP spent, that's 3 * .55 * 25 (or 30) = ~41 (or ~50) damage. Zombies also don't have to run to malls to search, especially when there might not be any in survivor hands for a long ways around. --Bob Boberton TF / DW 21:07, 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)
- Even by what you just said the pipe bomb is not over powered (unless you are saying the shotgun is also overpowered), the shotguns will do an average damage of 31-45 DAM like you said, the pipe bomb will do 14 DAM (over 4 targets) nine out of ten times, on the tenth time it does 35 DAM (over 6 targets), the same as the high end of the shotgun average. By your argument the shotgun is more overpowered than the pipe bomb, which leads to the inevitable question of "If an existing weapon is already more powerful, why should a specialized weapon be kicked under the pretext that it is overpowered?" And you have also neatly answered my concerns as to if this would be unfair to zombies, and as their Average Damage for the AP spent is higher than the pipe bomb it would seem that the answer is no, thank you I will definitely use that calculation in the finished proposal. -Devorac 23:46, 29 July 2009 (BST)
- It's overpowered because it's an area-of-effect attack that always hits as well. Imagine three people, loaded with the things after a week's worth of stocking, attacking a mall. Not to mention the ridiculous XP gains you'd get if you managed to land a ton of killing blows at once. --Bob Boberton TF / DW 23:55, 29 July 2009 (BST)
- Even by what you just said the pipe bomb is not over powered (unless you are saying the shotgun is also overpowered), the shotguns will do an average damage of 31-45 DAM like you said, the pipe bomb will do 14 DAM (over 4 targets) nine out of ten times, on the tenth time it does 35 DAM (over 6 targets), the same as the high end of the shotgun average. By your argument the shotgun is more overpowered than the pipe bomb, which leads to the inevitable question of "If an existing weapon is already more powerful, why should a specialized weapon be kicked under the pretext that it is overpowered?" And you have also neatly answered my concerns as to if this would be unfair to zombies, and as their Average Damage for the AP spent is higher than the pipe bomb it would seem that the answer is no, thank you I will definitely use that calculation in the finished proposal. -Devorac 23:46, 29 July 2009 (BST)
- Max XP gain if the Pipe Bomb did MAX damage and killed everyone it affected 95XP Chance of that happening= Near nil. Probable XP gain for a MAX damage grenade 35, and you would gain 14 XP for a miss (which would be 90% of the time) To answer the mall question, the resulting destruction Would be less than that of three people with shotguns that had been stocking up for a week. Here are more detailed figures, A person can carry a max of 16 Shotguns each with 2 shells loaded, that comes to 240 Maximum Damage. At a 65% Chance to hit that comes to 156 probable Damage. that's 720 MAX damage for or 468 Probable Damage if you have 3 people. You can carry a maximum of 7 Pipe bombs (Encumbrance of 12% plus you have to have a toolbox to make them) that's 245 Maximum damage, at 90% chance to do only 14 total Damage, that comes to around 104-124 probable Damage. Making 3 people able to deal 735 MAX damage, or 3 people able to deal 312-342 probable damage. Can you still say that it is overpowered? This begs the question, "okay if shotguns are more effective then use them and stop bugging us". The answer is that during a siege when using conventional weapons you are forced to target a zombie one at a time, kill one move on, kill one move on, and so forth. If you have a couple of people with grenades you can damage swaths of zombies, you wouldn't be able to kill them easily but you can damage them so that people with more focused firearms can clear more quickly. For normal use on groups of less than five zombies this weapon is utterly underpowered, it is a specialists tool for siege wars. make sense? (You have to remember that it will only effect 6 zombies total on a perfect shot, while it will effect only 4 90% of the time.) -Devorac 00:49, 30 July 2009 (BST)
- So maybe it's not as overpowered as I once thought - but then you have to answer another question that plagues new weapons: if it's not better, why would people ever use it? Especially if it's very underpowered? --Bob Boberton TF / DW 00:52, 30 July 2009 (BST)
- So they can yell "Fire in the Hole" without looking like a Doofus! --Honestmistake 01:30, 30 July 2009 (BST)
- So maybe it's not as overpowered as I once thought - but then you have to answer another question that plagues new weapons: if it's not better, why would people ever use it? Especially if it's very underpowered? --Bob Boberton TF / DW 00:52, 30 July 2009 (BST)
- Max XP gain if the Pipe Bomb did MAX damage and killed everyone it affected 95XP Chance of that happening= Near nil. Probable XP gain for a MAX damage grenade 35, and you would gain 14 XP for a miss (which would be 90% of the time) To answer the mall question, the resulting destruction Would be less than that of three people with shotguns that had been stocking up for a week. Here are more detailed figures, A person can carry a max of 16 Shotguns each with 2 shells loaded, that comes to 240 Maximum Damage. At a 65% Chance to hit that comes to 156 probable Damage. that's 720 MAX damage for or 468 Probable Damage if you have 3 people. You can carry a maximum of 7 Pipe bombs (Encumbrance of 12% plus you have to have a toolbox to make them) that's 245 Maximum damage, at 90% chance to do only 14 total Damage, that comes to around 104-124 probable Damage. Making 3 people able to deal 735 MAX damage, or 3 people able to deal 312-342 probable damage. Can you still say that it is overpowered? This begs the question, "okay if shotguns are more effective then use them and stop bugging us". The answer is that during a siege when using conventional weapons you are forced to target a zombie one at a time, kill one move on, kill one move on, and so forth. If you have a couple of people with grenades you can damage swaths of zombies, you wouldn't be able to kill them easily but you can damage them so that people with more focused firearms can clear more quickly. For normal use on groups of less than five zombies this weapon is utterly underpowered, it is a specialists tool for siege wars. make sense? (You have to remember that it will only effect 6 zombies total on a perfect shot, while it will effect only 4 90% of the time.) -Devorac 00:49, 30 July 2009 (BST)
- Lol Honest, yeah trenchies would love this one. Bob, I already answered that in my last post. I realize that I am a little prolific with my text, but still do try to read all of it, it's a pain to repost. However I will quote and clarify for you, "it is a specialists tool for siege wars." In a siege conventional Firearms lock onto one zombie and will only damage that single zombie until the zombie has been killed or the zombie moves away, this tactic presents a number of problems. First, mid level zombie can recover from being shot dead for only 1-5 AP, this can make clearing a building/area horrifically difficult. Second, You have to have a large number of survivors working together to take down an area controlled by more than 10 zombies, and even then it is a maneuver that takes considerable co-ordination to do properly. Third, With conventional weapons it is nigh impossible to weaken an entire group of zombies at once. Pipe Bombs are special tools that are used in everyday sieges/clearing buildings, where they are part of group tactics. With a pipe bomb you can damage multiple zombies at once. (Target zombie= 3-5 random others) This is a useful tactic because you can blast the zombies till they are severely weakened, then regroup get enough conventional weapons to kill the zombie/survivor group in one swoop then throw the corpses out of the building, while zombies can get back up easily, healing is more difficult for them. This allows a 1 person to make a difference in a siege, while also letting small groups become dramatically more effective at softening up and retaking buildings. For PKers and death cultist they are of a different use entirely, drop one in a building and the occupants will have to use 4 faks to heal a minimal blast, and 7 faks to heal the perfect blast. Making them an astonishingly effective weapon at diminishing survivor defense forces. NOTICE I do NOT in the least condone Pking or griefing, but those are acceptable way to play the game, and you have to consider anything new from all possible angles. Do you understand what it's for now? *might also consider giving it heightened damage against transmitters and generators in the final proposal* And personally, I consider this proposal to have already achieved a small but important victory, I have convinced you that AOE are not by definition overpowered. *salutes* And so even If this one fails -and I will fight for its success to the end- I will have at least gotten a foot in the door for others. -Devorac 02:29, 30 July 2009 (BST)
only if you add somthing like the survivors have to shoot the pipe bomb with a flare and they only have a .00000000000001 chance of hitting it. then i might say ya, let the humans have bombs and stuff.--Agunin_Anoven 04:24, 30 July 2009 (BST)
Err, the phone's a bit odd (though I get why it's important), but with your legitimate explanation of uses, I see no major flaws in this idea; I wouldn't buff it with bodybuilding though. One thing that might need to be reconsidered is the selective targeting aspect though; I'm not sure whether it might go over better if you made it so that a grenade can hit zombies or survivors regardless of who it's targeted at... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:38, 30 July 2009 (BST)
- @Agunin, There is already a detonator attached to the bomb, no need to shoot it with the flare. (Also please try to keep the input meaningful, sarcasm is rarely constructive) LeLouch, The reason I have it so that you throw it at one group or the other is because if this was real, the survivors would probably not be getting cozy with the zombie,. You should have survivors on one side and shambling rotting horde on the other. Although it might be a good addition if it could accidentally damage a survivor who was trapped in an entangling grasp with a zombie, that would make sense after all. I would as much as possible like the final Suggestion to be as believable as possible, so that it isn't jarring. (I.E there is an old idea for making a pipe bomb out of a length of pipe and a pistol clip, I mean really how in blue blazes are you supposed to set it off?) Thanks for both the idea, and the first positive view on the suggestion so far, kudos to you! -Devorac 08:04, 30 July 2009 (BST)
Ok NO BOMBS. PERIOD. you guys have guns and guns and flares and tools and all kinds of shit to survive. Why the fuck do you need bombs. no fucking bombs. there are you fucking happy? Is this more constructive? --Agunin_Anoven 09:23, 30 July 2009 (BST)
To make this truly fair it would have to have a chance to hurt both sides regardless of intent. I would suggest weighing it 3:1 in favour of the target side. That is count each zombie as 3 potential targets and each survivor as 1 then randomly select your actual targets from that list. --Honestmistake 11:14, 30 July 2009 (BST)
- Or randomly select targets from a list of all in the building with a 3:1 bias towards the targeted side, if that isn't what you were already suggesting. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:04, 30 July 2009 (BST)
- Exactly what I was suggesting (the original target should still not be random though.) --Honestmistake 17:55, 30 July 2009 (BST)
- Alright that makes perfect sense, shrapnel is rarely predictable and a 3 to 1 ration will keep down groups of people from spamming these. It shouldn't effect you though, after all you know where you threw it and you should be able to duck and cover. I will certainly incorporate that in the final version. @Agunin, No that is not really much more constructive. Since you decided to go into what survivors have, let's go into what zombies have, vampiric life regeneration, the most efficient damage to total AP spent with claws, the ability to restore all health for 1-6 AP if you die, an infectious bite, the ability to sense whoever just hit you, the ability to call out to all zombies around you, the ability to drag people out onto streets, the ability to ruin buildings, and you never ever have to reload. Have I missed anything? Also, I wrote this, I am trying to be as civil as possible, the least you can do is stop swearing like a one-eyed carpenter. -Devorac 00:01, 31 July 2009 (BST)
- You forgot to mention that zombies have far more fun that survivors when both are maxed.... Survivors are easier to level but have piss all to do once therer, zombies just find they have become more efficient at playing their role. its why maxed zombies rarely kil other zombies and most PKers are maxed survivors! --Honestmistake 00:15, 31 July 2009 (BST)
- I did at that, thank you for bringing that to light Honest. That is precisely why I keep a maxed rotter zombie, it gets almost frustrating when you run around and work to repair what the Zombies break, but never get to actually kill anybody for a while, so I go on a brutal killing spree with my zombie from time to time. The pipe bomb adds fun, flavor, and a new dynamic to siege fighting. While it really can't help survivors with their workload it sure makes the coffee break from cading, setting up gennies, transmitters and whatnot a bit more fun. That and it lets the small groups at least put a mark on bigger hordes, and anything that gives a weapon to the underdogs I like. -Devorac 00:27, 31 July 2009 (BST)
- You forgot to mention that zombies have far more fun that survivors when both are maxed.... Survivors are easier to level but have piss all to do once therer, zombies just find they have become more efficient at playing their role. its why maxed zombies rarely kil other zombies and most PKers are maxed survivors! --Honestmistake 00:15, 31 July 2009 (BST)
- Alright that makes perfect sense, shrapnel is rarely predictable and a 3 to 1 ration will keep down groups of people from spamming these. It shouldn't effect you though, after all you know where you threw it and you should be able to duck and cover. I will certainly incorporate that in the final version. @Agunin, No that is not really much more constructive. Since you decided to go into what survivors have, let's go into what zombies have, vampiric life regeneration, the most efficient damage to total AP spent with claws, the ability to restore all health for 1-6 AP if you die, an infectious bite, the ability to sense whoever just hit you, the ability to call out to all zombies around you, the ability to drag people out onto streets, the ability to ruin buildings, and you never ever have to reload. Have I missed anything? Also, I wrote this, I am trying to be as civil as possible, the least you can do is stop swearing like a one-eyed carpenter. -Devorac 00:01, 31 July 2009 (BST)
The only thing I don't like (and apparently many others) in this is the 100% chance of success. Keep in mind that these things were haphazardly thrown together and have been through who-knows-what before use, so a chance of failure is in order.--Uberursa 01:08, 31 July 2009 (BST)
- *Shrugs* perhaps, but that mechanic is absent in a lot of places as well. For instance, guns use ammunition that is 3 years old and has been through absolute hell, -same for the guns themselves really- yet a shotgun will never misfire or jam. However I see your point, If there is a 10% chance of a perfect blast, than there should be an equal and opposite 10% chance of it being a dud and not doing anything whatsoever. (the cellphone battery was dead, the powder was wet, Etc) Does that satisfy your concerns? Also thank you for having real, relevant input. -Devorac 01:23, 31 July 2009 (BST)
I don't have a problem with AOE weapons. I think that's a potential weapon for that game the COULD work. GETTING one to work is different, but there is this in Peer Review. The main problem is they do too much damage (generally). Even this suggestion does. I mean, a miss is a miss. Either you hit and do damage OR you miss. I think for an AOE weapon the best that could be done would be 3 damage max to a max of 5 targets. No more than that.--Pesatyel 03:33, 31 July 2009 (BST)
- Please read several of the above posts, they show that shotguns actually have far more destructive potential for killing individuals than the pipe bomb does. The reason I made this weapon do damage on a miss is the old saying "close only counts in grenades and horseshoes", this is quite true. This is in effect a small fragmentation grenade, if thrown in close quarters of a building or city block at a horde of zombies -or a group of survivors- it is almost impossible for it to not do damage to the group you threw it at, unless it fails to detonate (see above. The thought is that if you "miss" then the bomb has hit the ground, or the zombie and has under gone a late detonation and has rolled away a bit, damaging only a few targets. On a perfect blast the grenade explodes while in the air next to the target, dealing more damage to more targets. I would like to hear why you think this weapon is overpowered however as I have done considerable research on weapons (both zombie and human) to make sure that it is not overpowered. -Devorac 04:48, 31 July 2009 (BST)
- It isn't strictly about "kiling individuals". Urban Dead is very simplistic. This could be ocnsidered a "ranged" weapon, so you have to compare it to other ranged weapons. The Pistol does medum damage and has medium ammo. The shotgun does high damage and low ammo. The flaregun is a special case given how difficult it is to use. So what does that leave? Low damage high ammo? Not relevant here. First of all, there are NO weapons that "hit on a miss" that's part of the simplicity of Urban Dead. That alone makes this overpowered. Collecting crap to "make" one does not successfully counter the fact you are essentially GUARANTEED 112 XP using only 7 AP in combat. That's 16 XP per AP.--Pesatyel 03:30, 1 August 2009 (BST) Oh, also, while realism is, IMO, a necessary component of every suggestion, sometimes you have to forgo realism for balance (otherwise you would be able to use BOTH barrels at the same time, for example).--Pesatyel 03:33, 1 August 2009 (BST)
Have you modified this during the discussion process? I seem to remember first reading this and thinking there was more to it. Regardless, in its current state it is still Spam worthy. --ϑϑℜ 15:12, 31 July 2009 (BST)
- No it is currently in its un-modified state, however a great deal of the finer points of the idea (the ones that will keep it from being Spam) have come out in the discussion posts. once I think it is ready I'll post Pipe Bombs Version 2. That way I can incorporate the new ideas and adjust my thinking accordingly, as well as re-writing the initial proposal to include comparative damage calculations so that I can help stop the knee jerk "AOEs are overpowered" reflex with hard evidence. If you have anything you want to add or change, let me know and I'll see to how people react to it in the next revision. out of curiosity what kind of "more" did you think there was? -Devorac 18:48, 31 July 2009 (BST)
I think Valve beat you to the idea. --YYYEEEAAH7
- Really? Can you give me a link to that one? -Devorac 23:37, 31 July 2009 (BST)
- He's talking about Left4Dead, which happens to not be a trans-state browser-based MMORPG. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:40, 31 July 2009 (BST)
- Ah, thank you lelouch, you have saved me from the momentary panic of thinking that there was a suggestion like this that I had missed. I have never played left4dead, hence my ignorance. Once again Kudos to you Le Louche. -Devorac 00:14, 1 August 2009 (BST)
- Happy to help; I've also got something planned in the event that people continue to once-off your idea without reading all the support first. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:40, 1 August 2009 (BST)
- Ah, thank you lelouch, you have saved me from the momentary panic of thinking that there was a suggestion like this that I had missed. I have never played left4dead, hence my ignorance. Once again Kudos to you Le Louche. -Devorac 00:14, 1 August 2009 (BST)
- He's talking about Left4Dead, which happens to not be a trans-state browser-based MMORPG. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:40, 31 July 2009 (BST)
Me likes this idea..... More variety --DOWN WITH THE 'CRATS!!! | Join Nod!!! 00:26, 1 August 2009 (BST)
@pesatyel My apologies for not replying sooner but I totally missed your earlier post about the XP problem. You said that going around finding "crap" does not justify it, but actually it does. Think of it like this, you can carry 7 tops at one time. You will earn an average of 98 XP (not 114 your calculations are off). Yeah that sounds a bit much for 7 AP, but consider the pistol. You can hold 25 Pistols in your inventory at one time, with 6 rounds in each (optimally), so 25*6*5= 750XP max or 487.5 average XP (not counting rotting flesh/flak jacket/ but also not counting bonus kill XP so it evens out). Now that is of course over a great deal more AP than the pipe bomb. However once you have used your 7 pipe bombs odds are that the targeted opponent won't even be dead, and you will be standing there with nothing in your inventory but a toolkit and a foolish expression. The additional 20-30 AP to find ingredients to make the item account for the XP. I mean really, with my shotguns (yes I fight in true trenchie style, even though I am not myself a trenchie.) I can often earn as much or more than 84-119 with 21-31 AP. and that is the cost to make one pipe bomb! Do you understand now? Also I will be working on a zombie weapon with some common characteristics (no, it's not exploding zombies or anything like that) that way the zombaes won't be left out. ;) -Devorac 05:49, 1 August 2009 (BST) PS. @ Le Louche, err... I really hate to sound like an idiot, but I have to ask this. You sent me a message, do I reply to it on my discussion page or your own?
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)
I'll delete this some day, or maybe I won't... |
Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:16, 30 July 2009 (BST) |
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)
- Even if you donate, and I quote that hit page "There is also a 300 hit/day limit per character which has donated" Which means they don't have unlimited access. You need to brush up on your game info.
- Survivors sit and store up ammo for days in their safehouse. Which, by the way is safe because survivors outnumber zombies by a lot and their inherent ap advantage with 'cade building clearly adds up.
- "And it is definitely not unfair for zombies because theyll be able to detect if a scientist is working on them." Right, because by the time you've gotten tot he page you've already been rezd or the humie has moved on. Oh, not to mention how many zeds LOOK for a revive, because you know, some of us like to Death Cult.
- "This helps balance things by not making scientists the best class, not to mention practically invincible." Scientists aren't invincible so much as everyone else is. Their only "invincible" because when tyhey do their work, 98% of the time their target is idle. Just like almost every other target in any other class. Wow, look at that flawless logic at work. EVERYONE IS INVINCIBLE!
- We're reading what you're sayign, and it's obvious you're reading what we're saying, but it's obvious you aren't getting what we're saying. Also, it's pretty bad form to just plug your ears and say "LALALA MY SUGGESTION IS GUD U RNT REDING WUT IM SAYIN"
- Please drop this suggestion. Iphones and Itouches are shit anyway. Unless of course you rework this to be a desktop app of some sort, it's just not fair to anyone.--Mr. Angel, Help needed? 18:56, 29 July 2009 (BST)
- o, i didnt know about that server thing. my bad. and btw, usually scientists go to groups of zeds to get their exp. so they dont have to waste any walking around looking for zombies. If one zed logs on, theyll probably still be there collecting DNA. And I mean theyre invincible because they don't have to stick around the zeds for too long or waste AP on missed shots. If an attacking soldier meets an online higher level zombie, he has to run or die. A scientist just needs to extract dna, revive him, and that fight is over. Unless the zed has brain rot, then they have to run. But the point is that scientists need to use only two AP points before they leave, attackers need a lot more. Also, there is no such thing as power in numbers in UD unless uve organized some kind of attack before hand. And I do get what your all saying and a lot of what you guys are saying is true, but your all getting upset that EVERY ONCE IN A WHILE (definitely not all the time) people might actually have to take a risk while playing. You don't seem to understand that when it comes to games, RISKS ARE FUN. PLAYING WITH OTHER PEOPLE INSTEAD OF IDLE CHARACTERS IS FUN. MISSING ALL OF THE ACTION BECAUSE YOU WERE LOGGED OFF IS NOT SO FUN. You're completely missing all of the way it would make the game funner. But obviously none of you have ipodtouches/iphones or like the idea of taking risks. So naturally theres no reason for you to support this. I'll resubmit it for just a basic UD app. sound good? --ChiTownBear 19:30, 29 July 2009 (BST)
- I stand corrected, I don't think you're even reading everything thoroughly. Thank you for you input.--Mr. Angel, Help needed? 19:59, 29 July 2009 (BST)
- hurf durf he thinks disagreeing with him means being upset also he misses the point of UD - a game you can play 5 minutes a day, not sit around and worry about "missing the action." --Bob Boberton TF / DW 20:02, 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)
Drama Llama | |
The Llama is watching you. |
Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 20:16, 29 July 2009 (BST)
- Bobboberton, you are an idiot. please just get out of these discussions. I say upset because youve turned a discussion about a suggestion into a petty argument. STOP BEING A LITTLE BITCH. DISCUSS THE SUGGESTION, NOT WHAT KIND OF PERSON YOU IMAGINE ME TO BE. And all the alerts would do is change at what time you spend your five minutes on UD. You would just start playing when something happens, but really thats irrelevant now. I'M GOING TO WITHDRAW THE ALERTS. All I need to know from you guys (minus Bobboberton) is what you would think about a basic UD app. (btw, sorry for all the caps. I'm not trying to be agressive [well, maybe towards a couple people], I just want these points to be very clear) --ChiTownBear 20:53, 29 July 2009 (BST)
- I was discussing the suggestion. It's crap, and you're funny. --Bob Boberton TF / DW 20:56, 29 July 2009 (BST)
- Bobboberton, you are an idiot. please just get out of these discussions. I say upset because youve turned a discussion about a suggestion into a petty argument. STOP BEING A LITTLE BITCH. DISCUSS THE SUGGESTION, NOT WHAT KIND OF PERSON YOU IMAGINE ME TO BE. And all the alerts would do is change at what time you spend your five minutes on UD. You would just start playing when something happens, but really thats irrelevant now. I'M GOING TO WITHDRAW THE ALERTS. All I need to know from you guys (minus Bobboberton) is what you would think about a basic UD app. (btw, sorry for all the caps. I'm not trying to be agressive [well, maybe towards a couple people], I just want these points to be very clear) --ChiTownBear 20:53, 29 July 2009 (BST)
Well. you're suggesting 2 things here. An urban dead ap for your You-Phone and another ap that alerts you to stuff happening to your character. The first one seems fine. You can even have your own city just for the ap. But how would the notification thingy work? Unless you are logged on, how would the ap know you were being attacked? --RosslessnessWant a Location Image? 20:41, 29 July 2009 (BST)
To the author. Answer these questions, honestly.
- Do you have an iPhone / iTouch?
- Do you play solely as a survivor?
- Have you ever been in a real-time battle?
- Can you spell, excluding text speak?
- Did you just get kicked off of 4chan, and are you looking for somewhere else to spam?
- Are you listening to Bob and SA, two of the most experienced wikiers on here?
- Are you in fact Iscariot?
When you're done answering these questions, I think the suggestion will make more sense.--Yonnua Koponen Talk ! Contribs 20:46, 29 July 2009 (BST)
- Do you have an iPhone / iTouch? Yes, but in my opinion, even if I didn't I would like it because it would make messing around with seemingly idle zombies/survivors more fun because they might fight back. It adds a whole new dimension to the game.
- Do you play solely as a survivor? I have more survivors than zombies, but I still play as both sides.
- Have you ever been in a real-time battle? Yes
- Can you spell, excluding text speak? I don't understand the relevancy, but yes. I stopped being so formal after a while because they turned it into a chaotic, petty argument.
- Did you just get kicked off of 4chan, and are you looking for somewhere else to spam? No
- Are you listening to Bob and SA, two of the most experienced wikiers on here? I was, now they're just trying to attack me instead of objectively analyzing the suggestion. That pisses me off. Reality check, being experienced wikiers holds zero prestige. All you did was place your biased opinion on here for a long time. As far as I'm concerned, they can't get away with being douches no matter how long theyve been insulting players.
- Are you in fact Iscariot? If you mean someone who wants to degrade the players' overall gameplay so that the game designer can make more money, then no. If you mean someone who would make the app and get payed for its HUGE profit, then again no. I just want an app for the game on my ipod and maybe improve the game in the process. --ChiTownBear 21:16, 29 July 2009 (BST)
- Er, when did we attack you? Also, why do you want an app for it when the browser works just fine? --Bob Boberton TF / DW 21:19, 29 July 2009 (BST)
- I only "attacked" you because you're plugging your ears and going lalalala. It's hard to have a discussion when the other party isn't listening to a damn thing you say. All you keep doing is repeating the same points that we keep refuting, and we sometimes have evidence. While you present nothing but your wants. Also, being an old timer does have it's benefits. For one, if we understand the game mechanics and balance, people would listen to us more than they would, say, you. Fuck off with your petty bullshit. You started it all anyway.--Mr. Angel, Help needed? 21:27, 29 July 2009 (BST)
- "why do you want an app for it when the browser works just fine?" Because Its a pain in the ass to have to zoom in the click or see a button and zoom out to navigate the page. It turns the game's five minute gameplay into like 15 minutes. Plus, It would get very poplular. UD is better than a lot of the top games in the iTunes store. As for the attacking: "just how much of an addict are you that you have to GET alerts?" -name calling/making me a topic of discussion, "let me guess, you have one" -trying to imply i only think its a good idea because i could use it\making me a topic of the discussion, "it's pretty bad form to just plug your ears and say 'LALALA MY SUGGESTION IS GUD U RNT REDING WUT IM SAYIN'" -pretty obvious, and "Can you spell, excluding text speak" -apparently I misspelled a few words. Whooptee-fuckin-doo. It has nothing to do with the suggestion. And as for Mr. Angel, I don't give a shit why you started attacking me. It had nothing to do with the argument. And im not getting into this discussion again. Its over. Let it go. (I'm saying this for the third time if i'm not mistaken) Anyyyways, how do I do this? Do I erase this one and just make a new one for the app alone? --ChiTownBear 21:51, 29 July 2009 (BST)
- You can just leave this one here, it'll get deleted after a while when there's no active discussion. Make a new "Urban Dead App (2.0)", no one will mind if this 1.0 one stays on the page. If anything it'll help people understand where your suggestion originated and recurring stuff. --Bob Boberton TF / DW 21:57, 29 July 2009 (BST)
- This suggestion is pretty awesome, except for the bit about the iPhone. Fuck that thing. The Borg made it you all know it and THEY WILL ASSIMILATE YOUr ASSHOLES. --Paddy DignamIS DEAD 22:03, 29 July 2009 (BST)
- You can just leave this one here, it'll get deleted after a while when there's no active discussion. Make a new "Urban Dead App (2.0)", no one will mind if this 1.0 one stays on the page. If anything it'll help people understand where your suggestion originated and recurring stuff. --Bob Boberton TF / DW 21:57, 29 July 2009 (BST)
- "why do you want an app for it when the browser works just fine?" Because Its a pain in the ass to have to zoom in the click or see a button and zoom out to navigate the page. It turns the game's five minute gameplay into like 15 minutes. Plus, It would get very poplular. UD is better than a lot of the top games in the iTunes store. As for the attacking: "just how much of an addict are you that you have to GET alerts?" -name calling/making me a topic of discussion, "let me guess, you have one" -trying to imply i only think its a good idea because i could use it\making me a topic of the discussion, "it's pretty bad form to just plug your ears and say 'LALALA MY SUGGESTION IS GUD U RNT REDING WUT IM SAYIN'" -pretty obvious, and "Can you spell, excluding text speak" -apparently I misspelled a few words. Whooptee-fuckin-doo. It has nothing to do with the suggestion. And as for Mr. Angel, I don't give a shit why you started attacking me. It had nothing to do with the argument. And im not getting into this discussion again. Its over. Let it go. (I'm saying this for the third time if i'm not mistaken) Anyyyways, how do I do this? Do I erase this one and just make a new one for the app alone? --ChiTownBear 21:51, 29 July 2009 (BST)
It appears my question got swallowed up in the above melee. How would an ap know when you were attacked, inless you were logged in? --RosslessnessWant a Location Image? 22:16, 29 July 2009 (BST)
- O yeah, I forgot to answer that. I'm not a programmer or anything, but i guess since the app is an independent program entirely devoted to one thing, it can still be taking tabs on whats going on even after you exit out of it. I have apps for twitter, hotmail, facebook, and my iTunes account that are always logged in and show me when I have new messages/updates/etc. --ChiTownBear 22:42, 29 July 2009 (BST)
- Apps like that do that by constantly pinging the server, or by having the server ping them when such an event; in either case this idea isn't practical. Furthermore, it has already been suggested that the fundamental basis of your idea is flawed; in the face of this criticism you can either:
- Ignore the feedback and take your suggestion to voting, causing it to be voted down in flames
- Take their word for it and give up.
- Apps like that do that by constantly pinging the server, or by having the server ping them when such an event; in either case this idea isn't practical. Furthermore, it has already been suggested that the fundamental basis of your idea is flawed; in the face of this criticism you can either:
- Please don't piss off the llama everyone, I don't think it's had any breakfast... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:49, 29 July 2009 (BST)
- He could also change his suggestion up to a new revision and place it here. I'm not hopeful, however, because apparently "let me guess, you have [an iPhone/iTouch]" is an attack instead of an obvious remark that only someone with such a piece of hardware would suggest an app solely for that hardware. --Bob Boberton TF / DW 22:52, 29 July 2009 (BST)
- If it's continually pinging the server, it'll run into the IP limit pretty quick. If the limit's lifted, even if only a few UD players used this, it would do bad things to Kevan's bandwidth (sorry if that's already been mentioned, I cba-ed reading the crap above.) Linkthewindow Talk 22:55, 29 July 2009 (BST)
- to Lelouch- but since we have already decided not to do the alert thing, does it really need to keep pinging in order to keep someone logged in so that they can open the app and play instead of manually loggin in? to Linkthewindow- oic. *sigh* here we go... to Bobboberton- you're way behind. I decided to make a suggestion for a basic UD app a long time ago. experienced wikier my ass. --ChiTownBear 23:10, 29 July 2009 (BST)
- was that a completely irrelevant point i do think it was good sir i wasn't even commenting on when you came up with the idea only that you were making a revision ref. "Anyyyways, how do I do this? Do I erase this one and just make a new one for the app alone?" --Bob Boberton TF / DW 23:20, 29 July 2009 (BST)
- No they don't need to keep pinging in order to keep someone logged in (just like on the computer.) It only pings the server again when you refresh the page. Linkthewindow Talk 07:42, 30 July 2009 (BST)
- to Lelouch- but since we have already decided not to do the alert thing, does it really need to keep pinging in order to keep someone logged in so that they can open the app and play instead of manually loggin in? to Linkthewindow- oic. *sigh* here we go... to Bobboberton- you're way behind. I decided to make a suggestion for a basic UD app a long time ago. experienced wikier my ass. --ChiTownBear 23:10, 29 July 2009 (BST)
- Please don't piss off the llama everyone, I don't think it's had any breakfast... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:49, 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)
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)
Suggestions up for votingInfected BloodThis suggestion is now up for voting. Its discussion has been moved to its talk page. |