Developing Suggestions: Difference between revisions

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==Suggestions==
==Suggestions==
===Leg Crunch===
{|
|'''Timestamp:''' [[User:Brainiac3397|Brainiac]] 08:34, 23 August 2009 (BST)
|-
|'''Type:''' Zombie Hunter skill
|-
|'''Scope:''' Good for humans,bad for zombies
|-
|'''Description:''' if your going to hunt a zombie you obviously want to do some major damage in any possible way,even if death doesn't occur a temporary disadvantage to the zombie would be major help. im thinking that if zombies can infect us and slow us down to get us to use a first aid kit we should be able to slow them down to.this skill would add a 20% chance of hitting the zombies leg and cause him to use twice the AP to move and cause half double damage but only with melee weapons.zombies with lurching gait would use 2 AP while others without it would use 4 AP and only way to rid of it would be to spend 6 AP to "fix displaced leg" but maybe lose 2 hp from blood lose.
--[[User:Brainiac3397|Brainiac]] 08:34, 23 August 2009 (BST)
|}
====Discussion (Leg Crunch)====
----


===Broken Glass===
===Broken Glass===

Revision as of 07:34, 23 August 2009

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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

  • 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:


Please add new suggestions to the top of the list


Suggestions

Leg Crunch

Timestamp: Brainiac 08:34, 23 August 2009 (BST)
Type: Zombie Hunter skill
Scope: Good for humans,bad for zombies
Description: if your going to hunt a zombie you obviously want to do some major damage in any possible way,even if death doesn't occur a temporary disadvantage to the zombie would be major help. im thinking that if zombies can infect us and slow us down to get us to use a first aid kit we should be able to slow them down to.this skill would add a 20% chance of hitting the zombies leg and cause him to use twice the AP to move and cause half double damage but only with melee weapons.zombies with lurching gait would use 2 AP while others without it would use 4 AP and only way to rid of it would be to spend 6 AP to "fix displaced leg" but maybe lose 2 hp from blood lose.

--Brainiac 08:34, 23 August 2009 (BST)

Discussion (Leg Crunch)


Broken Glass

Timestamp: Mooman72v2 07:32, 23 August 2009 (BST)
Type: Weapon Change
Scope: Survivors
Description: Ok, so since wine bottles are considered weapons, I think that instead of breaking on the first use, they could become 'Broken Bottles' which would do more damage than the regular bottle (something like 4 damage) but have less chance to hit (something like 5 to 10 percent off) than the regular wine bottle. There could also be an option, when inside a building, to 'Break Bottle,' negating the need to attack with it. What do you think?

Discussion (Broken Glass)



Vault

Timestamp: Brainguard 20:46, 22 August 2009 (BST)
Type: Building change, new skill
Scope: Banks and NecroTech Buildings
Description: I had earlier suggested a storage closet idea, but realized it had too much zerging potential. So here is my revised idea, vaults:

All banks and NecroTech buildings (and Malls and Fort Armories) would have a storage vault. To use the vault, the bank would need to be powered, and you would need to buy any of these three skills:

  1. Hacking (a scientist class skill)
  2. Safecracking (a military class skill)
  3. Locksmith (a civilian class skill)

When in the building, humans would have two options, "Take [item] from vault.", and "Put [item] in closet." Any items in the closet could be used by anyone, but there is a 20 item limit to closet items. Flavor text:

  • Putting in: "The lock on the vault beeps/clicks/turns and the door opens. You stuff your item in and slam the door shut again."
  • Taking out: "The lock on the vault beeps/clicks/turns and you take out a(n) item before shutting the door."
  • Too many items to put more in: "Despite your attempts, the vault has reached its capacity limit." (0AP spent)

Zombies can also attack the vault doors. Humans with a toolbox can repair them. Vault doors have the same damage system as radio transmitters or generators: 'dented', 'battered', 'damaged', 'badly damaged', and destroyed. When the doors are destroyed, successful attacks will destroy one random item in the vault.

Flavor text for destroying & repairing:

  • Hitting a vault with non-destroyed doors: "The vault door is dented/battered/damaged/badly damaged from your swing/shot/claw/bite."
  • Completely destorying the vault doors: "There is a bang as the vault doors crash to the floor."
  • Destroying an item in the vault: "Your swing/shot/claw/bite smashes a(n) item contained in the vault."
  • Missing an attack on the vault: "The vault echos, but there is no damage done to the vault or its contents."
  • Repairing a vault with a detroyed door: "You pick the remains of the the vault's door and reattach it to the lock."
  • Repairing a vault: "You tighten the hinges and bang out the dents on the vault door."

Discussion (Vault)

I don't see how this fixes the zerging problems in the earlier suggestion. Also, if you obtained one vault skill, what would the other skills do? Ideally, there should only be one skill.--Yonnua Koponen Talk ! Contribs 20:50, 22 August 2009 (BST)

Well, he attempted to by putting doors on his Storage Closet and requiring a generator. But I don't think that is enough of an offset to counter all the zerge issues.--Pesatyel 21:01, 22 August 2009 (BST)
Zergers couldn't just make expendable accounts - you would eed to be lvl2 or higher.--Brainguard 23:11, 22 August 2009 (BST)
And getting to level 2 is difficult now?--Yonnua Koponen Talk ! Contribs 23:12, 22 August 2009 (BST)

There was a suggestion some time ago that involved players using a bank's safety deposit boxes to store items for themselves. Unless your adamant about sharing items (in which case, go ahead and stop now) you might want to try that line.-- Pesatyel 21:01, 22 August 2009 (BST)

Yeah, I'm for item sharing.--Brainguard 23:11, 22 August 2009 (BST)
Go ahead and stop now. --Bob Boberton TF / DW Littlemudkipsig.gif 23:22, 22 August 2009 (BST)
Item sharing would add tremendously to game play if only we idn't have so many sad-sacks willing to create disposable accounts to search for them.--Honestmistake 02:19, 23 August 2009 (BST)
All it would add would be dedicated survivor ammo/syringe search "sub-groups" that do nothing but re-supply their front line group-mates. The huge encumbrance that survivors can carry now more than makes up for not being able to store things in cupboards or vaults. Sharing/trading/giving just wont work in a low tech game like UD, which is why it will always be spammed, with extreme prejudice -- boxy talkteh rulz 02:39 23 August 2009 (BST)

Augmented Fear

Timestamp: GANG Giles Sednik CAPD 00:35, 22 August 2009 (BST)
Type: game change, new skill, skill change
Scope: zombie vs survivor confrontations
Description: Okay this suggestion is big and crazy but as a community we can work out the details.

I propose that the element of fear in the game be expanded upon in the following ways:

  • Game change:When a survivor is at 13HP or less, they experience mortal fear. Wild with terror, their fine motor skills diminish and their chance-to-hit for all attacks drops by 10% (or whatever % the community decides is best).
  • Skill change:Zombies who have scent fear and scent death will now have an enhanced ability to smell the mortal fear of their prey. When they use scent death, the positions of survivors with 13HP or less will show up on the scent death map as red asterisks. Only one red asterisk will display per block, regardless of how many dying survivors are at that location. There would be no difference between survivors outside or behind barricades (negotiable).
  • New skill:Survivors can purchase a new skill called "Focused Fear" (or whatever sounds best). It would be a civilian skill under body-building (or a military skill under hand-to-hand combat). It would cost the same as other survivor skills relative to its branch, ie civilian, military, scientific. Focused Fear can only be used when a survivor is at 13HP or less.
  • Focused Fear is a survivor's ability to channel their near-death adrenaline rush to deal more damage with heavy melee weapons. They would deal an extra 2HP of damage (or whatever amount works best - the end result should better than a fire axe but not as good as a pistol) with heavy melee weapons like fire axes, toolboxes, lengths of pipe and baseball bats. Knives and fencing swords would be unnafected. Other weapons are up for debate. They would still have the 10% hit penalty with these weapons, because they are using crazy rage to attack, rather than precision and technique.--GANG Giles Sednik CAPD 00:35, 22 August 2009 (BST)

Discussion (Augmented Fear)

Okay I realize this suggestion is hardcore and it involves a number of changes, but I think it would add greatly to the gameplay and to the fun of pitting survivors vs. zombies. My general idea is that greatly wounded survivors should feel an additional sense of impending peril. They should feel hunted.

Also, I like the risk/reward of being a constant target with low HP and dealing more damage. Finally, the zombie scent skills are extremely disappointing. Zombies should be granted a better hunting tool for maxing out the scent tree.--GANG Giles Sednik CAPD 00:46, 22 August 2009 (BST)

The skill should probably be a zombie hunter skill because a)Science doesn't make sense and we have too many military skills and b)It makes sense that this would be gained over time. Also, when you say "better" do you mean in AP spent per damage or flat out damage?--Uberursa 02:05, 22 August 2009 (BST)

That's a good question and I hadn't considered if it should be damage or AP efficiency. I want this to be a community developed suggestion so I'll leave it to you and the community to decide what would be the most balanced option. Also, you're right that it should be a zombie hunter skill, that makes more sense. Maybe it could be called Death Blow--GANG Giles Sednik CAPD 02:30, 22 August 2009 (BST)

The effect of this is so vast that it really should probably be tried in a new city first, not in Malton, but I like the idea. It just needs a test drive somewhere before we could really know what effect it would have. Monroeville would be good for that if Kevan were to decide to reopen it.--Necrofeelinya 04:45, 22 August 2009 (BST)

As far as the weapons go, I'd imagine any of the "clubbing" weapons would apply. It doesn't take a lot of percision to swing a tennis racket or bat when your trying to crush something.--Pesatyel 06:38, 22 August 2009 (BST)

No. No. No. No. No. No. Just No. The Skill change is an acceptable alteration, it would even be good, but the rest is just horrible. Too much of a zombie buff.--Yonnua Koponen Talk ! Contribs 11:32, 22 August 2009 (BST)

I tried something like this once before. It didn't work. --Blake Firedancer T E RNL? P.I.S.I.T. 11:49, 22 August 2009 (BST)

As blake, there are several elements in this suggestion that have been tried before. User's don't like their accuracy etc being messed with beyond their control. --DANCEDANCEREVOLUTION-- 15:31, 22 August 2009 (BST)
Fair enough, Yonnua. I like that you see some promise in the skill change and I respect your criticism. Let's try this: what specifically is wrong with the rest of the suggestion and what would you do to fix it?--GANG Giles Sednik CAPD 19:17, 22 August 2009 (BST)
In real-time battles (although they aren't common, this is probably all they'd effect), survivors are already screwed by infection. We don't need to make the situation worse by lowering their accuracy. At the same time, we don't need survivors to be able to lower each other to 13hp, and run around dealing 12 damage a shell. --Yonnua Koponen Talk ! Contribs 19:47, 22 August 2009 (BST)
I'm not sure you read the suggestion. YOu said above that "the skill change is an acceptable alteration". As I read the suggestion, the "skill change" is changing Scent Death to allow zombies to see those that are "dying". That is already waht Scent Fear does so that entire part is a little bit of a nerf. That is the only acceptable part? And "12 damage per shell"? The suggestion ONLY applies to melee weapons (most specifically axe, toolbox, pipe and bat unless he decided to include the others).--Pesatyel 20:39, 22 August 2009 (BST)
I missed the part about it only being melee. Still, a 5 damage axe? That would completely nerf the pistol.--Yonnua Koponen Talk ! Contribs 20:48, 22 August 2009 (BST)
Well he did say the damage was negotiable. Also, the 5 damage axe has lots of penalties to its use and I'd imagine that would offset the extra damage. A pistol does 5 damage, sure, but at 65% to hit (this would be, currently 30% to hit) and you can use a gun whenever as opposed to this where you have to be near death.--Pesatyel 21:09, 22 August 2009 (BST)
It actually only affects guns. A flak jacket wouldn't affect an axe, that would be stupid. No weapon should be able to deal 5 damage, or even 4 damage, without having to reload. It would be far over the top.--Yonnua Koponen Talk ! Contribs 23:08, 22 August 2009 (BST)

1) Game Change: 10% is definately too much. I'd say 5% at best. But the point is to "simulate fear" in someone who is significantly injured, tired and afraid, right? What about having a % chance of an action costing +1 AP (it is taking more energy to do it because of the way you feel).

2) Skill Change: This part doesn't really make sense. Scent Fear already does this. It allows you see those that are "wounded" (25 HP) or "dying" (13 HP). And Scent Death doesn't apply at all (with regards to this situation) but Scent Bloood might by comparison. Either way this part is more of a nerf then a bonus.

3) New skill: Gotta agree, making it a Zombie Hunter skill sounds better.

4) Focused Fear: I'd think it would apply to any of the "clubbing" weapons. and +2 damage is fine, especially if you consider that those wearing flak (or with Flesh Rot) would get the reduction. What about having such attacks cost 2 AP (or, of course, as above a chance of costing that much).--Pesatyel 20:39, 22 August 2009 (BST)

Flaks only affect guns. The +2 damage would stand. Also, YOU are the one who's misread the suggestion. He says that on the Scent Death scan image that you get, it would show squares with injured survivors. Scent fear does not do this.--Yonnua Koponen Talk ! Contribs 20:48, 22 August 2009 (BST)
Flak affects only guns by technicallity. It affects ALL DAMAGE of 5 or more. And, again, this suggestion does not apply to guns anyway. And, yes I didn't consider that Scent Death would get a buff (mostly becuase that part is dumb and makes no sense since Scent Death applies to dead bodies and would thus not really apply to people that are still ambulatory). And Scent Fear, the point of Scent Fear, is to tell a zombie which players have 25 or 13 HP which is BETTER than what this suggestion is doing.--Pesatyel 21:06, 22 August 2009 (BST)
Beer and wine should (temporarily) stop fear, and the Focused Fear skill should be under Zombie Hunter. --Brainguard 20:51, 22 August 2009 (BST)
What is it with you and beer suggestions? Do you own a pub or something?--Yonnua Koponen Talk ! Contribs 20:55, 22 August 2009 (BST)
Does it matter? It isn't a bad idea to consider.--Pesatyel 21:07, 22 August 2009 (BST)
Actually, yes, it is. Alcohol has been added to the game as a 1hp heal item. It wasn't added to make being drunk look funny or cool, and definitely shouldn't make people think that being drunk makes you stronger. Alcohol has a purpose, this is not it's purpose.--Yonnua Koponen Talk ! Contribs 21:10, 22 August 2009 (BST)
Who said anything about making them look funny or be stronger (in this context)? His idea was that it negated fear temporarily. Nothing more. It's current purpose is as a 1 HP heal, true, but that was before this idea. Alcohol is commonly called "courage in a bottle" for a reason.--Pesatyel 21:26, 22 August 2009 (BST)
Because it makes people drunk? It doesn't actually make people mroe courageous. Hell, it makes people less courageous. And I was quite purposefully referrign to hsi suggestion, as you would have noticed if you'd paid attention to the scope of my comment.--Yonnua Koponen Talk ! Contribs 23:08, 22 August 2009 (BST)
I'm not advocating drinking. I'm not old enough to drink. But alchohol should have more effects and more of a purpose than a 1HP heal. --Brainguard 23:14, 22 August 2009 (BST)
And I suppose FAKs should have more use than they currently do too? And Newspapers? And books? Ooh, let's not forget poetry, that needs to cure infections. And let's not forget crucifixes, they need their almighty lasers of death. No. it has a use, and that's healing 1hp.--Yonnua Koponen Talk ! Contribs 23:45, 22 August 2009 (BST)
Actually the reason its called "courage in a bottle" is because alcohol lowers inhibitions (not always a good idea), it also tends to lead to increased aggression and "fearless" behaviour when taken to excess.. it was this reason that led to the insanely large rum rations given to british troops before battle in the 18th & 19th centuries. --Honestmistake 02:24, 23 August 2009 (BST)

eh... I'm gonna stay neutral on this... --Gat 01:37, 23 August 2009 (BST)

Alright, I did the math and as is, the suggestion would raise the damage per AP of an Axe from 1.4 to 1.6 (damage per single AP) whereas the damage per AP for a pistol, (reload and fire) is 2.23 AP. --Uberursa 02:13, 23 August 2009 (BST)


XP Hoarding

Timestamp: Uberursa 15:17, 21 August 2009 (BST)EDIT: --Uberursa 00:47, 23 August 2009 (BST)
Type: Mechanincs
Scope: anyone who gains XP
Description: Players will only be able to accumulate as much XP as is useful. A second TXP amount will keep track of the XP that a character has gained since the beginning of their time in Malton. The TXP amount will take the place of the current XP amount on the profile page.

When a new skill comes out, XP for the skill will become available for those who have excess XP. While this amount is derived from the TXP amount, it does not effect the TXP amount and only effects the useful XP amount.

Discussion (XP Hoarding)

While this would not fix any current in-game problems, it would make suggesting some changes easier. Case and point being the Rot cure suggestions that pop up, as this would help prevent abuse of such a system if it were implemented. In addition, it would make it a bit more interesting for level 43 players when a new skill came out as they would have to gain the XP needed to buy it. It would also stop people from making suggestions that drain your XP (or at least give an excuse for every voter to spice the mechanically separated ham). People with big egos get the TXP amount. Everyone wins!--Uberursa 15:18, 21 August 2009 (BST)

But this already exists. --DANCEDANCEREVOLUTION-- 15:37, 21 August 2009 (BST)
I think he is suggesting that any XP over what is needed for the current skills is stored only as a statistic and cannot be spent. If a new skill comes along you would not be able to buy it from these existing xp but would instead need to earn more. --Honestmistake 15:44, 21 August 2009 (BST)
Exactly. --Uberursa 16:40, 21 August 2009 (BST)
No. We like to collect XP.--Yonnua Koponen Talk ! Contribs 17:24, 21 August 2009 (BST)
But that's essentially what a player has right now? So what if they are level 32 and have 3000xp, just add 3200 XP onto the total and you've accumulated the approximate amount of XP they've gotten- this feature is practically already in the game, in a better form than I see this is. --DANCEDANCEREVOLUTION-- 17:29, 21 August 2009 (BST)
Sort of but as I say the main (indeed only) point of this seems to be to make all that excess XP unusable once you are maxed out meaning you will always have to do some work to obtain a new skill rather than just buying it with some of that unused XP mountain so many of us have... I almost approve tbh, only problem is that its pretty much only going to have any effect on zombies who buy rot. --Honestmistake 19:01, 21 August 2009 (BST)

It's not really useful as a change to the game, but may be useful or even vital to the implementation of other suggestions. I don't know whether I'd vote for it, but I think it should at least be sent through the system. Even if it winds up in peer-rejected, it will still be on record. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 21:08, 21 August 2009 (BST)

This would put those players who never gain the whole skill set (survivors without brain rot, or zombies without survivor skills) at an advantage. Because they always have skills available to buy, even though they never will, they will have the XP available to buy any new skills immediately, while brain rotted zombies with all the human skills will have to earn new points each time. The same applies to zombies with no intention of buying any of the human skills, they will have hundreds of XP immediately available, because the system doesn't realise that they have no intention of buying basic firearms training, etc. -- boxy talkteh rulz 22:21 21 August 2009 (BST)

True, but the current system has that anyway.--Uberursa 22:37, 21 August 2009 (BST)
No it doesn't. Currently, level 43's can save XP for immediate use, under your system they would be the only ones not to have XP available for new skills until the new skill was implemented -- boxy talkteh rulz 22:52 21 August 2009 (BST)
Oh so that's what you wanted to get across. Sorry, I didn't pick that up. In any case, it could be changed so that when a new skill came out, it would automatically transfer the correct amount of XP back into usable form. --Uberursa 02:00, 22 August 2009 (BST)
So what's the point? It then becomes so similar to what we have now that there's no point. --DANCEDANCEREVOLUTION-- 06:19, 22 August 2009 (BST)

I don't like this as it diminishes my Ascension idea under Gat's crap which basically lets you spend 1k EXP to start over when you reach max level... look under gats crap sometime for it as I wish to expand on it. --Crazy Hobo Man 02:20, 22 August 2009 (BST)

In what way? I looked at the idea, and it could simply be available as an option when someone get 1000 above the useful XP amount.--Uberursa 05:18, 22 August 2009 (BST)
- Damn it crackhead, stop hyping your stupid list of dumb ideas you didn't even bother to post on DS, and stop trying to act like any of it matters. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:03, 22 August 2009 (BST)

I believe you guys are misreading the suggestion. As I read it, the suggestion says NOTHING about doing anything to your XP. It is suggesting that, somewhere on your profile, it shows how much XP your character has earned. Simple as that. The way the game currently works, I can look at your character's profile and infer how much you have earned based on your class and skills, but beyond that I don't know for certain. This suggestion would let me know for certain.--Pesatyel 04:13, 22 August 2009 (BST)

You're half right. Everything you said it true, but (as I said above) it would also prevent a level 43 character from gaining any more useful XP. The XP they gained while level 43 would show up in their profile, but could not be used to buy skills. Also, a level 41 character would have 200 useful XP, in case they ever wanted to buy brain and flesh rot. By the time this goes up, it will probably have been changed so that a level 43 character would get XP available when a new skill is implemented.--Uberursa 05:18, 22 August 2009 (BST)
Ah, ok, guess I was wrong too. But now that makes me ask....what's the point?--Pesatyel 06:29, 22 August 2009 (BST)
Yeah. Now it's actually been explained properly, it's just absolutely useless. --DANCEDANCEREVOLUTION-- 08:30, 22 August 2009 (BST)
Currently, it is useless. However, it would be useful to future suggestions, case and point being the Rot cure suggestions, because one of the argument that can be gotten rid of is the fact that it can be abused by those who have mountains of XP. Other than that, it takes the guesswork out of determining the total amount of XP a person has ever gained. --Uberursa 14:04, 22 August 2009 (BST)
Basically you are arguing for something that will appeal to a very small target audience; that being those that want to see who has the most XP. For those 0.5% of UD players that want as such can take the time to find the total amount of XP the hard way, for all I care, for the current system is fine. --DANCEDANCEREVOLUTION-- 15:33, 22 August 2009 (BST)

So this suggestion actually has NOTHING to do with XP totals (to which I can just put in my description if I wanted people to know), but is all about forcing maxed out players to go out and earn XP in order to buy any new skills that may be added to the game. The "XP total appearing on your page" thing is just a side effect so people don't feel like they are getting screwed since they are, technically, losing the thousands of XP they've accrued since the last couple of skills were added.--Pesatyel 20:46, 22 August 2009 (BST)

While this would not fix any current in-game problems, it would make suggesting some changes easier(See Leluoch's post). Case and point being the rot cure suggestions. You're right about taking away useless XP from characters. What I'll just do now is attempt to re-word it so that it is more clear and allow characters with excess XP to retrieve XP when new skills come out. --Uberursa 00:39, 23 August 2009 (BST)


Gat's crap

just go here Gat's Crap for it as it is very long... if that ain't working heres a link... --Crazy Hobo Man 06:58, 21 August 2009 (BST)


Storage Closet

Timestamp: Brainguard 03:53, 21 August 2009 (BST)
Type: Building Addition
Scope: Buildings
Description: All buildings would have a storage closet. When in the building, humans would have two options, "Take [item] from closet.", and "Put [item] in closet." Any items in the closet could be used by anyone, but there is a 20 item limit to closet items. Flavor text:
  • Putting in: "You open the closet and place your [item] in."
  • Taking out: "You open the closet and take out a(n) [item]."
  • Too many items to put more in: "Despite your attempts, you cannot stuff anything else into the closet."

Zombies and humans can also attack the closet, which destroys one random item in the closet (if it hits). Flavor text:

  • Hitting the closet: "You [swing/shoot/claw/bite] at the closet and destroy a(n) [item]."
  • Missing the closet: "You [swing/shoot/claw/bite] at the closet to no avail."

Discussion (Storage Closet)

NTY, I'm in a good mood so I'll just say this is in dupes, I'm sure a better wiki editor will post it :P --Crazy Hobo Man 04:14, 21 August 2009 (BST)

No. Did you even read the Suggestions Dos and Do Nots? I'm going to say this in large bold letters, not to show anger, but to ensure that everyone sees this. NO ITEM TRADING, AND DON'T MESS WITH OTHER PEOPLE'S INVENTORIES! IT ZERGS, IT SUCKS, IT FAILS; DON'T DO IT. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:25, 21 August 2009 (BST)

tbh messing with other people's inventories isn't strictly relevant here. It means messing with someone's inventory without their consent. This suggestion is still dupetastic though. --Anotherpongo 08:50, 21 August 2009 (BST)
It lets you destroy someone else's items, how is that not screwing with their inventory? It doesn't matter; this suggestion is irredeemably mired in failure. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 14:07, 21 August 2009 (BST)
Its not in their inventory anymore though is it. Its in the storage closet of zerginess. --Honestmistake 15:21, 21 August 2009 (BST)

If you suggest it, it WILL be spammed, and it WILL be duped, and it WILL be cycled within a week. Rule #7 of suggestions: If it is even remotely possible to zerg with it, people will vote it down. If it is very clearly zerging, then it will die in a ball of flames and hatred. Do not take it personally. --Blake Firedancer T E RNL? P.I.S.I.T. 05:34, 21 August 2009 (BST)

As blake. this is zerg-abusable and shouldn't be put any further than the depths of DS. --DANCEDANCEREVOLUTION-- 14:09, 21 August 2009 (BST)

What if you made it so that you could only take an item out if you were not of the same IP as the guy who put it in. No zergs! --Brainguard 14:23, 21 August 2009 (BST)

No decent-minded zerg uses the same IP anyway. It's all done through proxy's, so that clause wouldn't help this suggestion a single bit. --DANCEDANCEREVOLUTION-- 15:13, 21 August 2009 (BST)
I never realized this had zerg potential, so I'm actually gonna thank you for shooting this down before it did any damage.--Brainguard 21:49, 21 August 2009 (BST)
Holy $#%&: An author who actually listened to information which proved his idea to be fundamentally flawed, understood it, took the advice, avoided screaming or cursing, and actually used Developing Suggestions in the manner that it was intended for! I guess you really do see everything if you hang around long enough... You, good sir, will be getting a congratulatory template from me right after I regain feeling in my arms... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:33, 21 August 2009 (BST)
Similarly, thank you for responding in such a selfless manor about what we said. Best of luck to you in the future. --DANCEDANCEREVOLUTION-- 06:21, 22 August 2009 (BST)

Fuel Tank

Timestamp: Degree7 04:57, 18 August 2009 (BST)
Type: Item
Scope: Hideouts
Description: Right so basically, this is similar to some of the gas tank suggestions of the past. But instead of a gas tank, it contains fuel, or petrol. They're installed in the following buildings Hardware Stores, Auto Repairs, Mansion, Power Stations, Factories, Schools and Warehouses. Zombies have a certain percentage to destroy these fuel tanks, which generates an explosion. The explosion kills the zombie and at least one other person, be it a survivor or another zombie. The rest of the players in the building lose 2/3 of their HP. The explosion also turns the building into a ruin. Maybe fior flavour, a player on the street would read, "You heard a loud and distant explosion at [] blocks [] by [] blocks []."

Once the building is repaired you also have the option to repair the fuel tank.

But why would anyone want to repair such a useless, deadly weapon? you ask. Why, it's called a fuel tank for a reason. Rather than having to search for fuel cans, your fuel tank is able to power a generator and the building forever, until the generator or fuel tank is destroyed. But only certain buildings have fuel tanks, so players must decide if it's worth the risk of staying in a safehouse with a generator that never needs refilling, or end up a charred, smoking corpse.

Discussion (Fuel Tank)

I don't get the deal with these sudden suggestions. 2 survivors in the room, I've just earned a new skill. 50 and I've earned ALL the zombie skills. 105 and I've earned EVERY skill. And then "unlimited fuel" for the generators? You DO realize you included malls in there right? Hardware stores are IN them. Auto Repairs, Factories and Warehouses are also primary locations for finding both fuel and generators.--Pesatyel 06:33, 18 August 2009 (BST)

Maybe it would be worth noting that no where in the suggestion does it say that a zombie gains XP for who he kills. He only gains XP for destroying the fuel tank.--Degree7 02:26, 19 August 2009 (BST)
No, not really. Urban Dead is a simplistic game. You kill someone, you get XP for killing them. I'm not a mind reader. I can only go by what you put into the suggestion as well as how the game normally works. As I said, in the game, you kill someone, you get the XP. Why would I assume differently? How do I know whether or not your saying that when you made the suggestion or now in hindsight when you learned it was really stupid? Oh, and it might be worth noting that no where in the suggestion does it say a zombie gets XP for destroying the tank either.--Pesatyel 08:02, 20 August 2009 (BST)

I think I'd still prefer to use fuel and NOT guarentee my entire side's flaming death.--Yonnua Koponen Talk ! Contribs 11:32, 18 August 2009 (BST)

God damn, these suggestions are broken pieces of crap. Do we need to stick "No Insta-kills" in the Suggestions Dos and Do Nots or something? That seems like something that should already be in there. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 17:23, 18 August 2009 (BST)

I like the idea because this gives the game to the Zombies in such an epic manor, but it needs to be more workable than just insta kill AOE attack. --DANCEDANCEREVOLUTION-- 02:44, 19 August 2009 (BST)

How about a tactical nuke? When a zombie ruins a building, it uncovers a hidden nuke. Then, by gesturing at it, it causes it to detonate which "ruins" every building on the minimaps (and, of course, kills every character in said squares). Ruining the surrounding buildings has a 75% chance of setting off the uncovered nukes in THOSE buildings....--Pesatyel 05:45, 19 August 2009 (BST)
Fuck off, a zombie shouldn't need to gesture at it. That wastes 1AP, the zombie should only have to see it for it to detonate. --DANCEDANCEREVOLUTION-- 14:14, 19 August 2009 (BST)
I was trying to be fair. That's why I said 75% chance to detonate all the others instead of just making it automatic.--Pesatyel 02:40, 20 August 2009 (BST)

multiple it by a billion, thats all I'm gonna say... ohh and this {| align="center" |

AngryLulu.jpg THIEF
This user has stolen a template from Lelouch vi Britannia! He is not amused. Feel free to point, laugh, and generally mock anyone other than Lelouch who posts this.

|}

1243599986875.jpg HyperAnnoying
Kakashi on crack is a jerkoff, a psycho, a teenager on too many stimulants, and a hyperactive delinquent. He also has the most annoying templates on a single page.

If reading the intellectual filth on his userpage isn't annoying enough, then reading his drug-induced suggestions is enough to send anybody over the line.

You've been warned.

{{User:--Crazy Hobo Man 04:43, 19 August 2009 (BST)}} 06:47, 9 August 2009 (BST)
I was going to say "epic fail" for you because you can't seem to figure that template thing out. --Bob Boberton TF / DW Littlemudkipsig.gif 04:47, 19 August 2009 (BST)
File:Worf.jpg
Lt. Worf is unamused by these templates.

--Degree7 19:26, 19 August 2009 (BST)

Epic Fail on the template there; However, this suggestion does deserve a catchy visual aid that can accurately convey its flaws and strong points...
AwesomeFace.png EPIC WIN
Wait, what? The title's wrong... Come to think of it, what the hell is up with the picture? Uhuh. No way. No fucking way. You're telling me that someone actually made a good suggestion on DS? Get your lying ass out of here before I start putting bullets into it.
Lelouch vi Britannia
Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 05:23, 19 August 2009 (BST)


I'm stealing that and putting it into my userpage now Lelouch :P (by the way that series is awsomesauce) so now you have to create a template theif for theiving the template theif template XD --Crazy Hobo Man 04:10, 20 August 2009 (BST)


Last Reviver Revivers Note!!!

Timestamp: Yonnua Koponen Talk ! Contribs 11:55, 17 August 2009 (BST)
Type: Pow, pow, pow!
Scope: Revivers/ DNA extractors
Description: Pow, pow, pow! This suggestion suggests that you, when DNA extracting a zombie, get a small message saying who the last reviver (within a small time scale) was. If there wasn't, it says "Data unavailable". Pow, pow, pow!

Discussion (Last Reviver Revivers Note!!!)

First, why? Second, how long is the time period? --Uberursa 14:48, 17 August 2009 (BST)

To find out who's been reviving people. Say someone's repeatedly reviving death cultists at a revive point, you can find out about it. Say you're a death Cultist, you can find out who the main revivers are, and kill them. Also, just a bit of fun. And the time period would be about a week. Because then it wouldn't be referencing things years old.--Yonnua Koponen Talk ! Contribs 19:36, 17 August 2009 (BST)
There's a problem with this, though; the UD server would have to store every revive from every person at every suburb in Malton for one week, which could be catastrophic. I mean, who knows how many revives are given out every day? How would that be handled? Note that I don't hate your idea; I think it's pretty nice. I'm just asking for my own sake and for anyone else who might be wondering. --Chekken 01:27, 18 August 2009 (BST)
I don't know that the UD server will mind. Really, all it would store is an ID number, and then use that to look up a name when retrieved. It'd be more strain, but not too much. --Bob Boberton TF / DW Littlemudkipsig.gif 04:11, 18 August 2009 (BST)
It would require adding an extra table to the character database which would store the ID number of the last person who revived that character. It's only a few extra digits per a character, which is hardly catastrophic.--The General T Sys U! P! F! 09:09, 18 August 2009 (BST)
Well, that's good then. So, what do you guys think? Is this worthy of going to the actual suggestions page at any point, or not?--Yonnua Koponen Talk ! Contribs 11:30, 18 August 2009 (BST)
My personal opinion is, no. Aside from finding group affiliates from more anonymous groups or trying to possibly prove zerging, this will have little to no use. It's not a bad idea, but it just has no immediate advantage on any sort of gameplay. --DANCEDANCEREVOLUTION-- 12:44, 18 August 2009 (BST)

Technical considerations aren't important in suggestions. However, I'd like to know how on earth I'd be able to know this information.... it seems totally unrealistic... unless needles are implanting microchips or something... Also, it'll just people more excuses to PK people over ZOMG DETH KLUT1NG PeePeeKKKayerzzzzz DYE DYE!!!!? --WanYao 02:58, 19 August 2009 (BST)

Actually... Sticky notes... We could have sticky notes... but I am pretty sure that's a dupe. ;P --WanYao 03:00, 19 August 2009 (BST)
Personally, I was thinking something along the lines of Necrotech having a private database of all of their employees, and using the syringe triggers a note against the database, accessed by the next user. I dunno. Chips or something sounds better.--Yonnua Koponen Talk ! Contribs 11:28, 19 August 2009 (BST)
Lol. It's dupish of sir Ron Burgundy's humourous suggestion that he got VB'd for. --DANCEDANCEREVOLUTION-- 06:52, 20 August 2009 (BST)

A valid way to do it would be to record the last person who clicked "revive this specimen" after a DNA scan as it can realistically be assumed that the system stores the info. Why people would care is a completely different issue though. --Honestmistake 14:10, 19 August 2009 (BST)

In all seriousness, why not make it the last person the DNA scan the zombie? Or the Co-ordinates of the last scanning location? Or all of the above? It could have the last person to scan it, scan then revive it, and a sort of "last seen" function that allows you to see the co-ordinates that the zombie was last scanned from. You could make a "more information" button that would take an AP to use, but would provide a little more info on the zombie.--Uberursa 20:00, 20 August 2009 (BST)

One, not all. We don't need five lines of text when we DNA scan. Last seen could be good, but I don't know about how useful it'd be. the scan thenr evive one would probably be impossible with game coding, I'm afraid, as the two events are probably seperate. Scan would work better than revive in a flavour manner, but would be utterly useless, as it would probably display some random n00b. Few extractors revive, whereas most revivers extract.--Yonnua Koponen Talk ! Contribs 21:46, 20 August 2009 (BST)

Burning Building v2

Timestamp: Cookies and Cream 05:15, 17 August 2009 (BST)
Type: ???
Scope: Zombies
Description: Gas tanks are installed in certain buildings. These buildings: Hardware Stores, Auto Repairs, Necrotechs, Mansion, Power Stations, Factories, Schools, Arms and Warehouses . Zombies can attack these Gas Tanks, at a rate of about 1-5%. It will take 10 attacks to explode the Gas Tank. This will automatically kill the Zombie, and do 50HP damage to humans. Anyone who died in the explosion, when they get up, will be on fire, causing 1HP damage for 5 Actions. The Gas Tank can be repaired, just like a building. It will be seen in the building description as 'The Gas Tank is unscratched/scratched/dented/crushed.'

Discussion (Burning Building v2)

Absolutely horrible zombie weapon. "Kills the zombie who attacks and does 50 HP damage to all survivors." Other zombies need to be affected, too. Not to mention this one-hit kill (almost, save bodybuilding) is ludicrously overpowered to begin with. --Bob Boberton TF / DW Littlemudkipsig.gif 05:34, 17 August 2009 (BST)

Yeh, if an exploding gas tank can do 50 points of damage to survivors it should realistically do the same to zombies. Also, it would be a real bugger to log in and find out that your whole team was wiped out by a single zombie. And what happens after the gas tank explodes? Does it respawn?--GANG Giles Sednik CAPD 05:46, 17 August 2009 (BST)
Survivors repair it, as it says in the suggestion. :) Case of tl;dr? :P --RahrahCome join the #party!09:39, 17 August 2009 (BST)
Who the hell would want to repair it? This encourages repair Pkers. DON'T ENCOURAGE REPAIR PKERS!!!--Yonnua Koponen Talk ! Contribs 11:39, 17 August 2009 (BST)

A zerg/troll abuse, multiply it by a billion and possibly add this to a mall siege, "whoops, a level 1 zombie somehow got in and destroyed our fuel which was somehow able to catch on fire from nothing... there goes 200 survivors down the drain and mweeks of revives... --Crazy Hobo Man 05:49, 17 August 2009 (BST)

Well it doesn't include malls, but beyond that trivial point, your on the right track. If there are just TWO survivors in the building...I've just earned a new skill. If there are at lest 40 survivors? I've just earned EVERY (zombie) skill. And just 86 and I've earned them ALL. This is definately worse than the previous version and I'm not sure the author understand what he even wants. His first version was, basically, "survivors ruin buildings". This way "zombies kill EVERYONE".--Pesatyel 08:05, 17 August 2009 (BST)

Funny and gamebreakingly overpowered.--Maps 13:33, 17 August 2009 (BST)

If this were real, it would be a gamebreaking survivor nerf/griefing tool and it sounds eerily like exploding zombies. But it's funny. --Uberursa 14:51, 17 August 2009 (BST)

Take it to Humorous Suggestions. They will love it--Orange Talk 20:21, 17 August 2009 (BST)

Isn't there some kind of rule against one-hit-kill suggestions? Well anyways, I liked the idea of ruining a building in 10 attacks, but killing EVERYTHING in the building? I dunno about that, man. --Chekken 23:10, 17 August 2009 (BST)

But remember, you have to hut it 10 Times, at a rate of 1-5%. And sure, zombies get hurt for 50HP. I thought that would be implied or something...kakashi, how is a level 1 Zombie going to get in, and hit it TEN TIMES??? And this is DevSug. I don't think that they would get EXP for it. that would be stupid.Cookies and Cream 01:08, 18 August 2009 (BST)

Never imply in a suggestion. State specifically. If you don't think people should get XP with this, state it as such IN the suggestion. What IS the point of this suggestion? You don't even have a "type" listed.--Pesatyel 06:12, 19 August 2009 (BST)
I didn't know what type it would be. thats why i didn't have a type. with the XP thing, i didn't think you were that silly. why would i want to UBER-POWER Zombies? Cookies and Cream 03:22, 20 August 2009 (BST)
My only comment about the "type" is that, if your not sure what it would be you should possibly reconsider the idea. As for the XP thing, Urban Dead is a VERY SIMPLISTIC game. I can't read your mind, thus I can only go by the mechanics of the game as a basis for discussing the suggestion. That's why I said you have to be specific. The game mechanics say you kill someone, you get XP for it. So why would I assume otherwise with this when the primary purpose is to kill players? Should I assume when the wiki has seen a LOT of suggestions with that same seriousness?--Pesatyel 06:03, 20 August 2009 (BST)

it's possible, extremely lucky considering the RNG and fact that someone would have to open the door, but possible... anyways I never implied it was the mall itself, the most important building in a mall siege is the NT one so obviously there will be a good few in there... --Crazy Hobo Man 04:23, 18 August 2009 (BST)

If this is humorous, I think it's good to go. Otherwise...

AwesomeFace.png EPIC WIN
Wait, what? The title's wrong... Come to think of it, what the hell is up with the picture? Uhuh. No way. No fucking way. You're telling me that someone actually made a good suggestion on DS? Get your lying ass out of here before I start putting bullets into it.
Lelouch vi Britannia
Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:39, 20 August 2009 (BST)

Inventory Management

Timestamp: Jmsturre 18:05, 16 August 2009 (BST)
Type: Interface change
Scope: Survivors
Description: Create a way to organize the layout of a player's inventory. Would cut down on searching through everything when you're looking for that last pistol clip or FAK. Drag and drop individual items to organize - all FAKs together, all ammo together, etc.

Discussion (Inventory Management)

I like this.--Yonnua Koponen Talk ! Contribs 18:26, 16 August 2009 (BST)

UDTool does this. --Bob Boberton TF / DW Littlemudkipsig.gif 18:31, 16 August 2009 (BST)

UDtool also highlighted HP values, and THAT got updated. --Haliman - Talk 19:03, 16 August 2009 (BST)
Also, the UD tool doesn't work with the latest version of firefox (found that out the hard way *sobs*) --Uberursa 00:29, 17 August 2009 (BST)
The latest version of UDTool does work with the latest version of firefox, the website linked at out-of-date. The current version is located here (or, at least, it will be once my host stops messing me around and reactivates my account.--The General T Sys U! P! F! 13:33, 20 August 2009 (BST)

I like it, though bob has a point I guess... I don't use UD tools though as I don't play it enough :P --Crazy Hobo Man 18:33, 16 August 2009 (BST)

I will help by pointing out this section in Peer Review. Also, one should not HAVE to use outside resources to play the game (even metagaming zombies). I don't think the UD interface can support "drag and drop".--Pesatyel 23:11, 16 August 2009 (BST)

That's because drag and drop is utterly pointless if the items are sorted well enough. See User:Midianian/Userscripts#UDICOS. --DANCEDANCEREVOLUTION-- 01:19, 17 August 2009 (BST)

Death to Flares!

Timestamp: GANG Giles Sednik CAPD 22:51, 15 August 2009 (BST)
Type: Flavor Change
Scope: everybody
Description: Pretty simple. Those flare messages that show up every time you log into your character? They're freaking annoying and they're basically text spam because they no longer serve any tactical value. Let's get rid of them.

Discussion (Death to Flares!)

If this is a humorous suggestion, then it's good to go. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:53, 15 August 2009 (BST)

You do realize there is an option to ignore flares, right? --Uberursa 23:31, 15 August 2009 (BST)

Evidently not, haha. --Bob Boberton TF / DW Littlemudkipsig.gif 00:03, 16 August 2009 (BST)
Oops, I almost had forgotten that myself :P--Umbrella-White.pngThadeous OakleyUmbrella-White.png 11:11, 16 August 2009 (BST)
Hahahah! Omg that's awesome. Ooops is right. Let's change this suggestion to "Tell all the noobs about their available in-game options."--GANG Giles Sednik CAPD 20:09, 16 August 2009 (BST)
  • Facepalm* hehe "Tell all the noobs about their available in-game options." is a good suggestion(yeah maybe i am a Noob now hehe) There is a guide or a part where all available in-game options you have? or is Usseless?.--(x)AlvaromesaTalk | Bacardi |MPD | Malton Public Radio 01:09, 21 August 2009 (BST)

Peek

Timestamp: Chekken 21:00, 15 August 2009 (BST)
Type: Interface/skill change
Scope: Everyone
Description: Here's how it would work. Next to "speech" is a button called "peek". The function of this is for you to peak out of a window/out of the door/off of the rooftop of a building to examine those outside. It does not tell you the names of those outside unless they are in your contact list; it simply gives you a clue as to how many people there are. Of course, there are a number of restrictions to this. The building must be powered. It cannot be ransacked. You cannot peak out of a building without either a door or a window, or if the building is too big (eg zoos, stadiums, mansions, cathedrals, malls, and forts). Another thing is that survivors may choose to close the blinds and/or barricade the building to heavy, which will prevent ANYONE from seeing inside or outside of the building. If there are 30 or more zombies/survivors inside or outside (depending on what you are), you will receive special flavour text, but not be told who is there from your contacts list.
Flavour text...
  1. You peek out of the building. There are [a few (1-6), some (7-12), many (12-29)] survivors and [a few, some, many] zombies outside. You spot [contact names] amongst them.
  2. Are you crazy?! There must me at least 30 zombies outside! It is not safe to peek right now!
  3. You try to peek into the building, but someone takes a shot at you and misses. It is not safe to peek right now.
  4. The building is too dark to peek out of/into
  5. You close the blinds, preventing anyone from peeking inside
  6. This building is heavily barricaded. You can't see past the debris
  7. You are about to heavily barricade the building. If you do so, no survivors may enter from the streets and you will not be able to peek out of the building. Is this ok?
  8. The building's blinds and window have been destroyed. It is not safe to peek outside/inside right now

Discussion (Peek)

No x-ray vision. --Bob Boberton TF / DW Littlemudkipsig.gif 21:18, 15 August 2009 (BST)

Suggestions Dos and Do Nots. ----RahrahCome join the #party!21:56, 15 August 2009 (BST)

What Bob said. This has also been suggested before. Also, why can't zombies peek IN?--Pesatyel 21:57, 15 August 2009 (BST)

They can! The scope said it was for everyone :D --Chekken 23:50, 15 August 2009 (BST)
Those inside can control it. open the blinds, peak, close the blinds. Those outside do not have that ability.--Pesatyel 23:53, 15 August 2009 (BST)

Interesting suggestion. Presumably it costs 1 AP to peek? That saves harmanz 1 AP from the ritual of stepping outside and back in quickly to get an idea of what's going on, and saves zombies lots of AP walking in and out of ruined buildings looking for harmanz using HIPS tactics. Here's my suggestion on how to spice this up. First, those inside only get a view outside the immediate building, none of the surrounding squares. Second, both zombies and harmanz only get a % chance to see each character in the space into which they're peeking, and that % chance diminishes as the 'cade levels rise, increasing as they fall. In other words, your peek isn't guaranteed to work, but the more harmanz or zombies are there, and the less 'cades, the more likely you are to see at least one. Third, there should be a lower % chance to peek into a building than out of it. Ruins should be harder to peek into than regular buildings. And there should be a small % chance that anyone outside will see you peeking, though they won't recognize you unless you're in their contacts.

Examples: Survivor character Spunky Whiskers is in an un'caded, unruined, powered Club. He wants to peek outside to see if he dropped his keys. He spends 1 AP and gets maybe a 70% chance of seeing anyone there.

Zombie Squeaky McWhifflebottom wanders up and decides to peek into the petrol station. Since he's peeking in, not out, he gets a 50% chance of seeing Spunky.

Spunky realizes he could stand to 'cade this place, so he puts the 'cades up to maybe lightly ++. Then he decides to peek again. His peek is reduced to 50% because the 'cades obscure his vision.

Squeaky continues the sneaky peek war, because he's one lazy, crappy zombie, but his next peek is reduced to 30% because of the 'cades.

Spunky gets scared that Squeaky might suddenly get motivated, and 'cades up to QSB++. But he can't quit peeking. Now at 30% himself.

Squeaky is too dumb not to peek again, now at 10%.

Spunky shrieks "Zombies! AAAAAGH!" and 'cades up to VSB++. Then he peeks again. At 10%.

Squeaky peeks again, down to a lowly 1%.

Then Spunky peeks one last fatal time, and suddenly Squeaky sees him because everyone has a 3% chance to see someone peeking out of any building! He attacks, brings down all the 'cades, kills Spunky and eats his liver.--Necrofeelinya 01:12, 16 August 2009 (BST)

Yeah, that could definitely work. So then the suggestion would not be "xray glasses", because xray glasses work 100% of the time. I think everything you suggested is perfectly reasonable. So then an EHB building would only have a 15% chance to peek. That sounds very fair! Maybe, in addition to the percent-to-peek, you could have it so that if you DO peek, zombies outside can see you. The text for the zombie outside would be something like...
Chekken peeked out of the window (such and such a time ago)
I'm gonna drop the whole "blinds" idea, because Pesatyel is right: that can be abused and likely will be abused by players --Chekken 03:07, 16 August 2009 (BST)
X-ray vision powers that only work some of the time are still x-ray vision powers. --Bob Boberton TF / DW Littlemudkipsig.gif 03:21, 16 August 2009 (BST)
I understand what you're saying, but as I see it, this skill is not an xray power. My understanding of it is that an Xray power allow you to see every single detail of that which you are looking at. If I could see somebody through a wall using Xray glasses, that is X-ray powers. Now, if I punched a hole in the wall and looked through it, that isn't the same thing, right? So it is with this suggestion. I specifically designed this idea so that it wasn't xray powers...there is risk, danger, and the possibility of failure when using this skill. You get clues and hints, not the whole picture. I honestly don't believe this is xray powers --Chekken 05:22, 16 August 2009 (BST)
Well it is. X-Ray means knowing what is on the other side of the barricade. These kinds of abilities are geared to benefit survivors more too (look at your own suggestion to see what I mean). Think of it this way. Survivors can barricade to VS without a chance of failure. I peek out, see zombies, then barracade to VS. Then maybe Free Run away. The reverse, zombies peek in and see survivors, then attack the barricades. They still have to get through said barricade while those inside can peek out and free run away. It gives too many survivor advantages.--Pesatyel 05:30, 16 August 2009 (BST)

Although I kind of agree that it would aid survivors on knowing how many zeds are outside. This would be helpful to survivors and is realistic. But they wouldn't be peeking through blinds, they'd be peeking through the gaps between the planks of wood boarded over the windows. Also, get rid of the zombie ability to peek through into hideouts. The whole tactical advantage of barricades is that zombies don't know if there are an harmanz inside in the first place. --Degree7 08:12, 16 August 2009 (BST)

I'd agree with you...if zombies were NPCs. But they are not. They are players too and while it WOULD be realistic it wouldn't be fair. Or fun. Imagine if the survivors inside saw zombies, built up the barricades and ran every time. If your talking realism, the zombies can HEAR, SEE and SMELL the living inside the buildings. The more people inside, the greater the chance the zombies will notice. Would it be fair if zombies could detect how many people were in a building through the barricades? The only thing I can suggest is this: Play a zombie and see how much fun it is to get a building down from even VS to find no one inside. Over and over.--Pesatyel 10:21, 16 August 2009 (BST)
Although I agree with the entire concept of your response, I dunno about the last part of what you said. You always have that deep satisfaction of ruining their building, although I just play casually as a zombie.--Yonnua Koponen Talk ! Contribs 15:48, 16 August 2009 (BST)
I do agree with you, as I'm starting out a low level zombie character myself, and it's a real bitch to level up. So the only way to balance this concept is to have humans have the 'peek' skill or something, and zombies would have a new 'scent' skill where they could tell if there are a lot of humans inside a caded building. But that gets rid of the whole idea of not knowing what's outside or what's inside. For zombies it's like a prize to find some brains past those barricades, while for humans it's a rather nasty surprise when the undead break through. This would get rid of the tension too much.--Degree7 20:17, 16 August 2009 (BST)
True, but then peaking could, potentially, help to AID fixing ruins. people don't want to because it uses a lot of AP, but peeking out might let you better decide to do it or not.--Pesatyel 23:13, 16 August 2009 (BST)
Oh no, I completely agree. I'm just saying that there can be good things from arriving in an empty room.--Yonnua Koponen Talk ! Contribs 19:39, 17 August 2009 (BST)

eh, I'm staying neutral as I don't feel one way or another... I WILL say though that it doesn't matter how many zeds are outside, they'll still eat your brains :P --Crazy Hobo Man 04:25, 18 August 2009 (BST)

I agree with the suggestion, just kill the whole blinds & window routine. --Brainguard 15:27, 21 August 2009 (BST)


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