Developing Suggestions: Difference between revisions

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I actually think this might be too much of a buff.  What about just linking signal strength to the amount of fuel left in the mast building?  When the genny powering the building has low fuel, then there is weak signal in that suburb.  Seems less complex while still keeping some of the realism that you're looking for. --{{User:Maverick Farrant/sig}} 07:25, 14 October 2009 (BST)
I actually think this might be too much of a buff.  What about just linking signal strength to the amount of fuel left in the mast building?  When the genny powering the building has low fuel, then there is weak signal in that suburb.  Seems less complex while still keeping some of the realism that you're looking for. --{{User:Maverick Farrant/sig}} 07:25, 14 October 2009 (BST)
:Really? it's pretty simple when you boil it all down, if your in a burb with an active mast, than you can send AND recieve, if your adjacent to a suburb with one then you can only recieve, and if there is no adjacent suburb with a working mast than your SOL. and wouldn't linking the signal strength to the ammount of gas just further limit it's usefullness, and needlessly complicate things? sort of like the "Dim Lights" suggestion that was spammed all to hell? and as for being a buff, all it does is allow survivors, and only ones with cell phones that ar mutual contacts better ability to communicate over distance without the use of meta gaming...
:am I allowed to defend my own suggestions? hahaha god i love wiki drama--{{User:Jack13/sig}} 14:52, 15 October 2009 (BST)
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Revision as of 13:52, 15 October 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.
  • If you decide not to take your suggestion to voting, please remove it from this page to avoid clutter.
  • 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 your 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.


Please add new suggestions to the top of the list


Suggestions

Signal Strength

Timestamp: Jack S13 T! PC 15:59, 13 October 2009 (BST)
Type: Item Imporvement
Scope: Cell Phones
Description: Currently Cell phones are only usefull in suburbs with an active phone mast. Often Causing huge blackout areas in secure communications(aproximately 50% of the City at any given time). You must be in a suburb with an active phone mast to send or recieve text messages.

The Signal Streght improvement would allow players with a cell phone greater use of the item and would work as follows. There would be 3 "Signal Strengths" with descriptive text:

  1. -Strong Signal. Players inside a suburb with an active phone mast can both send and recieve text messages as usual, with no changes to AP cost or descriptive text.
  2. -Weak Signal. Players in a suburb without an active phone mast but adjacent to a suburb with an active phone mast can recieve text messages, but not send a text. and would receive the message The signal is to weak, you cannot send a text. There would be no change to AP cost.
  3. -No Signal. Players inside a suburb without an active phone mast, nor adjacent to a suburb with an active phone mast would not be able to send or recieve text messages as per current game mechanics. no changes to AP costs, or ingame messages.

This improvement would increase the usefullness of an item, and i feel add to role play opportunities, while staying perfectly in genre. Perhaps even adding to the viscousness of the city and being able to tell how dangerous, or how decayed the city is around you.

all feedback is appreciated!

Discussion (Signal Strength)

Better yet, get a Satellite Phone. It always works, it doesn't limit your messages, it doesn't take any AP to use, and it never takes up any inventory space. 'Nuff said.--GANG Giles Sednik CAPD 17:06, 13 October 2009 (BST)

Adbot.--xoxo 17:22, 13 October 2009 (BST)
Blech. I guess that came off a bit like a sales-pitch. But the satellite phone really is the perfect solution to any problems with the current phone system.--GANG Giles Sednik CAPD 17:49, 13 October 2009 (BST)
Sure, if you negate the fact that it's an add-on, and not actually part of the current game. not to be trite. --Jack S13 T! PC 19:17, 13 October 2009 (BST)
Personally, I consider the DSS on the same level as the DEMON network.--Yonnua Koponen Talk ! Contribs 19:30, 13 October 2009 (BST)
NOTE: ^ Hyperbole ^ .--Yonnua Koponen Talk ! Contribs 22:00, 13 October 2009 (BST)
You're not allowed to think it's cheating, then you'd be agreeing with me. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 04:00, 14 October 2009 (BST)
I think this is the best idea ever.--Yonnua Koponen Talk ! Contribs 07:22, 14 October 2009 (BST)

I actually think this might be too much of a buff. What about just linking signal strength to the amount of fuel left in the mast building? When the genny powering the building has low fuel, then there is weak signal in that suburb. Seems less complex while still keeping some of the realism that you're looking for. --Maverick Talk - OBR Praise Knowledge! 404 07:25, 14 October 2009 (BST)

Really? it's pretty simple when you boil it all down, if your in a burb with an active mast, than you can send AND recieve, if your adjacent to a suburb with one then you can only recieve, and if there is no adjacent suburb with a working mast than your SOL. and wouldn't linking the signal strength to the ammount of gas just further limit it's usefullness, and needlessly complicate things? sort of like the "Dim Lights" suggestion that was spammed all to hell? and as for being a buff, all it does is allow survivors, and only ones with cell phones that ar mutual contacts better ability to communicate over distance without the use of meta gaming...
am I allowed to defend my own suggestions? hahaha god i love wiki drama--Jack S13 T! PC 14:52, 15 October 2009 (BST)



Notebook

Timestamp: Kamikazie-Bunny 12:42, 13 October 2009 (BST)
Type: Interface Addition/Item
Scope: Non-Meta/Roleplay Survivors,
Description: :Item

Notebook - Enc. 0%, Cannot be dropped, All players are automatically given one upon account creation/implementation. Clicking on this updates your notepad (cost = 0/1AP tbd).

Notepad

The notepad is a text box approximately the same size as the minimap directly beneath it. It cannot be viewed by any other players and its primary purpose is for jotting down notes (obviously) this could range from radio frequencies to current objectives or anything else the user would like. Once you have written in the notepad clicking on the notebook in your inventory saves/updates the notepad.

Notes
  • If the player does not like the notebook there is an option on the settings page to disable it (you will lose any notes you have written).
  • The notebook could be changed into a button after the skills/contacts/donate buttons if it is preferred.
Why???

Many players do not use the wiki when they play and try to keep meta-gaming to a minimal. For these players taking notes is important, UrbanDead is a vast game and it is near impossible to remember everything about it. Paper notes and computer files can be lost. By adding an in game notebook players have the opportunity to jot down critical information that can be of use to them. For those players who do meta-game it can be inefficent to spend 5-10min looking up a radio-frequency & building co-ordinates when the game itself can only be played for 5min. It also gives the ingame character a reason to know and remember most of the stuff their player has learned from the wiki or players notes.

Discussion (Notebook)

Use your computer. If you really think there's a chance the file will be deleted, put it on a USB. If you think the USB will be crushed, use an external hard-drive. If you think the hard-drive will explode, put it on a blank CD. If you think the CD will snap, write it in a notebook. If you think that the notebook will spontaneously combust, then you may have realised that there's a higher chance of Kevan's system losing it.--Yonnua Koponen Talk ! Contribs 16:23, 13 October 2009 (BST)

^^^^^Perfect =D--GANG Giles Sednik CAPD 17:07, 13 October 2009 (BST)

Very easy to do with a little Greasemonkey. --Bob Boberton TF / DW Littlemudkipsig.gif 19:21, 13 October 2009 (BST)

The first "oh noes nexis is gun and i cryed" suggestion is actually the most reasonable one? There's not a lot of reason to say no to this, the only question I'd have is just how many people actually use theirs in NW. I never did, and given the set up of its meta I can't imagine a lot of people past the first year did either. Give me more than a 'could be useful'. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 04:04, 14 October 2009 (BST)

I'm with Iscariot on this one. I didn't play NW for very long, but I don't think people used the feature much. And honestly, any suggestion brought up for discussion (and voting) SHOULD be useful. If it's a could be useful suggestion, then it needs work. --Maverick Talk - OBR Praise Knowledge! 404 07:13, 14 October 2009 (BST)
Ummm... contrary to what you may think I have NEVER played nexus wars, the closest I have came to nexus wars was a quick look at their wiki a couple of years ago after someone mentioned it here and peaked my interest. The fact that nexus wars is apparently gone and the timing of my suggestion is purely coincidental. --Kamikazie-Bunny 23:41, 14 October 2009 (BST)

I actually did use mine in NW... not often but I did use it. Even if it was only ever used by 10% of players in UD it would not harm the other 90% (beyond notes like "Kill player X on sight) so I can't think of any reason not to say yes. --Honestmistake 11:25, 14 October 2009 (BST)----

Having said that you should look for Dupes... probably a pretty old one! --Honestmistake 11:25, 14 October 2009 (BST)
I normally do a quick look for dupes but I'm not exactly the dupemeister! --Kamikazie-Bunny 23:41, 14 October 2009 (BST)

Whether or not people used it in Nexus War, Yonnua pretty much summed it up for Urban Dead.--Pesatyel 03:14, 15 October 2009 (BST)


Password Change Option

Timestamp: Aichon 20:34, 12 October 2009 (BST)
Type: Interface/settings change
Scope: All players
Description: Currently, there does not exist a means to change the password for a character. This can be problematic if a player's character gets "hacked" or if a player simply wishes to better secure their account by changing the password from time to time. I would propose that a typical password change option be added to the Settings page. It would prompt for your current password, your new password, and then for you to confirm your new password. In addition, a "veto" e-mail message would be sent to the e-mail address that is on file whenever you change either your password or e-mail address. This e-mail message would provide a link (valid for a few days) that could be used to undo any changes that might have been made by malicious parties accessing your character's account.

Discussion (Password Change Option)

Just to point out the obvious, I'm sure we can all envision scenarios where the "bad guys" could still take over someone else's account or someone could get locked out of their account. That said, this solution isn't meant to be a catch-all, complete solution, but rather an improvement over what we have right now. I've tried to make it as simple and unobtrusive as possible, with the hope that we can either come up with a few more details to make it better now, or else that it can be improved upon further down the road. It should work as it is though. Aichon 20:40, 12 October 2009 (BST)

This would certainly useful - I can name three players I've known from my history with UD who simply lost control of their characters and had to start over. Not only is it bad for the player - the need to regain all your skills is really painful - but also bad for that character's reputation and the reputation of any groups or organizations they belong(ed) to. Kevan's likely too busy or unable ("how do I know whose account this really is") to manually change passwords for those with compromised accounts, so an automated system would be a huge boon. Even then, there's the concern of someone getting your password and then changing it to lock you out... perhaps an e-mail confirmation or a secret question as well? --Bob Boberton TF / DW Littlemudkipsig.gif 21:03, 12 October 2009 (BST)

I apologize for not being clear enough in the description. With the example you gave, someone wouldn't be able to lock you out unless they compromised your e-mail account as well, since you'd receive a "veto" e-mail that would let you undo their changes and regain control of the account (essentially, it's a non-confirmation link, letting UD know that the changes were illegitimate and should be rolled back). As the description says, the veto e-mail messages get sent whenever someone changes your password or e-mail address. Ideally, this allows normal users to change their passwords without the hassle of confirmations or secret questions, while preventing the bad guys from taking over the account permanently unless they compromise the e-mail account as well. Let me know if I can rephrase the suggestion somehow to make it all more clear. Aichon 22:15, 12 October 2009 (BST)
Which is nice - and I'm not very smart today - but there are also several people I've known who take month-long breaks and the like. They tend to be common in a game like this one where some players just get fatigued. Having your account stolen during such a break would offer no recourse... You can't feasibly solve every case, but then again, this would solve most of the already uncommon account theft issues. I'm for it. --Bob Boberton TF / DW Littlemudkipsig.gif 22:38, 12 October 2009 (BST)
Yep, you're spot-on correct in that this doesn't solve everything, but it does help with a lot if the situations. Also, in regards to the newest example you mentioned, keep in mind that with people taking a break from the game, they'd also have to take a break from their e-mail in order to be completely compromised, otherwise they'd still get the veto message. But yes, if an attacker knew that someone would be away from computers for a period of time, they could wait until the person was gone and compromise the account then. Admittedly, this suggestion, as it is, does not provide a solution to that problem, though I'm up for incorporating other people's ideas so that it does. Aichon 22:47, 12 October 2009 (BST)
I like the idea. I had wondered why UD did not already have some kind of automated password change function already established. We should move this along to Peer Review quickly if unless there is a good argument against it. --Maverick Talk - OBR Praise Knowledge! 404 10:29, 13 October 2009 (BST)
It's a good idea. No system is perfect, so don't worry about getting this system perfect. However, I'd propose it works this way: when the suggestion is implemented, the first time you log into your account it asks for an email address. Then an automated system sends a verification link to your email. From then on, there would be a "forgot password?" link on the main page when you log in. That could be used to recover/reset your password if needed. This would cut down on zergs, as accounts would actually be linked to an email and would have to be verified. A small measure, but surely worth it to thin the zerg herd a bit.--GANG Giles Sednik CAPD 17:13, 13 October 2009 (BST)
Regarding recovering passwords, Kevan already has a password recover feature set up. As for cutting down on zerging, I like the idea. That said, there are cases, such as with myself, where the same e-mail address is used for multiple characters, yet zerging doesn't occur since the characters are kept separate, as per the rules. Introducing some way to curb zerging via e-mail address is a good idea, but is a large enough one that it should probably be its own suggestion. Aichon 19:20, 13 October 2009 (BST)
I'll probably push it up for review sometime later this week. While I would love to rush it through, I'd rather that we have the best idea possible, so vetting it through the Developing Suggestions discussion is a part of the process that I don't want to cut short. Aichon 19:20, 13 October 2009 (BST)

We really need an account/character system like NW. It's simple, easy, helps detect cheating and grants players control of things like donations. However the amount of coding and integration to go from the current system to this one would probably make it prohibitive. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 04:05, 14 October 2009 (BST)

Sorry for not knowing what it is, but NW? I'm curious what it is now. Aichon 05:14, 14 October 2009 (BST)
NW was Nexus War, another browser game made by a former member of this community, the leader of MOB, Jorm. It was recently closed down after quite a few years of being a red stain on his bank account. The system over there was that each user had a single account and logged into that account to access their characters (three free characters and more if donated for). Players had enhanced control over their characters such as a credit system to allow control of donations (something UD doesn't) and deletion of characters. Due to the way NW's group system worked it was also much easier to use this set up to detect cheats (players could not have two characters in the same group, if a player was accused of zerging or alt abuse then this could be proven that this was their character by a group leader for one of their current groups could invite the other alt, a message that they couldn't join because of the first character acted as proof). Because it was a single account, there were also much better safeguards, including requiring an email address to create an account. This obviously makes password recovery needed only once and a mere formality. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 05:29, 14 October 2009 (BST)

Doing some quick looking up, I discovered this old peer reviewed suggestion that seems to cover very similar territory to the suggestion I have here. I'm afraid I'm kinda new around the wiki, so I'm not too sure of how to proceed at this point. Is this suggestion dead in the water, or does the extra part it has about the veto message distinguish it enough that it should continue? I'm not interested in wasting people's time, so if this is a dupe of a suggestion that's already been accepted, we might as well kill it now. Aichon 23:22, 14 October 2009 (BST)


Builder's Eye

Timestamp: KainYusanagi 13:29, 8 October 2009 (BST)
Type: New Skill
Scope: Everyone
Description: A skill off of Construction that allows you to see the relative barricaded state of any -lit- building, so you can scan in a 3x3 section rather than a 1x1 section as it is currently for checking barricade status. This ability would be functional for zombies as well, letting them see where entry points to the Free Running Network are more easily as well. How to impliment I thought that a italicized and bracketed (VHB) for Very Heavily Barricaded, etc. would be the appropriate format (often used in buildings when stating what the barricading policy is anyways).

Discussion (Builder's Eye)

Overpowered for strafe-cading.--Yonnua Koponen Talk ! Contribs 16:06, 8 October 2009 (BST)

Seems a bit over powered... especially with a 9x9 grid, it also extends your viewing range beyond that of binoculars, you should change it so you can only see the status of buildings in the current 3x3 grid. Definitely keep the lit status requirement, currently that's the best thing about it. --Kamikazie-Bunny 16:11, 8 October 2009 (BST)

Just a bad idea. You could add a skill that shows where all survivors and zombies inside and out are for a 9x9 block, it would probably have a similar effect to this. In case you can't tell, that was sarcasm; this is a bad idea that doesn't need to get any more overpowered. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:37, 8 October 2009 (BST)

Sorry! It was a bit late when I posted this, so I wasn't thinking when i wrote 9x9. I meant 3x3, the same view that we get normally in the minimap, which is -9- squares in area. I usually get them mixed up but catch myself... Apparently I didn't here. I'm modifying the description to reflect what I had actually meant. The entire reason I thought of this idea was because of the issues I have had as a relatively new player in being able to find reasonable shelter even with Free Running, because I don't have the maps of Malton memorized off the top of my head as some of the older players seem to. >.>;-KainYusanagi 05:11, 9 October 2009 (BST)

You lazy? If you want intel on buildings, spend AP to get it by going there. Oh, and incorporating a way to see exact cade levels is touchy (vsb vs. vsb+2 is pretty big, overcading prevention, etc.). --Bob Boberton TF / DW Littlemudkipsig.gif 05:37, 9 October 2009 (BST)

Not to mention that this would help mainly overcaders.--Yonnua Koponen Talk ! Contribs 07:16, 9 October 2009 (BST)

I like some of it. I think the biggest problem with the issue is as BobBoberton pointed out--showing specific barricade levels makes the skill far too overpowered. Take that out, and keep it limited to lit buildings in a 3x3 area and I think you have a more solid, non-broken idea. --Maverick Talk - OBR Praise Knowledge! 404 07:55, 9 October 2009 (BST)

Simple enough, and done, Maverick. Bob: It's nothing about being lazy. I've spent several day's worth of 50 AP blocks just trying to find a safehaven because most of the buildings have no openings nearby, which is really a downside for any non-Military/Firefighter type class that's starting out; Lack of a decent weapon and skill to open a hole in a barricade (scientists, here's looking at you) means either you get lucky and get ignored/no zombies close enough, or you get lunched... Sorry for not wanting to be frustrated with the game trying to look about for refuge without being able to actively tell if a building is barricaded. Regarding overcading- Honestly, everywhere is already at VHB or greater except for very few squares which are either being actively maintained by survivor groups or where the barricades have been torn down/ruined by zombies. I've taken the time to travel across most of Malton, and sadly that's the state it's in already. This may help people who are overzealous about overcading, but it'll help people who are trying to find refuge even more. If giving an exact level is too much, then just a general sense might work? LB++ and down is (Open) VSB++ to LB++ is just (Barricaded) and VHB and higher is (Blocked)? -KainYusanagi 13:59, 9 October 2009 (BST)

If you have Entry Point, issues, why not check the suburb's page on the wiki? It has the UBP and a list of entry points clear for all to see, and most people generally abide by those guidelines. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:17, 9 October 2009 (BST)
How will this suggestion help starting off scientists? It's a sub-skill of construction. It's easier for a scientist to find a crowbar than to gain 200XP.--Yonnua Koponen Talk ! Contribs 20:00, 9 October 2009 (BST)
Good luck actually hitting the barricade and dealing damage at it. I thought that at first myself and ended up spending more AP doing that then it took to find a safehouse, most times. And the reasoning for Scientists: Because they don't have a decent starting weapon/weapon skill and as such are a bit hindered in their ability to pry/attack/defend. To those calling it over-powered still- Perhaps add in the need to have binoculars to make it require a "reagent" of sorts?-KainYusanagi 22:51, 9 October 2009 (BST)
Or, you could just do the crowbar thing. Because, you know, that works with all classes, and doesn't take 200XP (and binoculars) to use.--Yonnua Koponen Talk ! Contribs 08:06, 10 October 2009 (BST)

At best, you might do ok if you could focus the binoculars on a nearby building to see the level. But something overly general like this? It IS overpowered.--Pesatyel 05:26, 10 October 2009 (BST)

The problem with that, though, Pesatyel, is that that still spends the AP you'd have spent to move to that location anyways. The idea of this skill is to negate the AP cost to investigate the barricade state of nearby buildings so you don't have to run around willy-nilly trying to find a place to crash. You're saying it's still too general an idea... Maybe restrict it the same as Binoculars to high buildings; Thus it acts as a direct buff to binoculars, and still remains relatively limited in usability. If so, it could be divorced from Construction and renamed Eagle Eye. As for the "Crowbar thing"... Maybe it's just RNGH8, but that 20% chance to actually hit the barricades? Hasn't worked very well for any of my characters at all.-KainYusanagi 08:13, 10 October 2009 (BST)
Of course, but your missing the point. Your idea is OVERPOWERED. When you first "use it" your saving 8 AP by automatically knowing. Then, moving on the diagonal to maximize, you save 5 AP for EVERY move. And my binocular idea WAS restricted to tall buildings as that is the only place you can use them.--Pesatyel 20:01, 10 October 2009 (BST)

You know what might be a better solution? This Suggestion:20070620 Foreman --RosslessnessWant a Location Image? 10:21, 10 October 2009 (BST)

And that one is already in peer review.--Pesatyel 20:04, 10 October 2009 (BST)

How about this idea. Pressing a button marked [scan] (or something), you spend an AP to scan a nearby location's barricade then your given the option of moving to that location for 0 AP as part of the same action.--Pesatyel 20:18, 10 October 2009 (BST)

It's not bad... simple and clean and gives something closer to what I was thinking about than Foreman. It's really the moving all over the city without a point of reference trying to find a place to be safe issue/Finding locations wheer people will be going to be safe to rip into them that I was trying to find a ready solution to, so as to prevent a buff to either side over the other. I'd still think it'd be better to have it be all squares around the one you're currently in, as it doesn't take that much time to scan, but that's me.-KainYusanagi 01:44, 14 October 2009 (BST)
No, it is bad. They're all bad. Go outside, right now, look at three houses/buildings, now tell me which ones are locked from 20 yards away. The fact is, you went outside, you left your safe house, now you deal with the consequences of not ensuring you have a means back to safety. Don't ask the game to do it for you. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 04:09, 14 October 2009 (BST)
Locked? What is locked in the context of Urban Dead (as in you can't LOCK anything)? It about BARRICADES. And, yes, I believe you could go outside right now and see which houses are barricaded. How? Because there is shit in the windows blocking your view inside, be it nailed up boards or stacked up furniture. The context of needing MoL to open the doors is for simplicity. Reality says your stacking up barricade material in front of ALL means ingress, not just doors (point of fact, in the genre, zombies are almost always more likely to get in through breaking windows than any other means of breaking in). In fact when you hit the close door button, it says you "close all the doors in the building", not just the "front" door. I'm not saying the idea is a good one (even my alternative), I'm saying your argument is bad.--Pesatyel 04:35, 14 October 2009 (BST)
I was referring to which buildings to which you could gain access. I could revise and say which buildings have heavy furniture behind their curtains or mirrored glass or garden hedges. The fact is you can't tell which buildings you could gain access to in the real world, or burglars would be caught less and it's a massive failure in logic to say that you could in the games by stacks of rubble, if everywhere isn't covered in rubble and broken decorations then no zombies have been there for four years. It doesn't change the crux of the argument which is that survivors (yes it's them again) wanting the game to do things for them so they don't have to take responsibility for their bad choices. I guarantee they haven't looked at this from a zombie scouting perspective or they'd be screaming that it's not trans-mortal at the top of their lungs. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 04:47, 14 October 2009 (BST)
Actually, when i'm a zombie I don't look for people running about on the street, because they are generally too few and far between. I look for weak points in barricades or extremely strong points so that I can then work to break down said barricade and get at the juicy, warm, living center that's usually behind those EHB walls. It also help you see which building would be the easiest to attack with intent to ruin to disrupt Free Running travelling and at least costing travellers a few AP to continue, if not more.-KainYusanagi 09:00, 14 October 2009 (BST)

Suggestions up for voting

Bikers Store

Moved to Suggestion:20091009 Bikers Store Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:09, 9 October 2009 (BST)

Dim Lights

Moved to Suggestion talk:20091008 Dim Lights -- boxy talkteh rulz 09:13 8 October 2009 (BST)