Developing Suggestions: Difference between revisions
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:The hell is up with you?{{User:Lelouch/sig}} 02:12, 16 December 2009 (UTC) | :The hell is up with you?{{User:Lelouch/sig}} 02:12, 16 December 2009 (UTC) | ||
Seems like a whole lot of programming headaches for Kevan without doing much to change the game. The only people this would really impact would be trenchies uselessly killing outdoor zombies at a reduced accuracy rate. --[[User:YoEleven|YoEleven]] 09:20, 16 December 2009 (UTC) | Seems like a whole lot of programming headaches for Kevan without doing much to change the game. The only people this would really impact would be trenchies uselessly killing outdoor zombies at a reduced accuracy rate. --[[User:YoEleven|YoEleven]] 09:20, 16 December 2009 (UTC) | ||
I should simplify it right?--[[User:Winman1|Winman1]] 23:39, 16 December 2009 (UTC) | I should simplify it right?--[[User:Winman1|Winman1]] 23:39, 16 December 2009 (UTC) | ||
::No...you should stop now before i have to vote on it and drop a giant NEVER that flashes right in the middle of your stuff. --{{User:The Colonel/Sig}} 00:08, 17 December 2009 (UTC) | |||
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Revision as of 00:08, 17 December 2009
Developing Suggestions
This section is for presenting and reviewing suggestions which have not yet been submitted and are still being worked on.
Nothing on this page will be archived.
Further Discussion
- Discussion concerning this page takes place here.
- Discussion concerning the suggestions system in general, including policies about it, takes place here.
Please Read Before Posting
- Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. You can read about many ideas that have been suggested already, which users should be aware of before posting what could be a dupe: a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles.
- Users should be aware that page is discussion oriented. Other users are free to express their own point of view and are not required to be neutral.
- 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
- Copy the code in the box below.
- Click here to begin editing. This is the same as clicking the [edit] link to the right of the Suggestions header.
- Paste the copied text above the other suggestions, right under the heading.
- Substitute the text in RED CAPITALS with the details of your suggestion.
{{subst:DevelopingSuggestion |time=~~~~ |name=SUGGESTION NAME |type=TYPE HERE |scope=SCOPE HERE |description=DESCRIPTION HERE }}
- Name - Give the suggestion a short but descriptive name.
- Type is the nature of the suggestion, such as a new class, skill change, balance change, etc. Basically: What is it? and Is it new, or a change?
- Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
- Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check 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
Swimming Pools
Timestamp: --Winman1 02:55, 15 December 2009 (UTC) |
Type: New Building |
Scope: Everyone? |
Description: Despite the Zombie plague, a few entrepreneurs have constructed 5 public swimming pools. These blocks would be found in Langridge Drive Old Arkham (17,93), Collis Street Rolt Heights [81,15] , Floyde Walk Crowbank [71,68] , Park Way Judgewood [17,18] , and Burch Walk Galbraith Hills [45,58]. These blocks would be replaced with a block called the (former block name) Pool. Pools can be entered, like a building, but can not be barricaded or have a generator installed in it, like an open block . Also, you can't hear radio messages in a pool. (The water could short out or muffle the radio.) You have to go inside a pool to see who is there. Inside a pool, attacks have -20% accuracy for everyone since people aren't as mobile in water and fluid resistance would be much higher underwater, and would greatly reduce the functionality of firearms. Anyway, I doubt you could manage to float on moving waters while firing a gun. Zombie attacks would also be slowed since well, movement is slowed. Also, there are new clothes that can be found in a pool. Red, Blue, and Yellow swimsuits, snorkels, swimming goggles, and life preservers. Public Pools would add new clothes, and be an interesting area. Dead bodies are automatically moved outside the pool from the water flow. |
Discussion (Swimming Pools)
What the fuck is this shit on my wiki.....--
what is this i dont even...--Megameh 03:13, 15 December 2009 (UTC)
Why those locations? Why are guns less accurate against targets that are slower in the pool? Since it's outside, can you see who is in the pool, or, like a building, do you have to go into the pool before you can see who is inside? Do you have to dump bodies out of the pool? Do we get infected if we go in the pool? Can you install a generator in the pool? If I broadcast on a radio while in the pool, does it sound all watery? Is there anything to this suggestion beyond (pointless) flavor? —Aichon— 03:30, 15 December 2009 (UTC)
- On second though...i am all for a pool. Buncha humans swimming in it, toss in a genny or a radio. Instant super kill. Now that i proved its exploitable, its going to be shot down faster then your last guide was. *rim shot* -- 03:42, 15 December 2009 (UTC)
- I thought of this myself before you mentioned it. Though come to think of it, I prefer the thought of barricading the pool so everyone inside drowns. Maybe you could have both options so both the PKs and the suicidal DCs are happy. --Mold 04:49, 15 December 2009 (UTC)
As The Colonel... both times. --Maverick Talk - OBR 404 06:50, 15 December 2009 (UTC)
Monroeville already has a swimming pool. Outside of Hamilton Mansion --RosslessnessWant a Location Image? 11:20, 15 December 2009 (UTC)
Oh crap. Its Winman! RUUUUN! Cookies and Cream 12:11, 15 December 2009 (UTC)
- i c wut u did thur Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:56, 15 December 2009 (UTC)
Hey look, he made it even shittier! I wasn't sure it was possible. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:17, 15 December 2009 (UTC)
--Orange Talk 23:43, 15 December 2009 (UTC)
Holy crap i didn't think that was possible....did you guys know in a pool filled with water, with 4 solid walls that bodies just magically float out of water and onto land. Jeez, i need to go have a talk to RL jesus and stop talking to zambah g-zaz. But seriously, if a rotter takes a headshot does that mean the pools water gets infected from his rotted brain --
There is no walls...it cant be barricaded. I kind of like the idea of a waterborne infection.--Winman1 00:10, 16 December 2009 (UTC)
I genuinely like this idea, but the mechanics of it are rather odd.--Karloth Vois ¯\(°_o)/¯ 01:24, 16 December 2009 (UTC)
- The hell is up with you? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:12, 16 December 2009 (UTC)
Seems like a whole lot of programming headaches for Kevan without doing much to change the game. The only people this would really impact would be trenchies uselessly killing outdoor zombies at a reduced accuracy rate. --YoEleven 09:20, 16 December 2009 (UTC)
I should simplify it right?--Winman1 23:39, 16 December 2009 (UTC)
Headshot requirement
Timestamp: User:Whitehouse 14:23, 12 December 2009 (UTC) |
Type: Minor change |
Scope: Survivors |
Description: Simply make headshot require 10 survivor levels, rather than 10 levels total. Not sure if this is a good idea or not, but it seemed a little odd to me, thus I wanted to see what other people thought. |
Discussion (Headshot requirement)
Why the hell not? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:45, 12 December 2009 (UTC)
[Cyrus]I can dig it.[/Cyrus] 18:47, 12 December 2009 (UTC)
^ -- ¯\(°_o)/¯ 22:16, 12 December 2009 (UTC)
I'd prefer 20 survivor levels. The less people have headshot, the better.--Yonnua Koponen Talk ! Contribs 22:23, 12 December 2009 (UTC)
I'd be up for 10, but how do you deal with the current people that have it that wouldn't with your change? —Aichon— 00:37, 13 December 2009 (UTC)
- Well the simple thing would be to just let them keep it. Think of it this way, leveling as a zombie is generally harder then as a survivor (and, no, that isn't worth the argument) and someone who buys Headshot at level 10 is most likely to be survivor-oriented (ie. not have that many zombie skills). I'd prefer that it be added to one of these.--Pesatyel 03:09, 13 December 2009 (UTC)
- Sounds good. Im not usually killing Zombies, being as I like to kill both and Humans are easier. Still great though. Cookies and Cream 02:20, 14 December 2009 (UTC)
- Awww my string of consecutive Kill votes might come to an end if this one comes up for voting. Good suggestion and I'm surprised it isnt already in-game. --YoEleven 13:23, 14 December 2009 (UTC)
Skeletons in Zoo
Timestamp: X1M43 02:52, 12 December 2009 (UTC) |
Type: Flavor |
Scope: Zoo locations, decorative items |
Description: Simple. Searching in zoo locations gives a 12.5% chance to find an animal skeleton. Human skeletons would be excluded. |
Discussion (Skeletons in Zoo)
I like this. 03:00, 12 December 2009 (UTC)
This is one of those things that should already be in the game... The malton zookeepers are going to have a fit though.-Devorac 04:37, 12 December 2009 (UTC)
- Apparently you've never dropped by for a visit. And it would also explain what happened to that darned Hippo! Good suggestion. --YoEleven 13:36, 14 December 2009 (UTC)
Human skeletons should be included because:
- Harmanz belong in zoos
- Harmanz actually appear in zoos
-- . . <== DDR Approved Editor 06:07, 12 December 2009 (UTC)
- True, but I don't think Malton has that kind of zoo. I don't see why not include human skeletons but on that basis, why not allow human skeletons to be found ANYWHERE?--Pesatyel 02:56, 13 December 2009 (UTC)
- Iscariot's closet is full of them. Search there first. 03:01, 13 December 2009 (UTC)
- Lol. It COULD be kinda interesting to see what descriptive ways one could find skeletons just out in the street or other random buildings.--Pesatyel 03:12, 13 December 2009 (UTC)
- Human skeletons would be fun, but it seems obvious to me why they aren't available. None of the dead harmanz are laying around quiet, they're getting up as zombies. To the suggestion as is, this is pointless, but it's cool. --Mold 10:52, 13 December 2009 (UTC)
- Agreed. I support the idea of animal skeletons, but putting human skeletons in the zoo just wouldn't be consistent. Regardless, it's a very small issue, and I support the general idea. --Anotherpongo 15:34, 13 December 2009 (UTC)
- Human skeletons would be fun, but it seems obvious to me why they aren't available. None of the dead harmanz are laying around quiet, they're getting up as zombies. To the suggestion as is, this is pointless, but it's cool. --Mold 10:52, 13 December 2009 (UTC)
- Lol. It COULD be kinda interesting to see what descriptive ways one could find skeletons just out in the street or other random buildings.--Pesatyel 03:12, 13 December 2009 (UTC)
- Iscariot's closet is full of them. Search there first. 03:01, 13 December 2009 (UTC)
SKELETONS! I want all kinds of Skeletons, even decorative ones. Cookies and Cream 02:18, 14 December 2009 (UTC)
- Ahem. [1]. But yes, I do think it would be relevent to be able to come across a skeleton or two in the zoo. May I suggest that it is changed to leaving the eksleton there once they are found? Verance 01:20, 16 December 2009 (UTC)
New Zombie Attack Style Part 4: The Final Chapter
Timestamp: --T | BALLS! | 16:03 11 December 2009(BST) | |
Type: Improvement |
Scope: Zombies |
Description: Ok so now Zombie Claw attacks are called Grasp Attacks and go as follows:
Now the default attack option a Zombie has is Grasp. Once a Grasp Attack is successful, the Grasp option goes away, and is replaced by Bite as the default attack option. Establishing a Grasp grants 2 XP points. Now, successful Grasp Attacks do 0 Damage. What happens is you get a Grasp if you successfully land a Grasp Attack. Once you get Grasp, the Tangling Grasp bonus is automatically gained, if you have the Skill. Any further attacks a Zombie makes that is unsuccessful has a 50% chance to break the Grasp. In this case, the Zombie must reestablish the Grasp before it can continue to Bite. The Tangling Grasp Skill lowers this chance to break the Grasp on unsuccessful attacks to 25%. Attacks on Barricades still work the same, half % chance to knock them down by one level per attack. A successful attack against Barricades will also cause the Tangling Grasp bonus to kick in, until an attack in unsuccessful. Having a Grasp lets you attacks with Bites. You may not use Bite attacks at all unless you have a Grasp on your Target. Ok, so now Zombie Bite attacks go like so:
Now Rend Flesh adds +1 damage to both Claw and Bite Attacks. This is not effected by Flak Jackets/Flesh Rot, so Bites with Rend Flesh always cause 5 Damage. |
Discussion (New Zombie Attack Style Part 4: The Final Chapter)
This seems oddly complicated, especially compared to what we've already got. --Karloth Vois ¯\(°_o)/¯ 16:17, 11 December 2009 (UTC)
- I think it only looks complicated. In practice, it would be pretty straight forward, since your default attack would be switched for you automatically. Without that, yeah it would probably confuse new players.--T | BALLS! | 16:48 11 December 2009(BST)
- I'm still not a big fan of requiring two attacks to hit, but the reduced chances of losing a grip and the increased accuracy seems to compensate... This will make new zombies much more dangerous, while not making old zombies all powerful. I'm still not fully sure of the idea, but I think I would vote keep if it came to voting. -Devorac 18:33, 11 December 2009 (UTC)
|
Hmm, 35% accuracy against barricades, 40% if 'grasped'. So that's about 25-30 action points to take down VSB barricades. Double that for EHB barricades. Could make barricades too weak. - User:Whitehouse 19:49, 11 December 2009 (UTC)
- Oh yeah, thanks for bringing that up whitehouse. I don't think you should be able to "grasp" barricades, a zombie grasping something implies that it is about to bite it, which as we all know is utterly useless against barricades. No barricade grabbing, but I think that zombies being way better than survivors at bringing down barricades is a good idea, although this might make things a bit too easy. -Devorac 21:48, 11 December 2009 (UTC)
- Wait what? 25-30 AP for VSB cades is pretty much what it is now, from anecdotal evidence. 23:14, 11 December 2009 (UTC)
- Currently 40AP for VSB cades (assuming full VSB, 10 levels). - User:Whitehouse 23:45, 11 December 2009 (UTC)
- I must be one lucky son of a fuck, then. 23:49, 11 December 2009 (UTC)
- Glad someone is :p Attacks against barricades are done at half accuracy, meaning 25% for zombies. - User:Whitehouse 23:59, 11 December 2009 (UTC)
- I'm with Misanthropy, I just knocked down the cades of the talon company base in shackleville using only 20+/- AP... Kevan Bless our fried RNG! -Devorac 20:45, 14 December 2009 (UTC)
- Glad someone is :p Attacks against barricades are done at half accuracy, meaning 25% for zombies. - User:Whitehouse 23:59, 11 December 2009 (UTC)
- I must be one lucky son of a fuck, then. 23:49, 11 December 2009 (UTC)
- Currently 40AP for VSB cades (assuming full VSB, 10 levels). - User:Whitehouse 23:45, 11 December 2009 (UTC)
- Wait what? 25-30 AP for VSB cades is pretty much what it is now, from anecdotal evidence. 23:14, 11 December 2009 (UTC)
The basic scenario seems to be that the zombie will grab and pull the target in to be bitten. That's not always the case, especially when you have multiple zombies (which isn't exactly easy to denote in Urban Dead). It is quite common to see someone "torn limb from limb" by a group of zombies. Or zombies tearing a chunk off of someone and eating it. How about claws still do damage, but if the zombie doesn't spend an AP to eat after a successful claw attack, they don't get the full benefit (ie. full XP or the like. For example, the zombie claws a survivor and does 1 damage (and 1 XP), tearing a chunk off they then spend an AP to "eat" the chunk gaining another 2 XP. Something like that).--Pesatyel 05:31, 12 December 2009 (UTC)
GPS Notes
Timestamp: Yonnua Koponen Talk ! Contribs 07:56, 11 December 2009 (UTC) |
Type: Gps? |
Scope: Notes. |
Description: Alright, so similar things have been suggested in the past, but I don't think this actually has. If you have a GPS, then you can put a maximum of 3 notes to 3 different GPS coordinates. These notes would only be visible to you. Hence, no chance for text spam or insults. The means of setting these would be like radio frequency changing. It would open two small boxes either side of each other, and in the first, you enter the co-ord. In the second, you enter your short comment. It would cost 1AP to set a note. Notes would last forever.
Once you'd set a note, when you were at that co-ordinate, you'd see an extra line of text below the entire description box (Names, etc.) saying: "You noted:TEXTEXTTEXT". You could use this for noting revive points, group HQs or potential targets for repair, whatever. This would cross over to zombies, but naturally, they'd need to get a GPS and set it as a survivor to use it. Thoughts? |
Discussion (GPS Notes)
Hmm... Only three? This will only benefit camping survivors or players which only ever hang around a very small area... Maybe increase the number to 5 or 7 or 10 or something? --
08:00, 11 December 2009 (UTC)
- That seems kewl. I like it. What if you could set up some kind of GPS way-point and navigate to it? So you set 24,8 as your point and then when you are at 65,10 you can press the GPS button and get a message like "The way-point is 41S, 2W" I don't, just a thought.--GANG Giles Sednik CAPD 09:23, 11 December 2009 (UTC)
- I'm pretty certain there are scripts for that, but that would be good. Also, I only said 3, because I thought more would be too much. 7-10 would be a better number.--Yonnua Koponen Talk ! Contribs 15:36, 11 December 2009 (UTC)
I gotta say that I don't really see the point as it stands now, though it does seem interesting. However, one problem immediately springs to mind: how do you manage your notes? For instance, imagine a typical survivor that might move between suburbs with his group. He lays down his notes in suburb A, then his group moves to suburb B. Does he have to scour suburb A for his notes so he can delete them? Is there a new setting/page for deleting or managing old notes? Does the oldest note automatically get deleted when you write a new one? And how is this presented to the user and explained in a coherent way? —Aichon— 13:02, 11 December 2009 (UTC)
- Changed in the same way as radio tansmitters. There'd be a drop-down list of which one you want to change, with the appropriate co-ordinates next to them.--Yonnua Koponen Talk ! Contribs 15:36, 11 December 2009 (UTC)
Discuss/Develop this suggestion people!!! I don't want to send it to voting with minimal discusiion.--Yonnua Koponen Talk ! Contribs 15:55, 14 December 2009 (UTC)
New Zombie Attack Style 3-D
Timestamp: --T | BALLS! | 23:38 10 December 2009(BST) | |
Type: Improvment |
Scope: Zombies |
Description: Ok so now Zombie Claw attacks go as follows:
Now, successful attacks with Claws do 0 Damage. What happens is you get a Grip. Once you get Grip, Tangling Grasp is automatically gained, if you have the Skill. Any further attack a Zombie makes that misses also causes you lose your Grip/Tangling Grasp bonus. Obviously, attacks on Barricades still work the same, half % chance to knock them down by one level per attack. Having a Grip lets you attacks with Bites. You may not use Bite attacks at all unless you have a Grip on your Target. Ok, so now Zombie Bite attacks go like so:
Now Rend Flesh adds +1 damage to both Claw and Bite Attacks. This is not effected by Flak Jackets/Flesh Rot, so Bites with Rend Flesh always cause 5 Damage. |
Discussion (New Zombie Attack Style 3-D)
I'm really beginning to love how you keep deleting all the talk, renaming your suggestion, and making meaningless changes (in this case changing damage from 1 to 0). --Maverick Talk - OBR 404 23:41, 10 December 2009 (UTC)
- It's not meaningless, fool, it changes things quite a bit. An eventual 75% chance to cause 2 damage could be pretty bad, since it would hit so often. This way it's less powerful.--T | BALLS! | 23:43 10 December 2009(BST)
- But still does nothing to change the fact that you are obviously not serious about taking this suggestion to voting. Hell, the last redition was up here for what, ONE DAY?? --Maverick Talk - OBR 404 23:47, 10 December 2009 (UTC)
- Work in progress. Changed based on comments. You know, discussion.--T | BALLS! | 23:48 10 December 2009(BST)
- Yes, but you are changing it too rapidly for people to see the flow and evolution of comments. Thus anybody who didn't check the wiki in the last few hours will have to go digging through the page history just to see all of the comments on the old suggestion and compare it to the current revision. It is needlessly time-consuming for a suggestion that, once again, YOU SHOW NO DESIRE OF ACTUALLY TAKING TO A VOTE. --Maverick Talk - OBR 404 23:53, 10 December 2009 (UTC)
- Voting is a joke, man. You know what that whole thing is? A way to keep people from bothering Kevan directly, and that's it. Remember that Ruin update? Guess what, it came very shortly after a DS discussion that was very similar and never taken anywhere near voting. Coincidence? I don't think so. People can jerk themselves off all they want about "voting" but it ain't nothing, cept another silly Wiki game of collecting Peer Reviewed status symbols to make tiny peters feel bigger and a way to keep people from hounding Kev. Don't blame Kev really, but face facts.--T | BALLS! | 00:01 11 December 2009(BST)
- Couple of things. Kevan doesn't frequent this page, there's never been any indication that he has. Ruin actually came from a Peer Rejected suggestion, so did barricade blocking and flesh rot, if you had half a clue about the history you spout you'd have your suggestions up for voting every time knowing full well that Kevan implements from anywhere in the archives that he chooses. Finally, do I think it was a coincidence? No, I think it was a lie, Developing Suggestions didn't exist back then. -- . . <== DDR Approved Editor 00:22, 11 December 2009 (UTC)
|
- Voting is a joke, man. You know what that whole thing is? A way to keep people from bothering Kevan directly, and that's it. Remember that Ruin update? Guess what, it came very shortly after a DS discussion that was very similar and never taken anywhere near voting. Coincidence? I don't think so. People can jerk themselves off all they want about "voting" but it ain't nothing, cept another silly Wiki game of collecting Peer Reviewed status symbols to make tiny peters feel bigger and a way to keep people from hounding Kev. Don't blame Kev really, but face facts.--T | BALLS! | 00:01 11 December 2009(BST)
| - Yes, but you are changing it too rapidly for people to see the flow and evolution of comments. Thus anybody who didn't check the wiki in the last few hours will have to go digging through the page history just to see all of the comments on the old suggestion and compare it to the current revision. It is needlessly time-consuming for a suggestion that, once again, YOU SHOW NO DESIRE OF ACTUALLY TAKING TO A VOTE. --Maverick Talk - OBR 404 23:53, 10 December 2009 (UTC)
- Work in progress. Changed based on comments. You know, discussion.--T | BALLS! | 23:48 10 December 2009(BST)
| - But still does nothing to change the fact that you are obviously not serious about taking this suggestion to voting. Hell, the last redition was up here for what, ONE DAY?? --Maverick Talk - OBR 404 23:47, 10 December 2009 (UTC)
Uh... ZL I do rather like your comic strip, I think they are funny and have a few good points... So WHY IN THE HELLFIRE ARE YOU NERFING ALL NEW ZOMBIES!?!?! How the hell would a lvl 1 Nooblet zombie earn XP other than tedious barricade knocking? What would the flavor text be for the lvl 1, something like this? You claw a survivor, unfortunately because you are an incompetent N00B you do no damage and do not get get a grip. Do not pass go, do not collect 200 dollars, go straight to obsolescence.-Devorac 00:08, 11 December 2009 (UTC)
- The new base for Bites is 35%, so once you got your Grip on (Base 25% or 45% with Corpse Class VM Skill) you'd be Biting for 4 Damage pretty quick. If you took TG as your first skill, there would be another 10%, so Bites at 45% at Level 2 ain't bad is it? If you took NL as your first skill, you'd be making Bite attacks at 50% at Level 2.--T | BALLS! | 00:13 11 December 2009(BST)
- Gotcha, tangling grasp is not required to get a grip... Okay still, so a lvl 1 zombie player just starting out is required to make two successive rolls, one at 45% (which will grant 0 XP) and the other at 35% to hit for 4XP? I'm sorry man, but I just don't see this making the game any more playable for new zombies. I mean really, this gives a new player, far less than a 20% chance to get 4 XP... Thats 48AP per day at an optimal 1.2 AP per bite (to account for having to get a grip) so 40 bites worth of AP per day, minus 12 AP every day for getting a hole put in your head so we're down to 30 bites worth of AP, minus 5 AP to find your target (Ha ha, in my zombie's dreams) equals 26 bites worth of AP (rounded up) divide by one fifth to account for the accuracy of both strikes, and your starting zombie is making 20XP per day... 5 days at best of tedium to make level 2 and get your first upgrade. This is not a good thing. -Devorac 00:28, 11 December 2009 (UTC)
- Ok, so how about draining some of that VM/DG bonus into the Base sooner. Like Base:45% VM:+10% DG:+10%. That's, 55% for Corpse class. Not huge, but would help even non-Corpse a bit too, with 45% Base. Drain 5% of NL off into Base Bite for Base 40%, NL+10%?--T | BALLS! | 00:34 11 December 2009(BST)
- -Shakes head- That won't help, the chance to get in a successful bite is still well below the 25% mark. The problem is that with this suggestion a zombie needs two attacks to hit in a row to do any damage at all. That and even playing will become physically tedious. *Select claw, click attack, attack again, select bite, click attack, select claw, click attack....Etc etc etc.* You can see how a new player would become bored out of their minds, really, really fast like this. -Devorac 00:42, 11 December 2009 (UTC)
- Well, I guess that part could be automated. Say, if you don't have a Grip you automatically do Claw attacks, and once a Grip is made, you automatically go to the Bite, and Claw attacks are removed as an option at that point since a Zombie is supposed to be eating as its motivation. Have to work on the other base numbers more though.--T | BALLS! | 00:46 11 December 2009(BST)
- That's an interesting idea, I'll look at it again when you have the new numbers. It appears your reputation as a complete asshole was not (at least not fully) deserved. -Devorac 01:04, 11 December 2009 (UTC)
|
- Well, I guess that part could be automated. Say, if you don't have a Grip you automatically do Claw attacks, and once a Grip is made, you automatically go to the Bite, and Claw attacks are removed as an option at that point since a Zombie is supposed to be eating as its motivation. Have to work on the other base numbers more though.--T | BALLS! | 00:46 11 December 2009(BST)
| - -Shakes head- That won't help, the chance to get in a successful bite is still well below the 25% mark. The problem is that with this suggestion a zombie needs two attacks to hit in a row to do any damage at all. That and even playing will become physically tedious. *Select claw, click attack, attack again, select bite, click attack, select claw, click attack....Etc etc etc.* You can see how a new player would become bored out of their minds, really, really fast like this. -Devorac 00:42, 11 December 2009 (UTC)
- Ok, so how about draining some of that VM/DG bonus into the Base sooner. Like Base:45% VM:+10% DG:+10%. That's, 55% for Corpse class. Not huge, but would help even non-Corpse a bit too, with 45% Base. Drain 5% of NL off into Base Bite for Base 40%, NL+10%?--T | BALLS! | 00:34 11 December 2009(BST)
| - Gotcha, tangling grasp is not required to get a grip... Okay still, so a lvl 1 zombie player just starting out is required to make two successive rolls, one at 45% (which will grant 0 XP) and the other at 35% to hit for 4XP? I'm sorry man, but I just don't see this making the game any more playable for new zombies. I mean really, this gives a new player, far less than a 20% chance to get 4 XP... Thats 48AP per day at an optimal 1.2 AP per bite (to account for having to get a grip) so 40 bites worth of AP per day, minus 12 AP every day for getting a hole put in your head so we're down to 30 bites worth of AP, minus 5 AP to find your target (Ha ha, in my zombie's dreams) equals 26 bites worth of AP (rounded up) divide by one fifth to account for the accuracy of both strikes, and your starting zombie is making 20XP per day... 5 days at best of tedium to make level 2 and get your first upgrade. This is not a good thing. -Devorac 00:28, 11 December 2009 (UTC)
Attention | |
Please do not feed the Trolls |
Stop falling for it people and just let these die of starvation in obscurity. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:30, 11 December 2009 (UTC)
- I support Lelouch in this venture. By making it updated again. Also; what happened to Electric Boogaloo? >:| --RahrahCome join the #party!08:06, 11 December 2009 (UTC)
- You don't like ZL so you are damning the idea out of hand. At its core he has a good point about zombie attacks and seems to be taking genuine comments seriously, so seriously that he is removing and updating waay too quick but still... --Honestmistake 08:19, 11 December 2009 (UTC)
For my part I think claws should never do 0 damage, newspapers do 0 damage because they are a bit of fun claws are supposed to injure! Dropping claws to 1 (2 with rend) is fine if you boost accuracy and improve bite too. Forget about making a claw attack essential and just add flavour text to bite to say you have grabbed them! --Honestmistake 08:19, 11 December 2009 (UTC)
Beards
Timestamp: Cookies and Cream 03:54, 7 December 2009 (UTC) |
Type: Clothing? |
Scope: Humans |
Description: This suggestion implements a new thing, Beards. Beards grow in levels. These levels are: No Beard, Fuzz, Scratchy, Bearded and Shaggy. A Beard grows every 5 server resets (do we have server resets?). If there aren't server resets, then your beard will grow once every 5 days Kevantime. Beards can be turned off through your settings page, for all you women and unmanly men. Beards can be cut through a new item, Hairclippers, which reduces it down 1 level. I was going to make it wire cutters, but thought they'd be unsuitable for cutting beards. Having a beard appears in your profile description, next to the face description. You can't wear a mask if your beard is Bearded or Shaggy. |
Discussion (Beards)
Just was looking through Clothing Suggestions when this struck me. Cookies and Cream 03:55, 7 December 2009 (UTC)
- Then put it through clothing suggestions, we don't need an item to alter clothing slots, I have enough with laundry and seamstress suggestions. -- . . <== DDR Approved Editor 20:01, 7 December 2009 (UTC)
Where's Anime (and his beard) when he's needed? 04:19, 7 December 2009 (UTC)
- Mine's better :P -- . . <== DDR Approved Editor 20:01, 7 December 2009 (UTC)
Fuck beardless men and men who are androgynous/inanimate/severed limbs/small fluffy animals/single-celled organisms/fish/only capable of a pencil mustache. The only people with excuses to not have an awesome manly beard are wimminz. Also, just reminding everyone I got hoodies implemented. I am awesome like that.-- SA 22:04, 8 December 2009 (UTC)
- Sounds good to me. Hey, this could lead to new PKer groups, killing only people without beards! Cookies and Cream 22:09, 8 December 2009 (UTC)
- I'd dot it! I just don't play anymore. :( -- SA 22:10, 8 December 2009 (UTC)
- Surely killing beardless people would be a hilarious reason to come back. Cookies and Cream 22:13, 8 December 2009 (UTC)
- I'd dot it! I just don't play anymore. :( -- SA 22:10, 8 December 2009 (UTC)
One small addendum. Do away with wire-cutters or clippers for shaving and just have people shave with a knife. It's way cooler and it fits within the zombie apocalypse genre. Other than that, great!--GANG Giles Sednik CAPD 09:39, 11 December 2009 (UTC)
Suggestions up for voting
Location Specific Actions
Moved to Suggestion talk:20091206 Location Specific Actions