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And the point of this is? - [[User:Whitehouse]] 18:47, 19 December 2009 (UTC) | And the point of this is? - [[User:Whitehouse]] 18:47, 19 December 2009 (UTC) | ||
:Griefing.--{{User:Yonnua Koponen/signature}} 18:48, 19 December 2009 (UTC) | :Griefing.--{{User:Yonnua Koponen/signature}} 18:48, 19 December 2009 (UTC) | ||
::Well that is what I thought it sounded like. :P - [[User:Whitehouse]] 18:50, 19 December 2009 (UTC) | |||
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Revision as of 18:50, 19 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
Morphine
Timestamp: Captdrett 18:42, 19 December 2009 (UTC) |
Type: Drug |
Scope: Survivor |
Description: Morphine can be used by a survivor on another survivor or on themselves temporarily making all movements cost double. This would not effect other actions and no XP would be awarded. The effects of morphine would last 12 hours of real time, regardless of AP used during that time. Morphine can not be used on zombies. Morphine can only be found at hospitals.
Cost to use: 1 AP Encumbrance: 2% (for needle) Requires: Lab Experience Optional Effect: Morphine causes all attempted speech to be jumbled. Players type as normal; however, letters are randomly replaced when the character speaks making it difficult to understand what was said. This does not effect what the character hears. |
Discussion
And the point of this is? - User:Whitehouse 18:47, 19 December 2009 (UTC)
- Griefing.--Yonnua Koponen Talk ! Contribs 18:48, 19 December 2009 (UTC)
- Well that is what I thought it sounded like. :P - User:Whitehouse 18:50, 19 December 2009 (UTC)
Alt Proximity Warning
Timestamp: —Aichon— 00:01, 19 December 2009 (UTC) |
Type: Interface |
Scope: Players with Alts |
Description: To say it up front, this suggestion is not designed to stop intentional zerging, nor should it help zergers know when they've been found out. Read on for why that is.
Many Urban Dead players have multiple characters (alts). The rule regarding alts is simple, but many players still find that their characters get too close to one another sometimes. Even veteran players have this problem on occasion. This suggestion is aimed at helping honest players keep their characters apart.
Please note that the existing countermeasures will remain as they are. This suggestion does not modify, remove, or otherwise alter them. |
Discussion (Alt Proximity Warning)
Old idea is old. It's still good, though. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 00:02, 19 December 2009 (UTC)
This is a rewording of my previous suggestion from last month that I had here. Sorry for dragging my heels on updating it. The ideas are mostly the same, but the big issue before was the ability to use it as a radar, which has been addressed. I wanted to run this by everyone and see what your take on it was. Thanks. —Aichon— 00:04, 19 December 2009 (UTC)
Seems good to me. I'll take twelve. 00:07, 19 December 2009 (UTC)
Looks good to me as well. --Maverick Talk - OBR 404 01:52, 19 December 2009 (UTC)
You know, you could just suggest people use random ID codes instead of their e-mail... that way, I could use 94U%@F5 instead of the oh-so-obvious "bobboberton@emailhost.com," and since (presumably) the code is unique, no-one could enter my e-mail if they know it to track my characters. Of course, using a less-obvious e-mail address would do the same thing. --Bob Boberton TF / DW 03:03, 19 December 2009 (UTC)
- I had thought of a few things along those lines, but they would mean cluttering up the Settings page and also adding a level of complication that would require explicit instructions. Confirming e-mail is something that doesn't take any fancy instructions, other than clicking the link that comes in the e-mail. I figured this was the way that had the best intuition involved, and it ensures things even more effectively, in the end. —Aichon— 03:27, 19 December 2009 (UTC)
- I agree. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:33, 19 December 2009 (UTC)
I like this. Cookies and Cream 09:35, 19 December 2009 (UTC)
Three thumbs up. I also want warned if any of my characters get within 20 blocks of The Dancing Banana, but I don't think Kevan will implement that :( --Karloth Vois ¯\(°_o)/¯ 18:42, 19 December 2009 (UTC)
Doors/Memories of Life
Timestamp: --T | BALLS! | 23:44 18 December 2009(BST) | |
Type: Improvement |
Scope: Doors/MoL Skill |
Description: Ok it’s time for the doors, as they currently function, to go. The whole thing is just stupid. Here’s the skinny:
Doors 1. Now doors act like just one more level of Barricades that can be broken down like any other level. Yay, you Survivors get one extra level of cades! Neat huh? 2. Once a Door is broken, there is a new description inside/outside the building. “The doors are ripped off their hinges”. For 1 AP (construction/toolbox required) the Doors can be repaired, as long as there are no cades present! That’s right, the doors must be repaired while there are no cades, or the option to repair them goes away. This is because you cant reach the doorways once a bunch of shit is piled in front of them. Memories of Life Now the MoL skill grants a Zombie +10% to knock down cades (and only cades). This represents "cleverness" over brute strength. The Zombie remembers enough to exploit weaknesses vs. just flailing mindlessly. So the new chances are like so:
|
Discussion (Doors/Memories of Life)
I like it. I like it lots. I'd suggest adding flavour descriptions for the doors as barricades though (the doorway has been locked tight, or something, rather than the doors are closed) but that's only trivial. Me rikey muchly. 23:49, 18 December 2009 (UTC)
I like the general idea, and flavor-wise it makes sense, but I'm hung up on one issue: you're letting ALL zombies enter doors now, but are removing the only defense that low level survivors have when they're in a building with no barricades. I really like the MoL change, but it all feels a little too overpowered at the moment. There needs to be some way of balancing for the lowbie survivors still. —Aichon— 23:58, 18 December 2009 (UTC)
On the off chance that you're actually serious this time (as this suggestion shows what might be possible thought), I think that a +10% buff to zombies against barricades would be ridiculously OP; They're all that survivors have to defend, and while this would help the solo-zombie, it would fuck over survivors massively any time there's a horde gathered. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 00:04, 19 December 2009 (UTC)
- I didn't realise this, but you're right. Having 100+ zombies bashing on your doors is hard enough, but with 10% boost! And you're right, this is a decent suggestion. CONGRATS ZOMBIELORD! Cookies and Cream 09:26, 19 December 2009 (UTC)
This screws newbie survivors, because they don't get to protect themselves any more. This screws newbie zombies because it means that they need to buy yet another skill to become proficient at things. This would divert attention from the other zombie skills, which are frankly more useful. This very minorly screws advanced survivors, as it means that they have to do an extra repair before they can start cading. Not the end of the world, but takes more time in a realtime scenario. Now, for high level zombies, you'd see one zombie able to break in to any building in a day, and have the ability to infect most of the people inside. Then, we apply probably the most important DevSug axiom: Multiply it by a billion. Hell, multiply it by 2000. The dead had that many members, and they totalled malton without this. This could potentially end urbandead with how overpowered it is.--Yonnua Koponen Talk ! Contribs 10:12, 19 December 2009 (UTC)
Not terrible, but multiple. You're suggesting 3 things at once. I'm pretty sure the door ripping thing is a dupe. How about zombies with MOL treat doors as they do now, but to those zombies without MOL it counts as another level of cades? --RosslessnessWant a Location Image? 10:50, 19 December 2009 (UTC)
- I like Rosslessness's variant. It makes sense, Mol still benefits zombies but isn't necessary to get passed door, just the most efficient way. It should have minimal effect on balance, just gives low level players a break. Captdrett 14:03, 19 December 2009 (UTC)
- Amen, Rosslessness! Definitely change to that. --Karloth Vois ¯\(°_o)/¯ 18:44, 19 December 2009 (UTC)
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)
- 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. -- 00:08, 17 December 2009 (UTC)
- Kill it with fire. Have these cries gotten through, or do I need so simplify further? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 00:12, 17 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. -- 00:08, 17 December 2009 (UTC)
Is possible to say yes to the snorkle snorkel but no to the pool? I know it does nothing, but I want a snorkle snorkel now... Captdrett 00:22, 17 December 2009 (UTC)
See that zombie? The one with the swim trunks on? He has a fucking snorkle. I want a fucking snorkle.-- ¯\(°_o)/¯ 01:28, 17 December 2009 (UTC)
As Ross said, we already have pools in the game and there's none of this inside/outside nonsense or stupid crap about hit rates. Also, what the fuck is all that crap about moving water? Like water moving fast and strong enough to push a body out of it? What kind of swimming pools do you go to where people floating are flung out by the pool? This is a standing body of non-moving water, not your mother's uterus. -- . . <== DDR Approved Editor 11:00, 18 December 2009 (UTC)
Has anyone really been far as decided to use even go want to do look more like? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:48, 18 December 2009 (UTC)
- You syntax leaves much to be desired. --Maverick Talk - OBR 404 21:22, 18 December 2009 (UTC)
- u r teh intern00bs. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 21:58, 18 December 2009 (UTC)
- what did he say? Cookies and Cream 12:23, 19 December 2009 (UTC)
- YOUR INTERNETS LEVEL IS TOO LOW. YOU NEED TO EDIT LESS AND LURK MOAR.--Orange Talk 13:27, 19 December 2009 (UTC)
- Damn it Orange, I'm going to have to get you something for all the awesomeness you've added to this discussion... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 14:51, 19 December 2009 (UTC)
- YOUR INTERNETS LEVEL IS TOO LOW. YOU NEED TO EDIT LESS AND LURK MOAR.--Orange Talk 13:27, 19 December 2009 (UTC)
- what did he say? Cookies and Cream 12:23, 19 December 2009 (UTC)
- u r teh intern00bs. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 21:58, 18 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)
I seem to remember a programmable GPS being suggested way back, but can't be arsed to find the link. -- . . <== DDR Approved Editor 11:01, 18 December 2009 (UTC)
Suggestions up for voting
Location Specific Actions
Moved to Suggestion talk:20091206 Location Specific Actions