Developing Suggestions: Difference between revisions
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Knocking as a free feature of MoL makes sense. My only concern would be the amount of SPAM text generated by people making zergs just to annoy enemies. --[[User:Honestmistake|Honestmistake]] 08:08, 10 February 2010 (UTC) | Knocking as a free feature of MoL makes sense. My only concern would be the amount of SPAM text generated by people making zergs just to annoy enemies. --[[User:Honestmistake|Honestmistake]] 08:08, 10 February 2010 (UTC) | ||
:I'm sure there could be an option to ignore all knocking, just like you can currently do for groans. Also... if zergs all decided to knock on doors instead of everything they currently do, that would be a delightful change. --{{User:Maverick Farrant/sig}} 08:14, 10 February 2010 (UTC) | :I'm sure there could be an option to ignore all knocking, just like you can currently do for groans. Also... if zergs all decided to knock on doors instead of everything they currently do, that would be a delightful change. --{{User:Maverick Farrant/sig}} 08:14, 10 February 2010 (UTC) | ||
:: Yeah man. I agree here. In fact, with a few tweaks, I reckon this'd easily pass Suggestions. Just so long as Iscariot doesn't find any flaws. if he does I believe you're screwed. {{User:Sorakairi/sig}} 10:50, 10 February 2010 (UTC) | |||
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Revision as of 10:50, 10 February 2010
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
Door Knock
Timestamp: Shiznoe 21:06, 9 February 2010 (UTC) | ||||||||||||||||||||||||||||||||||||
Type: Skill | ||||||||||||||||||||||||||||||||||||
Scope: Zombies and survivors | ||||||||||||||||||||||||||||||||||||
Description: In short, the same as the 2006 Halloween effect though as a "missilanious" skill. It strikes to me as odd how you can't tell another person your outside by knocking on the door. It would help those without freerunning tell those inside they need help! It would be very handy...
Door Knocking has two conditions:
To Door Knock:
Effects:
Advantages:
Disadvantages:
Discussion(Door Knock)Miscellaneous. My pedantry is now satisfied. Also, I'd genuinely like to see the knocks being a permanent fixture. Nice! --Karloth Vois ¯\(°_o)/¯ 22:32, 9 February 2010 (UTC) Why the hell not? It being a skill seems a bit odd though. Maybe it could be for free? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:04, 10 February 2010 (UTC) I've been toying with suggesting this for a while. My version has two significant changes to yours:
-- . . <== DDR Approved Editor 03:08, 10 February 2010 (UTC)
I like the idea of both survivors AND zombies knocking, although no skill required. Unless you want a skill required to make secret knocks ALA morse code... then that should be a skill. --Maverick Talk - OBR 404 06:33, 10 February 2010 (UTC) Knocking as a free feature of MoL makes sense. My only concern would be the amount of SPAM text generated by people making zergs just to annoy enemies. --Honestmistake 08:08, 10 February 2010 (UTC)
Fast Travel
Discussion (Fast Travel)Teleporting = Bad. Make it so that they move automatically at a rate of 1 block per 30 minutes.--Yonnua Koponen Talk ! Contribs 22:19, 9 February 2010 (UTC) Does anyone even read these any more? Also it's a massive survivor buff for no significant downside. Watch how I miss out having to survive the night hiding in that red suburb because I'll just teleport to the middle of that cluster of green suburbs and be perfectly safe sleeping in the street. -- . . <== DDR Approved Editor 03:12, 10 February 2010 (UTC) As much as I would LOVE to use this feature with my PKer... no. Just no. --Maverick Talk - OBR 404 06:31, 10 February 2010 (UTC) Ambient Noise on the Radio
Discussion (Ambient Noise on the Radio)Text Spam TtM; Transmitters only work when turned on now; why the hell would we make them on constantly for just about everything that happens in every building on that frequency? Idea Fail. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:54, 6 February 2010 (UTC)
Newbie Protection
Discussion (Newbie Protection)
Wow, the amount of fail in this suggestion is exquisite. Nerfing zombie and helping zergs all at once, brilliant idea(!) -- . . <== DDR Approved Editor 14:12, 3 February 2010 (UTC) >when inevitably attacked
For one, this shouldn't protect new characters from other new characters. For two, level 1 characters are not automatically "newbs" – and even if they are, I would argue that, in a zombie apocalypse, the unprepared are very likely to die, which fits well with the current working of the game. Thankfully, in Malton, death is not the obstacle it once was, so even the most clueless berk has a chance to get with the jive. ᚱᛁᚹᛖᚾᚨᚾᛏ 04:27, 4 February 2010 (UTC) In a game where people gain levels, you gain levels specifically to get advantages. It's entirely backwards then, that you would give the advantages to the people without the levels. Plus, the zerging concerns for this suggestions are massive. —Aichon— 04:51, 4 February 2010 (UTC) Ruin permanently destroys locks
Discussion (Ruin permanently destroys locks)
I don't like it. Very much OPed.--Yonnua Koponen Talk ! Contribs 15:45, 2 February 2010 (UTC) It follows the same precedent set by wire fences and removes something that affects newbies only. Current players aren't bothered because they have the skill, can stockpile AP as a survivor or know enough zombie groups to be fed up in short order, the only thing the impenetrable door of doom hurts are newbies who are forced to sit and grind barricades until they get enough XP. Helping newbies is a good thing. -- . . <== DDR Approved Editor 16:34, 2 February 2010 (UTC)
The only time i really see this screwing survivors is in any future new cities where those indestructible doors really do save survivors hoops... However as the building needs to be ruined before this happens it would probably add a lot of chaos and uncertainty to the situation and that can only be good! --Honestmistake 12:31, 3 February 2010 (UTC) Howabout Ruin destroys the ability to use the building doors, restoring it with a pipe reinstates the doors? --Karloth Vois ¯\(°_o)/¯ 15:56, 3 February 2010 (UTC)
This would obsolete Memories of Life. What do you propose as a replacement use that will make the skill itself worth buying? ᚱᛁᚹᛖᚾᚨᚾᛏ 04:29, 4 February 2010 (UTC)
Extra Anti-Zerg MeasuresDiscussion (Extra Anti-Zerg Measures)
Since existing zergs get around these countermeasures every day, why would beefing up their effects accomplish anything? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 20:29, 31 January 2010 (UTC)
I've never thought about this, and it seems good, but I'd still prefer doubling AP usage for zergs, or something similar to what Shartak has.--Yonnua Koponen Talk ! Contribs 20:36, 31 January 2010 (UTC) You're only making the penalties of zerg detection harder. Almost all zergs know where it stings, and will usually avoid detection by the game by using proxies or just keeping em out of the same building. Lelouch pretty much nailed it, zergs have always gotten around this sort of measures. --Thadeous Oakley 22:47, 31 January 2010 (UTC) Does Kevan necessarily want it known who has been accused of zerging?--Pesatyel 02:18, 1 February 2010 (UTC) Kevan has never revealed the full extent of the zerg flag triggers or its effects on players caught by it. Proof that this doesn't already exist? -- . . <== DDR Approved Editor 05:05, 1 February 2010 (UTC) As others have said, the two questions that immediately came to my mind when reading the suggestion were "are you sure it's not already in-game?" and "if the only ones we need to use it against are ones that will never trip it, what good does it do?" Regarding the first question, I've heard various PKers remark off-handedly that they seem to have a more favorable RNG when hunting zergs, and though I don't know if they were being entirely serious, the thought wouldn't surprise me if Kevan had already implemented this. Regarding the second, well, it speaks for itself. —Aichon— 07:11, 1 February 2010 (UTC) Who gives a damn if it doesn't get used very often? Fuck zergers, they, and any who can't keep track of where there alts are, deserve to be killed, even if it's just a minor inconvenience for them.--Big Cat 21:17, 1 February 2010 (UTC)
Infect 'em while they're down
Discussion (Infect 'em while they're down)
Could one bite revivifying bodies to infect them? Or would that be limited to fully dead bodies as per Digestion? When they're down, they have no circulation, so being able to be infected makes little sense, I think. —Aichon— 20:04, 30 January 2010 (UTC)
Overpowered. Camping rotters could easily infect whole lines of dead bodies, not mention this allows you to harm bodies. It just increases the annoyance factor of infection. --Thadeous Oakley 20:34, 30 January 2010 (UTC) To preserve balance, you would need to add the ability to FAK bodies, curing their infection but not healing any hit points (since dead bodies have no HP). That said, it could be argued that the current implementation of corpse feeding establishes that dead bodies cannot be infected. ᚱᛁᚹᛖᚾᚨᚾᛏ 04:43, 4 February 2010 (UTC) Zombies can bash down doors
Discussion (Zombies can bash down doors)Something like this was proposed very recently by Zombie Lord, I believe, and I seem to recall that this aspect of his suggestion was well-regarded. I think it'd be a good idea. Zombies without a horde are weaker than survivors without a group, and this helps the newbies specifically without overpowering them. Sounds good all around. The only concern I'd have would be for lowbie survivors without Construction, but unbarricaded buildings that have their doors closed but are also unruined are uncommon as it is, and sleeping in ruined buildings has always been dangerous. It'd change very little for lowbie survivors. —Aichon— 10:40, 12 January 2010 (UTC) I like it. When I Z, I'd like to know that if I wanted to, I could rip off the doors and feed on the meat. My one problem is that, where do the smashed doors go when your recade? Cookies and Cream 15:20, 12 January 2010 (UTC)
When playing a Z you're supposed to travel in a group - of any level low or high. The whole balance of this game is based on low numbers of Survivors and Zombies the Survivors have the advantage; High numbers of each the Zombies have the advantage. All of our favorite zombie movies would have been pretty dull if there was only one zombie knocking on the door... Yawn of the Dead --YoEleven 00:42, 13 January 2010 (UTC) Closed doors are really important in sieges, and this harms newbie survivors as much as it helps lone zombies. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:12, 13 January 2010 (UTC) s mentioned above these would need to be repairable otherwise NO building would have doors pretty quick. How would pipes factor in?--Pesatyel 05:42, 13 January 2010 (UTC) I honest thought this has been proposed like, 50 times. But I'm not going back to check :P. Either way, that's basically the way I'd imagine it should work, so no objections here. Locked doors will still act as an insta-barricade (as per pipes) for survivors without construction, but won't be completely invincible to new zombies. The argument is that low level survivors have any number of things they can do to get XP, several of which (ie healing) don't require any skills to do, and only requires one to do effectively for XP gain. Whereas zombies only have one source of XP and need to max out at least one combat tree in addition to MoL to max efficiency for their XP gain. RinKou 06:01, 13 January 2010 (UTC) Alright, I was thinking that (I didn't put much detail in the OP anyway) when a door is bashed open, you can close it at the cost of one AP, no skills required. This means that there won't be a whole crapload of buildings out there with no doors, and people won't have to start door-repair plans to keep a suburb somewhat safe. And to YoEleven, when I started Urban Dead I had no idea about this wiki, revive points, hordes or anything, I thought that the closest thing to organization was feeding groan. If I ever did get to a horde bashing down a barricade, I wouldn't be able to get more then one or two punches out of the survivors before they were all devoured. And it makes perfect sense from a flavour point of view, zombies would try to break a locked door just as much as one with a couch behind it. —The preceding unsigned comment was added by Enigma179 (talk • contribs) at an unknown time.
As mis. One level, normal memories of life means you can just open it, otherwise to open it is half hand attack percentage. --RosslessnessWant a Location Image? 21:29, 14 January 2010 (UTC) So, you guys think I should actually put this one up to voting, perhaps some more detail in it? Template:Enigma179 10:25, 18 January 2010 (UTC)
Somebody want to put this up for a vote?--GANG Giles Sednik CAPD 08:14, 26 January 2010 (UTC)
Righty ho, first post on any Wiki but this disscussion is important to me. I do play mainly survivor but even then, I believe this to be excellent. First of all, it helps prevent the feeling I almost always have as a survivor of being 'safe' as there are no hordes near by and Feral's just can't touch me in my uber-caded, closed door building, and this suggestion helps deal with at least one of those, allowing it to be more in genre with horror zombies. Also, in terms of my alt (Rose Mort) who is a Zack, I would have to say it is crucial from a newbies point of view. Just because the doors being closed denies so much of the (ultra violent) fun of munching on survivors. As a balance issue as well its not tragic as having spent large amounts of AP breaking down the 'cade I'm not exactly as a newbie going to slaughter thousands single handedly. As for actual mechanics, I don't think the extra 'cade level is neccassarily the right way to go about it, I'd much prefer it to feel like GK'ing where you have a low chance to succed but it still seems to be a hit, the flavour text could be. 'you claw at the door to no affect' for failure 'your sleeve catches on the handle for just a second, turning it slightly before it slips off' for hitting but not succeding and 'by chance your flailing limb catches the door handle and the door flings open' for success I would also like to think that this could be a perma open for the door, rather than 'slamming shut' behind you (except maybe hospitals and certain other resource buildings, where doors have those auto close thingies in RL). The counter balance to this to prevent MoL becoming useless is obvious even to someone as poor at maths as me. 35% chance to hit put it at 20% chance that will work results in about 7%ish (I think, like I say, poor at maths in the extreme) chance that it would work, needing a large dose of precious AP for it to succed where is MoL is (to my limited knowledge) a 100% chance to get in instantly. So ya my, rather lengthy, two cents on the matter --Tabbitha Duo 16:00, 2 February 2010 (UTC)
Dupe of my own suggestion from a while back. -- Cheese 20:59, 5 February 2010 (UTC) Suggestions up for voting |