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Revision as of 23:31, 15 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
Mutations
Timestamp: Zombehman 14:26, 15 February 2010 (UTC) |
Type: Zombie Feature |
Scope: Zombie Strategy flavoring |
Description: This idea is a way of giving the zombies a new way of working things. Essentially, this allows zombies to mutate into different forms. Before you kill this, let me elaborate. By mutating different attributes and forms, it allows zombie players a little customisation and strategy. For example, a muatation that makes the hands change to scythe-like claws. (not exactly that, just an example off the top of my head.) You could have the Mutation skill as a purchasable skill, and the more levels you buy, the more mutations you gain axcess to. They would be ballanced with detriments. For example, the scythes would do more damage then the hand attack would, but due to their larger size and weight, cost double the AP to use. Please note two things. One: I am somewhat new to Urban Dead. Two: This is but a concept. This could be reworked if it has a chance.--Zombehman 14:26, 15 February 2010 (UTC) |
Discussion (Mutations)
Smoking
Timestamp: Mishimagoodness 17:50, 15 February 2010 (UTC) |
Type: Item |
Scope: Roleplaying applications only |
Description: Very simple. Create a new item. People IRL smoke, and it is an activity (or a vice) enjoyed by many. If I was in a safehouse and zombies were at my door I would need a smoke too. This item has the same rules as beer, found in the same places and at the same rates. Heals 1HP for 1AP, does not cure infections. This would have ZERO effect to any players around the person using the item. Cigs cannot be used as a melee weapon. As with all items zombies cannot use them. If this is the wrong place to post developing suggestions please correct me.--Mishimagoodness 17:50, 15 February 2010 (UTC) |
Discussion (Smoking)
And why would this heal people? 17:52, 15 February 2010 (UTC)
So, you want an item with the exact effects of beer, found in the exact places as beer, with different flavour text. Sounds like you want wine.--Yonnua Koponen Talk ! Contribs 18:04, 15 February 2010 (UTC)
Why would they heal you? If anything they should hurt you. --Johnny Yossarian 18:08, 15 February 2010 (UTC)
To that I would say how does beer and wine heal you? The effects are not written in stone. I figure using up an AP no little benefit would be enough. --Mishimagoodness 22:32, 15 February 2010 (UTC)
We've had both cigarettes and cigars suggested before (and it sounds like cigarettes were suggested a few times even before then). Yours has different effects, yes, but they make no sense in-genre. If anything, it should damage you but calm your nerves. Unfortunately, we don't have NP (Nerve Points) in the game, so I don't see how you can make it work in a sensible fashion. —Aichon— 19:00, 15 February 2010 (UTC)
I thought about something like that but the only thing in game that would be affected by nerves would be what, hit percentages? I don't think my suggestion should modify . I envision them merely as roleplaying aids. Some people have a crucifix even though they give no tangible benefit. I figured if beer should have an effect (let's face it. you may want a beer but it won't help you survive in a landscape swarming with zombies and murderers) then so should these. Would it be better if they took an AP to use but had no effect at all? I don't think any item which only wasted an AP and caused you to be harmed would have anybody carry one in the first place. Thank you for ideas and criticism.--Mishimagoodness 22:32, 15 February 2010 (UTC)
- You think to survivor-centrific. An item that causes oneself sufficient harm would be a handy thing for any death-cultist's arsenal. Free-run into the mall, gulp the purple kool-aid and get out the claws! (Of course, being of sole use to cultists would also make it highly unlikely that this passes voting.) --Spiderzed 23:30, 15 February 2010 (UTC)
Glancing Blow
Timestamp: Johnny Yossarian 11:01, 15 February 2010 (UTC) |
Type: Human and Zombie skill |
Scope: Melee attacks for both humans and zombies. |
Description: Basically, after a miss with a melee weapon, you have a 10 percent chance to score a 'glancing blow', basically just nicking the target and dealing one damage. In the dark the percentage is halved.
For both zombies and humans the skill is called Glancing Blow. For zombies, it is under the Vigour Mortis tree, and for humans it is under the the Hand to Hand tree. Note that this works for all melee weapons of all types, including the zombie bite attack, however a glancing blow with a bite does not result in an infection even with the skill. Flavor text: Failing to hit your target dead-on, you glance your target for one damage. |
Discussion (Glancing Blow)
Do you get XP for it? Aside from that clarification, it looks okay, balanced... maybe half damage instead of one though. Enigma179 11:55, 15 February 2010 (UTC)
I imagine it might add a fair bit to server load as it has to check twice for every missed attack. More to the point in balance terms it will disproportionately affect low levels as they have a much lower hit chance.--Honestmistake 12:41, 15 February 2010 (UTC)
- That's a fair point. However you have to consider that you would need to be at least level three before you can get this skill and you're probably more concerned with getting free running, lurching gait, the essential skills before you get this.. But you're right about it affecting those newbies who choose to take it early, maybe a half damage instead of one is due as Enigma suggested. Any other input? --Johnny Yossarian 12:54, 15 February 2010 (UTC)
- The typical way a lot of these sorts of hits/misses are calculated in games is that a random number is generated (e.g. somewhere between 1-100), and if the number falls in part of that range (e.g. 1-40) it counts as a hit, while if it lands in other parts of the range (e.g. 41-100), it counts as a miss. All you'd have to do is change it so that rather than having the entire remaining part of the range correspond to a miss, take a few of those numbers (e.g. 41-45) and make them correspond to a glancing blow instead. It'd require no extra computation at all and would have the desired effect. —Aichon— 15:40, 15 February 2010 (UTC)
Number wise it seems very easy to do it Aichon's way so no server issues and a slap on the head for my idiocy ;) Mis. is bang on the money about not using half damage and (almost) spot on about no tangle bonus/effect. However I am now thinking that this will be of a lot more use to survivors than zeds. This sounds a little counter intuitive as zeds get no firearms but they also spend a lot more of their time chewing cades (fruitlessly!) Low level survivors (scouts esp) could use this to level a hell of a lot faster with the minimum of time searching etc so I suggest adding the following small Buff: "Zombies using this and Bite against Grasped targets will be 20% less likely to lose their grip, however such near escapes will not cause any damage!" This change would boost the skills use for all zombies as well as make zombies actually eat folk occasionally. --Honestmistake 16:57, 15 February 2010 (UTC)
Good suggestions. I'll add them into the finished product when I actually take it to Suggestions for voting. --Johnny Yossarian 17:32, 15 February 2010 (UTC)
Crippling Swipe
Timestamp: MikeLemmer 21:54, 13 February 2010 (UTC) |
Type: Zombie Skill |
Scope: Zombie's Hand Attack |
Description: Crippling Swipe will be a new zombie skill under Rend Flesh. When a zombie with this skill hits a survivor with a Hand Attack, the survivor is Crippled: it now costs him 2 AP instead of 1 to move to another block (like zombies without Lurching Gait).
Cripping can be cured by a FAK. One FAK can cure both Infection & Crippling. Anyone (survivor or zombie) with the Diagnosis skill can tell when a survivor is Crippled; their HP will show up as brown. If someone is Crippled & Infected and you can detect both of them, their HP will show up as black. The purpose of this is to let experienced zombies make it harder for survivors to flee a break-in, making it more likely they will stand there and get slaughtered or get caught in a bad locale with little AP. With Hand Attacks' higher accuracy & lower damage, it will also be easier to affect multiple survivors and harder for survivors to choose whether to spend a FAK curing it. (Do I spend a FAK to heal 2 HP & a Cripple on the off-chance he wants to leave this block?) Other modifications I'm debating adding include:
|
Discussion (Crippling Swipe)
Nerfs walking. Also widens the class divide between poor zombies and rich zombies.--Yonnua Koponen Talk ! Contribs 22:00, 13 February 2010 (UTC)
It doesn't alter the survivor's ability to escape a break-in at all, movement allows you to go into negative AP, so you can escape even if you only have 1AP next door into that nice EHB building. -- . . <== DDR Approved Editor 22:24, 13 February 2010 (UTC)
You must also consider that claw attacks compete with bite attacks, and confering special conditions is all bite attacks have going for them on high levels, as the average damage of maxed claws is way higher. (And even the infection effect is negligible, as infection with its slow damage and easy cureability isn't really threatening unless FAKs are very scarce in the area, in which case the area is anyway doomed. And don't bring up digestion - it's really more a gimmick that occassionally slows getting dumped by a single gunshot, than anything to go purposefully for.) --Spiderzed 23:16, 13 February 2010 (UTC)
If this hampered a wounded survivors chance of free-running (say 50% fail rate) then it would be interesting. Sadly it would also have trenchies screaming :( --Honestmistake 00:18, 14 February 2010 (UTC)
Doesn't do jack to stop survivors from running. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:33, 14 February 2010 (UTC)
Don't make it a Skill. Just make it so that any Survivor that is Wounded moves for 2 AP and has a 50% chance to fail a free-running attempt(falling to the ground outside), and any Survivor that is Dying moves for 3 and cannot free-run at all.--
| T | BALLS! | 04:04 14 February 2010(UTC)
Flare Colors
Timestamp: MikeLemmer 22:29, 11 February 2010 (UTC) |
Type: Item Use Modification |
Scope: Flare Guns |
Description: Players can set a flare gun's color before firing it into the air by a pulldown menu, similar to the color list for contacts. Ex: "A green flare was fired-"
Letting players choose their flare's color could lead to people assigning certain meanings to colors, such as red for "Zombies incoming!" and green for "Attempting to reclaim area!". Opening it up to discussion: Has this been suggested before? How useful do you think flares are in their current state? Would this add enough strategic usefulness to them to justify it? |
Discussion (Flare Colors)
One negative aspect is that people could cycle through colors to text-spam people with 50 flare messages. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:35, 11 February 2010 (UTC)
- True, but that would require said people to pick up 50 flare guns, and it would be just as easy to text-spam people with 50 flare messages as is. The flare guns are still one-shot, you just get to pick which color it is before you fire it. --MikeLemmer 22:45, 11 February 2010 (UTC)
- Or do you mean it'd be a way around the "...and again" method of collapsing repetitive text-spams? I can think of a way to tackle that: color the "...and again" part of that to match the flare's color if multiple different colored flares are fired from the same block. However, I don't know if that would be a big enough issue to worry about; it's easier to text-spam via regular speech or radio transmissions, and there's settings to ignore flares. --MikeLemmer 22:52, 11 February 2010 (UTC)
Only if you you give me gasoline additives too so I can change the color flames covering the people I'm incinerating to match the occasion. (No not really.) -Devorac 03:44, 12 February 2010 (UTC)
Coloured flares are not a new idea. I am pretty sure you will find it was Rejected.--Honestmistake 08:22, 12 February 2010 (UTC)
- Actually, I just found it. Peer Reviewed, in fact. --Maverick Talk - OBR 404 09:08, 12 February 2010 (UTC)
- That's not even the one I was thinking about... must have been thinking of either a dupe or a dropped DS? --Honestmistake 11:46, 12 February 2010 (UTC)
- Hm, the fact my suggestion doesn't need a skill or a powered factory to color them might make it different enough. Is this the suggestion you're thinking of? Don't know if my suggestion would be a dupe of that, either, as it suggests making having the different-colored flares be different items, while I suggest just keeping the 1 type of flare gun but letting people choose its color before firing it. --MikeLemmer 19:33, 12 February 2010 (UTC)
- I, personally, would think of them as separate and not a dupe, but others might not see it that way. After reading the other one I also like that more as it gives a little more restriction to the colors and reasoning for it. --Maverick Talk - OBR 404 21:36, 12 February 2010 (UTC)
- I think I saw this here at DS. Either way, you can't dupe with DS, so your in the clear. Cookies and Cream 21:40, 12 February 2010 (UTC)
- True, but there are at least four colored flares suggestions that have been taken to voting. So if he takes this to voting, he might see some resistance. --Maverick Talk - OBR 404 21:43, 12 February 2010 (UTC)
- Mm, that's a couple than I expected. Shouldn't be surprised, though. Think I won't formally suggest this, then. --MikeLemmer 21:56, 13 February 2010 (UTC)
- True, but there are at least four colored flares suggestions that have been taken to voting. So if he takes this to voting, he might see some resistance. --Maverick Talk - OBR 404 21:43, 12 February 2010 (UTC)
- I think I saw this here at DS. Either way, you can't dupe with DS, so your in the clear. Cookies and Cream 21:40, 12 February 2010 (UTC)
- I, personally, would think of them as separate and not a dupe, but others might not see it that way. After reading the other one I also like that more as it gives a little more restriction to the colors and reasoning for it. --Maverick Talk - OBR 404 21:36, 12 February 2010 (UTC)
- Hm, the fact my suggestion doesn't need a skill or a powered factory to color them might make it different enough. Is this the suggestion you're thinking of? Don't know if my suggestion would be a dupe of that, either, as it suggests making having the different-colored flares be different items, while I suggest just keeping the 1 type of flare gun but letting people choose its color before firing it. --MikeLemmer 19:33, 12 February 2010 (UTC)
- That's not even the one I was thinking about... must have been thinking of either a dupe or a dropped DS? --Honestmistake 11:46, 12 February 2010 (UTC)
It's a dupe, the suggestion is coloured flares, the suggestion is not search rates or AP usage, the thing you want to add to the game is pretty colours for your flares. This has been suggested before, therefore, dupe. -- . . <== DDR Approved Editor 22:26, 13 February 2010 (UTC)
Horde Mentality
Timestamp: Kamikazie-Bunny 21:11, 11 February 2010 (UTC) |
Type: Movement |
Scope: Zombies |
Description: Zombies have been roaming the streets for the past 5 years, although they've shown no signs of significant intelligence things have began shifting, some of the less active zombies have began wandering the streets randomly heading heading towards the main horde, they're swarming together...
|
Discussion (Horde Mentality)
I dunno, I reckon this'll just end up cramming every zombie in to Ridleybank, and if home defenders don't log on for a day, then a suburb can be cleared ridiculously easily by survivors. Next, any zombie using this will never have full AP. As soon as they reach the top, they'll move a square towards the centre. Of course, you could argue that people can just switch it off, but then it's just another settings option that most people will shut down. More importantly, zombies don't need this. There are groans for ferals, and, more importantly, if a zombie is looking to connect with a horde, then they'll most likely use the metagame to do it. --Yonnua Koponen Talk ! Contribs 21:37, 11 February 2010 (UTC)
As Yonnua, and the whole auto-move thing is a no-no. --Maverick Talk - OBR 404 21:46, 11 February 2010 (UTC)
Gotta agree, I don't like auto-moves, and looking for the largest Horde on the entire map will likely cluster all the zombies together and make it easier for the survivors. I would suggest making it an ability you activate to get a vague direction towards the largest concentration of zombies within adjacent suburbs ("You sense many brethren to the southwest...") or something similar. But Scent Death already seems to fit a similar niche. Zombies work better in scattered, moderately-sized hordes than in one giant horde anyway. --MikeLemmer 22:39, 11 February 2010 (UTC)
I'd suggest it moves zombies towards the latest feeding groan; actually, I think I did suggest that. Not sure it went down too well... --Karloth Vois ¯\(°_o)/¯ 02:24, 12 February 2010 (UTC)
I just don't like it. I know I don't log on for a few days sometimes, and my hordemembers would draw me away for teh lulz. Cookies and Cream 11:08, 12 February 2010 (UTC)
This could EASILY be defeated by zerge zombies. Create a bunch of zombies who do nothing but draw other zombies to them. They wouldn't trip any zerge flags (as in search/combat penalties) as they aren't doing anything but standing around.--Pesatyel 06:14, 13 February 2010 (UTC)
- Not to mention that such auto-moving would make it easier for alts to automatically wander too close to each other & trip zerg flags. It would make it harder to tell who was deliberately zerging and who got screwed over by the auto-move. --MikeLemmer 18:28, 13 February 2010 (UTC)
This has been up how long and no-one's pointed out that pied piper skills are bad? -- . . <== DDR Approved Editor 22:27, 13 February 2010 (UTC)
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)
I like this as a free skill... and maybe zombies could knock with Memories of Life--Arthur Dent BIN LADEN IS DEAD!!!!! 11:16, 10 February 2010 (UTC) OK stupid people let's go through your faulty logic. Zombies need to remember their lives as harmans to be able to swing their arms against a solid object to make noise? Are you all retarded? What? Do they need MoL to attack barricades? This is the same fucking action just for a flavour result rather than de-cading. Now, reasons we should make it zombie only. Survivors already have far too much exclusive shit they've ruined, see flares and radio broadcasts. Only giving it to zombies means there can be no confusion as to who's causing the noise outside, it's definitely a zombie on the other side of those cades. The nature of paranoia and fear from the genre manifests here. Giving it to survivors just renders it pointless as everyone will set it to ignore due to a huge amount of "Knock a door and run" pranks that will be played, continuously, to death. -- . . <== DDR Approved Editor 16:03, 10 February 2010 (UTC)
Well on Halloween, it is intended as a "humorous/scary" event. Oooh the zombies are knocking! But to make it a "permanent" ability, not only will it acquire in game context (along the lines of Mrh?) it would HAVE to acquire said context. Otherwise, what is the point? Spamming shit up ala flares and radios? "Thumping" for zombies, what benefit does it grant? Maybe some elaborate plans involving death cultists and such, but it COULD be argued that zombies "thump" EVERY TIME they attack a barricade. So what is the benefit? Alerting the meat that the predator wants to visit? So they can all free run away? How many players REALLY use/used it on Halloween? Sure, for fun, but we are talking "serious" here, so what is the benefit to zombies? For survivors, you get more benefit, so to speak. I knock on the door on the hopes someone will debarricade to VS...but who REALLY would do that? Unless you have x-ray vision, you won't know WHO/WHAT is knocking so who would really be dumb enough to lower a barricade on someone's knocking? So what other benefits does it provide for survivors?--Pesatyel 06:10, 13 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) No. At least not with allowing negative AP. --Thadeous Oakley 11:53, 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)
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 |