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====Discussion (Zombie Class Change)====
====Discussion (Zombie Class Change)====
It's a work in progress, but I believe that if you start as a Zombie, you should definitely be able to choose which Survivor class you go into.  So any ideas? --{{User:Axe Hack/Sig}} 19:36, 28 June 2010 (BST)
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Revision as of 18:36, 28 June 2010

NOTICE
The Suggestions system has been closed indefinitely and Developing Suggestions is no longer functions as a part of the suggestions process.

However, you are welcome to use this page for general discussion on suggestions.

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Developing Suggestions

This section is for general discussion of suggestions for the game Urban Dead.

It also includes the capacity to pitch suggestions for conversation and feedback.

Further Discussion

  • Discussion concerning this page takes place here.
  • Discussion concerning the suggestions system in general, including policies about it, takes place here.

Resources

How To Make a Discussion

Adding a New Discussion

To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.


Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
  • Substitute the text in RED CAPITALS with the details of your suggestion.
  • The process is illustrated in this image.
{{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.
  • 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 month may be cycled without notice.


Please add new discussions and suggestions to the top of the list


Suggestions

Zombie Class Change

Timestamp: •▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 19:35, 28 June 2010 (BST)
Type: Class Change
Scope: Zombies
Description: When you start as a zombie, and get revived, your character class is always going to be Civilian. I'd like to propose a change to this system. When a player starts as a Corpse, they are given the option to choose their survivor class (Civilian, Military, Science). I also propose that on the spawning screen, where they show the welcome message and the tips, that each one of that welcome messages is a little different depending on which Survivor class the player chooses.

Choosing Civilian will retain the original welcome message.

Choosing Military will result in this message:

  • "As a soldier stationed at one of the two Forts when the quarantine laws came into effect, the army has decided to send your unit to <SUBURB>. However, the zombie threat overwhelmed your unit and you were killed in the process. Now, your eyes flick open, and you rise unsteadily to your feet."

Choosing Science will result in this message:

  • "You were a Forensic Scientist investigating the death of civilians in <SUBURB>. During one of your on scene investigation of a dead body, the dead body came to life and bit a chunk of your shoulder off. You didn't survive. Now, your eyes flick open, and you rise unsteadily to your feet."

Discussion (Zombie Class Change)

It's a work in progress, but I believe that if you start as a Zombie, you should definitely be able to choose which Survivor class you go into. So any ideas? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 19:36, 28 June 2010 (BST)


Extra encumbrance

Timestamp: No-genius 13:12, 26 June 2010 (BST)
Type: Skill, new
Scope: Survivor
Description: An extra 10% to the inventory capacity. Would require body building. Could possibly be a military skill, because of all the pack training they do.

Discussion (Extra encumbrance)

Suggestion:20080313 Bodybuilders are Stronger, Duh? --RosslessnessWant a Location Image? 13:44, 26 June 2010 (BST)

Dupe as above. Unless you were to change it up so the 2 suggestions have significant differences. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:31, 26 June 2010 (BST)

Zombie Bone Armor

Timestamp: William Burns 16:26, 24 June 2010 (BST)
Type: Skill, new
Scope: Zombie
Description: A covering or armor of bone for high level zombie players. As a zombie rotted (i.e. leveled up) bones would begin to be exposed. These bones then could be sharpened if on the hands to add 1 (one) additional damage to successfull hand attacks while increasing by 1 (one) all damage received through firearms. The reasoning is that bone is brittle and bone not shielded by rotting flesh would be more likely to break than shielded bone.

+1 Hand attack damage done/+1 firearm damage received

Discussion (Zombie Bone Armor)

I fixed your code. As far as comments go, I don't have any right now. -Austin Hunt 17:26, 24 June 2010 (BST)

Hang about, my fully levelled zombie now takes more than 50 damage from a shotgun?--Yonnua Koponen Talk ! Contribs 21:11, 24 June 2010 (BST)

Yonnua Koponen, I am not sure what you mean with your comment, but I will try to clarify something at least. Say an attack from a shotgun hits your zombie character, and does 10 (ten) damage. With the Zombie Bone Armor skill the same successful shotgun attack would do 11 (eleven) damage to your zombie character. —The preceding unsigned comment was added by William Burns (talkcontribs) at an unknown time.

Yeah, umm... how about no. --Maverick Talk - OBR Praise Knowledge! 404 22:09, 24 June 2010 (BST)

Wait. So I get a fully-levelled brain-rotted death cultists to parachute an NT. Stand up, deal 3+43=46 damage per claw swipe, clear the NT in like five or six swipes, pinata, stand outside and get headshot in two hits, +5AP penalty far outweighed by the AP saved by having a x15 damage multiplier on my attacks. I VOTE KEEP. The sun shone, having no alternative, on the nothing new 22:11, 24 June 2010 (BST)

I think you're misinterpreting the suggestion. You take this skill. Now your claw attack would do 4 damage each, but you would also take 5 damage from pistols and 9 damage from shotguns. --Maverick Talk - OBR Praise Knowledge! 404 22:30, 24 June 2010 (BST)
Then why specify that you rot more when you level up? The sun shone, having no alternative, on the nothing new 22:38, 24 June 2010 (BST)
Eh? I assume you meant this with flesh rot in mind?--Umbrella-White.pngThadeous OakleyUmbrella-White.png 22:34, 24 June 2010 (BST)

Wait wait wait, lemme see if I know what you're saying. You're trying to tell us that flesh and skin will protect against bullets, but without that flesh and skin, they'll be easily damaged more by bullets? Whatever happened to the Flak Jacket covering those bones? =O --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:17, 25 June 2010 (BST)

The Flak Jacket decays with the zombie. And if you are a high level zombie, that means you have spent more time dead, exposed to the elements, which would cause advanced states of decomposition not seen in "newer" zombies. So, overall, do you think I can take this to the real suggestions page? William Burns 23:20, 25 June 2010 (BST)

No. This idea sucks, and your reasoning sucks. Flack Jackets don't decay just because you're a certain level, and this idea is a massively unneeded zombie buff whose negative effects are completely negated by an existing skill. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:46, 25 June 2010 (BST)
Also ceramics don't decompose. The sun shone, having no alternative, on the nothing new 23:48, 25 June 2010 (BST)
Also, some of us likes to think of Revive Syringes being able to somehow regenerate body parts. Somehow. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:19, 26 June 2010 (BST)
Magic, obviously. Probably a combination of both black and white. So gold, if my N.E.R.D. is configured properly. --Maverick Talk - OBR Praise Knowledge! 404 02:45, 26 June 2010 (BST)

Okay, maybe the flak jackets don't rot completely, but the fibers do loosen with use. And high level zombies have probably died many times. A ceramic plate filled with bullet impact marks and cracks is not as effective as the ceramic plates in a flak jacket not covered with battle evidence. Also, so what if the Revivification Syringes magically heal missing or eaten flesh and blood? If you haven't been revived in a while you have less flesh, logically, than a zombie who was revived and died again recently. Furthermore, why is it "a massively unneeded zombie buff whose negative effects are negated by an existing skill"? Its one fuckin' more point of damage! Zombies can get right back up again after being killed! William Burns 02:33, 27 June 2010 (BST)

It's "one fuckin'" shitty idea that was obviously thrown out in a tantrum of stubborn idiocy and idea-regurgitation the likes of which this page hasn't seen for about a week. If you're really at the point where you're screaming swear words about how all right your idea's flaws are, you are far past being able to make a passable suggestion. Good ideas don't have flaws, or at least have flaws that are reduced to the point that they are outweighed by your benefits; your idea is just a pile of shit you're trying to polish into a slightly shinier pile of shit via a litany of bitching. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:31, 27 June 2010 (BST)

Small Mine

Timestamp: 7:33, 24 June 2010
Type: New Weapon
Scope: Both
Description: Okay, a survivor can find a small mine go somewhere drop it and if a zombie or survivor attacks you it puts a small amount of damage on the attacker, it will say up in the description that they have a mine. 5 or 10 damage would be dealt but the damage is only inflicted if the attacker landed the hit and even if they missed the mine would still blow up but not affect them.

Discussion (Small Mine)

Personal opinion aside, this suggestion needs more detail. What are the odds of attaching a mine? Where can you find it? How much does it weigh? --Maverick Talk - OBR Praise Knowledge! 404 08:41, 24 June 2010 (BST)

Auto-attacks = no-no. Aichon 12:25, 24 June 2010 (BST)

No. No land mines. I am not having Heather Mills invade Malton. The sun shone, having no alternative, on the nothing new 13:25, 24 June 2010 (BST)

So, you're suggesting a Booby Trap, right? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:19, 25 June 2010 (BST)


Diseased bite and Analyse Symptoms

Timestamp: Shadok 10:08, 22 June 2010 (BST)
Type: New skills
Scope: All players
Description: Well, I've considered putting this up a few times, but never got the guts. So I'm giving it a try now ._.

The idea of this suggestion is to increase the powers of both the survivor and zombie sides. Zombies gain the new skill (under infectious bite) of Diseased bite. This bite works the same as the normal bite, but cannot be cured by a simple FAK. (If a zombie chooses to stick with the normal infectious bite, it will remain a skill, unchanged).

Instead, a new item "Antibiotic" would be added to the game for the purpose of curing it (Found: Hospitals (10%); Mall drug stores(?%) (I leave ?% because of the two skills. Most likely be similar to the FAK chances in drug stores) Encumbrance: (1%)(since they aren't as useful as FaKs, they take up less room). Edit: The Antibiotics CAN cure a normal infection as well, but it's a bit wasteful when a normal FaK can do as much and heal HP at the same time. Normal infection is not changed at all by the presence of Diseased bite, it still works as normal.

To prevent this from being a total nerf to survivors, they gain a new skill: Analyse Symptoms. With this skill, survivors can now detect infections (the same way that zombies can with scent blood), with Diseased bites being coloured a darker colour than the normal infections. This would be a sub-skill of Diagnosis and, consequently, a science skill.

Edit: I've looked at those past cases, none of the others were both survivor/zombie balanced (instead they only helped the zombies) and didn't use item cures. Also, this would be a part of the "you search and find nothing" bit of searching, rather than diluting the FaK chances. Anyway, I've added the encumbrance to the description. To clarify: This DOES NOT stack with Infectious bite. Here's a few examples:

Survivor bitten by zombie with IB-Normal infection

Survivor bitten by zombie with DB-Diseased infection

Survivor bitten by two zombies, one with IB and the other with DB-The Diseased bite overrides the Infection and replaces the infectious bite with a diseased bite, leaving only the diseased infection. From here, it's treated like a normal diseased bite.

Hopefully these answer questions! (Hey, the point of putting it here is to iron out the bugs, right?^.^) Also, I like the ideas of unusual locations, but I'd need to figure out how to best place them if I followed that. Any suggestions for search rates in schools, lockers, etc would be appreciated.

This is my first suggestion, so please keep the flames down >.<

Thanks to everyone who has offered positive feedback so far! ^.^

Discussion (Diseased bite and Analyse Symptoms)

Fuck yeah permanent infection. As a death cultist, I like this. The sun shone, having no alternative, on the nothing new 14:30, 22 June 2010 (BST)

One of the major things you have to consider is that FAK search rates would be diluted by this.--Yonnua Koponen Talk ! Contribs 15:31, 22 June 2010 (BST)

So make it an antigen specifically created by NecroTech during their experiments and have it found only in NecroTech buildings. Perhaps allow it to be manufactured similar to syringes.-- | T | BALLS! | 15:41 22 June 2010(UTC)
Remove the option to manufacture it. That way you create a reduced search rate for needles, which is perfect. The sun shone, having no alternative, on the nothing new 16:04, 22 June 2010 (BST)
OTOH, this will just increase the importance of NTs at the cost of hospitals (as if they weren't already the most important building). I like the harmanz to have to juggle with several important buildings, rather than let them stockpile in their malls and NTs. -- Spiderzed 17:49, 22 June 2010 (BST)
I specifically chose the Hospitals to avoid this. NT's are already vitally important to survivors. No need to make it even MORE of a cripple if the zombies break into it. -Shadok 05:02, 23 June 2010 (BST)

A number of questions. If I heal a player with a fak, will it cure the normal infection? Do these stack? Will antibiotics cure normal infections? How much does it weigh. --RosslessnessWant a Location Image? 16:40, 22 June 2010 (BST)

Darn you and you edit conflicts! But yes, I have the same questions as Rosslessness. John Ibans 16:43, 22 June 2010 (BST)

Pretty sure it's a dupe or near-dupe, but aside from the diluted search rates, I see no immediate issue in the general concept. A small buff to zombies and a smaller but welcome buff to survivors. Aichon 22:27, 22 June 2010 (BST)

I don't consider "search rate dilution" an adequate counter to a suggestion. In some cases, perhaps, but more often then not, you can just put the new items in other places. Antibiotics could, theoretically, be found anywhere. So instead of putting them in the "usual places" (Hospital), why not in, say, schools (nurse's office) or stadiums (locker rooms, etc.) for example.--Pesatyel 00:09, 23 June 2010 (BST)

There's a bunch of similar suggestions in Peer Reviewed, right here, in the really old Peer Reviewed pages. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:59, 23 June 2010 (BST)

I just don't see the point of spending 100 XP to give a slightly-harder-to-get-rid-of infection. I think regular infection works well. This suggestion just doesn't add enough to the game, in my opinion. -- User:Jordan Salafack » JS talk contribs » 12:18, 23 June 2010 (BST)

Have the antibiotics found in hospitals, drugstores and NT's but make Syringes automatically cure the disease if its present. --Honestmistake 23:34, 23 June 2010 (BST)

Sounds good. Although, it would revert it to a normal infection rather than "cure" it (I'm not nerfing Deathcultists here)Shadok 02:36, 24 June 2010 (BST)
Well it doesn't cure infection now, so that would really be the only way it could work.--Pesatyel 04:00, 24 June 2010 (BST)

The End of the Line

Timestamp: -- | T | BALLS! | 19:46 18 June 2010(UTC)
Type: Improvement
Scope: All players
Description: Now all players would have two new stats in their profile: HEADSHOTS & DEATHS. Neither of these will be viewable to anyone but the player themselves. A newly created player would have the following numbers next to the new stats:
DEATHS:100
HEADSHOTS: 250

Every time a Survivor is killed their DEATHS falls by 1. Every time a Zombie takes a Headshot their HEADSHOTS falls by 1.

Once a Survivor reaches DEATHS:0, they automatically gain the Brain Rot skill. A survivor who manages to get revived with Brain Rot and has a DEATHS:0 stat will have their HEADSHOTS fall by 1 if they are killed. Once a Zombie reaches HEADSHOTS:0, they can no longer Stand Up and after 5 days their body will disappear forever from Malton.

Players who reach HEADSHOTS:0 will be added to a Leader-board that tracks the best players in the land based on their Skills + XP. Upon perm death Skills grant an equal number of XP that it cost to buy them. So it would be based on your class. Only XP gained after this is implemented would count towards a players Leader-board score, thought their old XP would still be shown for e-peen purposes.

Escape: Players on the edge of the map in an Empty Block (Carpark, Cemetery, Monument, Park, Street, or Wasteland) would have a new option: Attack Walls. Walls cannot be attacked when inside of a building or in any Block that contains a building. Attacking Walls is much like attacking barricades except you only get 25% of your full attack % to succeed. Walls have the same levels as Barricades (Loosely, LB, QSB, VSB, HB, VHB, EHB) Every half hour all the Walls automatically raise by one level (unless maxed at EHB+4) as the soldiers outside work to repair them. If a player breaks through the Walls or finds one open they will have a new button: Escape. Pressing this costs 1 AP and removes the player from the game just as if they had reached HEADSHOTS:0 and they are added to the Leader-board.

Survivors that Escape will have this noted on the Leader-board and it will be worth 1000 XP to their total. Zombies that Escape are killed or Revived by soldiers soon after they escape but their Escape will be noted on the Leader-board and they will be granted 500 XP for the Escape.

Discussion (The End of the Line)

Yeah, because when the game has dwindling players, what we really need to do is get rid of more of them.--Yonnua Koponen Talk ! Contribs 20:32, 18 June 2010 (BST)

Why not. Yeah Kev would never give up his ad revenue though, as the ESCAPE movement showed there are plenty of people that want to quit but refuse to "admit defeat". Pathetic.-- | T | BALLS! | 22:15 18 June 2010(UTC)
BOOM! headshot lol. -- User:Jordan Salafack » JS talk contribs » 12:20, 23 June 2010 (BST)

Just please : Shut the fuck up and stop making stupid fucking suggestions. This isn't XBox Live, no one here cares about leaderboards, and your ideas are retarded. -- Skoll Talk | RRF Gore Corps BB3 22:02, 18 June 2010 (BST)

Go fuck yourself, you Basement Dwelling fucktard. You want to see retarded? Look no further than your 5 fucking line sig.-- | T | BALLS! | 22:15 18 June 2010(UTC)

Fuck player retention, it's balls time. The sun shone, having no alternative, on the nothing new 22:11, 18 June 2010 (BST)

Yeah. Better to go out in a blaze of glory trying to make a real game than let this thing live forever as a glorified sad little social outlet for aspergian basement dwelling fucktards.-- | T | BALLS! | 22:18 18 June 2010(UTC)
Waaah. I can't take criticism for my stupid suggestions. Waaaahhhh! -- Skoll Talk | RRF Gore Corps BB3 22:17, 18 June 2010 (BST)
Jesus fucking Christ fix that moronic sig. You sign the page a couple times and double the fucking length of the editing page.-- | T | BALLS! | 22:19 18 June 2010(UTC)
motherfucker what do you have against long sigs -- Uncle Adward, The Artful Dodger  Talk Red Rum The Ridleybank Resistance Front Vote for KyleStyle! Big Bash III! 22:24, 18 June 2010 (BST)
Goddamn motherfucking sig-nazi. -- Skoll Talk | RRF Gore Corps BB3 22:27, 18 June 2010 (BST)
You're both going to have to try harder. I've been trolled by the best around here. Grade:D- -- | T | BALLS! | 22:31 18 June 2010(UTC)
Trolling? Perish the thought! We only troll retards.-- Adward  22:33, 18 June 2010 (BST)
I actually miss Izzy. At least when he trolled he made it interesting.-- | T | BALLS! | 22:34 18 June 2010(UTC)
Yeah, we've had one high-brow troll replaced by idiots like you. 'tis a shame.-- Adward  22:36, 18 June 2010 (BST)
Not really a shame. He probably finally decided to eat a gun or grow the fuck up and stop wasting his life. Either way, the world is a better place. God, you're selfish.-- | T | BALLS! | 22:42 18 June 2010(UTC)
Probably because you're a fucking moron. I'm not trying to troll you, I'm trying to tell you your suggestion sucks.-- Skoll Talk | RRF Gore Corps BB3 22:35, 18 June 2010 (BST)
I get the sense that "trying" is about as far as you ever get regarding everything.-- | T | BALLS! | 22:42 18 June 2010(UTC)
Well, when I got with your mom that one time we were TRYING to be safe and ended up with you, so I can see where you got that from.-- Skoll Talk | RRF Gore Corps BB3 23:55, 18 June 2010 (BST)
Holy shit...I hope it really didn't take you over an hour to think that one up. Grade reassessment: F.-- | T | BALLS! | 00:11 19 June 2010(UTC)
As much as I would like to devote all of my basement dwelling to making you realize that you're not much more than a half aborted fetus, I have others to troll. Sorry. -- Skoll Talk | RRF Gore Corps BB3 00:27, 19 June 2010 (BST)
Please shut the hell up and stop feeding him. You aren't going to "win" this argument on the internet. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 00:29, 19 June 2010 (BST)
It really never even occurs to you what a simple-minded self-righteous hypocrite you are, does it Ledouche? All this time I thought you were just being a stubborn liar, but I'm beginning to believe that you do just wallow in blissful ignorance.-- | T | BALLS! | 01:21 19 June 2010(UTC)
Fuck fuck fucking useless fuck. -- User:Jordan Salafack » JS talk contribs » 12:21, 23 June 2010 (BST)
I agree. It is Balls time. Ed Balls. Now, I hear you ask, "Why should Ed Balls be the next leader of the labour party?" The answer's really quite simple. He's a strong, positive leader, with the ability to actually make this in to a progressive party, rather than just the same old centre party. David Miliband and Andy Burnham supported the Iraq War. And Ed Miliband and Diane abbott may seem appealing now, but they've compromised their integrity as leaders. Balls has the, well, the balls to do the job well. He'll tackled the tories head on, and he easily knows more about education and the economy than most run of the mill MPs. In short, Ed Balls means strong, progressive leadership. He means cutting the conservative term short. We won't have another Thatcher-Major fest. In 20 years times, we won't still be crushed under a blue government, not if we elect balls. So sign up as a labour party member today, and help change the progressive future of Great Britain.--Yonnua Koponen Talk ! Contribs 00:04, 19 June 2010 (BST)
It is all about the Ed Miller Band. Fly like an eagle. The sun shone, having no alternative, on the nothing new 01:16, 19 June 2010 (BST)
Nah, surely the Black Chick will win? --Honestmistake 00:36, 20 June 2010 (BST)
Nah, she's a hypocritical cow, and no-one will vote for her other than harriet harman.--Yonnua Koponen Talk ! Contribs 01:08, 20 June 2010 (BST)

I actually kinda like parts of the suggestion and don't think they'd be too bad, so long as they're in a city other than Malton. AichonBB3 22:56, 18 June 2010 (BST)

Oh yeah, I could totally dig this for another city, but that seems unlikely at the mo.--Yonnua Koponen Talk ! Contribs 00:04, 19 June 2010 (BST)
Fair enough. As long as it was a real attempt to make another city and not just Malton mechanics with revives removed like the other perm death cities that failed for that reason.-- | T | BALLS! | 00:11 19 June 2010(UTC)
Indeed. Malton would be changed too much by this, but with a new city specifically built for that purpose? I might give it a whirl, although I couldn't care less about leader boards and hi-score tables. -- Spiderzed 12:02, 19 June 2010 (BST)

So many dupes, so little time. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs (status:Mudkip!) 01:20, 19 June 2010 (BST)

Also, here's your Leaderboard. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs (status:Mudkip!) 01:22, 19 June 2010 (BST)
Those don't contain anything about the core suggestion. The Escape part is just an added tweak and the Leader-board was only added because the e-peen crew would want a way to have their character remembered after perm death.-- | T | BALLS! | 01:27 19 June 2010(UTC)
For a dude so fixated with imaginery balls, you hate imaginary wabs quite a lot. The sun shone, having no alternative, on the nothing new 01:30, 19 June 2010 (BST)
Speak english.-- | T | BALLS! | 01:36 19 June 2010(UTC)
lrn2trl. The sun shone, having no alternative, on the nothing new 01:38, 19 June 2010 (BST)
No, seriously, hiding behind witless net-slang just because 5 million tards did it before isn't really cool. Step into the world of non-conformity. You will have to leave behind the comfort of herd-think, but in the end it's worth it.-- | T | BALLS! | 01:45 19 June 2010(UTC)

A limit on the number of deaths before you become a zombie, coupled with the eventual removal of zombies once they suffered headshots? Ive found a massive Dupe. And we all know how fun that was. --RosslessnessWant a Location Image? 18:32, 20 June 2010 (BST)

Like I indicated above, Kev would have to not be lazy by just removing revives while leaving Malton mechanics (totally designed around the revive cycle) intact if he wants to make new cities workable. Besides this is a lot different since you would never be shut out of the city. You could always have another go as a new player. There was a lot of shit wrong with the new slapdash "cash in" cities but not all of it was permadeath. That just made the huge flaws more unbearable.-- | T | BALLS! | 19:52 20 June 2010(UTC)
I curiously agree with some of that. Thats weird. --RosslessnessWant a Location Image? 19:56, 20 June 2010 (BST)




Eating

Timestamp: -- | T | BALLS! | 15:36 12 June 2010(UTC)
Type: Improvement
Scope: Survivors
Description: Now Survivors have a new attribute called Hunger. This is tracked much like AP with a range of 0 to 50. For every action a Survivor takes (regardless of the AP cost, even if it is 0 AP for Dropping Items) they lose 1 Hunger point. Once a Survivor reaches 0 Hunger points they begin to lose 1 HP for each action they take.

When a Survivor is inside an unruined Mall, Club, Arms, Warehouse, Hotel, Cinema, Cathedral, Church, Fort Storehouse or Mansion they will see a new button called Eat. Performing the Eat action costs 1 AP and fully restores Hunger to 50. The Eat button will also appear while in the presence of any non-reviving Dead Body...sometimes you gotta do what you gotta do...

Zombies have no Hunger attribute to worry about. Standing up from a Revive will set a Survivors Hunger to 25.

Discussion (Eating)

No. We don't need a pointless AP-sink--for either side. If you want survivors to "eat", then maybe you should just spend time with some survivors who actually use that Speak button. You might be surprised how many of them "eat" (and spend the AP you don't want them to have) for the sake of roleplaying without a bogus mechanic. --Maverick Talk - OBR Praise Knowledge! 404 17:19, 12 June 2010 (BST)

Just doesn't seem like much fun really. - User:Whitehouse 18:40, 12 June 2010 (BST)

I've seen this type of thing fail at voting over and over. Dupe--V darkstar 19:32, 12 June 2010 (BST)

Why don't zombies get hungry? Isn't that, essentially, the "deal" with them in all zombie genre? Zombies EAT poeple.--Pesatyel 06:01, 13 June 2010 (BST)

Not in Kevan's world. Malton zombies are mainly into scratching.-- | T | BALLS! | 00:57 17 June 2010(UTC)
It's not scratching. It's called massaging. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs (status:Mudkip!) 01:50, 19 June 2010 (BST)

Didn't you already suggest this stupid idea, or is that my imagination? - Goribus 14:49, 19 June 2010 (BST)

Here's how survivors eat. When they die and become a zombie, they gorge themselves. Then, when they are revived, they are no longer hungry. This is how Malton's population has survived for so long despite the fact that all food would have spoiled or run out long ago. Actually, when I put it that way, it sounds like Malton isn't effected by zombies at all. Just people who are really, really hungry and lose their sanity until they've had their fill. Although a single restaurant might have alleviated this. -- User:Jordan Salafack » JS talk contribs » 12:39, 23 June 2010 (BST)

Suggestions up for voting

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