Developing Suggestions: Difference between revisions
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===Hardened Equipment (Generators and Radio transmitters)=== | |||
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|'''Timestamp:''' [[User:Scubamatt|scubamatt]] 02:14, 31 July 2010 (BST) | |||
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|'''Type:''' Balance Change | |||
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|'''Scope:''' Affects humans who try to sabotage Generators/Radio Transmitters | |||
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|'''Description:''' I'm still pretty new to the game, but I was in Ft. Creedy for the last Big Bang attack. One thing that seemed to tip the balance hopelessly against the defenders was the way a death cultist/PKer (whatever you want to call them) could enter the base, then shoot up the generator/radio. They did this constantly, preventing the defenders from searching for supplies and coordinating their defenses. There appears to be no defense against this tactic. Likewise, there seems to be no similar tactic available for the humans to use against zombie hordes. That seems to be an overpowering advantage for zombie groups who use human spies/saboteurs. If generators and radios were immune to damage ''from humans'', this would eliminate GK/RK by spies. You could still destroy them as a zombie, just not as a human spy. PKers could still kill other players individually, but they couldn't instantly affect dozens or even hundreds of human defenders with a handful of shots. I haven't seen any other tactic in the game that allows one player to radically affect hundreds of other players at the same time - but allowing humans to kill generators and radios certainly has a negative impact on every human defender in the area. Anyway, that's my suggestion and I hope I put it in the right area (I'm still new to the wiki, too LOL). | |||
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====Discussion (Hardened Equipment (Generators and Radio transmitters))==== | |||
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===Quick Load=== | ===Quick Load=== | ||
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Revision as of 01:14, 31 July 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. |
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
- To add a new suggestion proposal, 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.
- 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
Hardened Equipment (Generators and Radio transmitters)
Timestamp: scubamatt 02:14, 31 July 2010 (BST) |
Type: Balance Change |
Scope: Affects humans who try to sabotage Generators/Radio Transmitters |
Description: I'm still pretty new to the game, but I was in Ft. Creedy for the last Big Bang attack. One thing that seemed to tip the balance hopelessly against the defenders was the way a death cultist/PKer (whatever you want to call them) could enter the base, then shoot up the generator/radio. They did this constantly, preventing the defenders from searching for supplies and coordinating their defenses. There appears to be no defense against this tactic. Likewise, there seems to be no similar tactic available for the humans to use against zombie hordes. That seems to be an overpowering advantage for zombie groups who use human spies/saboteurs. If generators and radios were immune to damage from humans, this would eliminate GK/RK by spies. You could still destroy them as a zombie, just not as a human spy. PKers could still kill other players individually, but they couldn't instantly affect dozens or even hundreds of human defenders with a handful of shots. I haven't seen any other tactic in the game that allows one player to radically affect hundreds of other players at the same time - but allowing humans to kill generators and radios certainly has a negative impact on every human defender in the area. Anyway, that's my suggestion and I hope I put it in the right area (I'm still new to the wiki, too LOL). |
Discussion (Hardened Equipment (Generators and Radio transmitters))
Quick Load
Timestamp: Axemaniac johnson 23:32, 29 July 2010 (BST) |
Type: New Military Skill |
Scope: Affects pistol wielding Survivors |
Description: It costs 1AP to reload a pistol if the player has a clip in his inventory, and my suggestion if for a Military Skill at the end of the Pistol Training tree where the player may learn Quick Load. This means that they can now reload their pistol without using 1AP. I see this as balanced as it comes at the end of the pistol tree so would not be usable straight away making the game too easy. It would cost 75xp for Military players, 100 for civ and 150 for Scientists. I feel that it would not work so well with the shotgun as most of those guns in reality are not so quick to reload as a small handgun. I mainly suggest this as I do not think it would hard for kevan to implement, nor do I feel it is gamebreaking as it would only be available to a player who had already spent a few hundred Xp getting the required prior skills to use it. |
Discussion (Quick Load)
Currently, in terms of efficiency, the pistol is no-holds-barred the most efficient weapon in the game. I think it does 1.73 damage per action point. Now, I haven't run the sums, but removing one action point from the reload and searching side of things would be pretty bad. It would make it even more powerful (if I'm correct, somewhere arounf the 1.9 mark?) Zombies would need a boost like this first, and if survivors got it, the pistol is already the best weapon in the game.--Yonnua Koponen Talk ! Contribs 23:46, 29 July 2010 (BST)
This idea sucks. If you've read the Dos and Do Nots, you'll have tried multiplying this by a billion, and you'll know that you're saving millions of collective survivor AP for no reason other than because you thought this was a "cool" idea. This makes it less expensive to kill zombies with a pistol while providing no benefit to zombies, and as such is 100% one-sided. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:47, 29 July 2010 (BST) Conflict me again Younna and I attack.
- Spell my name wrong and I may just fight back. :P --Yonnua Koponen Talk ! Contribs 23:50, 29 July 2010 (BST)
- I have mentally rewritten your name for the past two years; this calls everything I know to be true into question. My world has been shattered and I am left a broken shell. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:01, 30 July 2010 (BST)
- Being new to Urban Dead and the whole Wiki scene, I can see how my suggestion would be unfair, and I relish constructive criticism, I really do. It helps me see where I went wrong. But for people to type "it sucks" and "you thought this was a "cool" idea .." is FAR from constructive or well written. Where did I say I thought it was a cool idea? I made a suggestion. I am well beyond the age where I think things are "cool." If you are going to leave comments, try to make them reasonable and show intelligence. No wonder these long term wikis and games are so intimidating to newbs when they just get attacked for suggestions and ideas. --Axemaniac johnson 17:23, 30 July 2010 (BST)
- Yeah, most of the people on this page have had the courtesy beaten out of them by all the crap that flows through here. I know I sure have. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:35, 30 July 2010 (BST)
- Being new to Urban Dead and the whole Wiki scene, I can see how my suggestion would be unfair, and I relish constructive criticism, I really do. It helps me see where I went wrong. But for people to type "it sucks" and "you thought this was a "cool" idea .." is FAR from constructive or well written. Where did I say I thought it was a cool idea? I made a suggestion. I am well beyond the age where I think things are "cool." If you are going to leave comments, try to make them reasonable and show intelligence. No wonder these long term wikis and games are so intimidating to newbs when they just get attacked for suggestions and ideas. --Axemaniac johnson 17:23, 30 July 2010 (BST)
- I have mentally rewritten your name for the past two years; this calls everything I know to be true into question. My world has been shattered and I am left a broken shell. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:01, 30 July 2010 (BST)
There's also the issue of encumbrance. Why carry surplus pistols if you can reload for free? My PKer has always 6 pistols on her to be able to kill in one go without reloading. If I'd cut that down to a single pistol (which I should if surplus loaded pistols aren't needed anymore to save reload costs), I could suddenly carry 5 full clips more. Those would be enough to kill another target before restocking. Survivors in a siege would see a similar boost for dispatching intruding zombies. -- Spiderzed▋ 23:57, 29 July 2010 (BST)
Sure, Kevan could do this with ease, it wouldn't make the game implode, and you even managed to KISS. But it won't help anything. All it wold serve to do is boost the winning side and shift focus from planning to combat. Which is bad. I suggest a different version: It now takes 2AP to reload a pistol, unless you have the new skill, which would make it cost 1AP. Thus, it would be like lurching gait; Almost everyone has it, but the few newbs who lack it fumble with these weird bulletey things. --VVV RPMBG 00:02, 30 July 2010 (BST)
- I like this one. Expand it to shotguns too. 00:12, 30 July 2010 (BST)
- I like it but it, but it is pointless because we all can afford it. Too late in the game for both of these suggestions.--Raddox MurTangle 00:22, 30 July 2010 (BST)
- As above, that would only cripple newbs. All of the experienced players would immediately have it, and it would just increase the gap between the proletariat and the bourgouise.--Yonnua Koponen Talk ! Contribs 10:19, 30 July 2010 (BST)
- Yes, it definitely needs working on, my idea. But there are two reasons I mentioned it. As with a lot of browser games, the end game/high level aspect of them can become stale - The West, for example - and ends up having players leave as they struggle to find things to do and keep them occupied. I always look at games and try to see ways to keep those players in the game - in The West, we have been trying to get them to add loads of high level equipment and very high level quests, or even remove the level cap. The second reason is I used to fire a lot of pistols in the forces, especially at night in the indoor range, and like anyone there, I could reload one of those things in no time at all as they are designed that way. Even the bigger SMGs and LMGs are designed to make reloading as quick as possible, but they can never compete with the short time of a pistol reload. That is why I made it not a viable idea for shotguns, as some of those things are cumbersome to reload. Maybe make it for Soldiers only - or possibly make it a % chance of working for 0AP, and reduce that % if there are any zombies in the same square. Hell, my idea is just that, an idea. --Axemaniac johnson 17:31, 30 July 2010 (BST)
- 1.) Realism is never a good argument in and of itself here on DS (Aim for Believability, Not Realism). 2.) Even disregarding that, APs are highly abstract. Running down a full city block takes as much APs as making a single gunshot, which takes again as much AP as speaking three short sentences. 3.) Even disregarding both points, it is pretty likely that UD's pistols are rather revolvers than semi-autos, looking at their clip size of exactly 6. Even with a speedloader, they take a good bit longer to reload than a semi-auto. -- Spiderzed▋ 17:57, 30 July 2010 (BST)
- Yes, it definitely needs working on, my idea. But there are two reasons I mentioned it. As with a lot of browser games, the end game/high level aspect of them can become stale - The West, for example - and ends up having players leave as they struggle to find things to do and keep them occupied. I always look at games and try to see ways to keep those players in the game - in The West, we have been trying to get them to add loads of high level equipment and very high level quests, or even remove the level cap. The second reason is I used to fire a lot of pistols in the forces, especially at night in the indoor range, and like anyone there, I could reload one of those things in no time at all as they are designed that way. Even the bigger SMGs and LMGs are designed to make reloading as quick as possible, but they can never compete with the short time of a pistol reload. That is why I made it not a viable idea for shotguns, as some of those things are cumbersome to reload. Maybe make it for Soldiers only - or possibly make it a % chance of working for 0AP, and reduce that % if there are any zombies in the same square. Hell, my idea is just that, an idea. --Axemaniac johnson 17:31, 30 July 2010 (BST)
- As above, that would only cripple newbs. All of the experienced players would immediately have it, and it would just increase the gap between the proletariat and the bourgouise.--Yonnua Koponen Talk ! Contribs 10:19, 30 July 2010 (BST)
- I like it but it, but it is pointless because we all can afford it. Too late in the game for both of these suggestions.--Raddox MurTangle 00:22, 30 July 2010 (BST)
No AP savers for pistol loading. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:34, 30 July 2010 (BST)
- I actully quiet like this idea. It would get rid of my Extra pistols I carry all the time. And we're just talking about ONE skill here people. And It's not like reloading a pistol takes all that long in real life either, if it was a zombie apocalypse,I'd learn to reload faster too. But don't expand it to shotguns, That just unrealistic. I think this is a great idea.-- Jerrel tlk (82nd!) (Project Unwelcome!). 19:01, 30 July 2010 (BST)
Rescue pull
Timestamp: Shadok 11:32, 21 July 2010 (BST) |
Type: Balance |
Scope: Newbie Survivors |
Description: I know it isn't recommended to suggest something which alters another player's position, but I've thought about this one.
We all know the zombie skill feeding drag. Drags out an injured survivor for the "Bahbahz". But what about the "Bahbah" Survivors? I've played both sides, and I notice that until you join a metagame and a survivor group, you're alone. As a newbie zombie, I just wondered around until I found a large horde, then grew at a MASSIVE rate. Now, the major problem I faced as a newbie survivor was EHBitching. To counter the problem of newbie survivors sitting outside helplessly, I propose a skill. "Rescue pull" (Draft name), which allows a survivor who has it to "rescue" another survivor who is sitting outside of a building. Rescue pull: 100xp cost (Civilian skill) This skill allows you to work with another survivor to enter a building which is normally too inaccessible to either of you alone. (Both characters involved enter the building). Cost: 2AP for the puller. The puller cannot pull another player into a ruin. Now, this skill won't kill those who Deathcult using EHBitching. It allows a higher level survivor to pull another into a building EVEN IF THE BUILDING IS HB. The exception is this: If a survivor is below level 5 or has less than 500 exp stored (to stop abuse) they can be pulled into a EHB building. (Be reasonable those of you who deathcult a lot. Would you like a game where your first day consisted of being beaten by the enemy?) This skill would increase the survival of newbies who only JUST joined the game and encourage teamwork between survivors, a team which normally works solo and distrusts each other because of the PKer risk. Those of you who PK, this also is a fun way to mess with someone. You rescue them from the horde. Then you shoot them dead. :P Okay, time for the scary part, listening to the older players tearing down my suggestion XD |
Discussion (Rescue pull)
First of all, have a cookie for using DS. Secondly. How does the experienced survivor get inside the HB building anyway? --RosslessnessWant a Location Image? 12:14, 21 July 2010 (BST)
- *Eats cookie* Obviously I didn't make it clear, but the experienced survivor and the newbie are both outside the building. The experienced survivor could obviously use freerunning to access the building via another route, but the newbie would be left outside to die otherwise. This version is actually my second version. The first one worked with one inside the building (via Freerun) and they could drag newbies from outside, but I realised that would create X-ray vision, so I scrapped it before even putting it on the wiki. Shadok 13:32, 21 July 2010 (BST)
I like the general idea (and have often enough seen the troubles of stranded low-level survivors). However, it could be easily abused by zergers to counter overcading: Create a new survivor alt, move it to the building, and use it as a bridge for the main alt. To get around that, Rescue Pull should trigger zerg flags between the involved alts if they use the same IP, and automatically fail if it detects them. -- Spiderzed▋ 13:55, 21 July 2010 (BST)
- Didn't think of that, but I like that idea. It certainly solves the problem. Shadok 14:03, 21 July 2010 (BST)
This is actually cheaper than using free running. Even assuming the building next door is vs or lower it costs 3AP to get in (1 move + 1 enter + 1 freerun) this seems like a shortcut rather than an altruistic rescue skill. Mind you introduced with a "pyramid scheme" skill to allow zombie acrobatics to circumvent 'cades and i might say yes ;) --Honestmistake 16:37, 21 July 2010 (BST)
- These are survivors. They already go around barricades. Zombies have always had to break them down. Introducing a way for zeds to go past them would completely change the rules of how zombies work. As a zed player, I know I would love to get past those pesky 'cades, but as a survivor it would ruin the game. Also, you seem to have miscalculated. With this skill, you need to spend 1 to walk, 2 to enter, as opposed to the 1 needed to freerun to that same building. (Yes, it's the same amount if you haven't already entered, but if it's a HB building, you would not be in it anyway). Shadok 22:59, 21 July 2010 (BST)
- His math was sound. He was suggesting that you want to get into a building you are currently standing in front of. Presently, if the building were HB, you would need to travel a minimum of one block away (1AP), enter that building if it is VSB or lower (2AP total), and then travel back to the building where you wanted to be originally (3AP total). Contrast that with your method, where someone outside merely does a Rescue Pull and gets in with just 1AP. —Aichon— 00:23, 22 July 2010 (BST)
- 2AP. The cost for the person pulling is TWO AP. But I see, I was thinking that the person was a block away from the "goal" building. Yes, this method would allow one less AP use. But honestly, 1 AP isn't going to make much of a dent on the zombie side and it means one more AP for the survivors to use. If it's preferred by the community, perhaps I could increase the cost to enter using rescue to 3AP; that way it costs the same?Shadok 08:13, 22 July 2010 (BST)
- 1AP might not be all that much in the grand scheme of things but if the burb you are in is at siege then the chances are very good that you will waste a good 10AP just looking for an entry point. Not only that but you may not find one with a viable freerun route to your target building. When you consider that, your 2AP rescue to put 2 survivors into one desirable building is a good deal. add in the fact that those cades are currently impassable and you are getting a great deal. Now a skill that cost (say) 10AP to give a survivor a 50% chance to ignore heavy cades might be balanced, but this is simply unfixable. --Honestmistake 16:29, 22 July 2010 (BST)
- 2AP. The cost for the person pulling is TWO AP. But I see, I was thinking that the person was a block away from the "goal" building. Yes, this method would allow one less AP use. But honestly, 1 AP isn't going to make much of a dent on the zombie side and it means one more AP for the survivors to use. If it's preferred by the community, perhaps I could increase the cost to enter using rescue to 3AP; that way it costs the same?Shadok 08:13, 22 July 2010 (BST)
- His math was sound. He was suggesting that you want to get into a building you are currently standing in front of. Presently, if the building were HB, you would need to travel a minimum of one block away (1AP), enter that building if it is VSB or lower (2AP total), and then travel back to the building where you wanted to be originally (3AP total). Contrast that with your method, where someone outside merely does a Rescue Pull and gets in with just 1AP. —Aichon— 00:23, 22 July 2010 (BST)
So, if I'm understanding this correctly, if a survivor who has accrued less than 500XP or 5 levels is outside a building with any level of barricades, and another one with Rescue Pull comes up to them, the one with Rescue Pull can pull them both into the building? Honestly, I see this being primarily used for self-interest and abuse, rather than as intended, despite the fact that you actually did manage to head off the most grievous forms of abuse that might have occurred.
Off the top of my head, one big issue is that this allows people to access "islands" without having to break down the barricades first. There's also the fact that if you can pair up with someone, this allows you both to take straight paths between buildings, rather than having to twist and wind through a Free Running lane system that might be broken anyway, and then get two people into your destination building for the price of one. Also, if the so-called "vet" doesn't have Free Running, this allows them access to buildings they shouldn't otherwise have access to yet, though that's not a major issue. —Aichon— 19:35, 21 July 2010 (BST)
- People are selfish. I expect that the older player would be selfish, but they also help the newbie in the process. Shadok 02:36, 22 July 2010 (BST)
- I could change it so that Freerunning is a prerequisite, although I personally don't think that science classes need to have any more misery than they already have in terms of expensive skills. and pairing isn't as easy as it sounds, I've tried working with my friends to survive and we frequently ended up having to split up. Shadok 22:59, 21 July 2010 (BST)
I just really don't like the idea of a way to lessen the already-small number of street treats out there, especially since they're vital to raising a bahbah with any kind of pace. 23:07, 21 July 2010 (BST)
- That's just it. I play both sides. My zombie reached level 20 at the same time as my human. The zombie was "born" a month and a half after the harman. My main source of food wasn't street treats. It was following groans and entering open buildings. This suggetion is aimed to help the bahbah HARMANZ. Most true newbies join the survivors. They get eaten. They quit. No new players to the game. Zeds need Bahhah to work efficiently and thus work as a team by reflex. The harmanz are alone from creation and often will work solo, even when in a team. Shadok 02:36, 22 July 2010 (BST)
There are some differences, but I feel that you should know about this Reviewed Suggestion. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 10:13, 22 July 2010 (BST)
- *Headdesk* There's always something which your work looks like a dupe of, isn't there? XD But like you said, it's not identical and the purpose of it is different. —The preceding unsigned comment was added by Shadok (talk • contribs) at an unknown time.
- But I kinda like the Fireman's Carry version a bit better, since it pulls in injured survivors instead of what could be fully healed survivors. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:23, 22 July 2010 (BST)
- I suppose. But this is a developing suggestion. Perhaps I could put a HP limit on it. The only problem is that it becomes very dupish if I do that. Or I can ditch this one completely and it rots. However, I do think that fireman's carry seemed to require specific circumstances to use it for the carrier. If anyone remembers why it got four kill votes, I'd be interested to know why. Shadok 12:40, 22 July 2010 (BST)
- But I kinda like the Fireman's Carry version a bit better, since it pulls in injured survivors instead of what could be fully healed survivors. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:23, 22 July 2010 (BST)
Suggestions up for voting
Subway Tunnels - Discussion moved to Suggestion talk:20100714 Subway Tunnels.