Developing Suggestions: Difference between revisions
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==Suggestions up for voting== | ==Suggestions up for voting== |
Revision as of 15:17, 17 August 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
Used Needle
Timestamp: Nuisance 05:53, 17 August 2010 (BST) |
Type: New Item |
Scope: Survivors |
Description: A used needle can be found in the streets (2% search chance) or junkyards (2.5% chance/5% powered). A used needle is also produced any time a NecroTech syringe is expended (whether or not the revive is successful). Players can adjust their settings to automatically discard used needles regardless of whether they're found, or produced through syringe use, if desired.
A used needle takes up 2% encumbrance, as a NecroTech syringe. It requires 1 AP to apply, and is expended when applied. Used needles can only be applied to their own users. A survivor who applies a used needle becomes infected, as if bitten by a zombie with the Infectious Bite skill. |
Discussion (Used Needle)
An option for the unwillingly alive in the absence of other suicide options (low zombie presence, no access to tall buildings). Could be used for nefarious purposes, but significantly less easy and efficient than an immediate and automatic suicide item. --Nuisance 05:54, 17 August 2010 (BST)
Yes. Fuck yes. Fuck fuck yes. 06:05, 17 August 2010 (BST)
LOL AIDS? Do this one one condition- that the option to NOT keep empty syringes after using syringes is made in Settings (ie you can choose to throw it away once you've tried to rev a zombie) so people that don't want one aren't spammed up. --
06:12, 17 August 2010 (BST)
- Oh yeah, absolutely. I took that as a given and just forgot to mention it when I wrote this up. —The preceding unsigned comment was added by Nuisance (talk • contribs) at an unknown time.
So, pretty much this would just be used for death cultists to parachute whenever they feel like it. I'm a zombie player, I stand at a revive point, load up on ammo etc, and then when I'm ready to attack the building that I've been struggling to break into, I just waltz in behind the cades, infect myself, and time my death so that I can stand up with near full AP as a zombie and cause havoc. Nice way of circumventing the barricades and controlling precisely when and how you wish to parachute. Overpowered.--GANG Giles Sednik CAPD 07:49, 17 August 2010 (BST)
- I don't know where you've been playing that you can stand around in a populated area with almost no hp and wait around 10 hours for your AP to recharge without being PKed or FAKed, but it sounds like a rather apathetic 'burb. --Nuisance 08:32, 17 August 2010 (BST)
- So on the one hand you're saying that this would help players turn into zombies, and on the other hand you're saying people couldn't use this to turn into zombies because they would be healed too quickly. So which is it? You can't eat your cake and have it too.--GANG Giles Sednik CAPD 12:47, 17 August 2010 (BST)
I could be convinced either way on this one.--User:Yonnua Koponen/signature2 09:29, 17 August 2010 (BST)
Any thoughts on the search odds? With Malton's history we should all be knee-deep in these things no matter which block we're in, but I didn't want to make it too easy to search one up, particularly with an alternative method to get them. I kept them out of TRPs out of a desire not to dilute anything critical -- besides, if anywhere observes proper sharps disposal it would be NTs and hospitals.. --Nuisance 09:41, 17 August 2010 (BST)
- Personally I don't like the idea but haven't really formaulted why beyond that Misanthropy likes it <jk>. If this is adopted, it should still take 10AP to apply, just like a revival jab. Injecting yourself isn't easy whether it's a clean or dirty needle.--Mallrat TSI TKS CTD 16:05, 17 August 2010 (BST)
Blood Injection
Timestamp: 5:17AM PDT |
Type: New |
Scope: Scientist |
Description: The scientist is able to deal 50% of the zombie's lv as damage, after requiring a new item (perhaps you can also add it to in-game) blood pack & needle. possibly from necro-labs and hospitals making it 20%chance of finding it? or maybe after you get necro-net access or lab experience just maybe? |
Discussion (Blood Injection)
This skill is massively overpowered and stupid.--User:Yonnua Koponen/signature2 13:53, 16 August 2010 (BST)
Like the concept, and I like the idea of half the zombie's level, but too imba. Would suggest damage equal to half the zombies level but only their zombie skills so the maximum damage they can do is, say 10. And even then you need a chance factor, it can't have 100% hit rate etc. --
13:59, 16 August 2010 (BST)
- I don't see how any scientist is going to have time to inject a zombie with enough blood to make this sort of difference. Combat revives (ie against unwilling injectees) are stretching credulity already, I just don't see this happening in role-play terms.--Mallrat TSI TKS CTD 19:26, 16 August 2010 (BST)
Even if it had been typed in English, this would still be monumentally stupid. --Papa Moloch 06:14, 17 August 2010 (BST)
Who barricaded?
Timestamp: Zamins 01:29, 12 August 2010 (BST) |
Type: Not sure |
Scope: Survivors |
Description: What I propose is that when we are in the building and the barricade level is raised, like from VSB to HB, that we are able to see who barricaded it, and when. For example:
Person A raises building A's barricading level from heavily barricaded to very heavily barricaded. Those in the room would see "Person A raised the barricading level from heavily barricaded to very heavily barricaded." This would allow survivors to see if someone over-barricades. Plus if someone barricaded in real life you would see them do it. |
Discussion (Who barricaded?)
Up in the sky! It's a bird! It's a plane! It's Spamoman! Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:33, 12 August 2010 (BST)
Nononononononono. This would hurt culting. 01:34, 12 August 2010 (BST)
I don't quite understand what you guys are talking about. Are you being sarcastic? Are you expressing like or dislike for this idea? --Zamins 01:46, 12 August 2010 (BST)
- I'm seriously expressing dislike for this, as the small benefit it gives to survivor play is far smaller than the detriment it would provide to death culting. 01:50, 12 August 2010 (BST)
- Death cultists effect Survivor spawns. And life cultists can not effect Zombie spawns. And most of the over barricading is from level 2s with construction. It's completely fair. Death cultists can still PK, knock down barricades, GK, PK, and other things. --Zamins 01:54, 12 August 2010 (BST)
- Actually, with effective ZKing, life cultists can provide a valuable asset to survivors. Yes, you're right that they can't affect spawning, but spawn-blocking is among the lowest of priorities to be concerned with in the course of play. Also, regardless of what remains after option X, Y or Z is removed, unless a suggestion has a significant positive impact, either across the board or in terms of aiding unpowered aspects of the game, then it's unlikely that it will pass if it hinders another play style - in essence, you're not going to find huge support for a suggestion that gives with one hand and takes with the other unless it provides a balance, rather than widening a gulf. 02:01, 12 August 2010 (BST)
- Death cultists effect Survivor spawns. And life cultists can not effect Zombie spawns. And most of the over barricading is from level 2s with construction. It's completely fair. Death cultists can still PK, knock down barricades, GK, PK, and other things. --Zamins 01:54, 12 August 2010 (BST)
If it's a low priority why not be able to stamp it out? And lets see, if a zombie ZKs a zombie that can scent it and kill it. And access their profile to warn their group and they will be KOS, however the same with death cultists though. This is a small nerf for death cultists, and a small benefit for pro survivors. --Zamins 02:07, 12 August 2010 (BST)
I'd support it. Overbarricading mainly harms newbies, and I feel this would be more of use for educating stupid survivors rather than a hindrance for death cultists which make themselves high visibility targets already simply by killing another survivor. - User:Whitehouse 02:09, 12 August 2010 (BST)
As a former Death Cultist I can honestly say overcading saves you more then you realize. Think about it like this, you make a building VSB so people can enter it, this makes the cades lower and makes it easier for zombies to break them down, by making them EHB death cultists cause more zombies to waste AP on barricade levels. This aside think for a second if your using it for an entrance point so are PKer's and revived cultists, if this is no longer a viable entrance point then they are also left out on the streets and thus doomed to be eaten. Granted death cultists are perfectly okay with being eaten by zombies, PKer's prefer to shoot their victims rather then be dinner.
Also I don't want my feed spammed with useless crap like that. --
- Up in the sky! It's a bird! It's a plane! It's Spamoman! Also dupe. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:18, 12 August 2010 (BST)
If it saves us more then, why can't we see who did it so we could thank them? Also, there's already an option to ignore all barricading messages. --Zamins 02:14, 12 August 2010 (BST)
- A:Why bother? B: What about Joe Newbie who overcades on accident and then you kill him for it? -- 02:17, 12 August 2010 (BST)
A: So we can educate newbies who overcade. B: As I've said, we'd educate the newbies.
Re: Colonel and Whitehouse - pinatas are frequently constructed stage by stage, and often by multiple people. The person cading need not be the cultist that shoots and mauls and ruins, and removing the element of stealth from this operation simply to spam the alerts feed is needlessly nerfing it. It's not about simple overcading (which the educated cultist will only use to deny rot revives or prepare a multi-block structure for pinata-ing, not as a tactic in and of itself). 02:18, 12 August 2010 (BST)
- I don't understand your pinata example, specifically how this would damage the stealth element of that type of operation. Pinatas are one of the types of operation where all witnesses will have to be eliminated anyway, thus leaving the overcading till after the killing should preserve the stealth element. - User:Whitehouse 03:21, 12 August 2010 (BST)
- They can be quite AP intensive, so I've often run them with one person cading, and others, often the more notorious and therefore with less to worry about with detection, splitting the killing. Keeping the cading conspirator out of logs is useful and I don't like the idea of it being nullified as a tactic for no net gain for the game. 03:24, 12 August 2010 (BST)
You do know there's an option to turn off barricading messages already... Right? --Zamins 02:23, 12 August 2010 (BST)
- Which means everyone turns them off, which means this is a useless update.--User:Yonnua Koponen/signature2 20:08, 12 August 2010 (BST)
- As a VSB hospital administrator I'd keep them on so I'd know who was overcading. You could turn off the messages if you wanted. Not useless at all. --Elingold 20:31, 12 August 2010 (BST)
- Well, just to prove my point, I'd find your hospital, take the cades to VSB+2 and repeatedly add and remove levels of the cades all day. You'd quickly get the point.--User:Yonnua Koponen/signature2 20:56, 12 August 2010 (BST)
- And if you continued to deny access to the hospital by overcading against the barricade policy and thus put patients and interns at risk, our fine security personnel would invite you to move to another facility :) --Elingold 07:51, 13 August 2010 (BST)
- Well, just to prove my point, I'd find your hospital, take the cades to VSB+2 and repeatedly add and remove levels of the cades all day. You'd quickly get the point.--User:Yonnua Koponen/signature2 20:56, 12 August 2010 (BST)
- As a VSB hospital administrator I'd keep them on so I'd know who was overcading. You could turn off the messages if you wanted. Not useless at all. --Elingold 20:31, 12 August 2010 (BST)
No. For grieifing's sake. --
03:30, 12 August 2010 (BST)
Yes Please! Running a teaching hospital at VSB can be such a pain when people keep cading. Many don't understand what they are doing or why it's bad. I'd be nice just to tell them what they are doing and why it hurts the new people --Elingold 05:13, 12 August 2010 (BST)
- It's nice when people put rational reasons for their dis/liking an idea rather than the usual "w00t I've been playing for years and answer with zany responses" type crap .. getting fed up with elitists around here. This game is as much for new players as it is anyone else. I like this idea, and see it is a simple inclusion. It may be possible to damage a genny with no one seeing you in a room, but to actually add large desks etc to a barricade? Na, that would stand out. Yes, I know, realism isn't paramount in this game, but this is a good inclusion - --Axemaniac johnson 19:39, 12 August 2010 (BST)
Maybe just one message gets triggered when going past VSB++, much like the message you get warning that more barricading will result in survivors not being able to enter the building. That would reduce the screen spam to a single message when the building goes over VSB++. Something like "Jonny drags a desk over the entry point closing off access to the building" --Elingold 20:47, 12 August 2010 (BST)
That's a good idea. I like it, it's less spammy then mine :P. --Zamins 22:52, 12 August 2010 (BST)
- I prefer this alt idea also. Speaking as a relative newb - only been playing since I found the site link on Zombieland - getting trapped outside buildings that according to burb maps were supposed to be entered was a drag. I understand the concept of griefing, but if you continuously make it too hard for newbs to play, they'll quit. Then all you'll have is a slowly dwindling supply of hardcores and the game will die from lack of fresh meat. To paraphrase the Riddler,if you kill them too much, they won't learn nothing.--Sasha belle 02:45, 14 August 2010 (BST)
Why has no one provided the dupe links yet? --RosslessnessWant a Location Image? 20:47, 15 August 2010 (BST)
Yeah but those are closed. --Zamins 21:33, 15 August 2010 (BST)
- And?--User:Yonnua Koponen/signature2 21:41, 15 August 2010 (BST)
- I understand the frustration of duplicates for those who monitor the wiki day in-day out, but are dupes, never, ever allowed to be reconsidered? Even if the game and its players have changed somewhat over the last 5 years?--Mallrat TSI TKS CTD 09:21, 16 August 2010 (BST)
- Nope, never. Stupid, but that's how it works.--User:Yonnua Koponen/signature2 09:24, 16 August 2010 (BST)
- Sure they can. If the game has changed, then that means that the context of the suggestion has changed. Just cite the dupe in the summary and point out why it is different (the context). That said, I'm pretty sure this one has been duped recently, and it's not an idea most people like, I think, since screen spam is...ugh. —Aichon— 09:36, 16 August 2010 (BST)
- yeah, we tend to be pretty easy on it now (compared to when suggestions were made like every day), if you believe it's different because of the context and say it in the suggestion, well, usually that's more than enough for the userbase who are voting. —The preceding unsigned comment was added by DanceDanceRevolution (talk • contribs) 09:54, 16 August 2010 (BST).
- Sure they can. If the game has changed, then that means that the context of the suggestion has changed. Just cite the dupe in the summary and point out why it is different (the context). That said, I'm pretty sure this one has been duped recently, and it's not an idea most people like, I think, since screen spam is...ugh. —Aichon— 09:36, 16 August 2010 (BST)
- Nope, never. Stupid, but that's how it works.--User:Yonnua Koponen/signature2 09:24, 16 August 2010 (BST)
- I understand the frustration of duplicates for those who monitor the wiki day in-day out, but are dupes, never, ever allowed to be reconsidered? Even if the game and its players have changed somewhat over the last 5 years?--Mallrat TSI TKS CTD 09:21, 16 August 2010 (BST)
Shorter Radio Code
Timestamp: --VVV RPMBG 05:27, 11 August 2010 (BST) |
Type: Code simplification |
Scope: Radio whores |
Description: Now, a radio is represented in the inventory's string of code as BXXXX, where XXXX defines the frequency. However, the frequency indefinably starts with 2. Thus, you could say the code is B2XXX. But why bother having the 2 there at all? All it does is take up an extra character of code, and since each inventory can only have 50 characters of it, that means that it's lowering the potential space by something other than encumbrance. If the 2 was thrown out altogether, and all radios assumed to be on 2X.XX MHz, then it would save more space. You could have 12.5 radios, rather than just 10. |
Discussion (Shorter Radio Code)
and since each inventory can only have 50 characters of it, that means that it's lowering the potential space by something other than encumbrance. - I have no idea what this means. —Aichon— 05:36, 11 August 2010 (BST)
- Yeah, is there some documentation for this or something? I'm sure that many people's inventories go over 50 characters. Just think of how many letters there are in "shotgun shell" ^.^ Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 05:43, 11 August 2010 (BST)
- Only one. r. I suppose I should link to this. --VVV RPMBG 05:58, 11 August 2010 (BST)
- So, to be clear on this, you're saying that there is another statistic in the game besides encumbrance which dictates how many items we can carry? And that the statistic is based on the number of characters in the code that represents the items we carry? To me, that sounds more like something that should be put up on Bug Reports, since it isn't an obvious feature of the game. If anything, slap it up there and ask that he increase it from VARCHAR(50) to VARCHAR(100) or something in the database. Problem solved without all of this complicated stuff. —Aichon— 06:10, 11 August 2010 (BST)
- The slot limit only matters if you're holding multiple radios. Otherwise, it has no effect. The character limit could be increased to 125, however. --VVV RPMBG 06:25, 11 August 2010 (BST)
- Why only radios? From the description on that page, it sounds to me like it could affect any item which has a code with a length greater than half its encumbrance. Radios are certainly the worst offender, but I would imagine they are by no means the only one. And all of this is based on conjecture anyway. If he built the database using a 3NF design, which is standard practice when dealing with RMDB, then it wouldn't be stored that way at all, which would render all of this discussion moot. —Aichon— 06:45, 11 August 2010 (BST)
- It also applies to candy and Christmas lights, yeah. I have no clue clue what your fancy abbreviations mean, though. --VVV RPMBG 06:53, 11 August 2010 (BST)
- RDMB = Relational Model Database (e.g. mySQL, Oracle, etc.), 3NF = Third Normal Form (which will take a really long time to explain if you don't know what it means...I'd suggest taking a databases course at a local college or else finding some references). Long story short, storing it in the way suggested by that article goes against 3NF, and 3NF is the generally-preferred way of organizing the tables in a database due to the various properties of the design. Assuming he set it up in 3NF, then none of this discussion matters in the least, since the conjectures in that article would be incorrect. I'm not saying they are, however, just that they would be, assuming he followed standard practices. —Aichon— 08:14, 11 August 2010 (BST)
- It also applies to candy and Christmas lights, yeah. I have no clue clue what your fancy abbreviations mean, though. --VVV RPMBG 06:53, 11 August 2010 (BST)
- Why only radios? From the description on that page, it sounds to me like it could affect any item which has a code with a length greater than half its encumbrance. Radios are certainly the worst offender, but I would imagine they are by no means the only one. And all of this is based on conjecture anyway. If he built the database using a 3NF design, which is standard practice when dealing with RMDB, then it wouldn't be stored that way at all, which would render all of this discussion moot. —Aichon— 06:45, 11 August 2010 (BST)
- The slot limit only matters if you're holding multiple radios. Otherwise, it has no effect. The character limit could be increased to 125, however. --VVV RPMBG 06:25, 11 August 2010 (BST)
- So, to be clear on this, you're saying that there is another statistic in the game besides encumbrance which dictates how many items we can carry? And that the statistic is based on the number of characters in the code that represents the items we carry? To me, that sounds more like something that should be put up on Bug Reports, since it isn't an obvious feature of the game. If anything, slap it up there and ask that he increase it from VARCHAR(50) to VARCHAR(100) or something in the database. Problem solved without all of this complicated stuff. —Aichon— 06:10, 11 August 2010 (BST)
- Only one. r. I suppose I should link to this. --VVV RPMBG 05:58, 11 August 2010 (BST)
I'm not sure that is correct. I seem to recall Red have in surplus of 20 pumpkins as well as his regular inventory, and so I'd think that would go over the 50 limit, if that was the case. Also, I don't think a suggestion should be based on an article of maybes as its only reasoning.--User:Yonnua Koponen/signature2 11:49, 11 August 2010 (BST)
Dead and loving it.
Timestamp: RosslessnessWant a Location Image? 14:53, 10 August 2010 (BST) |
Type: Minor tweak |
Scope: Zombies. |
Description: The Corpse class begin the game infected. |
Discussion (Dead and loving it.)
I like.--User:Yonnua Koponen/signature2 15:59, 10 August 2010 (BST)
No, unless it's optional. Needlessly discourages playing as a survivor when (accidentally) revived, for newbies. --Thadeous Oakley 16:07, 10 August 2010 (BST)
- OH NO 17:12, 10 August 2010 (BST)
- Add a tip to seek out a hospital or a church. One of the first things a fresh new harman should look for is anyway a FAK, and if alone as an emergency item. -- Spiderzed▋ 17:04, 10 August 2010 (BST)
Indescribably Strong Keep - This is great! Helps people stick to the side they chose without knowing about windows, and encourages newbs to stay on the simpler side, doing the simpler things, that they can actually understand after the half-hearted skim of the FAQ that we can expect from them. --VVV RPMBG 20:01, 10 August 2010 (BST)
Suggest it! - Aids the most underpowered players in the game (new zombies) by making them slightly more dangerous and by making combat revives less damaging to them. Brilliant idea. --Papa Moloch 21:31, 10 August 2010 (BST)
I'd vote Keep on this, having had a babah zambah who was very quickly CR'd. Also makes sense that a new zambah would have an infection. Basically, as Ross. --KyleStyle 22:05, 10 August 2010 (BST)
Makes things tough for newbies. Plus, contrary to what was said, the infection is not the cause of becoming a zombie upon death, but is instead a pathogen that has developed in the time since the outbreak. After all, humans were able to become zombies on day one of the game, before a single zombie could've had the skill. —Aichon— 04:08, 11 August 2010 (BST)
- And yet, one doesn't lie on dead the floor, for five years, and not grow a little mold. --VVV RPMBG 04:50, 11 August 2010 (BST)
- Firstly, I feel its safe to assume that as all corpses died "during the early outbreaks" that its zombie induced. Secondly. How does this make the game tougher for zombie newbies? --RosslessnessWant a Location Image? 11:41, 11 August 2010 (BST)
- Newbies that start as zombies without much thought, get revived (from my experience with two feral characters who were zombies for much of their early life, random revives are fairly common), and might be interested in trying the survivor lifestyle upon being revived will find that they essentially have a countdown to get a FAK, yet won't have Free Run, which will result in their death shortly thereafter. It basically forces them into the zombie lifestyle. I think the lack of choice is detrimental to the way newbies should be encouraged to play the game. It strips them of options and makes it frustrating for them to try out different ways to play the game. As for your other point, I'm not saying it's not zombie induced. I'm saying it's not infection induced, which is what you said earlier in the comments. The zombies are the vector for the infection, but the infection is not the cause of the zombies, any more than the bubonic plague is the cause for the fleas or rats that carried it. —Aichon— 13:22, 11 August 2010 (BST)
- Firstly, I feel its safe to assume that as all corpses died "during the early outbreaks" that its zombie induced. Secondly. How does this make the game tougher for zombie newbies? --RosslessnessWant a Location Image? 11:41, 11 August 2010 (BST)
No. --
08:47, 11 August 2010 (BST)
No, discourages introduction to Dual Nature play. - User:Whitehouse 13:10, 11 August 2010 (BST)
No, what Aichon said.--Mallrat TSI TKS CTD 13:50, 11 August 2010 (BST)
Repair of ruined buildings
Timestamp: Cruzz 12:56, 10 August 2010 (BST) |
Type: Game Mechanics Change |
Scope: Buildings |
Description:
There are some buildings within Malton that have a repair cost of over 50AP. Since we all are restricted to 50AP these buildings can't be repaired in the moment. I'd like to suggest a possibility to repair even these ruined buildings. Every survivor should be able to reduce the total amount of repair costs by the full amount of his AP left when he repairs (parts of) the building. As an example: If I have 37AP left and the repair cost was 152AP I would reduce the cost to 115AP, but could not move any further directly. Thus, although quite dangerous, it would be possible even to repair buildings with 500AP and more repair cost that were spotted at some places in Malton. |
Discussion (Repair of ruined buildings)
You can repair the buildings - you just end up with negative AP in a repaired building with no barricades. This is often called a 'suicide repair'.
I suspect that the substance of your suggestion is a dupe of existing suggestions, there have been various ideas about changing the repair mechanism. Garum 13:39, 10 August 2010 (BST)
Fail. The biggest repair so far was 501AP, so it's actually been done.--User:Yonnua Koponen/signature2 15:59, 10 August 2010 (BST)
- 529 and you know it. --RosslessnessWant a Location Image? 17:27, 10 August 2010 (BST)
- Really? I saw someone link to 501 the other day, and assumed it was the biggest. Dermot, I presume?--User:Yonnua Koponen/signature2 00:13, 11 August 2010 (BST)
- Dermot has been dead for almost 8 months dear fellow. And his record was 329, without cades. --RosslessnessWant a Location Image? 00:23, 11 August 2010 (BST)
- I knew he was dead, I figured this was before hand.--User:Yonnua Koponen/signature2 00:24, 11 August 2010 (BST)
- Dermot has been dead for almost 8 months dear fellow. And his record was 329, without cades. --RosslessnessWant a Location Image? 00:23, 11 August 2010 (BST)
- Really? I saw someone link to 501 the other day, and assumed it was the biggest. Dermot, I presume?--User:Yonnua Koponen/signature2 00:13, 11 August 2010 (BST)
I thought at first that I was going to have to yell at people about how import it is that ruins aren't weakened but I see I don't have to argue this suggestion. It's already in place in the game (and I dislike it already). 16:07, 10 August 2010 (BST)
- It's also a dupe.--User:Yonnua Koponen/signature2 16:09, 10 August 2010 (BST)
Fail suggestion. More importantly, +1. --Dawkins [T][P!][W!][♞] is currently: having his arm torn off by a zombie. 22:33, 10 August 2010 (BST)
- Your signature is already on this page?--User:Yonnua Koponen/signature2 22:34, 10 August 2010 (BST)
Flamingo Land
Timestamp: RosslessnessWant a Location Image? 21:26, 9 August 2010 (BST) |
Type: Malton Addition |
Scope: Bringing UD closer to reality. |
Description: http://www.tourist-information-uk.com/flamingo-land.htm |
Discussion (Flamingo Land)
The teevee ad for this thing actually managed to make the Jeremy Kyle episode I saw it during even more amazing to me. 21:28, 9 August 2010 (BST)
- I've only ever seen it advertised in ESSEX. Why? --RosslessnessWant a Location Image? 21:29, 9 August 2010 (BST)
I once visited something called "Monkey World" in Dorset, 3 years ago on vacation in England. Dunno about flamingos though. Can they be used as weapons? —The preceding unsigned comment was added by MisterGame (talk • contribs) at an unknown time.
- Yeah. But they can bend, like ski poles. --RosslessnessWant a Location Image? 21:34, 9 August 2010 (BST)
- Being bludgeoned to death by a pink bird sounds cool. Keep --Thadeous Oakley 21:36, 9 August 2010 (BST)
- I like this inclusion .. Flamingo Land is up there with Lightwater Valley as one of the better mediocre days out for a family who love to queue up for hours. --Axemaniac johnson 15:09, 10 August 2010 (BST)
- Being bludgeoned to death by a pink bird sounds cool. Keep --Thadeous Oakley 21:36, 9 August 2010 (BST)
Spam - Oh, sorry, was this not yet up for voting? —Aichon— 21:34, 9 August 2010 (BST)
I am so confused. - User:Whitehouse 15:11, 10 August 2010 (BST)
- Basically its in the real malton. Like James Martin. --RosslessnessWant a Location Image? 17:28, 10 August 2010 (BST)
- Ouch, should have looked closer. Give us Flamingo Land! - User:Whitehouse 17:44, 10 August 2010 (BST)
I would Keep, because - well, why not. --Dawkins [T][P!][W!][♞] is currently: having his arm torn off by a zombie. 17:36, 10 August 2010 (BST)
Hell yes. Demolish Crooketon for this. --Sophie ◆◆◆ CAPD 01:47, 11 August 2010 (BST)
Suggestions up for voting
Suggestion:20100814 'Search X Times' Dropdown Box
Gone to voting. All DS discussion has been moved to the suggestion talk page. --
09:56, 16 August 2010 (BST)