Developing Suggestions: Difference between revisions
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''HOLY SHIT A ZOMBIE JUST TORE MY EARS OFF''<br> | ''HOLY SHIT A ZOMBIE JUST TORE MY EARS OFF!''<br> | ||
''It's ok, I have a spare pair in my first aid kit'' --{{User:Alexander Dawkins/Sig}} 23:48, 29 August 2010 (BST) | ''It's ok, I have a spare pair in my first aid kit.'' --{{User:Alexander Dawkins/Sig}} 23:48, 29 August 2010 (BST) | ||
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Revision as of 22:49, 29 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
Post Offices
Timestamp: William Burns 21:19, 29 August 2010 (BST) |
Type: Building/ flavor |
Scope: both zombies and humans |
Description: In most cities around the world, there are post offices, or at least the equivalents for that region. Now in Malton, there are no post offices. I propose that some generic, non-resource, buildings are converted into post offices. These buildings would be barricadable as normal. They would have unique descriptions when both powered and unpowered. The description while powered could read "With the lights working, you can see all the undelivered mail, and the amount of it makes you want to hurt something", when the lights are off, it could read along the lines of "With no power to the lights, you can not see the mail that is waiting to be delivered". As for items and search rates inside, the only items you could find (because they governenment took everything good out of the mail when they read it) would be newspapers, firearms (postal worker rampages) and ammunition. Shotguns and pistols would both have search rates of (1%/3%), as would thier respecitve ammunition types. Newspapers, on the other hand, would be at a rate of (5%/7%). Please voice your opinions. |
Discussion (Post Offices)
Sorry, guns? In a post office? No. Not by any stretch of the imagination. I would support one post office somewhere in the city, replacing a wasteland, and only giving newspapers for searches.--User:Yonnua Koponen/signature2 21:31, 29 August 2010 (BST)
- That, and possibly also books and poetry books (as some of them must be sent by mail). But then, what would the point of a post office be that a library or mall bookstore doesn't already fulfill? -- Spiderzed▋ 21:39, 29 August 2010 (BST)
- That's why I like the idea of only one. One unique building would likely spawn a group to defend it, and so that would be more interesting.--User:Yonnua Koponen/signature2 21:50, 29 August 2010 (BST)
Small post offices are too small and insignificant to count for anything, and like houses, are represented simply as street. Large ones operate out of Office Buildings. --VVV RPMBG 22:35, 29 August 2010 (BST)
- Postal worker bag! Just like the Flak Jacket, it has a special effect. makes it to where you can carry 10% more stuff in your encumberence if you have it equiped! Because you can carry stuff in it. What do ya think? put it up for voting! I like it!-- Jerrel tlk (82nd!) (Project Unwelcome!). 22:37, 29 August 2010 (BST)
Instinctive Gait
Timestamp: Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:22, 28 August 2010 (BST) |
Type: ffs |
Scope: Starting Zombies |
Description: Why not give newbies who start as zombies Lurching Gait? They already have it pretty rough trying to find food and taking 15AP headshots, and it's not like this is any worse than giving scouts Free Running. Maybe add LG to the RM, maybe replace it, I'm not sure. Discuss. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:22, 28 August 2010 (BST) |
Discussion (Instinctive Gait)
Vigour Mortis is definitively the most important skill (as it's the means to gain XP at all), so it shouldn't be taken away at all. I'd be favourable towards a single extra skill for zombies, but I think it's a dupe. (One of the many suggestions for military and scientist zombies had extra skills depending on class linked to it, I think.) -- Spiderzed▋ 19:29, 28 August 2010 (BST)
How about just removing the daft 2AP cost altogether?--User:Yonnua Koponen/signature2 20:38, 28 August 2010 (BST)
Well we now have a new function where we get directions to the nearest groan, why not add a follow button which when clicked moves you one step towards the groan for 1AP with or without Lurching Gait. It would help newbies be able to level without giving them another skill. On the other hand, it would suck to follow it and find a closed door, but at least you moved somewhere. - User:Whitehouse 21:15, 28 August 2010 (BST)
I like the concept. Don't touch VM, but make LG more available. Maybe start with both, maybe import rage, maybe allow babahz to lurch in sync with their instincts. Either make it easier to get or make it less vital. --VVV RPMBG 22:50, 29 August 2010 (BST)
Zombie Slap
Timestamp: •▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:30, 28 August 2010 (BST) |
Type: Allow zombies to slap with newspapers |
Scope: Zombie with newspapers |
Description: Pretty basic. If survivors can slap others around with newspapers, why can't zombies do the same? |
Discussion (Zombie Slap)
Thoughts? Comments? Too short? Too long? What is it? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:30, 28 August 2010 (BST)
- The zombie equivalent is currently clawing a person once and then saying "HAGZ!" Giving them the ability to use objects doesn't make sense to me, I'm afraid. —Aichon— 03:41, 28 August 2010 (BST)
- They can already use melee weapons, so yeah. RinKou 11:08, 28 August 2010 (BST)
- As Aichon. I cannot see a zombie hitting somebody with a newspaper. Gesture at them instead.--User:Yonnua Koponen/signature2 11:10, 28 August 2010 (BST)
- It makes some sense that a zombie could wield whatever object happened to be in their hands upon death, and in fact the game allows for zeds to cycle through their inventory and select specific blunt objects from their inventory. On the other hand, perhaps zombies couldn't grasp the idea of rolling a floppy plane into a cylinder and using this as an ineffective means of attack. So flavor-wise I can see either argument. I'm on the fence.--GANG Giles Sednik CAPD 13:43, 28 August 2010 (BST)
- The way I see it, zombies already have a system of emotivism through the gesturing. Pointing easily achieves the same effect, as does Aichon's suggestion.--User:Yonnua Koponen/signature2 20:40, 28 August 2010 (BST)
- It makes some sense that a zombie could wield whatever object happened to be in their hands upon death, and in fact the game allows for zeds to cycle through their inventory and select specific blunt objects from their inventory. On the other hand, perhaps zombies couldn't grasp the idea of rolling a floppy plane into a cylinder and using this as an ineffective means of attack. So flavor-wise I can see either argument. I'm on the fence.--GANG Giles Sednik CAPD 13:43, 28 August 2010 (BST)
As for private signaling, there are sports weapons and toolboxes. 10% hit chance, but being hit by a zombie wielding one is outstanding enough to understand that it's an attack to communicate, not to kill. -- Spiderzed▋ 20:42, 28 August 2010 (BST)
- I like it, but I think you need a better name, because this one sounds a little stupid. The3pwv 21:53, 28 August 2010 (BST)
- The name is completely irrelevant. --☭ Soviet Russia ☭ is currently: having his arm torn off by a zombie. 22:02, 28 August 2010 (BST)
Rend Ears
Timestamp: Gat 02:57, 28 August 2010 (BST) |
Type: Skill |
Scope: Zombies |
Description: "Zombies begin to find new ways to reduce the efficiency of their food, looking into new techniques of damaging them. All around Malton, survivors can find zombies chewing on the ears of unfortunate survivors..."
Basics: On the dropdown menu for an attack after grappling a survivor, a zombie who takes this ability recieves a new option called "rend ears" this ability is a bite attack that deals half damage, but has the same effects as a regular bite attack from the zombie. Instead of attacking a survivor in general, the zombie instead attempts to make a "called shot" at the survivor's ears. Effects: A survivor attacked by rend ears will find themselves unable to hear things such as feeding groans, and radio broadcasts. They also find themselves only able to pick up partial messages that players say. This effect stays active until they either A. Use a FAK, or B. Die. (where it is assumed a zombie's natural regenerative processes would fix this problem) Location: Found under Digestion, or Memories of Life. |
Discussion (Rend Ears)
So, it'd basically let a zombie not only infect a survivor but render them useless as a team player until they had been FAKed, all for the cost of a single bite? I do think that Infection is underpowered at the moment, but this is not the answer. To me, this seems awfully overpowered, as well as something that would greatly diminish the fun of playing. —Aichon— 03:44, 28 August 2010 (BST)
Last I checked, the game's about zombies, not Mike Tyson. RinKou 11:10, 28 August 2010 (BST)
HOLY SHIT A ZOMBIE JUST TORE MY EARS OFF!
It's ok, I have a spare pair in my first aid kit. --Dawkins [T][P!][W!][♞] is currently: having his arm torn off by a zombie. 23:48, 29 August 2010 (BST)
Memberance of music
Timestamp: Gat 02:43, 28 August 2010 (BST) |
Type: Skill |
Scope: Zombie |
Description: Zombie: "The dead that walk the streets have been acting strangely, seemingly attracted to louder areas. According to the necrotech employees scattered around Malton, their naturally regenerative abilities have seemed to mutate, giving them advanced hearing, and the ability to comprehend sounds they were familiar with in life.. It has also been shown that this regenerative ability is counteracted by revivification methods."
Basics: As a zombie, the player can hear gunshots from pistols and shotguns coming from OUTDOORS up to 3 buildings away, but can only tell the direction, not the exact location. If standing outside a building when gun fire occurs, they will get a message saying... "You hear the sounds of gunfire coming from inside the building." If 10 or more things are said in a building that a zombie is standing over within a 4 hour time span, the zombie will recieve the message "you hear a series of murmurs, and sounds from within the building." If 30 or more things are said within a 4 hour time span, the zombie will recieve a message saying "There seems to be quite the commotion inside the building!" meanwhile, zombies up to 1 building away will get the message "you hear a series of sounds nearby..." Finally, if a zombie is within 2 buildings of a powered club, the following will appear in the description of their current location: "You hear the sounds of music bellowing from (insert direction, but not exact building here)" (these will not spam, only be said once until the zombie player logs in/out) This skill would be located under Memories of Life, since the zombie would be remembering the sounds from the different stages of the outbreak/past experiences. |
Discussion (Memberance of music)
I found one. Now to hunt down the other possible dupes... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:57, 28 August 2010 (BST) By all means, a survivor should always be able to tell the direction of gunshots, since they are frikkin GUNSHOTS... But a zombie would probably have to remember their sounds from when they were alive to be able to tell it was a gunshot, and not just another loud boom sound. Just wanted to clear that up ^_^ --Gat 03:04, 28 August 2010 (BST) EDIT: Also, there has been a past suggestion for just about everything, doesn't mean it can't be changed slightly and renewed!
- Lemme tell ya something. All the guns in UD are seemingly equipped with silencers. There are no gunshots. ;) --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:09, 28 August 2010 (BST)
Not a fan. I think that any sounds or visible objects (e.g. flares) that players should see or hear in the game should be actively produced, rather than passively produced. That is, in the case of Feeding Groan, Bellow, and flares, the player has to actively click on a button that generates that notification for other players. If someone were to fire weapons and others were to get notified, not only would it generally be spamtastic (though you address that issue to some extent), it'd give out far too much information but also decrease the signal:noise ratio. Either way, it's bad for everyone. —Aichon— 04:23, 28 August 2010 (BST)
Zombie Safehouse
Timestamp: RosslessnessWant a Location Image? 19:10, 26 August 2010 (BST) |
Type: Zombie Skill |
Scope: Zombies |
Description: Basically Im bouncing ideas. Zombies in a ruined building can make it their safehouse (lair? domain? charnel house? ) Cost would be something. Suggested Position in skill tree, below Ransack . Benefits? Who knows, but i'd suggest something like. Stand up cost reduced by 1ap, or the ability to hear feeding groans inside the building (you ransack the place further, punching holes in the walls) or ruin costs accelerate. Something like that. Anyway, its a skeleton. Discuss. --RosslessnessWant a Location Image? 19:10, 26 August 2010 (BST) |
Discussion (Zombie Safehouse)
Chance to avoid attacks at 10%?--User:Yonnua Koponen/signature2 20:10, 26 August 2010 (BST)
- I'd rather an advantage to zombies than a disadvantage for survivors. --RosslessnessWant a Location Image? 20:44, 26 August 2010 (BST)
I don't really see much sense in it, as the imperative of a zombie should be to stay mobile and look for new targets.
Hearing feeding groans inside would take away one of the few important decisions (to stay inside and hinder cading/reclamation,or to stay outside and hear groans), so I'm not too keen on it.
Accelerated decay sounds more fun (and like something some FU's would love to do to Fort Feral), but how should it work? Should the game check at server refresh (when the ruin counter goes up) if the zambah is inside his fave barn? Should the zombie invest APs after "scouting" his barn? -- Spiderzed▋ 20:54, 26 August 2010 (BST)
- Its difficult, because your thoughts on zombies are that they should move about. Ironically thats my idea of what survivors should do. Perhaps every zombie inside their safehouse at server reset adds 1ap to the ruin cost? --RosslessnessWant a Location Image? 21:36, 26 August 2010 (BST)
- So the RRF (or zergs for that matter) send their 100 accounts in to a building before midnight and make it so hard to regain that it's parallel with being ruined for 3 months?--User:Yonnua Koponen/signature2 23:06, 26 August 2010 (BST)
- And yeah, that was the first thing that occurred to me too. I could just see some of the famous buildings in Malton either being perma-ruined, or else the unfortunate survivors that repair them being comatose for weeks or months afterwards. —Aichon— 23:36, 26 August 2010 (BST)
- I also find it highly likely that somebody would soon find the upper bound of Kevan's system and break the game in some unpredictable way.--User:Yonnua Koponen/signature2 23:40, 26 August 2010 (BST)
- And yeah, that was the first thing that occurred to me too. I could just see some of the famous buildings in Malton either being perma-ruined, or else the unfortunate survivors that repair them being comatose for weeks or months afterwards. —Aichon— 23:36, 26 August 2010 (BST)
- So the RRF (or zergs for that matter) send their 100 accounts in to a building before midnight and make it so hard to regain that it's parallel with being ruined for 3 months?--User:Yonnua Koponen/signature2 23:06, 26 August 2010 (BST)
6AP to set, decay rate doubles. Doesn't stack, even if multiple zeds do it, which they can. This mirrors the six-days-to-break-even functionality of safehouses. 21:42, 26 August 2010 (BST)
I'm with Spiderzed on this one. Zombies are supposed to move around by nature. While I really dig groups like the Daubeney Resident Zambahz or the SFHNAS since they're both awesome groups and make things fun, I feel that, in general, zombies are supposed to follow the food source, wherever it may go, and that means moving with the survivors and giving chase if the survivors flee. I feel that survivors should be moving too, but, given the genre and lore, survivors making safe houses makes a lot more sense than zombies having dens/lairs or the like. —Aichon— 22:47, 26 August 2010 (BST)
An Extra Character a Day
Timestamp: •▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 16:30, 25 August 2010 (BST) |
Type: More IP hits, enough for just one more character |
Scope: Everyone |
Description: When there were over 50,000+ characters roaming Malton, I thought it was pretty reasonable to keep the IP hits at 160, even if it was just to keep the server from overloading. But with the population currently at less than 20,000 characters, I think the IP hit should be adjusted from 160 to 210, just to allow one extra character per player to be played. That is, of course, until the population reaches 50,000+ again... |
Discussion (An Extra Character a Day)
I'm assuming many of you probably won't like this, but how will I know until I post it? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 16:30, 25 August 2010 (BST)
I'm indifferent to it, really. I guess I could get on board, but I've not found myself playing my alts enough recently to hit the 160 limit often. 16:42, 25 August 2010 (BST)
I hit the limit every day, and still I wouldn't back this. I find it sufficient. Pay or play with 3.--User:Yonnua Koponen/signature2 16:46, 25 August 2010 (BST)
I've run into enough friends who haven't donated and really can't enjoy certain aspects of the game as fully as those who have donated that I want to lean in favor of it. That said, I also know that the game only goes as long as money keeps coming in to cover the costs, and making it easier to do the things that usually are reserved for paid characters isn't a good idea in that regard. I guess, in the end, for the good of the game, I'm slightly leaning towards "no". —Aichon— 21:33, 25 August 2010 (BST)
If Kev creates another city, then Yes, otherwise, nay.--RosslessnessWant a Location Image? 21:37, 25 August 2010 (BST)
Someone on the FOM suggestions system once said "if people are making suggestions begging for P2P benefits to become free then we know it's doing its job." This is similar imo. Honestly, you only need to pay for your main and you're usually set for your alts, assuming your main will take up the most IP hits and attention. So, yeah, it's 5 bucks, and it's for a good cause (especially if you use UD/Wiki as much as we do), and it lasts a lifetime. -- LEMON #1 11:14, 26 August 2010 (BST)
Proud Sponsor of Urban Dead! | |
Revenant decided to stop being a cheapskate and donated to Urban Dead. So what's your excuse? |
ᚱᛁᚹᛖᚾᚨᚾᛏ 13:06, 26 August 2010 (BST)
I have donated for each and every of my current alts (and even for some that are idled). That being said, I'd be in favour of amending the IP limit, and if alone to make the town more lively. It's not like zerging will be made much worse by it - the majority of zergs use anyway proxies and aren't subject to the IP hit rules as honest players are. -- Spiderzed▋ 20:57, 26 August 2010 (BST)
- Judging from the ratio of like/dislike comments, there's more dislike...Maybe I should have increased donated IP as well from 300 to 400...If most people don't agree with that, well, we can toss this suggestion. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:45, 26 August 2010 (BST)
Extend scout safehouse to ruined buildings
Timestamp: User:Yonnua Koponen/signature2 11:01, 25 August 2010 (BST) |
Type: Possible overpowered |
Scope: Ruined buildings |
Description: Right. As it stands, the recent update (but not too recent) did very little with it's scout safehouse feature, and did nothing towards helping survivors. Hence, I would suggest to extend the ability to scout safehouses to ruined buildings. There are several reasons for this.
First a flavour reason: Due to the massive amounts of damage caused across the city, survivors have begun to set up shop in ruined buildings, using any shelter avaliable to hide from the zombies that haunt the streets. - I think it adds a high level of flavour for survivors to be hiding not just in pristine buildings, but in ruins as well. It would also encourage Hiding in Plain Sight, which is an under-rated tactic, imo. Secondly, a strategic reason. Currently, other than in mall seiges, there's very little to gain from the update. What I propose would allow people to do the one action people usually do in ruins; repair, more easily. Now, what this would entail is 31AP to be spent on the ruin before the repair begins, so this would mainly effect suicide repairs, or repairs greater than 32AP. It would then provide a gamble of whether the action would be successful or not. There would be a 10% chance to de-ruin the building with AP to spare, but most of the time you'd be running the risk of sleeping in a ruined building for the night. Third, a tactical / increasing fun reason. This would mainly apply to suburbs which have been ruined for over a month. From what I've seen (playing in a suburb that's been ruined for 18 months) lots of survivors quit the game because their home suburb is ruined permanently. What this suggestion would mean is a higher turnover rate for ruined suburbs. Instead of being permanently ruined until the horde moves on, they would be easier to take after a month. They also wouldn't get to the point of every building being 500AP+ and requiring survivors to organise 100 people just to survive a day. However, I see that this suggesstion is potentially overpowered. And by potentially, I mean completely. What was 500AP can now be reduced to 31. Now, with a bit of maths, if 1 in 10 times it's reduced, the average is made 453. For a 200Ap building, the average is made 183. For a 100AP building it's 93. Overall, it would be a 3-9% decrease in the power of ruins. Short version: Scout safehosue usable in ruins. Adds flavour, tactical suburb turnover, and gives a use to SS in big ruin repairs. There would be a 3-9% decrease in the power of ruin. Thoughts?--User:Yonnua Koponen/signature2 11:01, 25 August 2010 (BST) |
Discussion (Extend scout safehouse to ruined buildings)
Thoughts? Point number 5 under "Please Read Before Posting". Otherwise, I agree that the truth of the safehouse update is somewhat disappointing as a survivor, but I think that the ruin factor of it is necessary. Now, if we wanted to talk about knocking the cost for scouting in half... —Aichon— 11:18, 25 August 2010 (BST)
- In my opinion, the update required no adjustment. It essentially merited no change, and most people have already come to solid conclusions on it. I see this as patching a hole in an update which really didn't do much.--User:Yonnua Koponen/signature2 11:20, 25 August 2010 (BST)
I dislike this. 16:13, 25 August 2010 (BST)
I have yet to use Scout Safehouse for precisely this reason. ᚱᛁᚹᛖᚾᚨᚾᛏ 13:08, 26 August 2010 (BST)
No. Ruins are already far underpowered, HIPS is overpowered, and it would do away with the zombie mobility Kevan just created. --VVV RPMBG 04:46, 28 August 2010 (BST)
Flaming Carved Pumpkins
Timestamp: ~ 20:45, 23 August 2010 (BST) | ||||||||||||||||||||||||
Type: Item Creation | ||||||||||||||||||||||||
Scope: Survivors with a flare for the dramatic | ||||||||||||||||||||||||
Description: Survivors with the items pumpkin, knife, gas can, and flare may create a flaming carved pumpkin projectile capable of doing 17 damage (2 base damage plus 15 fuel-soaked clothing damage). If all required items are in one's inventory, clicking on a pumpkin produces the text using your knife, you carve a face into the pumpkin. Pouring gasoline inside, you stand back and fire your flare gun. This combination of actions costs 5AP and adds a flaming carved pumpkin to your inventory. The flare gun, gas can and uncarved pumpkin are removed from inventory. Carrying the flaming carved pumpkin will cause a loss of 1HP per action similar to infection and the pumpkin will extinguish after 10 actions. An extinguished pumpkin is lost from your inventory and is assumed to have completely burned away. The flaming carved pumpkin can be used as a projectile weapon with base 10% accuracy. Survivors with hand-to-hand combat have 25% accuracy. A successful hit with the flaming carved pumpkin causes the usual base 2 damage plus an additional 15 fuel-soaked clothing damage.
Discussion (Flaming Carved Pumpkin)If this is a holiday special item, then my opinion is this: Holiday special things shouldn't do damage. They should just be collectible clothing, decorative items, or flavour text (Well, for the decorative items, then sure, but with very low damage). --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 20:48, 23 August 2010 (BST)
Not a fan of crazy four-item combining tricks myself.--User:Yonnua Koponen/signature2 20:59, 23 August 2010 (BST) Self HarmDiscussion (Self Harm)Nicely done. Without running the numbers or whatever I'd say it sounds quite reasonable.--GANG Giles Sednik CAPD 19:26, 21 August 2010 (BST) 85% accuracy and 2 damage gives 1.7 damage per attack, meaning you can take down 30 hp in 17-18 AP, and 25 hp in 14-15 AP, assuming average success for those numbers. You die faster than you would of infection, and probably stand up with about 30-35 AP, but you do have a point about not spending those pre-death AP on doing anything otherwise useful. Maybe this will get a better reception. --Nuisance 22:48, 21 August 2010 (BST)
I'm sensing if this gets implemented, we'll be seeing a lot of emo people in Urban Dead soon... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:21, 21 August 2010 (BST) I like it, both in regards of flavour as in regards of mechanics. There must be some desperate people who'd rather cut themselves than let themselves be eaten by zombies, as well as weird cultists sacrificing themselves to whatever dark power. In other news, I wanna start a new DC group called Judean People's Front Crack Suicide Squad -- Spiderzed▋ 02:43, 22 August 2010 (BST) Nah. I'm over suicide based suggestions. -- 02:52, 22 August 2010 (BST)Hell no. It defeats the purpose of HAVING BARRICADES. --Zamins 02:20, 23 August 2010 (BST)
Jump off a building if you want to die--CorndogheroT-S-Z 01:34, 26 August 2010 (BST) Self-harm was deliberately removed from the game. ᚱᛁᚹᛖᚾᚨᚾᛏ 13:11, 26 August 2010 (BST) Syringe Priming
Discussion (Syringe Priming)Hmm. Personally. I'd make one of them cost an additional ap. Probably the revivification. --RosslessnessWant a Location Image? 16:44, 21 August 2010 (BST) Would make clearing salted NTs even more easy than it is already. Also, revives are already too cheap as they are, so I'm not keen on anything that saves even more APs for them (even if it's just banking APs in advance). -- Spiderzed▋ 16:50, 21 August 2010 (BST)
What if they have an expiration date? Like once primed you have to use them within How about this - syringes that are manufactured (20AP in a powered NT) only cost 5AP to revive with, abd have a different name to differentiate them from regular syringes. That way you can still bank up the AP for a big suicide revive, but it takes a committed effort and makes it a strategic thing and not just a way to make things easier. Spend a week gathering these manufactured syringes and you can easily strafe a ghost town, but for regular revives they aren't worth it. 19:02, 21 August 2010 (BST)
Reopen Monroeville
Discussion (Reopen Monroeville)It's Kevan. ᚱᛁᚹᛖᚾᚨᚾᛏ 09:42, 20 August 2010 (BST) I'd say not. If they reopened Monroe, it would detract a bit from Malton (which already has a dwindling population). Not good. Shadok T Balance is power 13:08, 20 August 2010 (BST)
-- Jerrel tlk (82nd!) (Project Unwelcome!). 13:11, 20 August 2010 (BST) Ya. Or make a new city that doesn't share the shit aspects of the other 2 temp ones. -- 13:14, 20 August 2010 (BST)
Used Needle
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)
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 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)
I do find it a bit sad that the only people in the game that will do the classic zombie movie move of dropping dead in a "safe" place and then getting up to attack are death cultists and DNP followers, and in practice the dual natures almost never do because it's trivially easy to cure infection if you're playing as a survivor.--Nuisance 19:21, 17 August 2010 (BST) Question - What if I have an empty needle and I'm in a powered NT, does this mean I can make a new syringe for half the cost since I already have an existing needle? Another Question - Can I chose to stab others? If so is 1AP fair? In theory I can waltz into a mall, spend the night and then stab 25 people and infect them before just walking away. Last Question - Assuming I jam a large needle into your neck I would imagine this should do some minor damage to you, so should it get a damage percentage, if your talking its 100% chance to infect someone then is it 100% chance of dealing 1 damage? I lied - Now the infection itself has been around for quite some time, its a pretty decent theory that some people are going to be more immune to the effects of it, being situations where they have been infected so much their body has started to build immunities to said virus, also some people are just naturally immune to some things, so should this be 100% chance of infecting people, should it be 50% maybe a little more, kinda based on your hand to hand skill (so if I'm better at hand to hand I'm more likely to jam a needle into a major vein or artery versus being a total newb with fighting and I just kinda stab at you with a needle and scratch your finger) -- 00:56, 18 August 2010 (BST)
If it allows zombies or DCs to bypass barricades with none of the tedious and difficult risks associated with obtaining a current infection, then I don't like it. Even if this isn't allowed to infect other players, any parachutist can drop into a building with about 20 AP free to start spreading the germs; they even leave the further obstacle of their own removal. I've read the above arguments on parachuting and find myself unswayed. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 00:11, 21 August 2010 (BST) Oh god no, it gives zombies a huuuge advantage. --Zamins 07:05, 21 August 2010 (BST)
This basically breaks the significance of barricades, which is a core game mechanic. Right now, parachuting death cultists aren't a significant issue, since they have to coordinate with a zombie in order to gain infection. With this addition, a group of death cultists could sneak into a mall and infect themselves, completely circumventing barricades. Almost game-breaking, to say the least. --Warbird108 16:25, 21 August 2010 (BST)
--- Blood Injection
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)
Even if it had been typed in English, this would still be monumentally stupid. --Papa Moloch 06:14, 17 August 2010 (BST) Why would injecting a zombie with blood damage it? After all, their raison d'etre is to slurp on our brainz. Chief Seagull squawkFree running! 15:22, 20 August 2010 (BST)
Who barricaded?
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)
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. -- 02:10, 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: 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)
You do know there's an option to turn off barricading messages already... Right? --Zamins 02:23, 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)
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)
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)
Dupe de doop de dewp. (Ad nauseum, to boot.) ᚱᛁᚹᛖᚾᚨᚾᛏ 18:09, 17 August 2010 (BST)
Shorter Radio Code
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)
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)
Suggestions up for votingSuggestion:20100814 'Search X Times' Dropdown BoxGone to voting. All DS discussion has been moved to the suggestion talk page. -- 09:56, 16 August 2010 (BST) |