Developing Suggestions: Difference between revisions
Line 17: | Line 17: | ||
:Hmm. How would this work with multiple groans at the same location? --{{User:Rosslessness/Sig}} 16:24, 1 October 2010 (BST) | :Hmm. How would this work with multiple groans at the same location? --{{User:Rosslessness/Sig}} 16:24, 1 October 2010 (BST) | ||
::It's not based of groans, its based off the "You feel drawn to enter this location" indicator for the individual zombies at that location. That being the case, all zombies who were outside at the same location as the groan(s) would begin moaning (as they then get that location set as where they are drawn to) and would keep doing so until: they heard a groan form another location; they moved elsewhere (including entering the building)(I think they might start groaning again if they returned to that location); they somehow picked up a scent trail for a survivor who moved to another block; they were revived; they died (though they might begin moaning again when the stand up).<br/>One effect of this is it would, for example, potentially make groaning more worthwhile when there is only a couple survivors present. Any zombie standing outside that location would then begin moaning, meaning that any zombie that walked by (say coming in from a different suburb)and saw the moaning would know something interesting was going on, even though they had been to far away to hear the groans themselves. In a way, its a bit like gesturing to the building, except you do it all the time, passively. {{User:Swiers/Sig}} 19:46, 1 October 2010 (BST) | ::It's not based of groans, its based off the "You feel drawn to enter this location" indicator for the individual zombies at that location. That being the case, all zombies who were outside at the same location as the groan(s) would begin moaning (as they then get that location set as where they are drawn to) and would keep doing so until: they heard a groan form another location; they moved elsewhere (including entering the building)(I think they might start groaning again if they returned to that location); they somehow picked up a scent trail for a survivor who moved to another block; they were revived; they died (though they might begin moaning again when the stand up).<br/>One effect of this is it would, for example, potentially make groaning more worthwhile when there is only a couple survivors present. Any zombie standing outside that location would then begin moaning, meaning that any zombie that walked by (say coming in from a different suburb)and saw the moaning would know something interesting was going on, even though they had been to far away to hear the groans themselves. In a way, its a bit like gesturing to the building, except you do it all the time, passively. {{User:Swiers/Sig}} 19:46, 1 October 2010 (BST) | ||
:::Ah, I kept saying to myself "now why would that be useful", but yeah I see what you mean now. It could defeat itself, though. If too many rely on it to find a meal then there would be fewer break ins and thus fewer groans. --{{User:Vapor/sig}} 20:07, 1 October 2010 (BST) | |||
---- | ---- | ||
Revision as of 19:07, 1 October 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
Moaning Zombies
Timestamp: Swiers 16:13, 1 October 2010 (BST) |
Type: Improvement |
Scope: Zombies outside buildings they are "drawn to enter" |
Description: Moaning would be somewhat like groaning, but is not a voluntary act, and doesn't carry past the immediate location. When viewing a scene, the description for any zombies present would be changed to reflect how many of the zombies present were "drawn to enter" the building they are standing outside, by describing them as "moaning". IE, you might see something like "There is a lone zombie here. It is moaning." or "There is a mob of fifteen other zombies here. Ten of them are moaning." |
Discussion (Moaning Zombies)
An outgrowth of my barricade frenzy idea. Not sure its technologically feasible, and it seems like zombie players are often twitchy about having thier zombies give off any information. Still, it seems like a good feral communication method. Swiers 16:22, 1 October 2010 (BST)
- Hmm. How would this work with multiple groans at the same location? --RosslessnessWant a Location Image? 16:24, 1 October 2010 (BST)
- It's not based of groans, its based off the "You feel drawn to enter this location" indicator for the individual zombies at that location. That being the case, all zombies who were outside at the same location as the groan(s) would begin moaning (as they then get that location set as where they are drawn to) and would keep doing so until: they heard a groan form another location; they moved elsewhere (including entering the building)(I think they might start groaning again if they returned to that location); they somehow picked up a scent trail for a survivor who moved to another block; they were revived; they died (though they might begin moaning again when the stand up).
One effect of this is it would, for example, potentially make groaning more worthwhile when there is only a couple survivors present. Any zombie standing outside that location would then begin moaning, meaning that any zombie that walked by (say coming in from a different suburb)and saw the moaning would know something interesting was going on, even though they had been to far away to hear the groans themselves. In a way, its a bit like gesturing to the building, except you do it all the time, passively. Swiers 19:46, 1 October 2010 (BST)
- It's not based of groans, its based off the "You feel drawn to enter this location" indicator for the individual zombies at that location. That being the case, all zombies who were outside at the same location as the groan(s) would begin moaning (as they then get that location set as where they are drawn to) and would keep doing so until: they heard a groan form another location; they moved elsewhere (including entering the building)(I think they might start groaning again if they returned to that location); they somehow picked up a scent trail for a survivor who moved to another block; they were revived; they died (though they might begin moaning again when the stand up).
Manhandle
Timestamp: RosslessnessWant a Location Image? 11:40, 30 September 2010 (BST) |
Type: Zombie Skill |
Scope: Sub Skill of Feeding Drag. |
Description: Simply put, if you're feeding dragged out of a ruined building it causes you damage, as you get scratched and ripped by the broken glass and rubble. The amount of damage is directly affected by the Decay level. So if you're dragged from a recent ruin, it causes you 1 damage, if its been ruined for more than 70 days, 10 damage. if you are killed by the drag, you die outside. XP wise, zombies gain no xp for the drag damage but do get the xp bonus if you are killed as a result. |
Discussion (Manhandle)
First manhandle Joke goes to.... --RosslessnessWant a Location Image? 11:41, 30 September 2010 (BST)
This is severely underpowered. 70 days should do 70 damage! --Aeon17x 11:55, 30 September 2010 (BST)
- Minus HP.... Now how would that work?--Thadeous Oakley 11:57, 30 September 2010 (BST)
- Well, repairing ruins could bring you into minus AP so I thought it was kinda fitting if it was possible to die while inhabiting one on minus HP. Maybe it could be expressed through significantly more clothing damage? Or the body becomes ineligible for feeding because of all the embedded shrapnel? --Aeon17x 12:59, 30 September 2010 (BST)
Good enough. Hiding in ruines has an additional risk. Makes sense. Keep. --Thadeous Oakley 11:57, 30 September 2010 (BST)
I like it, but you'd need to specify how the damage scales with the decay level. 14:38, 30 September 2010 (BST)
- I guess he's thinking something along the lines of:
- Level 1 (1 day) = 1 HP
- Level 2 (2 to 5 days) = 2 HP
- Level 3 (6 to 10 days) = 3 HP
- Level 4 (11 to 20 days) = 4 HP
- Level 5 (21 to 30 days) = 5 HP
- Level 6 (31 to 40 days) = 6 HP
- Level 7 (41 to 50 days) = 7 HP
- Level 8 (51 to 60 days) = 8 HP
- Level 9 (61 to 70 days) = 9 HP
- Level 10 (71+ days) = 10 HP
- Seems about right to me. Keeping this in line with the existing decay levels would make this easier to implement. Chief Seagull squawk 15:03, 30 September 2010 (BST)
I like it. It's kind of a dupe from erm...Duped Stuff but more to the point. --~ 15:35, 30 September 2010 (BST)
- Hey nobody think this could be a little overpowered? This is more than twice the damages a Zed could do normally. --DiSm ~ T 21:30, 30 September 2010 (BST)
- Alternative Suggestion on damage levels? --RosslessnessWant a Location Image? 22:06, 30 September 2010 (BST)
- The most obvious alternate would be:
- Level 1/2 (1 to 5 days) = 1 HP
- Level 3/4 (6 to 20 days) = 2 HP
- Level 5/6 (21 to 40 days) = 3 HP
- Level 7/8 (41 to 60 days) = 4 HP
- Level 9/10 (61+ days) = 5 HP
- But frankly, I like it as it is. I've just taken part in the first time I have ever dragged a survivor from a ruined building, so I don't think it would occur enough to be a major OP. I like the 10-stage instead of a 5-stage.--Yonnua Koponen Talk ! Contribs 22:22, 30 September 2010 (BST)
- The most obvious alternate would be:
- Alternative Suggestion on damage levels? --RosslessnessWant a Location Image? 22:06, 30 September 2010 (BST)
As I said before, this should cause non-fatal damage, like falling from a ruin does. The only reason the zombie is dragging in the first place is because he wants the survivor to survive until a babah comes along. Zombies may not want to buy a skill that forces them to kill the almost dead. That said, I don't think it needs to be a skill at all. It should just be a part of feeding drag, since it's such a trivial thing. --VVV RPMBG 23:19, 30 September 2010 (BST)
- Now thats not true at all. The only reasons I drag survivors is either A) Its Dark and I want to claw them properly, or B) I want the place ruined ASAP. I'm not helping others, just myself. Im so selfish. --RosslessnessWant a Location Image? 10:17, 1 October 2010 (BST)
Not needed, potential for screwing over those who have no other choice. - User:Whitehouse 23:30, 30 September 2010 (BST)
I like it, but Triple U has a point. Perhaps it cannot take a survivor below 1 HP? --Gat 00:11, 1 October 2010 (BST)
Trips nailed it. It needs to cause non-fatal damage, otherwise it's useless except in dark buildings. Also, the damage it causes shouldn't be too high anyway (Yonn's numbers are reasonable), since it's a 100% chance to hit and only costs 1-2AP (1AP to drag, 1AP to re-enter). That said, I'd have it do a base damage for the drag, and then add on extra damage for ruined buildings. Maybe 2HP base damage for Feeding Drag, even from unruined buildings, followed by some extra amount based on Decay (e.g. +0 for decay levels 1-4, then use Yonn's numbers as a guide for levels 5+). —Aichon— 00:13, 1 October 2010 (BST)
- I'm still wavering towards a ruin only effect. But I'm never conceding on the "Non Fatal Damage" in a world where I can be killed with a tennis racket. How about 3 for ruined, 5 for a ruin cost over 30, and 7 for a ruin cost over 70? --RosslessnessWant a Location Image? 10:25, 1 October 2010 (BST)
- Honestly, the fatal damage aspect is a killer for me. Don't get me wrong, the point you make about dying from practically anything is valid, but so many of us do drag to help others, and it's the core purpose of the skill, so neglecting it in that manner is unacceptable. As for the other damage you mention, I'd be okay with it. Were I picking numbers, they'd be just a smidgen lower, again because of the 100% chance to hit, but those ones are acceptable to me. I wouldn't vote kill on them alone. —Aichon— 12:08, 1 October 2010 (BST)
I don't think we should be making it harder to retake ruined areas - anything that is going to nerf survivors should focus on those survivors that hang out in the green zones Sanpedro 06:53, 1 October 2010 (BST)
- I don't see how it makes retaking ruins harder. You're only hiding in ruins if you're running. If you were planning to retake the ruin, you would've suicide repaired, right? So no damage from feeding drag. Besides, an additional 10 HP off isn't going to make much difference. If you got dragged outside, you're dead anyway. Almost 100% guaranteed. RinKou 07:31, 1 October 2010 (BST)
- Yep. Plus its an added encouragement to, you know, repair them before they get too ruined. --RosslessnessWant a Location Image? 10:22, 1 October 2010 (BST)
- I don't really think this hurts babah zambahz too much. If it were damage from drag from ANY building then yes but from ruins only, the impact is much less substantial to those without Memory of Life. And if the damage is nerfed down a bit, it effects them even less. They'll still likely be alive but with less HP then they might have if without drag damage (unless you wait until they're below 7HP to drag them out). --~ 14:10, 1 October 2010 (BST)
- Yep. Plus its an added encouragement to, you know, repair them before they get too ruined. --RosslessnessWant a Location Image? 10:22, 1 October 2010 (BST)
Hide in the Dark
Timestamp: -Dezonus- (talk) 05:17, 30 September 2010 (BST) |
Type: Skill |
Scope: Survivor skill, can be used by Zombies too |
Description: A dark building currently doesn't really serve any great purpose. Search rates are next to none, Attack rates halved, and Zombie grip is twice as effective (Or at least thats what I read). What if, for 5AP, you could find yourself a hiding place inside that dark building? You don't show up on the map unless another survivor or Zombie finds you...
|
Discussion (Hide in the Dark)
Nope, hiding is bad. Also as far as Kevan is concerned you've only hidden successfully if you manage to stay perfectly still for five days. --Aeon17x 05:33, 30 September 2010 (BST)
No. —Aichon— 06:18, 30 September 2010 (BST)
Urban DnD
Timestamp: Gat 03:55, 30 September 2010 (BST) |
Type: random |
Scope: Everyone! |
Description: We should totally have either...
B. Have an online DnD version of Urban Dead. Or C. Replace the RNG with a D20 Agreed, Dissagreed? |
Discussion (Urban DnD)
Umm...is this actually a serious suggestion? -Dezonus- (talk) 05:26, 30 September 2010 (BST)
No. —Aichon— 06:18, 30 September 2010 (BST)
Riot Shield
Timestamp: Mattiator 02:56, 30 September 2010 (BST) |
Type: Item |
Scope: Survivors and Zombies |
Description: Some of you might remember my infamous suggestions of olde (Dropping and Flare Six-Shot, anyone?), and I haven't suggested much in quite some time. So here we go with something I know I'd like to see. The item is known as a Riot Shield, found in Police Departments. The Riot Shield acts, in essence, as a secondary Flak Jacket when equipped, reducing damage from ALL attacks over 1 damage by 1 damage (so in essence, it doesn't make punches more worthless than they already are). To equip the Riot Shield, click on it, and for 3AP it will become equipped until you die. When you die it will remain in your inventory. Both survivors and zombies can utilize the Riot Shield. However, while the Riot Shield provides several advantages, it also has several huge disadvantages, which apply to both humans and zombies.
1. You cannot use Free Running while having a Riot Shield equipped, due to the awkwardness of holding it out while leaping between buildings. 2. All movement costs are increased by 1 AP (essentially making you as slow as a zombie without Lurching Gait) 3. Accuracy with all weapons (including claws, punch, and bite) is decreased by 10% while the Riot Shield is equipped. 4. Zombies cannot attack barricades when the riot shield is equipped 5. Zombies cannot use Tangling Grasp or Feeding Drag with a riot shield equipped 6. Survivors cannot use Syringes when a Riot Shield equipped. 7. When either a zombie or a survivor dies, the Riot Shield is automatically unequipped.
TWEAK #1: Encumbance would be 10%, because it's a large object. TWEAK #2: Now only affects attacks that do ABOVE 2 damage, to reduce newbie nerfing. |
Discussion (Riot Shield)
Dupe. Trupe. Quadrupe. Add it to the spam stack too, since this item effectively halves claw attacks from newbie zeds. --Aeon17x 03:08, 30 September 2010 (BST)
- RE: Just read through the dupes. Don't exactly see how my suggestion is the same aside from the name. I do agree with the comment on newbie zed nerfing. You think I should perhaps make the item break, or perhaps only work on damage above 2, so as not to nerf newbies. Sorry if I wasn't clear, but the disadvantage affects the person utilizing the shield, not the person attacking the person holding it. Any other ideas for improvement? Mattiator 04:23, 30 September 2010 (BST)
- If you make the item break, then that makes it even more of a dupe of the first one. And if you set it to only work on damage above 2, then claw attacks from even veteran zombies with Rend Flesh would only be as effective as that of newbie zombies. Even knives would have higher damage per AP output. --Aeon17x 04:35, 30 September 2010 (BST)
Hmm, Feeling like MW2 and/or hippy days much? --Gat 03:50, 30 September 2010 (BST)
Zombies using items makes no sense. Since meatshielding isn't nearly as important to survivors as forming a beachhead is to zombies, and this doesn't affect the latter at all once you disallow its use for zombies, it effectively becomes useless in practice, and more of a nuisance than an enhancement to the game. —Aichon— 06:20, 30 September 2010 (BST)
- RE: But zombies CAN use items, it's just generally useless because their standard attacks are waaaay better. Honestly, I think a zombie would be smart enough to think "Hmmm. I don't want to get shot, so I'll hold this big board-thing in front of me." Also, perhaps have a skill for zombies under the Brain/FleshRot tree so that they aren't screwed over if they didn't get one while alive? Perhaps Memories of Life should be required to use one? And one of the primary reasons for survivors to use it is, say, when they run out of AP in their chosen safehouse, they use a bit of AP to equip their riot shield (like, say, putting over them while they sleep) so that they have more protection, however to do that effectively (unequip in the morning to do things, and put it on at night) would require the survivor to use 6AP, a little more than 1/10th of their full AP capacity. So it's in essence a trade-off, primarily for survivors who are simply camping out in one spot, as opposed to moving around. I'm just trying to continuously improve this suggestion, because I think with a lot of tweaking it could actually work really well. Mattiator 19:05, 30 September 2010 (BST)
3 AP is a little low. Eventually, basically everybody would have a riot shield, and your last AP will always be used to equip it. Killing people just got a lot harder for no reason. Unless it's unequipable after it's equipped, but that doesn't really make any sense. RinKou 07:18, 1 October 2010 (BST)
Darts
Timestamp: Chief Seagull squawk 15:40, 29 September 2010 (BST) |
Type: New weapon |
Scope: Survivors |
Description: No, not poison darts, or blow-darts, or tranquilliser darts, but good old fashioned arrahs. Why? To complete the Shaun of the Dead references already in the game (I'm sure you remember the scene where they're fighting off the zeds in The Winchester and Shaun gets a dart in the head). Found in packs of three in Sports Stores and Pubs, throwing a dart at a target (living or dead) will produce one of two results:
You throw the dart at <target> - you miss and it bounces harmlessly on the floor. Search rates and hit rates would be the same for other sports items - a base rate of 10%, rising to 25% with Hand To Hand Combat. Encumbrance is 1% per pack of three. Possible flavour could include increasing the hit rate if you have a beer bottle in your inventory (the old stereotype of darts players playing with a pint glass in their hand) and, if your character manages three consecutive hits, they get the urge to shout "ONE HUNDRED AND EIIIIIIGHTYYYYYY!" Discuss... |
Discussion (Darts)
:) --~ 15:54, 29 September 2010 (BST)
- Hell yes! I'm imagining a (drunken) darts-referencing PK group (bagsie 'Co Stompe') finishing people with doubles and bulls-eyes and shouting scores at people. Ok, just me then... but... good suggestion, I would happily see it implemented. --BOSCH 16:09, 29 September 2010 (BST)
- Surely it should be based off firearms training? But yes, good. --RosslessnessWant a Location Image? 17:14, 29 September 2010 (BST)
- I'd think it wouldn't be based on any training, but, regardless, hell yes. —Aichon— 17:52, 29 September 2010 (BST)
- Ah yes, training - I hadn't considered that. I'd say these would be affected by Hand to Hand Combat like other sports items (increasing hit chance from 10% to 25%). There's another thing I missed as well - as these are small and relatively light, each pack of darts would only cost 1% encumbrance. Chief Seagull squawk 19:30, 29 September 2010 (BST)
- I agree, hit percentages should be increased with hand-to-hand combat. Even though it's a projectile weapon, it isn't a firearm. I'm sure you're joking about the consecutive hits part and getting the urge to shout something. When it goes up for voting, I'd remove that part. --~ 19:40, 29 September 2010 (BST)
- its an very good sugestion i saw no problen with that i would vote yes User:Omada/sig 17:40 29 september (est)
- I agree, hit percentages should be increased with hand-to-hand combat. Even though it's a projectile weapon, it isn't a firearm. I'm sure you're joking about the consecutive hits part and getting the urge to shout something. When it goes up for voting, I'd remove that part. --~ 19:40, 29 September 2010 (BST)
- Ah yes, training - I hadn't considered that. I'd say these would be affected by Hand to Hand Combat like other sports items (increasing hit chance from 10% to 25%). There's another thing I missed as well - as these are small and relatively light, each pack of darts would only cost 1% encumbrance. Chief Seagull squawk 19:30, 29 September 2010 (BST)
- I'd think it wouldn't be based on any training, but, regardless, hell yes. —Aichon— 17:52, 29 September 2010 (BST)
- Surely it should be based off firearms training? But yes, good. --RosslessnessWant a Location Image? 17:14, 29 September 2010 (BST)
I like it =D (c...c...c...COMBO BREAKER)--Gat 00:40, 30 September 2010 (BST)
Gotta admit, I really like this one. --Papa Johnny 16:46, 1 October 2010 (BST)
Martial Arts
Timestamp: -Dezonus- (talk) 10:31, 27 September 2010 (BST) |
Type: New Skill |
Scope: Survivors, Maybe Zombies too |
Description: An extension of the Hand to Hand combat skill, survivors can buy a Martial Arts skill. This raises punch strikes to 50% accuracy, gives kick strikes: 2 dam, 30% accuracy, and like a special "Finisher" 3 dam, 25% accuracy, Sorry if this gets suggested a lot, I just thought it would be cool. |
Discussion (Martial Arts)
Alright, so the first major thing to look at is this: This allows survivors to piss on newbie zombies even more? No thanks. 16AP is not a reasonable amount when the newbies need AP the most. Shadok T Balance is power 10:54, 27 September 2010 (BST)
As above, hell no to taking more AP away from zombies. User:Whitehouse 13:00, 27 September 2010 (BST)
What the fuck is this shit 17:58, 27 September 2010 (BST)
Martial arts is a huge dupe. --RosslessnessWant a Location Image? 18:37, 27 September 2010 (BST)
Someone's been playing Street Fighter a little too much. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:58, 27 September 2010 (BST)
You had me until the miniature headshot -_- I personally think it would be awsome for harmanz to use their natural weapons instead of conventional weapons! --Gat 00:14, 28 September 2010 (BST)
I've crossed out the AP, thoughts now? -Dezonus- (talk) 00:17, 28 September 2010 (BST)
- One word... Yes. --Gat 07:48, 28 September 2010 (BST)
Too trenchie. This game is supposed to be about the struggle to survive, not the quest to kill scores of zombies with your bare hands. Also, I'm against any unarmed survivor attack. --VVV RPMBG 02:56, 28 September 2010 (BST)
Only if attacking infects you, in which case this crosses from completely useless survivor skill to completely overpowered DC buff.--Yonnua Koponen Talk ! Contribs 07:54, 28 September 2010 (BST)
No, When in zombie movies have you ever saw someone going toe to toe with zombies? Nowhere, because that would be suicide. Going up to a zombie is just asking to get eaten. I mean at least with baseball bats and stuff you have some distance away from the zombie, and these weapons will hit harder then you ever will. I dont care if you took 20 years of karate, If I bash you in the head with a baseball bat, or hack at you with a fire axe, or hell even stab you with a knife, you are dead/greiviously injured. Also, theres a reason punches only do one damage. THEY CANT HIT HARD ENOUGH TO PENETRATE THE ZOMBIES SKIN.--TheWritingWriter 01:15, 30 September 2010 (BST)
If you want to pull a DnD thing there... Well then baseball bats, fire axes, and similar blunt and or slashing/blunt weapons should only do half damage :P --Gat 03:52, 30 September 2010 (BST)
Drill and String
Timestamp: Gat 15:30, 25 September 2010 (BST) |
Type: Decoration |
Scope: Survivors |
Description: Auto repair shops/warehouses now feature portable drills, an item that can only be used to harm oneself, and used for its specific purpose.
All buildings now have string/yarn, with office buildings having a higher search rate for it. When a player has an item, they can drill a hole in it, and run string through it. They can proceed to decorate the house with the item, and the description would say something along the lines of There's a (insert item) hanging from the ceiling/wall The items could not be used once drilled through. Obviously you can't string up a portable generator/museum piece/toolbox unless you have a lot of string. |
Discussion (Drill and String)
If I string up a dead body and its owner doesn't log in for five days, does it turn into a human skeleton? --Aeon17x 15:43, 25 September 2010 (BST)
- That would be epic, but would probably need a lot of string :P --Gat 21:25, 25 September 2010 (BST)
I do like it, but think it is probably a little over the top... -Dezonus- (talk) 00:18, 28 September 2010 (BST)
Junk Sculptures
Timestamp: Gat 15:30, 25 September 2010 (BST) |
Type: Decoration |
Scope: Survivors (mostly) |
Description: I was looking around a bit, and noticed that junkyards, stadiums, car parks, malls, they all have one thing in common... They have a lot of metal junk!
So I got an idea, what if, people could collect the metal benches in stadiums, and metal wires/coat hangers/etc. laying around in car parks/junkyards, and make sculptures out of them?
Does anyone else think it would be interesting to "recycle" the metallic bits laying around Malton to make beautiful works of art? |
Discussion (Junk Sculptures)
The metal junk was contaminated! (You have tetanus -- you'll now spend an additional 1AP for every action you take, except speaking. Tetanus can be cured with a first aid kit.) (30 minutes ago)
Alternatively it can have normal AP costs for everything except speaking, which costs 10 AP per message -- it's called lockjaw after all. --Aeon17x 16:00, 25 September 2010 (BST)
Only if I can make a statue like this. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 19:56, 26 September 2010 (BST)
Duct Tape
Timestamp: --~ 09:00, 25 September 2010 (BST) | ||||||||||||||||||||||||||||||||
Type: Item | ||||||||||||||||||||||||||||||||
Scope: Survivors/Zombies | ||||||||||||||||||||||||||||||||
Description: I was going to put this in humorous but thought it might warrant some Duct Tape can be found inside factories and mall hardware stores. A roll of duct tape has 6 uses (like pitol clip). Once used six times, it disappears from your inventory. Once you find a roll of duct tape, all other inventory items are instantly dropped. The reason for this is that your character has found a single replacement for all other items; they no longer feel the need to encumber themselves with them. Possible (somewhat serious) uses for duct tape
More humorous uses for duct tape
Discussion (Duct Tape)Negates headshot on kiddie zambahs. Look ma, no more holes! --Aeon17x 11:08, 25 September 2010 (BST) Blind players by taping over their eyes. (can't see map or inventory) only action available is remove tape) Only when Ravenous Bugblatter Beasts of Traal get added to UD. -- Spiderzed▋ 11:22, 25 September 2010 (BST) Only if Duct Tape is a universal weapon of choice that can do basically everything any other weapon can, from duct tape catapults, to turning a car park into a duct-tape fort! ... ... ... Cause, you know, Duct Tape is epic! Also duct tape dresses/suits >.> --Gat 15:19, 25 September 2010 (BST) Heh this is probably going to end up being a humorous suggestion. I'm going to keep adding to the possible uses to see how many I can get. Feel free to add a bullet if you think of something to add. --~ 17:11, 25 September 2010 (BST) If there's no duct tape on future-Mars, I don't know if I should support duct tape in Malton. 20:01, 25 September 2010 (BST) The more this becomes humorous, the more I want to post this link Humorous_Suggestions --Gat 06:12, 26 September 2010 (BST)
Be Able To Look At Map
Discussion (Be Able To Look At Map)I never knew everyone slept with their eyes open. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:11, 25 September 2010 (BST)
I never really bothered to read what happens when you run out of AP, I just thought you're so exhausted your consciousness returns only when you're back to positive AP and you literally cannot do anything else... except get naked, apparently you can still change your clothes in the profile when out of AP. --Aeon17x 01:42, 25 September 2010 (BST) No Chance - This was how it worked in the early game. It was changed deliberately. It's not going to be changed back. ᚱᛁᚹᛖᚾᚨᚾᛏ 07:24, 28 September 2010 (BST) Unlimited AP
Discussion (Unlimited AP)...Get out. Now. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:06, 24 September 2010 (BST) Your wish is granted, but as expected the current server won't take the load. Kevan sets it up in a new city on another server, this time it's pay to play. Only $15 a month! --Aeon17x 03:22, 24 September 2010 (BST) With unlimited AP I wouldn't get off, and that would be a problem... Still, it could be an interesting concept. 15$ a month though is outrageous though, minecraft only charges 10$ once >.> --Gat 04:36, 24 September 2010 (BST)
There'd be some lovely seiges, but, as mentioned above, the vast majority of the wiki regulars and a massive number of others in game would never log off. This suggestion would ruin too many lives.--Yonnua Koponen Talk ! Contribs 08:26, 24 September 2010 (BST) How do you decide when someone logs off? By the actual log out action, or something else? How would zombies find anyone to eat? How would buildings remain intact with no one there to meatshield? How would zombies hold ruins with no one there to block repairs? A change like this essentially makes the game much more boring and much less meaningful, since you'd see far less people and would interact with those that you did see in a much MUCH more volatile environment, which is bad for everyone. —Aichon— 08:40, 24 September 2010 (BST)
Eh, it was just an idea I thought it would be fun. I wish Urban Dead was like runescape though, that would be interesting.--TheWritingWriter 20:34, 24 September 2010 (BST)
Stockpiles
Discussion (Stockpiles)Is there anything that stops a jerk taking all the supplies? Is there anything that will stop multi abuse (I create two level 1 characters and supply them with my level 40+ character)? User:Whitehouse 13:53, 23 September 2010 (BST) While this might be the sort of thing that would happen in a real-life zombie apocalypse, having stockpiles in this game would lead to multi-abuse, as Whitehouse has already pointed out. You could specify that only members of your group could store/take items form a particular pile, but even then that could still be abused as the zerger could add his little pets to the group (see User:Rosslessness/Hmm). If there was a way this could be prevented, this may be worth looking into. ~~ Chief Seagull ~~ talk 14:25, 23 September 2010 (BST) Can I burn the stockpile and kill everyone in the room from asphyxiation? --Aeon17x 14:34, 23 September 2010 (BST) Try playing Shintolin. It has stockpiles. They are broken. It's not so much of an issue with zergers, as much as it is an issue with them promoting raiders and bandits. Shintolin doesn't punish bandits for what they do, so they absolutely flourish in the game, since they can roam from village to village, raiding and pillaging as they go along. I'd expect the same to happen here. —Aichon— 17:34, 23 September 2010 (BST) Good Idea, however it has to much potential for abuse.--TheWritingWriter 20:22, 23 September 2010 (BST) This idea is getting a lot better feedback then went I suggested it! (it got turned down by about 5 people in the first couple hours) --Gat 04:38, 24 September 2010 (BST) Right... to stop abuse, part of that is the 1AP cost, which means that aggressive survivors still have to pay some cost to pick items up (while it doesn't prevent multi, to be honest, if I have to argue how a suggestion in UD can't be abused by multi, I'm gonna loose XD). As for locking it... hmm, I dunno, only if you could have multiple (say 3) supply lockers in an area, and make it so they disappear if empty and uninteracted with for a certain period. Yes, PKers could destroy stock piles as well, but as for burning htem... naaah :P --Tabbitha Duo 15:45, 24 September 2010 (BST) (and apologies Kakashi, I wasn't aware it had being suggested)
Oh uhm... pass word the locker? Or... sigh... UD's groups aren't exclusive (in game terms) to use them to lock stuff away really. But, in the same way gennies are a public service to keep going, so would lockers be, these aren't lockers for just you, it's for everone involved in that building. In other words, I have no idea of a method that would eliminate abuse without simultaneously prevent them being used for what they should be. Which I suppose would (in the case of implementation) be just something you'd have to deal with, you needn't put down things in a stockpile unless you feel the need and if your co-ordinating with group members there's nothing to stop you from either both being on at the same time to essentially 'trade' items or to designate an out of the way building as an emergency supply and politely graffiti the consequences of people stealing from your stock pile (you could, as unfluffy as it would be, make it so the stockpiles setter can always see who used it). On the note of zergers providing for their mini zergers, I'll say (and stress) that zerging is a pretty big factor in UD, and it's difficult for me to really well... fix my suggestion against that flaw. One way I suppose you could do it is count the players locker as that player for IP detection and anti-zerg measure purposes. --Tabbitha Duo 20:28, 24 September 2010 (BST) Alright, on a brighter note... It's a community chest basically, like featured in some nwn servers. It would be filled with complete junk players wanted to get rid of, and would have the occasional valuable item... Could be interesting, and those types of things have been useful in the past games I've played. --Gat 23:17, 24 September 2010 (BST) Couldnt you put some sort of limit on it? Like the locker can only be acessed X amount of times from the same IP address?--TheWritingWriter 23:58, 24 September 2010 (BST) The IP address is a good idea, but uhm... it'd have to be at least 50 times a day so a guy with just 1 char could use it however much he wanted. As a point to junk being there, that's one of the reasons it gives XP when someone removes your items to encourage more useful items while still not preventing people having odd collections of things (because to me an integral part of UD is how much random the community inspires when presented with the mechanics)--Tabbitha Duo 10:34, 25 September 2010 (BST) Too abusable - This game would need anti-zerging countermeasures of Nexus War's calibre before anything like this can be implemented. (Hint, hint, Kevan. Talk to Jorm!) ᚱᛁᚹᛖᚾᚨᚾᛏ 07:32, 28 September 2010 (BST) i could be talking something no sense but i heard that if a zed with a "zerg flag" try to destroy a barrier it becomes a lot harder to him do it...so if there is an zerg flag something like that it could make impossible to use the stockpile-omada {17:35 ,29 september 2012 (est)}
Like below, trying out several ideas at onceDiscussion (Like below, trying out several ideas at once)Squatting Drag - Yes. You! Stoopid! Get on point!
Reversed Feeding drag could be useful, maybe if a zombie has recently killed a survivor, they could "tag" certain buildings with bloody hand prints, but nothing serious. Not big on the others. --Gat 04:33, 23 September 2010 (BST) Bullet pointed lists like this are why Santa cries (yes, Santa) when you make multiple suggestions at once.
My opinions are irrefutable. —Aichon— 04:47, 23 September 2010 (BST)
You know how you can use a UV light to see whether there have been... bodily fluids in an area, whereas normal humans won't see a thing? Putting on my devious hat. Say I'm in borehamwood, I could suicide repair a 500ap repair, get a friendly zombie to drag me outside, ruin the place, then drag me back inside. Passing zombies would just see a ruin as I idle safely out. The graffiti thing is an age old dupe, probably katthew. --RosslessnessWant a Location Image? 14:07, 23 September 2010 (BST)
RE (2): -!z -Zhingarh Bah!!z-, gramma-bangar! ᚱᛁᚹᛖᚾᚨᚾᛏ 07:36, 28 September 2010 (BST) Duped stuff
Discussion (Duped stuff)No on Bellowing Rattle. Feeding groans are only good because they never lie, unlike the otherwise overpowered radios (disinformation is a surprisingly effective tactic). If one could bellow Zaan, nah marh harmanz haarh. (Soon, no more survivors here.), even when they're the first to breach a building with 100+ survivors, they could trick the less than immediate listeners into not following the next few bellows from there. A key difference between zombies and survivors is that zombies needn't worry about trust, they just help each other kill. Don't let them lie to 4.4% of their zetheren all at once. Yes on Strong Lungs. Perhaps make it still cheaper, as in 1AP. Easy to counter, just sleep in groups of 24 or less. Also encourages coordinated cultists to work together as a team to allow one of them to bellow; Teamwork is fun. Yes on Likes it Rough. However, make it just as effective in lit, unlit, and dark buildings. Perhaps even have it do 5 damage in ruins, there's a lot of rusty nails and broken glass in those. But absolutely make it non-fatal, like falling from a ruin. No sense buying a skill that might unintentionally kill your friend's meal. --VVV RPMBG 02:51, 23 September 2010 (BST) Not terrible. Basically, I'd have two skills. Banshee Wail (Bellow Costs Reduced to 5) and Forced Removal, successfully feeding dragging a survivor causes them to lose 3hp, 5hp if the building is ruined. --RosslessnessWant a Location Image? 09:23, 23 September 2010 (BST) Clean Clothes
Discussion (Clean Clothes)You can change your clothes by clicking the Settings button. Different types of clothes are available depending on sort of building you are in (as long as it isn't ransacked or ruined). See our page on Clothes for more. Cheers, ~~ Chief Seagull ~~ talk 15:23, 21 September 2010 (BST)
Don't like it - needing to completely replace clothes gives value to some buildings that otherwise would have none, such as Mansions and Stadiums. If you want new football shoes or diamond necklaces, then repairing them is the only solution - which gives an incentive to leave your mall in the green suburb and to do something, which is good in my books. -- Spiderzed▋ 17:21, 21 September 2010 (BST) Suggested a million times, and while clothes are cool, I personally think having ripped up bloody clothes is more flavorful, and realistic, then having neat, tidy clothes. (washing them would be pointless compared to using that water to drink for another day, think of it that way.) --Gat 02:39, 22 September 2010 (BST) You can also clean bloodstains with fuel. The More You Know!™ ᚱᛁᚹᛖᚾᚨᚾᛏ 07:39, 28 September 2010 (BST) DNA Extractor Reveals Approximate HP
Discussion (DNA Extractor Reveals Approximate HP)In every case, it should require Diagnosis additionally. Would seem odd if you can estimate zombie HPs while you have no clue if a normal human being is hurt. -- Spiderzed▋ 12:57, 21 September 2010 (BST) I disagree with the flavour. The Flavour must be Cinammon. --Yonnua Koponen Talk ! Contribs 14:53, 21 September 2010 (BST) Just hit them once with an axe. Same ap, the only time I would extract to find hp if it was a new zombie I'd never encountered . --RosslessnessWant a Location Image? 15:33, 21 September 2010 (BST)
I dislike this. It's bad for flavour reasons (I'm not even particularly keen on attacks telling you a zombie's HP), and I feel it'd be a minor (not huge, but noticeable) downer for zombies. 16:13, 21 September 2010 (BST)
The only value in something like this would be to let you see the HP values of zombies that aren't at the top of the stack, but that would be overpowered. It makes no flavor sense (yes, I'm a flavor nazi) that you could find out the HP of the zombie at the top of the stack without finding out the values of those beneath it. In the end, just use an axe. —Aichon— 22:24, 21 September 2010 (BST) I have no problems with this, not a big fan, but if it went into suggestions I've vote keep for it... As long as the DNA scan had the high failure chance when it comes to rotters! --Gat 02:55, 22 September 2010 (BST) i kinda like it.. it's kosher flavored.----sexualharrison ¯\()/¯ 03:27, 22 September 2010 (BST) Overpowered. Just knife 'em. --VVV RPMBG 02:32, 23 September 2010 (BST) Sorry, I forgot about posting this :S But thanks to all for the feedback, UUU had some good points, a knife is pretty good I guess. I might leave this here for a bit to see if anyone else has any opinions on changes and stuff, then maybe just throw her away if I don't consider putting it to voting etc. -- LEMON #1 11:39, 23 September 2010 (BST) Halve all hit points
Discussion (Halve all hit points)I figured the reason why everyone's so tough to kill in this game is because we're all descendants of Keith. So having everyone literally miss half of their life is more than a bit... unsettling. --Aeon17x 13:43, 19 September 2010 (BST) MAKE IT SO 18:39, 19 September 2010 (BST) It's an interesting idea. I could see the benefits of it but also see how it would be much less beneficial to survivors. Ultimately I think it would drive away players, especially those that play strictly as survivors. Therefore I would likely kill vote it if it comes up in the suggestion portal. --~ 18:53, 19 September 2010 (BST)
The main issue I see here is Dealt in lead syndrome. Once somebody dies, they'll die again so quickly that the game loses loads of its playability. Griefing becomes ridiculously overpowered, not to mention zerging. Ultimately, it's steps to speeding up the game, the same thing as doubling AP would do. Too much could happen while somebody was offline for this to be a completely logical decision.--Yonnua Koponen Talk ! Contribs 19:04, 19 September 2010 (BST)
I don't like it, I think it will reduce fun. - User:Whitehouse 21:06, 19 September 2010 (BST) Coming from a survivor/PKer/zombie background, I have to say that I like it. Granted, it'll hurt survivors that end up in the crosshairs/claws of their enemies, but it'll help smart survivors, since it'll let them clear buildings more quickly, and it shouldn't hurt them much, since barricades are still there. That it buffs PKing is a nice fringe benefit. —Aichon— 21:36, 19 September 2010 (BST)
It encourages people to travel in large groups instead of the 1-5 survivors all huddled in a building barricading/the lone zombies trying to tough it out. Also encourages people to be a little smarter in their actions... I like it for the most part, even though there are a few ways this could be bad. (such as has Ross has mentioned, new players. --Gat 04:44, 20 September 2010 (BST) Yeah, right. Seems like newbs are the big roadblock that this suggestion has to deal with. Ideas on goodies that could be linked with this suggestion and are still minor enough to not kill it? Personally, I'd be inclined to give new zombies Digestion for free, and to give new survivors 1 bonus FAK and 1 wine/beer for free. Importing the Rage mechanic could also work to help both kinds of newbs (and would be easy-peasy, as the code already exists and would just need to be applied to Malton). -- Spiderzed▋ 08:52, 20 September 2010 (BST) Becomes way to easy to max out your characters. Firemen and Corpses basically become gods with this implementation. I'll admit it would be fun for awhile, but whats the point of making max characters so easily? also, it would be easy to grief people like this, just stand in revive points like cemeteries and kill everything, which because of the half life, becomes much easier.--TheWritingWriter 23:50, 20 September 2010 (BST)
I like the idea in theory, in practice, not so much. Everybody's listed a bunch of good reasons, so I'll add another voice to those, but the thing that gets me most is "The limit of 50AP per 25 hours is to keep the game balanced and to stop too much from happening overnight; if we doubled the recharge rate, it'd mean people getting in a hundred APs' worth of actions while other players were offline, which is enough to cross the city or deal an easily fatal amount of combat damage." Ignoring the bits about movement and barricades, there's still the point that while ferals and small groups would gain a lot of benefits, large-scale engagements won't be happening again. At least not as we know them. They'd end way too quickly. RinKou 05:30, 21 September 2010 (BST)
In a new city? Yes please. In Malton? Noooooooooooo. Call me conservative -- LEMON #1 12:20, 21 September 2010 (BST) The suggestions specifically says that UD is intended to have a slow pace, health is a big part of this, I'd kill this suggestion, sorry mate. --Tabbitha Duo 13:49, 23 September 2010 (BST) Airstrike
Discussion (Airstrike)Please note: I suggested this earlier, with some who sort of liked the idea, but thought it needed development, so now it's here -Dezonus- (talk) 01:42, 19 September 2010 (BST)
The fuck is this shit. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:32, 19 September 2010 (BST) Instead of making the long post I made in suggestions up for voting, I'll keep it simple, and sumarize it in one word... NO! --Gat 02:36, 19 September 2010 (BST) Ugh, No --TheWritingWriter 04:14, 19 September 2010 (BST) No auto-hit. Ever. --Maverick Talk - OBR 404 08:59, 21 September 2010 (BST) Sorry, just no, doesn't work, isn't interesting, is open to greiving, is over powered. Would be more interesting to me maybe if the military randomly called in strikes with a warning going out to anyone in the radius, but as a player controlled method, just no. —The preceding unsigned comment was added by Tabbitha Duo (talk • contribs) 16:26, 24 September 2010 (BST).
Suggestions up for votingZombies Feeding from a corpse infect the corpse
|