Developing Suggestions: Difference between revisions

From The Urban Dead Wiki
Jump to navigationJump to search
(→‎Rifle: Cycling)
Line 116: Line 116:
----
----


===Finally, a simple headshot nerf that benefits everyone who's dead===
{|
|'''Timestamp:''' {{User:Misanthropy/Sig}} 21:13, 7 November 2010 (UTC)
|-
|'''Type:''' Change to headshot functionality
|-
|'''Scope:''' All zombies
|-
|'''Description:''' Basically, Headshot would work as normal initially - adding 5 AP to the stand up cost. However, with each AP tick that the affected zombie gains, this 5 AP penalty is reduced by 1, so that in one hour, the additional cost it 3 AP, and by two-and-a-half hours, it's negated entirely.


What would this do? It'd mean that casual players who log in once or twice a day will be much less likely to waste 5 AP just to be able to play for the day. It'd also mean that in sieges, ?rise is still taking the same penalty to work as it does now. In a nutshell, it helps slower, more casual or newer players without harming real-time combat or sieges in any real way. Still gives headshot a lot of use, as it will still slow zombies down - the 5 AP now becomes a real-time bonus, where the attacking survivor can spend 5 AP now and gain it back in those 2 1/2 hours that the zombie player must wait to ignore the headshot; and if they chose to stand earlier, they still suffer the AP penalty. The AP tick was chosen as it's regular and simple, and flavoursome - as the zombie recoups its energies, it also shakes off the pain and shock of the injury.
|}
====Discussion (Finally, a simple headshot nerf that benefits everyone who's dead)====
I can't help but feel this encourages players to ''not'' play the game.--{{User:Yonnua Koponen/signature3‎}} 21:32, 7 November 2010 (UTC)
:The same way having less AP does? You're just trading time before standing for time after, really. {{User:Misanthropy/Sig}} 21:34, 7 November 2010 (UTC)
::But time when you're invincible is undoubtedly better.--{{User:Yonnua Koponen/signature3‎}} 21:36, 7 November 2010 (UTC)
:::The trade-off being delayed play and the inability to ?rise with it. {{User:Misanthropy/Sig}} 21:41, 7 November 2010 (UTC)
::::Exactly, the positive encourages people to have "delayed play" - to sit there not playing the game, when we should be encouraging more people to play the game.--{{User:Yonnua Koponen/signature3‎}} 21:42, 7 November 2010 (UTC)
:::::I fail to see how playing slightly later is any worse than not being able to play as much, though. {{User:Misanthropy/Sig}} 21:47, 7 November 2010 (UTC)
::::::Most people log on once a day, especially the "casual players" you claim to be championing. This would take a whole day out of their play cycle, by encouraging them not to log on just after you've been headshot.--{{User:Yonnua Koponen/signature3‎}} 21:51, 7 November 2010 (UTC)
:::::::No it wouldn't. If they've taken a headshot right before logging in, it's no different to how it is now if they stand up right away. For that kind of player, it's only upside or no change. {{User:Misanthropy/Sig}} 22:04, 7 November 2010 (UTC)
::::::::You seem to have misunderstood what I'm trying to say.--{{User:Yonnua Koponen/signature3‎}} 22:48, 7 November 2010 (UTC)
:::::::::Apparently so. You said it'd take a whole day out of their play cycle - but no one would ever waste 50AP to save 5AP, those people would simply just play at that time normally and take the full 5AP headshot penalty rather than not play at all for that day. {{User:Misanthropy/Sig}} 20:17, 8 November 2010 (UTC)
::::::::To get around the one-a-day casual player getting headshot right before they login, maybe have it not take affect if a headshot player's AP = 50?-[[MHS|<span style="color: Black">'''MHS'''</span>]][[User_Talk:MHSstaff|<span style="color: DarkBlue">'''staff'''</span>]] 01:56, 8 November 2010 (UTC)
I actually like it. I might lengthen the time a bit (one off per hour), but it seems reasonable to me. {{User:Aichon/Signature}} 22:13, 7 November 2010 (UTC)
Improved Relentless, I like it. [[User:Whitehouse]] 01:11, 8 November 2010 (UTC)
:I don't like it, headshot is pathetic already given that it's supposedly the one way to put a zombie down for good.--{{User:Mallrat/sig}} 03:25, 8 November 2010 (UTC)
----


===Self Harm mk 2===
===Self Harm mk 2===

Revision as of 01:16, 17 November 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.

Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing

Developing Suggestions

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

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

Further Discussion

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

Resources

How To Make a Discussion

Adding a New Discussion

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


Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
  • Substitute the text in RED CAPITALS with the details of your suggestion.
  • The process is illustrated in this image.
{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change.
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
  • Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past month may be cycled without notice.


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


Suggestions

Sticky Notes

Timestamp:--keepster33 21:57, 16 November 2010 (UTC)
Type: New Items
Scope: Survivors
Description: I've felt that for the longest time that this particular zombie apocalypse is missing a certain human element. And for this reason I feel that we're overdue for sticky notes. The sticky notes could come in packs of 5 to 10 where upon use you see You stick a note to the wall "Pick up eggs, milk, and brains." (Uses 1 Ap of course) Upon seeing it you receive the message You see a note on the wall "Pick up eggs, milk, and brains."

Any person in the building can tear one down per 1 Ap You rip a sticky note from the wall tearing it up and throwing it on the floor

And only 5 notes could be up at a time (in order to reduce server stress.) You tear down the oldest note and replace it with your own stating "Already went to the store." It's similar to spray paint, but it has a different flavor. And yes they can stack on top of spray paint.

Discussion (Sticky Notes)


Chainsaw

Timestamp: Red Eyes-Dezonus-Red Eyes (talk) 22:43, 12 November 2010 (UTC)
Type: New Weapon
Scope: Survivors
Description: What Zombie apocalypse is complete without at least one lunatic running around with a chainsaw?
  • Base damage per hit: 5.
  • Base to hit %: 10% 15% (Raised due to loss of skill).
  • Upgraded to hit %: Hand to hand combat + 15%, Body Building (Because you're stronger) +5%, new Lumberjack skill, +30%.
  • Any other special abilities: Highly affective on Baricades. Attacking a fueled generator risks blowing it up, causing 10hp damage to yourself (May kill you). A chainsaw can be heard from a couple of blocks away.
  • Encumbrance: 10%, making it heavier than all other weapons except toolbox and fuel can
  • Type of ammo used and how much ammo comes per ammo item found: Fuel can, 10 encumbrance = 10 fuel = 10 ammo
  • How does it reload and how many shots can it hold: Either: New adition to fuel can to use on generator or chainsaw, or, left clicking on chainsaw will reload/refuel it if fuel can is present in inventory.
  • Where is it found: Mall hardware stores, Factories, Warehouses, Junkyards, occasionally parks

Pros:

  • Weapon is as effective as firearms
  • Easy to reduce barricades if necessary
  • Explosions will be useful for parachuters
  • Noise could be used to lure Zombies into a trap
  • Great for RP purposes

Cons:

  • Heavy
  • Carrying much spare ammo is not possible, as it is 10% encumbrance per can
  • Noise can draw unwanted attention
  • Ammo is a bit harder to find than firearm ammo
  • Low accuracy, being a max of 35%

Discussion (Chainsaw)

Other than this being a dupetacular dupe, the sound is text spam, it is a firearm - it needs refuelling and that's the only distinction in Urban Dead - and I'm pretty sure it would be by far the most powerful weapon when it gets to 50% to hit, deals more damage than a pistol and has far better fuel capacity.--Yonnua Koponen Talk ! Contribs 22:54, 12 November 2010 (UTC)

Also I'm seriously not keen on further weapon-specific skills. Knife and axe I can forgive because they're quite simple objects and are relatively everyday in their use, picking up a degree of proficiency in them through usage is very grokkable. Suddenly becoming a lumberjack (and having buttered scones for tea) in a quarantined city makes little to no sense. When I fall, I'll weep for happiness 22:57, 12 November 2010 (UTC)
Ditch the skill and the noise. Even if it was perfect, and had Chuck Norris and Jesus Christ come down from on high in front of all the wiki-ers to give a joint seal of awesomeness I doubt it won't be bogged down by spam by the time it gets out of suggestion.-Jon Aiken RSZ ! 02:20, 13 November 2010 (UTC)

Revision 1: lost Skill and noise, raised base accuracy to 15%, but max is now only 25%. Please comment below this message Red Eyes-Dezonus-Red Eyes (talk) 12:46, 13 November 2010 (UTC)

Not overpowered, good usage for fuel, etc. I like it. Personally, I think flavour weapons generally should be weaker than normal, because their main significance arsies from their presence as flavour. No one uses a cricket bat or a beer bottle except to make a point. -Jon Aiken RSZ ! 17:53, 13 November 2010 (UTC)

Firstly, no to having it in factories and hardware stores. I don't want my chances of finding a genny diminished. --RosslessnessWant a Location Image? 17:55, 13 November 2010 (UTC)

Warehouses and Parks would both be sensible, and also offer nothing to create the DSR issue. -- Spiderzed 17:58, 13 November 2010 (UTC)

Speakerphone

Timestamp: Pardus 14:43, 10 November 2010 (UTC)
Type: Communication
Scope: Survivors, Mobile Phones
Description: Idea:

A Survivor may setup up a mobile phone in his safehouse and be able to call it or any other phone setup in the same location if the local tower is active and the building is powered.

You may target and break the phones to avoid spam.

Workable?

Discussion (Speakerphone)

So this is like a private radio channel, right? I set up a phone in a location, and then I can send messages to that phone from one I'm carrying, and they're seen by anyone in that room? I like the idea of it, I think. I'm on the positive side of unsure. Convince me with cold hard numbers and mechanics. When I fall, I'll weep for happiness 14:48, 10 November 2010 (UTC)


Suggestions to help encourage Survivor cooperation

Timestamp: ~Vsig.png 21:53, 8 November 2010 (UTC)
Type: Multiple
Scope: Survivors
Description:Since my Shout suggestion hasn't gone over very well (understandably) I'm trying to piece together some other ideas that I hope will encourage more survivor cooperation. I don't mean the kind of cooperation that broods groups of people to amass in a single location and defend that and nothing but that location. I'd like to see changes to the game that lead survivors to get out of their safehouse, do something to help contribute to their society.
  1. Shout 2.0
  2. Upload NecroNet Scan
  3. Possibly more to come

Shout 2.0

Same as Shout except that zombies can hear the shouting when at the same location. Shouts can also be heard from adjacent buildings.

Upload NecroNet Scan

This new skill would allow players with NecroNet Access to upload their maps to the NecroNet network. These scans would be available to other powered NecroTech buildings by other players with NecroNet Access. The uploaded scan would be available only to NT buildings within 5 blocks of the location. There would be an additional button added after NecroNet is accessed Upload NecroNet Scan. Players with NecroNet Access at other NT buildings would get a notification similar to a cell phone message:

A new NecroNet scan was uploaded from the The Sugg Building (3 hours and 5 minutes ago)
A new NecroNet scan was uploaded from the The Latrobe Building (1 hour and 33 minutes ago)

Discussion (Suggestions to help encourage Survivor cooperation)

I like the Necronet one. As far as the shout one, is this like survivor feeding groan and is outside only, or would it work inside as well? -MHSstaff 21:58, 8 November 2010 (UTC)

The Necronet one is a Dupe ;) --Yonnua Koponen Talk ! Contribs 22:00, 8 November 2010 (UTC)

Very funny. I actually did some research using the NecroWatch page before suggesting. Think of it as an in-game NecroWatch...sorta. ~Vsig.png 22:12, 8 November 2010 (UTC)
But... Caleb Usher created Necrowatch + Caleb Usher isn't in-game == NO Necrowatch in-game. :( I am disillusioned. Honestly though, how many NTs are in a five block radius of each other (excluding the freak three in Rhodenbank)?--Yonnua Koponen Talk ! Contribs 15:50, 9 November 2010 (UTC)
Glancing at the map, groups of 2+ (within 5 blocks) are pretty common. Truly isolated NTs are somewhat rare. -MHSstaff 15:55, 9 November 2010 (UTC)
The DSS Map is a great way of seeing NT proximities. Just click on any NT building on the map and you'll likely find another one in its vicinity. ~Vsig.png 21:03, 9 November 2010 (UTC)


Self Harm mk 2

Timestamp: When I fall, I'll weep for happiness 21:13, 7 November 2010 (UTC)
Type: New skill
Scope: Mostly death cultists
Description: Text is copied from an old suggestion of mine, changes marked in red.

There's been a few suggestions that would aid death culting and parachuting in general, such as self-infecting or gunshot suicides, but mostly it's an issue of power, being shot down due to the idea of easier parachuting circumventing barricades, and therefore saving huge amounts of AP. Well, in order to circumvent the AP imbalance, how about allowing a character to purchase a new Civilian skill, Self Harm, for the usual 100xp. This allows them to attack themselves with their bare hands, dealing an automatic 1 damage for 1 AP; or if armed with a knife, for 2 damage for 1 AP with a 75% success rate. That way, without an infection, a new-revived cultist with a knife can spend around 18-20 AP trying to kill themselves, or 30 AP without a knife - the former of which is, admittedly, a saving on infection - the crucial difference being that an infected parachutist can spend the AP barricading for a pinata, searching for items, or attacking characters or generators, whilst a self-harming character spends the AP with the sole aim of reducing their health. Unarmed attacks are incredibly AP-inefficient, but are also very reliable if in a tight patch. This would be a much weaker way of doing it, but is more reliable in that it can't be FAKed away. The imperfect accuracy balances out the knife's higher damage, and flavour-wise can be explained by using You attempt to slash yourself with your knife, but can't bring yourself to do it. as the miss text. Successful hit text would be You slash yourself with your knife for 2 damage. Unarmed, the automatic hit would produce Clawing at yourself in agitation, you injure yourself for 1 damage. Obviously this would give no experience to the player using it.

Discussion (Self Harm mk 2)

Would the effect stack with a standard infection? -Jon Aiken RSZ ! 22:50, 7 November 2010 (UTC)

I see no reason why not, adding further exemptions to infection seems unintuitive to me. When I fall, I'll weep for happiness 20:20, 8 November 2010 (UTC)

Meh, something in the flavour of "learning to hurt yourself" seems too wrong to me. I think the most logical thing is what the game implements already: jumping off windows. Of course, it helps none in parachuting... ~m T! 00:50, 8 November 2010 (UTC)

You could also argue that "learning to be more rotted" or "learning to get hired" also make little sense - skills seem more like the by-product of experiencing the events that gave you XP rather than consciously sitting down and teaching yourself something. When I fall, I'll weep for happiness 20:20, 8 November 2010 (UTC)

Hasn't this like.. Been suggested several time? --Zamins 20:27, 12 November 2010 (UTC)

I do believe the "mk 2" may key you into that one. Also the direct admission that I ran a previous version through DS too. When I fall, I'll weep for happiness 22:33, 12 November 2010 (UTC)






Lighthouse

Timestamp: Necrofeelinya 06:10, 5 November 2010 (UTC)
Type: New Building
Scope: Everybody, the map
Description: I'm putting forward this suggestion for a couple of reasons. First, the hardcore city design I've been rarely working on as a hobby is scheduled for completion some time around February of 2073. I thought certain features of it might be worth introducing in case other, speedier individuals wanted to make use of them in their own map designs, if such designs exist, and to give people an opportunity to encourage Kevan to use it in any future city plans he may have if such plans come about before the next 60+ years have passed. I happen to like this idea, and would like to see it included in a future city if any plans happen to be in the works for another "hardcore" map.

Second, though clearly the basic idea is pretty well hacked out here, I figured I could use some slight assistance tweaking it in terms of external messages, suggestions about the range at which such messages are visible, whether it's even possible to install two gennies in a building and if not what sort of substitute might be made, and what items should be available in a lighthouse, as well as suggestions of % chance of finding each of them. As with my previous suggestion, buffnerfbuffnerfbuffnerfbuffnerfbuffnerf, and references to ritual animal slaughter are also welcome.

Lighthouse

Lighthouse [0,0]

beach field field
beach style="width:100px; height:80px; Template:Lighthouse"|Lighthouse road
beach field field

Basic Info:

Template:Info Lighthouse


A Lighthouse is tall structure with a powerful light at the top, designed to warn ships at sea of coastal dangers. It has little value as a Tactical Resource Point, but is unique in another fashion. When a player installs a generator in a lighthouse, it functions as normal... the building becomes lit, but the signal light does not turn on. Players have the option of installing a second generator to turn on the signal light, in which case the signal light becomes visible to all players on the map, and gives a vague indication of distance and a precise direction to the lighthouse. A lighthouse has no specific interior description, other than to say "You are standing in a lighthouse", but is subject to Ruin and Decay, along with the accompanying interior and exterior descriptions. When the main light is powered by a second generator the following descriptions are added to all players' screens, depending upon distance from the lighthouse and with (direction) being the most direct route to the lighthouse out of a choice of the 8 possible movement directions on the mini-map:

  • 1-10 squares away: "Nearby to the (direction) you see the bright beacon of a lighthouse"
  • 11-25 squares away: "To the (direction) you can make out a lighthouse signal"
  • 26-50 squares away: "A light appears off in the distance to the (direction)"
  • 51-75 squares away: "Far to the (direction) you can see a light shining"
  • 76-99 squares away: "To the (direction) you can barely detect a light flickering very far away"

If fog is implemented in-game again, the lighthouse will still be visible when powered, but only to a limited degree. Then the following messages will be seen by players:

  • 1-5 squares away: "To the (direction) a bright light cuts through the fog"
  • 6-15 squares away: "A light can be seen signaling through the fog to the (direction)"

From 16 or more squares away the lighthouse cannot be seen through fog, and the light does not allow players to better see their surroundings, it only indicates the direction of the lighthouse. Both generators must be fueled for the signal light to work, if either one runs out of fuel, the signal light goes out.

Items found in lighthouses are:

  • newspaper
  • flare gun
  • radio

Discussion (Lighthouse)

Question: Where would this lighthouse be?--User:Yonnua Koponen/signature3 11:44, 5 November 2010 (UTC)

I love it! Malton basing it is a problem. But its still a fantastic idea. --RosslessnessWant a Location Image? 12:07, 5 November 2010 (UTC)

I like it a lot as well. You could do something similar with stadiums and stadium lights to make the general concept a little more Malton-friendly. Lighted stadiums are easy to see from a distance. -MHSstaff 16:47, 5 November 2010 (UTC)

The idea isn't meant to be implemented in any current map, it's for any future city Kevan may be considering if he plans to ever create another. Being a lighthouse, it would require coastal areas, and no current city has those. For Malton, a similar idea with lighted stadiums isn't a bad concept, but since I don't play Malton I don't really think about Malton mods much. It's also in case anyone else is designing a map proposal, just as I very, very slowly am, and might want to incorporate it. Apart from that, I was just hoping for a few refinement suggestions. If this suggestion went to Peer Review, it would just basically be saying "Hey Kevan, we like this idea and would like to see it in some form, somehow". He could figure out what he wanted to do with it, if anything, himself.--Necrofeelinya 08:18, 6 November 2010 (UTC)
Can I at least get an answer as to whether it's possible to install 2 gennies in a building at the same time? Anyone?--Necrofeelinya 06:10, 12 November 2010 (UTC)


Suggestions up for voting

XP for Feeding

Moved to Suggestion talk:20101105 All Zombies Feed on Corpses; Feeding Grants 1 XP --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 18:15, 5 November 2010 (UTC)