Developing Suggestions: Difference between revisions
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::Agreeing with the others here. I liked the original version before you added all of the extra stuff better than the later one. That said, even the original one was too complex. The idea is to make simple ideas that can be used in complex ways, not complex ideas that are used for simple things. That said, even if it were simple, I'm not sure that I like the idea of being able to turn off a generator. It does make sense, of course, that a person could do so, but for the game mechanics, I like the way that generators balance out now. {{User:Aichon/Signature}} 19:25, 29 December 2010 (UTC) | ::Agreeing with the others here. I liked the original version before you added all of the extra stuff better than the later one. That said, even the original one was too complex. The idea is to make simple ideas that can be used in complex ways, not complex ideas that are used for simple things. That said, even if it were simple, I'm not sure that I like the idea of being able to turn off a generator. It does make sense, of course, that a person could do so, but for the game mechanics, I like the way that generators balance out now. {{User:Aichon/Signature}} 19:25, 29 December 2010 (UTC) | ||
:::I see your point. The reason there are so many damn reqs for this skill would be to add some more tactic to the survivor side of things without upsetting the balance. I wrote all of these requirements so that they would COMPLETELY cover any angle of the skill, but I will see if I can trim it down here in the next few days. --[[User:Bjornkarl|Bjornkarl]] 00:48, 30 December 2010 (UTC) | :::I see your point. The reason there are so many damn reqs for this skill would be to add some more tactic to the survivor side of things without upsetting the balance. I wrote all of these requirements so that they would COMPLETELY cover any angle of the skill, but I will see if I can trim it down here in the next few days. --[[User:Bjornkarl|Bjornkarl]] 00:48, 30 December 2010 (UTC) | ||
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Revision as of 01:37, 4 January 2011
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
reviving factories
Timestamp: 13:07, 31 December 2010 (UTC) |
Type: building, 2 skills, 1 item improvement and addition |
Scope: survivors |
Description: Malton has lots of factories and are very much useless unless used as a stepping
stone. I suggest that factories become more useful in the game by making them active for survivors. Outline: Factories to be activated, "Building improvement" skill(sub for construction), "Work" skill(to use the activated factories), and schematics(explain later). I know this improvement may take up some bytes but i think i may help give an idea. first is that factories are to have three states: ruined, normal building, and activated. A normal building serves like any other building, a hideout to be barricaded but an activated building is building that produce a certain kind of product. So how to convert normal building to be activated- Survivors are needed to have a building improvement skill. The "Building Improvement" skill uses a toolbox and a certain type of schematic to upgrade the factory into a specific type(e.g. pistol factory, engine factory, one-item* factory). In the process of converting, it does not turn immediately and will take repetition maybe 30 times just like barricading except much harder. The way to know it is as the same way as showing the level of barricade(please give suggestion or edit this part). Schematics are in a specific type and can be found in the library only with a low chance rate. Once a factory is activated, survivors must first relearn a skill that adults retire from-"WORK." This skill is used to work for that factory and in return grants them a type of item. Manufacturing that Item takes a big AP from the survivor. They click sit first before the manufacture button appears for 1 person is 35 AP, 2 persons is 34 AP, 3 people is 32 AP, 4 people is 28 AP, 5 people is 24 AP, 6 people is 19 AP, 7 people is 13 AP, 8 people is 12 AP, 9 people is 11 AP, 10 people is 10 AP, 11 people is 9 AP, 12 people is 8 AP, 13 people is 7 AP, 14 people is 6 AP, 15 people is 5 AP. that ends there. factories also produce the most loudest sounds in a plague suburb therfore zombies are prone to it. These factories will be really hard to convert because zombie intervention can slow down and/or destroy the improvement by maybe turning the metals to scrap. destroying the improvement is easier than adding one. And the most hardest would be when the zombie targeted the factory itself and not the improvement This idea was inspired from another idea of "from rouge to modern." We are the rouge and the past is the modern. Please edit for the favor of the zombie and a little for survivor because i was told that the idea was already too helpful for the survivors. furmont << ME :D |
Discussion (reviving factories)
As best spot to get gennies and 2nd best spot to get fuel cans, factories are already one of the three most important TRPs along with hospitals and NTs. No need to make them more important. -- Spiderzed▋ 15:15, 31 December 2010 (UTC)
- Also, this is way too complicated, and some of it doesn't even make sense. You're suggesting something that needs two new skills, a new rare item found in a completely different location (and that is not only rare, but comes in different types from what I understand) plus a shitload of AP AND people to even begin working. Then there is the "for 1 person is 35AP", the "loud noises" and "the zombie targeted the factory itself and not the improvement", which I have no idea what you are talking about. Also, there is no way to edit this in favour of zombies. Even if you make it easier for zombies to counter the factory, it's still helping only survivors, albeit a little less.
- Sorry man, just can't see this working. Plus, what's the deal with the signature? You're supposed to timestamp up there, which will link to your profile. Instead, it looks like you copy/pasted the date from somewhere else and signed in plain text in the end of the suggestion. ~m T! 01:27, 4 January 2011 (UTC)
Recon Training
Timestamp: Bjornkarl 10:48, 29 December 2010 (UTC) |
Type: Skill |
Scope: Survivors, Military skill |
Description: This skill would be made available as a Military skill. There are 8 ways to look with binoculars: purchasing this skill would provide an additional option at the cost of 6 or 7 AP to look in every direction with a single action. This way, players could still look in a single direction for 1 AP, or 3 directions for 3 AP, but a complete circular sweep would be more AP economical. An additional tier of this skill could be Advanced Recon training, which would reduce the cost of the sweep to 4 or 5 AP. The existing rules applying to where binoculars can and cannot be used would not be altered. |
Discussion (Recon Training)
I love using my binoculars, and I'd like this. Sounds more military than zombie hunter. ~m T! 15:49, 29 December 2010 (UTC)
- I love the idea. Binoculars are underused as it is, and this would put more emphasis on recon in smart survivor groups. —Aichon— 19:26, 29 December 2010 (UTC)
- I admire this idea. If it is taken into voting, I am giving it a huge YAY vote Gargulec 20:38, 29 December 2010 (UTC)
- The reason Binoculars are underused is because they are pretty pointless for 99.5% of players. --Honestmistake 01:06, 30 December 2010 (UTC)
- NOTED, changed --Bjornkarl 00:50, 30 December 2010 (UTC)
- Maybe it should just be one skill, which makes it cost 5AP. --VVV RPMBG 22:53, 30 December 2010 (UTC)
Generator Operation
Timestamp: Bjornkarl 09:44, 29 December 2010 (UTC) |
Type: Skill |
Scope: Skill tree addition, Zombie Hunter skill |
Description: Ok. I have noticed that when a generator is fueled in a building, it stays on until the fuel is gone. When the lights are on, search rates are raised, but the lights inside attract more zombies. Additionally, if there is a generator on inside and you leave the building, it just runs and runs until the fuel is depleted. I think that there should be a way to turn off generators in buildings, so as to save the fuel for a later use as well as to retain its reliability as a safehouse. These are the parameters the skill would fall under:
As an additional option:
The point of this skill would be to help preserve generators and radio transmitters - valuable and hard-to-carry equipment - in discrete safehouses, which are used by more advanced players only. Additionally, turning off the generator in more commonly used safehouses (like Hospitals and Police Stations) as a form of 'buttoning up' before heading out travelling seems much more realistic than just letting a generator run while nobody was there. The balance of this skill would need a lot of work, but the basic idea is what I though to be important. Perhaps a decrease in the search/find rate for fuel cans would coincide with this. |
Discussion (Generator Operation)
KISS --VVV RPMBG 11:05, 29 December 2010 (UTC)
- Just trying to throw some intentional complexity and tactic into the game...--Bjornkarl 11:52, 29 December 2010 (UTC)
- Yep, too many options will surely see it killed. Trim down as many additional options as possible. Keep only the ones necessary to make the skill work. Make sure not to make it overpowered/exploitable in the process. I don't think it's a bad suggestion, otherwise. ~ 17:43, 29 December 2010 (UTC)
- Yeah, that's why there is so much complexity in the requirements - without a series of built in regulations, fuel could either theoretically last forever or griefers could just turn off gennys over and over again. It would be hell to go search, waste an AP because in the time you took to click the search button somebody had turned off the lights, then go to turn the genny back on only to find out somebody already had. Repeat. --Bjornkarl 00:48, 30 December 2010 (UTC)
- Agreeing with the others here. I liked the original version before you added all of the extra stuff better than the later one. That said, even the original one was too complex. The idea is to make simple ideas that can be used in complex ways, not complex ideas that are used for simple things. That said, even if it were simple, I'm not sure that I like the idea of being able to turn off a generator. It does make sense, of course, that a person could do so, but for the game mechanics, I like the way that generators balance out now. —Aichon— 19:25, 29 December 2010 (UTC)
- I see your point. The reason there are so many damn reqs for this skill would be to add some more tactic to the survivor side of things without upsetting the balance. I wrote all of these requirements so that they would COMPLETELY cover any angle of the skill, but I will see if I can trim it down here in the next few days. --Bjornkarl 00:48, 30 December 2010 (UTC)
Previous employment
Timestamp: -Scout talk!!!! 22:10, 11 December 2010 (UTC) |
Type: New zombie skill |
Scope: Zombies |
Description: Allows zombies to be able to reconize NT buildings from the street without having to become a human to do so. |
Discussion (Previous employment)
Not a dupe. Just something you should look at. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 20:33, 13 December 2010 (UTC)
I toyed with a similar idea once, under the Scent tree, that would provide the ability only flavoured as the zombie recognising a chemical smell from the building. I think a version that doesn't rely on the idea that one company has employed the entire city at some point or another would be a little better. 21:03, 14 December 2010 (UTC)
World's largest dupe. See: Swiers, Iscariot.--Yonnua Koponen Talk ! Contribs 20:09, 15 December 2010 (UTC)
That would be nice but it should not be a new skill but a benifit from memories of life skill--User:Zombeman 11/Sig 16:38 18 of December 2010 [UTC]
I dont see how that would work alot of zombies would not of worked for nero tech and it would make the game unballence.--Survivor 2.0 22:24, 19 December 2010 (UTC)
Supposedly ghosts, spirits in the afterlife, and the like remember the last few moments of life very vividly, so assuming the same is with getting infected and dying, at least some of the zombies would remember NecroTech, right?--Axoc 14:10, 29 December 2010 (UTC)
Remove skill
Timestamp: -Scout talk!!!! 22:10, 11 December 2010 (UTC) |
Type: Mechanics change |
Scope: Everyone |
Description: You would be able to forget a skill for the exact same XP as it would cost to buy it. If you mastered the game, you might want to start over, on another note, zombies with brain rot would be able to forget it. |
Discussion (Remove skill)
You need to regain less XP than it cost to buy it. Otherwise, you could get a few hundred XP and just switch it between whatever skills you need at the time. --VVV RPMBG 22:13, 11 December 2010 (UTC)
Too easily exploitable. Imagine Death Cultists folks with a ton of excess XP who would learn and forget Brain Rot at will when it suits them. Or being able to forget Bodybuilding temporarily to make your HP appear to be maxed. How would this affect skill tree skills? If I forget NecroTech Employment, do I also forget Lab Experience and NecroNet Access since the former is a prerequisite for the later two? ~ 00:14, 12 December 2010 (UTC)
Maybe there would be a limit to how many times you can forget somthing, like you can only forget three times per skill or somthing like that, and/or limit which skills it can be used on.---Scout talk!!!! 20:11, 13 December 2010 (UTC)
This would ruin the entire game.if i want to start over ill creat another character.--User:Zombeman 11/Sig 16:38 18 of December 2010 [UTC]
No way, man. A notice that "Buying brain rot may change significantly your gameplay" or "Buying headshot will make people think you are an asshole" should be enough. ~m T! 19:35, 19 December 2010 (UTC)
- Brain Rot already has a notice. ;) --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 17:12, 20 December 2010 (UTC)
Maybe it gives back zero experience, and Brain Rot is unforgettable, because it isn't as much a skill as it is severe brain damage. If the only pro to this skill is that end-game players can "restart" that character, there's no point in starting the game with end-game gear, end-game knowledge, AND enough experience points to have end-game skills in two minutes.--User:Axoc 14:14, 29 December 2010
Suggestions up for voting
The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.
- Move restriction based on encumberance. 03:22, 27 December 2010 (UTC)