Developing Suggestions: Difference between revisions

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====Discussion (City overrun)====
====Discussion (City overrun)====
I like the idea of this, and indeed the game could use a density boost to keep things interesting.  However my concern is that at current levels of survivors, shrinking the map might force an endgame situation where zombies just steamroll the city and survivors have nowhere to scatter.  I'm not sure if that would necessarily happen, but it does seem possible.  What do you think?--{{User:Giles Sednik/sig}} 17:41, 6 March 2011 (UTC)
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Revision as of 17:41, 6 March 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.

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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

ATHLETICS

Timestamp: Superhero827 17:22, 6 March 2011 (UTC)
Type: MISCELLANEOUS
Scope: SURVIVOR
Description: PLAYER GETS AN EXTRA 15% WHEN ATTACKING WITH SPORTS EQUIPMENT

Discussion (ATHLETICS)


City overrun

Timestamp: Zarak Goldleaf 17:13, 6 March 2011 (UTC)
Type: Map change
Scope: Malton Map
Description: This might be a bit of an unpopular suggestion, but here it is anyway. The map should be reduced in size by 1000-2000 rooms or so. At present, population trends show the population at a low, as a result density of players is at roughly 1.6 players per room. At times the density has been as high as 5 players per room. As the game continues to lose players, it causes the density to continue to decrease, resulting in less interesting action, and more time spent wandering around looking for someone to fight. My suggestion is that 10-20 suburbs be termed 'overrun' and closed down for awhile, in hopes of bringing the density back up and reviving more interesting play from suburb to suburb.--Zarak Goldleaf 17:13, 6 March 2011 (UTC)

Discussion (City overrun)

I like the idea of this, and indeed the game could use a density boost to keep things interesting. However my concern is that at current levels of survivors, shrinking the map might force an endgame situation where zombies just steamroll the city and survivors have nowhere to scatter. I'm not sure if that would necessarily happen, but it does seem possible. What do you think?--GANG Giles Sednik CAPD 17:41, 6 March 2011 (UTC)


Eliminate the Scout Class

Timestamp: -- | T | BALLS! | 20:05 28 February 2011(UTC)
Type: Improvement
Scope: Class Change
Description: The Scout class should go. It's terrible for XP gain anyway. The only real use for this class is for quick and easy spying/meatsheiding that can ignore cades upon creation. I don't think it's any coincidence that the game population never really changes but we still have around 4000 "new" level 1 characters created at almost all times. These aren't new people for the most part but old players just making an alt and exploiting it. No, it won't stop it all but the Scout class is just too ready made for making alt-abuse/zerging that much more useful while in and of itself is a lousy choice for real new players. Tell me I'm crazy now.

Discussion (Eliminate the Scout Class)

You're crazy. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:37, 28 February 2011 (UTC)

Cut military classes entirely. Cameron's cutting the defense budget, surely paradrops into Malton are first to go. Strength is just an accident arising from the weakness of others 23:38, 28 February 2011 (UTC)

I used to use the scout as my starting class. I was slow to level up, but it was better than getting EHBitched out of everything. ----Anarchomutualist says: The state is war, ⓐnarchy is order. 23:50, 28 February 2011 (UTC)

I use it for getting a new alt to somewhere quickly, but it's such a small convenience overall that I don't mind ditching it for the game's sake. Strength is just an accident arising from the weakness of others 23:52, 28 February 2011 (UTC)

You may very well have a point. It can't be co-incidence that i see so many lvl 1 scouts. --Honestmistake 00:18, 1 March 2011 (UTC)

I'm with Axe Hack. My survivor started as a Scout, I'm clearly NOT a zerg, and it would be a cryin' shame to give the EHB greifers their final victory over new players. I'm clearly doing well for myself and I think getting rid of this class would not curb the greifing as intended. It would make it worse. --Espemon333 01:28, 4 March 2011 (UTC)

Padlockunlock.jpg No EH-bitching
This user/group does not support barricading over Extremely Heavy without a good reason. Remember: overbarricading kills. Literally.

----Anarchomutualist says: The state is war, ⓐnarchy is order. 22:35, 4 March 2011 (UTC)

Seems fair. Maybe we could replace it with a survivor class with construction. What? No? --RosslessnessWant a Location Image? 22:43, 4 March 2011 (UTC)

We need a new scientist class, but suggesting an Engineer would be a dupe. ----Anarchomutualist says: The state is war, ⓐnarchy is order. 02:26, 5 March 2011 (UTC)

Internal Barricades for Malls

Timestamp: Mindlessidiots 22:16, 25 February 2011 (UTC)
Type: Barricades
Scope: Malls
Description: I have played Urban Dead for a long time, mostly as a survivor but I have now started to play as a zombie. In the week I have played as a zombie, I have participated in the sacking of three malls. It is my opinion that it is simply too easy for zombies to break into a mall and then take it over, with the survivors inside having little chance to rally to take the mall back. My idea is to allow survivors a better chance to hold the mall by constructing internal barricades which would block zombies from immediately entering the other parts of the mall. These internal barricades would only be able to go VSB for two reasons, one is if it went any higher survivors would not be able to move around, and two that it would be unfair for zombies to bring down what it likely EHB cades on the outside and then have to do it again on the inside to get to other areas. I think this idea would give a fair way for survivors to hold the mall longer and make for longer sieges, which judging from what I hear the old timers complain about, is something that is wanted a lot.

Discussion (Internal Barricades for Malls)

This will be shot down by all zombie players. I promise. Just to throw a few of the arguments up which will show up (since I'm a dual-nature player, playing both sides): Malls are a MASSIVE source of supplies (but are countered by the risk involved in USING them), malls usually have a TON of defenders keeping the barricades EHB anyway, zombies already have a LOT of AP drains as-is, so MORE barricades would be a pain. Eh...I'm sure there's more reasons, but I don't know them. Shadok T Balance is power 01:34, 26 February 2011 (UTC)

If a mall falls. its stupid lazy inhabitants deserve it. --    : : : : : : : : : : : : : : : : 08:40, 26 February 2011 (UTC)
Unless you are in MOB or RRF (or are following their trail), it's _not_ too easy to break into a mall. Barricades are the biggest AP saver that there is for harmanz (where harmanz spend 1AP to create a level, zombies spend 4AP to remove it), and it takes two zombies working together to bring up the APs to take down EHB cades. And with the big number of shotgun-collecting trenchies inside any mall, any break-in that isn't backed up by a large beachhead is usually quickly repelled.
Plus, mall blocks used to be separate structures, requiring multiple barricade bashings exactly as you suggested. Kevan himself has changed that for exactly the reason of being to easy to defend. -- Spiderzed 08:46, 26 February 2011 (UTC)

Firstly, how would this all appear in game? Secondly, I like seeing what's happening in the other mall corners, so I can move to bolster defences and evict zombies. I don't want to be blinded by barricades. --RosslessnessWant a Location Image? 11:35, 26 February 2011 (UTC)


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.

Defile Graffiti Change

Moved to Suggestion:20110217_Defile_Graffiti_Change --

| T | BALLS! | 11:47 17 February 2011(UTC)