Developing Suggestions: Difference between revisions

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====Discussion (Brain Rot Change)====
====Discussion (Brain Rot Change)====
*Take away, not one skill, but two skills (brain & flesh rot)? ...No. {{User:Son of Sin/sig}} 05:23, 22 October 2011 (BST)
*Take away, not one skill, but two skills (brain & flesh rot)? ...No. {{User:Son of Sin/sig}} 05:23, 22 October 2011 (BST)
So in addition to making it impossible for zombies to hold NT's you now want to steal their skills of them for trying? How about we take 200xp of survivors everytime they get revived, after all it is 99.99999999% certain they wanted to be revived! --[[User:Honestmistake|Honestmistake]] 00:57, 23 October 2011 (BST)


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Revision as of 23:57, 22 October 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

Brain Rot Change

Timestamp: IceIceBaby 04:31, 22 October 2011 (BST)
Type: Skills/Revives
Scope: Zombies
Description: Simply put, if a zombie with brain rot managed to get revived (99.99% of the time it's by their choice.) Their brain rot and flesh rot should be un-purchased and they should need to repurchase those skills.

Discussion (Brain Rot Change)

  • Take away, not one skill, but two skills (brain & flesh rot)? ...No. Son of Sin 05:23, 22 October 2011 (BST)

So in addition to making it impossible for zombies to hold NT's you now want to steal their skills of them for trying? How about we take 200xp of survivors everytime they get revived, after all it is 99.99999999% certain they wanted to be revived! --Honestmistake 00:57, 23 October 2011 (BST)


Halloween Costumes

Timestamp: Son of Sin 05:03, 21 October 2011 (BST)
Type: Clothing
Scope: Survivors
Description: I'm watching The Lord of the Rings and would like to dress like Legolas, an elf, for halloween in Malton. The elves are always clean during battles. It would also be cool to have a bow & arrows, but that's a seperate suggestion. Zombies could dress like Orcs, wear armor & carry sticks which goes beyond costumes.

Discussion (Halloween Costumes)


New Firearms

Timestamp: •▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:56, 18 October 2011 (BST)
Type: Decorative
Scope: Decorative
Description: So, I kinda ripped this idea from another game called Die2Nite. To keep this short and simple, I propose that some new firearms can be discovered inside Police Stations and the Forts' Armory at a relatively small chance (.5% with light?). However, these new firearms will be purely for decorative purposes. No ammunition will be available for them. Finding them will yield this message:

"You have found a (INSERT FIREARM NAME). However, all the ammunition has been used up and it would be impossible to find any more ammunition for this gun. This gun has been reduced to a mere decoration in this city." (Or something similar if this message is too long.)

They'll be 20% encumbrance like other decorative items, and when clicking them in your inventory, they'll be placed inside whatever safehouse you're in as a decorative item. And as other decorative items, they can be used as melee weapons, dealing a relatively small amount of damage (2 HP) with a chance of breaking, just like all other decorative items, and will also have a 10% chance of hitting, like all other decorative items.

Discuss, comment, blah blah blah. Developing Suggestions can use some traffic.

Discussion (New Firearms)

Bump. Or does no one care about this page anymore? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:36, 21 October 2011 (BST)

I'm thinking the name of said suggestion kills it. That and with the amount of updates implemented(read: lack there of) I'd say most have lost faith in the purpose of this page. As have I.        01:59, 21 October 2011 (BST)
This suggestion is cool...like finding an old WW1 gun that you can hang on a wall. Son of Sin 05:09, 21 October 2011 (BST)

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.

No suggestions from here are currently up for voting.