Developing Suggestions: Difference between revisions
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::::::::Well, to be clear, I'm not suggesting things are a cakewalk for either side, but in the context of organized groups, which is what I was discussing, your statements don't hold water (though I wouldn't necessarily disagree in the context of disorganized players). While the game is balanced around ferals and loners, organized groups tilt things in their favor by being closer to the mathematical ideals, and I've [[User:Aichon/Other/Fighting_the_AP_War|done a lot of the math on this topic]]. When you have organized zombies against organized survivors, the numbers are overwhelmingly in favor of zombies, which is part of why the hordes continue to be the wrecking balls they are, even when they run into organized survivor groups. Barricades are the only item that provides the survivors with a meaningful advantage in terms of AP, but strike teams are extremely efficient against barricades. The only way survivors can counteract strike teams is by having a critical mass who can respond in realtime, and while Blackmore 4(04) demonstrated the soundness of that idea, it also demonstrated that it can't stand up for any meaningful length of time against a roughly equal number of organized zombies on the other side. {{User:Aichon/Signature}} 05:47, 11 July 2012 (BST) | ::::::::Well, to be clear, I'm not suggesting things are a cakewalk for either side, but in the context of organized groups, which is what I was discussing, your statements don't hold water (though I wouldn't necessarily disagree in the context of disorganized players). While the game is balanced around ferals and loners, organized groups tilt things in their favor by being closer to the mathematical ideals, and I've [[User:Aichon/Other/Fighting_the_AP_War|done a lot of the math on this topic]]. When you have organized zombies against organized survivors, the numbers are overwhelmingly in favor of zombies, which is part of why the hordes continue to be the wrecking balls they are, even when they run into organized survivor groups. Barricades are the only item that provides the survivors with a meaningful advantage in terms of AP, but strike teams are extremely efficient against barricades. The only way survivors can counteract strike teams is by having a critical mass who can respond in realtime, and while Blackmore 4(04) demonstrated the soundness of that idea, it also demonstrated that it can't stand up for any meaningful length of time against a roughly equal number of organized zombies on the other side. {{User:Aichon/Signature}} 05:47, 11 July 2012 (BST) | ||
:::::::::Personally I'd say Combat Reviving provides a meaningful AP advantage as well, but I get your point. I'd also say that Blackmore fell because the number of ''organised'' surviors was far lower in the end than the organised zombie numbers, including several RRF strike teams. Its really a fault of the survivor system, much more smaller, dispirate groups. Perma death cities are the perfect example. Neither of them had a survivor group that would ever had made the stats page. --[[User:Rosslessness|Ross]]<sup>[[User:Rosslessness/Battle of Tebbett|less]]</sup>[[User:Rosslessness|ness]] 09:28, 11 July 2012 (BST) | :::::::::Personally I'd say Combat Reviving provides a meaningful AP advantage as well, but I get your point. I'd also say that Blackmore fell because the number of ''organised'' surviors was far lower in the end than the organised zombie numbers, including several RRF strike teams. Its really a fault of the survivor system, much more smaller, dispirate groups. Perma death cities are the perfect example. Neither of them had a survivor group that would ever had made the stats page. --[[User:Rosslessness|Ross]]<sup>[[User:Rosslessness/Battle of Tebbett|less]]</sup>[[User:Rosslessness|ness]] 09:28, 11 July 2012 (BST) | ||
Directed mainly at Papa Moloch: I wasn't trying to nerf zombies, no. Not soley, anyway. I know that right now the playing field is how it is, which is mainly survivors. Hence why I was allowing (though not aiming entirely at)PKers, spies and other sneaky, player hating types to equally bash out the field. However, Vapor does make a solid point on the splash damage thing. I don't know how it managed to slip my mind, but it does affect more than one target. Equally valid is Aichon's points on the math of it all. But- I guess that's why we have the development page, right? So someone can point out the floors and errors in a concept before it actually has a chance to be voted on. --{{User:Medico/sig}} 10:12, 11 July 2012 (BST) | |||
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Revision as of 09:12, 11 July 2012
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.
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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.
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{{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
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Please add new discussions and suggestions to the top of the list
Suggestions
Scorched Earth
Timestamp: • LtZurSee slapped your nose with a newspaper for a heal from CORAM (0 seconds ago) 13:53, 10 July 2012 (BST) |
Type: Skill Suggestion |
Scope: Survivors/Zombies in Siege Situations |
Description: So, right now, sieges are far too difficult for survivors. While, yes, barricades are easier to maintain than destroy, the sheer weight of numbers is easily weighing in the zack's favour. So I suggest an addition. A bit of flavour, a bit of a bonus for the top level survivors, that also hurts them as much as helps them.
Often, there ends up being large piles of bodies, both survivor and zombie forces, revivifying and waiting to rejoin the zombie side. "Living" and dead, as it were. But what does every smart survivor do in siege such as this? How does any survivor stop disease, and make sure their enemies don't return? They burn the bodies. Adding to the Zombie Hunter tree, AFTER headshot, survivors will gain the skill "Scorched Earth". When survivors have both a source of fuel (fuel can), and a source of ignition (flare gun), they will be able to spend 2AP (1 per 'action') to first douse their block's body pile with the petrol, and then ignite it with a flare gun. Doing so consumes both items. The effect this would have would result in the following: All zombie corpses in the pile (not revivifying) will be required to spend a further 5AP to stand up, in order to 'repair the damage done', much like repairing after a headshot. All revivifying corpses in the pile will have their revivification wiped (as it would be like killing them once more), and also be required to spend the AP penalty. The AP penalty STACKS with the headshot penalty, equally balancing the loss of revives. An award of 5 or 10 XP for the team play element (equivalent to a pistol or shotgun blast). This would encourage the following: New tactics on the part of zombies, and survivors alike. Zombies would need to focus attacks on important Resource Points to make their attacks more useful. Junior zombies would not be penalized for soloing, as survivors would not want to waste a fuel can, and a flare gun on making a lone body stay down. Survivors would not stack outside Resource Point walls, and instead would focus on dedicated revivification points. Player Killers will have a new tactic they can use, when targeting specific groups. Newbie Survivors, untrained in combat, will gain a new way of assisting, and leveling that doesn't require a system rework. Zombies will be wise to, but not forced to, attack garages before sieges - giving survivors new points to defend, and more time to prepare for the oncoming horde. Sorry for the long post. I hope it's not too wall of text-y. I look forward to hearing development ideas. |
Discussion (Scorched Earth)
No. Just no. At the cost of just 2AP, you'd be able to cause massive amounts of AP damage. A stack of 20 bodies would suffer a collective 100AP loss. Do you not see how overpowering that would be? This also breaks a couple rules of game mechanics, such as skills that stack and area of effect damage or "splash" damage. If you're worried about losing sieges, try being as coordinated as your enemy. ~ 16:13, 10 July 2012 (UTC)
I really want to like the idea since I think it could make the game more interesting (and I even had a massive comment typed up in favor of it that countered most of what Vapor said), but then I realized it could be abused pretty badly in an unintended way. For instance, players laying siege to a location could go to the designated revive point for that location and regularly burn the bodies. Each body would cost the survivor side 5AP to stand, 10AP to revivify, and an average of 6AP to find a syringe in a lit NT building (plus however much would be lost by sitting at an RP while at 50AP), which is roughly equivalent to the cost of finding a fuel can. And since the types of people that would do this would also be searching for firearms regularly, they would have most likely found flare guns along the way without ever having to look for them specifically, thus meaning that they'll break even on AP if they burn just a single body. Anything after the first one would then be pure profit for them.
I'm actually okay with it if it acts as intended, but you need it to cancel revivification to stay balanced, and if it can cancel revivification, it can be used in unintended ways that would upset the balance far too much. —Aichon— 16:47, 10 July 2012 (BST)
Survivors outnumber zombies by more than 2 to 1 and almost the entire map is green, yet someone is still trying to nerf zombies? Holy fucking shit, I had forgotten just how fucking stupid the contributors in the section generally are. --Papa Moloch 19:51, 10 July 2012 (BST)
- Finally somebody says it. Thank you! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 20:02, 10 July 2012 (BST)
- Sieges are too hard for survivors because Survivors are completely incompetent. --DTPK 20:40, 10 July 2012 (BST)
- DT Nailed it. Find ten active players, set up an IRC channel, and you can hold onto any building for a considerable time.--Rosslessness 21:26, 10 July 2012 (BST)
- Your example contradicts what's being said, since we crumpled pretty quickly after the bulk of the RRF showed up, and we had far more than 10 of us in IRC, as you'll recall, most of whom were extremely competent players. Between ESCAPE and Blackmore 4(04), we've seen that neither quantity (ESCAPE, which had roughly 4x as many survivors as zombies) nor quality (Blackmore, which had relatively even numbers) can stand up against an organized force on the zombie side for any length of time. Which may not be a bad thing, given the current state of the game, but I still long for the glory days of sieges, since Blackmore is the closest I've ever come to a great one.
- Though, now that you mention it, it might be fun to try something like Blackmore again at some point. —Aichon— 22:54, 10 July 2012 (BST)
- Most buildings fall in "sieges" are little more than collection of ferals, or steamroller hordes. I can name several buildings out there, who hardly ever fall to anything other than the larger hordes, because they're defended by intelligent survivors. 404 is just the best example of what can be achieved by intelligence and coordination --Rosslessness 22:59, 10 July 2012 (BST)
- You're talking about a disparity, however. You have intelligent survivors on one side against unorganized zombies on the other in what you're talking about. I'm suggesting that when two organized groups of roughly equal size meet, the zombies steamroll the survivors every time. Again, whether that's a good thing or a bad thing is a separate matter, but I would still like to see a game where zombie and survivors are closer to 50/50 and it's more of an even fight when roughly equal numbers of organized players meet each other in a siege. —Aichon— 23:21, 10 July 2012 (BST)
- I disagree. It is easy for either side to take a building. Holding a building is equally difficult for either side. It's a matter of a single instance versus continuous watch. -- Org XIII Alts 02:12, 11 July 2012 (BST)
- Well, to be clear, I'm not suggesting things are a cakewalk for either side, but in the context of organized groups, which is what I was discussing, your statements don't hold water (though I wouldn't necessarily disagree in the context of disorganized players). While the game is balanced around ferals and loners, organized groups tilt things in their favor by being closer to the mathematical ideals, and I've done a lot of the math on this topic. When you have organized zombies against organized survivors, the numbers are overwhelmingly in favor of zombies, which is part of why the hordes continue to be the wrecking balls they are, even when they run into organized survivor groups. Barricades are the only item that provides the survivors with a meaningful advantage in terms of AP, but strike teams are extremely efficient against barricades. The only way survivors can counteract strike teams is by having a critical mass who can respond in realtime, and while Blackmore 4(04) demonstrated the soundness of that idea, it also demonstrated that it can't stand up for any meaningful length of time against a roughly equal number of organized zombies on the other side. —Aichon— 05:47, 11 July 2012 (BST)
- Personally I'd say Combat Reviving provides a meaningful AP advantage as well, but I get your point. I'd also say that Blackmore fell because the number of organised surviors was far lower in the end than the organised zombie numbers, including several RRF strike teams. Its really a fault of the survivor system, much more smaller, dispirate groups. Perma death cities are the perfect example. Neither of them had a survivor group that would ever had made the stats page. --Rosslessness 09:28, 11 July 2012 (BST)
- Well, to be clear, I'm not suggesting things are a cakewalk for either side, but in the context of organized groups, which is what I was discussing, your statements don't hold water (though I wouldn't necessarily disagree in the context of disorganized players). While the game is balanced around ferals and loners, organized groups tilt things in their favor by being closer to the mathematical ideals, and I've done a lot of the math on this topic. When you have organized zombies against organized survivors, the numbers are overwhelmingly in favor of zombies, which is part of why the hordes continue to be the wrecking balls they are, even when they run into organized survivor groups. Barricades are the only item that provides the survivors with a meaningful advantage in terms of AP, but strike teams are extremely efficient against barricades. The only way survivors can counteract strike teams is by having a critical mass who can respond in realtime, and while Blackmore 4(04) demonstrated the soundness of that idea, it also demonstrated that it can't stand up for any meaningful length of time against a roughly equal number of organized zombies on the other side. —Aichon— 05:47, 11 July 2012 (BST)
- I disagree. It is easy for either side to take a building. Holding a building is equally difficult for either side. It's a matter of a single instance versus continuous watch. -- Org XIII Alts 02:12, 11 July 2012 (BST)
- You're talking about a disparity, however. You have intelligent survivors on one side against unorganized zombies on the other in what you're talking about. I'm suggesting that when two organized groups of roughly equal size meet, the zombies steamroll the survivors every time. Again, whether that's a good thing or a bad thing is a separate matter, but I would still like to see a game where zombie and survivors are closer to 50/50 and it's more of an even fight when roughly equal numbers of organized players meet each other in a siege. —Aichon— 23:21, 10 July 2012 (BST)
- Most buildings fall in "sieges" are little more than collection of ferals, or steamroller hordes. I can name several buildings out there, who hardly ever fall to anything other than the larger hordes, because they're defended by intelligent survivors. 404 is just the best example of what can be achieved by intelligence and coordination --Rosslessness 22:59, 10 July 2012 (BST)
- DT Nailed it. Find ten active players, set up an IRC channel, and you can hold onto any building for a considerable time.--Rosslessness 21:26, 10 July 2012 (BST)
- Sieges are too hard for survivors because Survivors are completely incompetent. --DTPK 20:40, 10 July 2012 (BST)
Directed mainly at Papa Moloch: I wasn't trying to nerf zombies, no. Not soley, anyway. I know that right now the playing field is how it is, which is mainly survivors. Hence why I was allowing (though not aiming entirely at)PKers, spies and other sneaky, player hating types to equally bash out the field. However, Vapor does make a solid point on the splash damage thing. I don't know how it managed to slip my mind, but it does affect more than one target. Equally valid is Aichon's points on the math of it all. But- I guess that's why we have the development page, right? So someone can point out the floors and errors in a concept before it actually has a chance to be voted on. --• LtZurSee slapped your nose with a newspaper for a heal from CORAM (0 seconds ago) 10:12, 11 July 2012 (BST)
Show groups with five or more known members in the Group Rankings listings
Timestamp: BOSCH 17:08, 8 July 2012 (BST) |
Type: Game statistics Group Rankings change |
Scope: Meta-gaming/groups |
Description: As the number of active characters has decreased/levelled out, so too group membership is down overall. I therefore propose that we lower the current bar, and show groups with five or more known members in the Group Rankings listings (down from the old ten).
It would boost recruitment and visibility for many groups that have between five and nine members and/or those groups that flit between being on the stats page and not. A simple change that could positively impact the smaller, closer knit, usually more territorial groups this game now produces, whilst offering more visibility for established and brand new groups alike. |
Discussion (Show groups with five or more known members in the Group Rankings listings)
I rather like it. Currently, there are probably 10 or so groups about to be dropped off stats if even one member idles out. There's only a few groups above 20 members right now with most hovering between 12 and 15. The times, they are a changin'. Stats page should probably reflect the change. If this gets too much resistance, perhaps change it to groups of 8 or more known members. ~ 16:27, 10 July 2012 (UTC)
Sounds fair.--Shortround }.{ My Contributions 17:00, 10 July 2012 (BST)
You'll get more and more groups showing up as you go lower, so I think 8 might be a better compromise. Even so, that's one of those things that's best left to Kevan to decide, since he'll be able to tell how much of a difference it'll make. —Aichon— 17:32, 10 July 2012 (BST)
- ^This --Rosslessness 19:28, 10 July 2012 (BST)
- Quick note of clarification: I don't mean that we should kill this suggestion. I just mean that the decision of exactly where the cut-off should be should be left to Kevan. Rather than phrasing it in terms of what the cutoff should be, it might benefit from phrasing it in terms of how much larger you'd like to see the list, then state that the cutoff should be set to that amount, be it 5, 6, 7, 8, 9, or whatever, since we don't know which value is the right one. —Aichon— 19:34, 10 July 2012 (BST)
Verbose Barricades
Timestamp: —Aichon— 17:01, 27 June 2012 (BST) |
Type: Game message |
Scope: Barricades |
Description: The game has various messages in it to help survivors identify forms of attack from threats other than zombies, such as messages saying when someone PKed another player, destroyed a generator, or tore down the last of the barricades. These are all necessary, since players are unable to respond to threats if they cannot identify them (shooting everyone is not a viable option).
Unfortunately, one significant threat has been left out. The game currently has options to "Ignore all barricade messages" and "Observe demolition and rebuilding of loose barricades", but it does not have an option to report higher levels of barricading. As a result, it's possible for someone to overbarricade anonymously and without fear of retaliation. When done purposefully, it can be a very effective form of attack, since survivors are unused to fighting their own barricades and the game does not appear to be balanced around having to deal with large-scale overbarricading. I'm proposing a third setting to "Observe barricading beyond very strongly". For a quick example, if I raised the barricades from VSB to EHB, you would see the following if you had chosen to enable the option:
To avoid spam, messages are only produced when barricades go from one level to another, such as HB to VHB, and the message about survivors being unable to enter only appears when barricading from VSB+2 to HB. Any messages presented by this option would be in addition to, rather than as a replacement to, the ones presented by existing options. EDIT 1: Added clarification regarding what happens to other messages. EDIT 2: Rephrased messages slightly, as per comments from Ross below. |
Discussion (Verbose Barricades)
Thoughts? —Aichon— 15:21, 29 June 2012 (BST)
Not in favour. At all. Anonymous over-cading is a legitimate tactic for player-killers and death cultists alike, and the last thing the game needs right now is moves like this stamping down further on such perfectly valid dark arts. I've played survivor and dealt with over-cading, and yes, it's frustrating, but you just deal with it. Barricades are WAY over-powered for survivors, so the ability to over barricade (anonymously) is a minor, but useful, counter-weapon. --BOSCH 16:23, 30 June 2012 (BST)
- I agree that overbarricading is a perfectly legitimate and useful tactic. Where I disagree is in the anonymity. Your arguments rightly justify overbarricading as a valid tactic, but they do nothing to justify the need for it to be kept anonymous. In every other form of attack I can think of in the game, anonymity is not provided, so I fail to see why it should be provided here. Overbarricading should be frustrating, but right now it is unnecessarily frustrating. —Aichon— 20:58, 30 June 2012 (BST)
Not in favor, either. The suggestion assumes that all overcading tactics are attacks, which they are not. Barricading policies were invented in meta and should stay that way. Often, survivior groups have conflicting opinions on barricade levels and often, players just don't know about barricade policies. In-game messages which imply that overcading is an attack would breed much in-fighting I believe. Also, as Bosch. Don't nerf PK and DC players, plox. ~ 16:38, 30 June 2012 (UTC)
- Vapor, you're arguing points I agree with and had accounted for already, so I think I may have phrased things poorly. What I'm suggesting is simply that players have the option to be presented with additional facts so that they can decide for themselves whether or not an attack has occurred. Nothing more. I very intentionally phrased the messages so that they neither connoted nor inferred that any wrongdoing had occurred, and I only referred to overbarricading as an attack when it was "done purposefully". I never made the assumption that all overbarricading was an attack, nor did I do anything that would insert barricade plans into the game, since I wholly agree with you that those should exist solely in the meta-game. Essentially, all of your points are things I had already thought of and felt I had addressed, but clearly I did not do so adequately. Since this is Developing Suggestions, would you mind helping me to consider some revisions that might make those points clearer? As for DCists and PKers, as much as I love overbarricading, that's a preference on my part, and this isn't about me. —Aichon— 20:58, 30 June 2012 (BST)
- I think I probably phrased things incorrectly as well and sounded rather accusatory. What I maen is that, by your reasoning, an in game message warrants an in game action. If I am a survivor and see that "ZombieX brought down the last of the barricades", I'd likely target that zombie at the first oppurtunity. If I am a zombie and I see the message "SurvivorX began to rebuild the barricades using a refridgerator", I'm likely to target that survivor as soon as possible. Now I don't doubt that you or another conciencious survivor might engage SurvivorZ, who raised cades above VSB++ in conversation about local barricade policy or treat them as a DC if that's appropriate, but your average Trenchie may not (and probably won't) be that polite. Basically, I think that no matter how its worded, it would incite innapropriate actions by a a rather wide cross-section of the game's population. ~ 23:50, 30 June 2012 (UTC)
- If I suggested that in-game messages always warrant responses, I apologize, since that is not my belief. For instance, there are messages for placing art pieces, Christmas trees, and museum artifacts in buildings, and some people choose to respond to those (e.g. the Philosophe Knights "educate" people who steal property from Centers of Learning), while most people do not. It's simply a matter of making the information available so that people can choose to act on it. And while I didn't mention it, I should think that this option would not be the default choice, meaning that your average trenchie would not be aware of who's barricading. Even if they were however, I fail to see how that is necessarily a bad thing. It's different, to be sure, and there may be a period of adjustment, but things would doubtless stabilize, as they do after any change. —Aichon— 02:46, 1 July 2012 (BST)
- I think I probably phrased things incorrectly as well and sounded rather accusatory. What I maen is that, by your reasoning, an in game message warrants an in game action. If I am a survivor and see that "ZombieX brought down the last of the barricades", I'd likely target that zombie at the first oppurtunity. If I am a zombie and I see the message "SurvivorX began to rebuild the barricades using a refridgerator", I'm likely to target that survivor as soon as possible. Now I don't doubt that you or another conciencious survivor might engage SurvivorZ, who raised cades above VSB++ in conversation about local barricade policy or treat them as a DC if that's appropriate, but your average Trenchie may not (and probably won't) be that polite. Basically, I think that no matter how its worded, it would incite innapropriate actions by a a rather wide cross-section of the game's population. ~ 23:50, 30 June 2012 (UTC)
- Here's what I think. Bosch and Vapor are completely focused on the disadvantages to PKers and DCists. They're not looking over those disadvantages to spot the advantages that PKers and DCists can use to use this addition to their advantages. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 21:31, 30 June 2012 (BST)
- I really don't see many advantages that could be applied to PK and DC players aside from your blackmail example, and I think that's a bit of a niche tactic. Not something that I or may other PKers DCist that I know would employ. ~ 23:50, 30 June 2012 (UTC)
- There are always advantages to take advantage of. You just need to stop thinking normal and start thinking crazy. Remember, if it looks stupid, but works, it ain't stupid. ;) --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 00:32, 1 July 2012 (BST)
- Winking emotes won't persuade the majority of us that your idea isn't crap. --BOSCH 01:01, 1 July 2012 (BST)
- See, the difference between you and I, Bosch, is the way we think. Again, don't think simplistic. Sometimes, for an effective strategy, you gotta think outside the box, mate. If an idea looks like crap to you, but it works, then you can't really say it's crap, can you? Saying it's crap would imply that the idea does not work. Most of my strategies and tactics, mate, you might say it's crap, but they work, do they not? It might not be something you're used to, but they work, therefore, you can't really say they're crap. If Aichon's suggestion sees the light of day, I bet you I can come up with a strategy that works that takes advantage of this addition. So, Bosch. Don't say an idea is crap until you see it in action. As stupid as they may seem, you can't say anything if they work. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:05, 1 July 2012 (BST)
- Winking emotes won't persuade the majority of us that your idea isn't crap. --BOSCH 01:01, 1 July 2012 (BST)
- There are always advantages to take advantage of. You just need to stop thinking normal and start thinking crazy. Remember, if it looks stupid, but works, it ain't stupid. ;) --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 00:32, 1 July 2012 (BST)
- I really don't see many advantages that could be applied to PK and DC players aside from your blackmail example, and I think that's a bit of a niche tactic. Not something that I or may other PKers DCist that I know would employ. ~ 23:50, 30 June 2012 (UTC)
I'm actually in favor of it because it gives me plenty of incentive to blackmail people and groups. With something like this, a DC-ist can easily claim a pro-survivor group helped out with the pinata-ing of a building. For example, Skynet unintentionally helped Organization XIII pinata their HQ once by increasing the barricade levels (O13's HQ is an island, if you guys recall). An addition like this gives such DC-ist groups or groups that use DC tactics the opportunity to blackmail and lower the reputation of both pro-survivors and pro-survivor groups. Don't think normal, like what Bosch and Vapor are doing. Think crazy. ;) --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 17:30, 30 June 2012 (BST)
So, would this mean you see increasing and decreasing cades or would it just be when the cade level is raised? -- Org XIII Alts 21:02, 30 June 2012 (BST)
- Only increases. An initial version of this suggestion included an additional option to also observe decreases, but I removed it for the sake of keeping things focused. That said, your question made me realize that I forgot to account for the "Loosely" option that already exists. I'll add a clarification in a moment. —Aichon— 21:25, 30 June 2012 (BST)
I like it.... sometimes it is more important to know who is trying to block access than it is to know folks are chewing their way in! Saying it shouldn't be notified because it might compromise some play styles is like saying attacks etc should be anonymous--Honestmistake 23:12, 30 June 2012 (BST)
Similar suggestions have been made in the archives. One of the main arguments against it, from my recollections, is that it actually encourages PKing of "offenders". It potentially causes problems, given the metagame nature of barricade plans, and the fact that unintentional overbarricading is easy to do (especially for newcomers, or simply because someone else was also barricading in real time, when you put up that one piece too many) -- boxy 00:32, 1 July 2012 (BST)
- Overbarricading certainly is easy, and there may be a period of adjustment while everyone gets used to that fact. Just as people acclimate to any other game changes, so too would they do so here. All this is doing is providing additional information so that people can make informed decisions. Nothing more. How they choose to act on the information available has been and will always be their prerogative, and is outside the scope of this suggestion. —Aichon— 02:46, 1 July 2012 (BST)
Good lord, I forgot how much this place begs for change but can't handle it when it comes. Anyways, I like the suggestion. It plays for both sides, as a PKer, DC, Zombie, etc. you can easily tell if there are and who the active re-builders are and target them(as you should correct?). It is balanced because it helps survivors see recurring offenders or the misinformed.
Next, you all are jumping to the conclusion that this will cause people to kill others at the drop of a hat. How many times have you seen someone get PKed and not really cared to search for the offender? Point proven.
Lastly it's just common sense, if someone tears off a sheet of drywall or drags a refrigerator across the room to build a barricade your going to notice. Just like you notice when someone jumps out a window or sets up a generator. 17:56, 2 July 2012 (BST)
I prefer both Suggestion:20070704_Barricade_Alerts and Suggestion:20070901_View_Barricade_Level_Increase --Rosslessness 18:22, 2 July 2012 (BST)
- What about them do you like, specifically? I see flaws in both, but I'm curious why you prefer them. I'm rather fond of the wording of the messages used in your first link, and may appropriate that for this suggestion. —Aichon— 18:49, 2 July 2012 (BST)
I like this, but it'd probably be Duped were it taken to voting due to the numerous suggestions in this vein already. ᚱᛁᚹᛖᚾᚨᚾᛏ 18:34, 2 July 2012 (BST)
- If the ones Ross linked are any indication, there are sufficient differences. For instance, neither of the ones he linked is optional, meaning that the spam arguments lobbied against them would not apply here, and both of them present messages both for increasing and decreasing the barricades, whereas this one does not (I don't believe survivors should have in-game help in seeing barricades going down). Also, the first one he linked only applies at the border between VSB and HB, whereas this one extends to EHB. —Aichon— 18:49, 2 July 2012 (BST)
I like this idea, since it only shows cades going up. What minimal problems it creates for PKers/DCist is more than compensated by the likelihood that survivors will spend more AP warning and/or killing offenders and less AP actually fixing the problem. While it does also offer a way to inform new or just unknowing players of the suggested cade levels. -- Org XIII Alts 22:26, 2 July 2012 (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.
There are currently no suggestions up for voting.