Developing Suggestions: Difference between revisions

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|'''Scope:''' survivors/zeds
|'''Scope:''' survivors/zeds
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|'''Description:''' a simple wrench that does 2 damage hit ratio  10 and 25 with hand to hand combat making it 35 hit ratio accuracy 3 encumbered damage and can be found in factorys and auto repair station, and hardware store in mall
|'''Description:''' a simple wrench that does 2 damage hit ratio  10 and 25 with hand to hand combat making it 35 hit ratio accuracy 3 encumbered and can be found in factorys and auto repair station, and hardware store in mall
search rate is 4 to 6 percent
search rate is 4 to 6 percent
|}
|}

Revision as of 15:58, 20 October 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.

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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

wrench

Timestamp: Heheevilme 13:09, 20 October 2012 (BST)
Type: weapon
Scope: survivors/zeds
Description: a simple wrench that does 2 damage hit ratio 10 and 25 with hand to hand combat making it 35 hit ratio accuracy 3 encumbered and can be found in factorys and auto repair station, and hardware store in mall

search rate is 4 to 6 percent

Discussion (wrench)


Quarantine

Timestamp: Open the Box Org XIII Alts 06:01, 20 October 2012 (BST)
Type: Malton
Scope: Everyone
Description: British forces have begun retaking portions of Malton. 25-40 suburbs would be closed, most likely by simply drawing fort borders around them. Players in those areas could be dumped (laying down) or left until next log-in and then forced to move to a neighboring suburb. This would accomplish two changes: less area and non-square playing area. Less area obviously suits the current player base. A non-square area would introduce a new movement dynamic as some suburbs may only be accessible through one other suburb or players may have to travel 40+AP to move to what used to be two suburbs away. Obviously important (malls, forts) or specifically historic suburbs should be spared elimination. "Hopefully" this would concentrate the player base, while also making artificially important areas in choke points.

Discussion (Quarantine)

If you want specifics, I'd first advise getting rid of Dulston, aka the ass end of Malton and its contaminated surrounding areas. Those mostly-unused burbs in the NW could stand to go too. --RadicalWhig 06:18, 20 October 2012 (BST)

Seriously, Roywood and Gatcombeton almost never seem to have many people (and that surprises me with Roywood, since I find it to be a fun suburb to operate in). Same goes for a few of the others. Aichon 06:45, 20 October 2012 (BST)

I personally like the idea, but I think it would step on enough people's home turf that it might actually drive more players away from the game. That might be alleviated by not quarantining entire suburbs, but instead quarantining sections that span multiple suburbs without entirely covering too many of them. In doing so, you'd be leaving more people with some of their home turf, thus giving them more reason to stay. Of course, you can't fix some issues (e.g. an HQ for a group getting quarantined). Aichon 06:45, 20 October 2012 (BST)

i agree with aichon on this that it would drive more players away from the game and take the fun out of it and im sure groups would not like it due to if they are active and have to move out that area it be a major pain im sure alot of people would kill this --Heheevilme 13:00, 20 October 2012 (BST)



Food For Thought

Timestamp: Heheevilme 14:23, 17 October 2012 (BST)
Type: objects
Scope: survivors/zed
Description:

malton seems to be on the verge of alcoholism as we have wine and beer but weres the food my suggestion is food can be found in pubs,hospitals,schools,clubs,malls


5 percent no power 15 with power

food in general crisps 1hp rate in pubs and malls and schools

canned food varying from tuna,beans etc 3 hp all buildings soda 1 hp all buildings

frozen food perishes if not supplied to a building with no power via supply create only 5hp limited supply ranging from 25 will appear in a small corner which is how much food is left no search rate required simply hit tab only drops during a siege.

food grants hp but like the booze etc can not be used to heal from infection

zed foods

rotted meat 3hp ( found in destroyed buildings of the above) flesh of fallen if a zed manages to kill a person they can grant themselves 1hp back

Discussion (Food For Thought)

Food is a dupe suggestion. I'm just too lazy to search for them right now. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:24, 17 October 2012 (BST)

Am I the only one that the terrible (or lack of proper) formatting for this suggestion is bothering? --Klexur 13:57, 17 October 2012 (BST)

The guy is new, I'd give him some slack. It's good to see people having a go around here. However, as mentioned above, food has been suggested before, and is highly unlikely to be put into the game other than the little foodlett things in the game already. A ZOMBIE ANT 14:40, 17 October 2012 (BST)

LEND A HAND

Timestamp: Heheevilme 12:03, 16 October 2012 (BST)
Type: Skill
Scope: survivors
Description: allows for a person to give another person ammunition and weapon must be lowest weapon in persons pack only up to 2 times per day and cant supply ammo again to same person till next day can also give medpacks only 1 per person ( this is to prevent over abuse)

skill costs 100xp

Discussion (LEND A HAND)

Super zerg-exploitable. Need I say more? Bob Moncrief EBDW! 13:59, 16 October 2012 (BST)

This. -- †  talk ? f.u. 03:26, 17 October 2012 (BST)

how would this be exploited by a zerg if only a survivor can use it? zombies arent able to use medpacks or ammo unless you have met a zed with a gun —The preceding unsigned comment was added by Heheevilme (talkcontribs) at an unknown time.

Whoever said a zerg had to be zombie? And yes, there are zombies that could use guns. It was an awesome easter egg back in the days. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:51, 17 October 2012 (BST)

And i can see how this can be abused however multi accounts arent they monitored so your not 2 close to the original —The preceding unsigned comment was added by Heheevilme (talkcontribs) at an unknown time.

A zerg won't give a damn about that because they bypass the countermeasures with proxies. The countermeasures only work if two or more characters with the same IP are within close proximity of each other. All a zerger needs to do to bypass this countermeasure is to use proxy IPs. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:22, 17 October 2012 (BST)
changed it so that its 2 thabks for the insight axe hack —The preceding unsigned comment was added by Heheevilme (talkcontribs) at an unknown time.
Changing it from 5 times a day to 2 times a day doesn't solve the zerg abuse problem. Zergers have a near infinite amount of alts. Regardless of however much you change it, it does not stop the fact that zergers can and will use this as often as they can to their advantage. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 18:16, 17 October 2012 (BST)

uh-oh... A ZOMBIE ANT 13:04, 17 October 2012 (BST)



Makeshift weapon

Timestamp: Heheevilme 13:23, 14 October 2012 (BST)
Type: Skill
Scope: survivors
Description: cost would be 100 xp allows for adding spikes to Baseball Bat,cricket bat,Hockey Stick,length of pipe as well as wire this would make them more lethal depending on what you add to them spikes increases attack damage by 1 wire increases chance of hit by 5 percent of heavy objects like cricket bat and pipes and gives 10 percent if its a baseball bat or hockey stick. I got this idea watching survival horrors and gives the factorys some sort of purpose

objects you must have

1 bag of nails and following weapon

bag of nails would have to be added in game and found easily like 15 to 20 percent of searches would yeild a bag of nails in a factory ammount of room it takes up the same as a book

barbed wire and weapon barbed wire can be found 5-10 percent of searches in a factory and uses more room due to it being bulky

and be in a factory with power

ap cost 4 to make it

weapon can only have 1 or the other attached cant have both as this would make it more powerful

cumberance is doubled example baseball bat would be instead of 2 a 4

( places nails can be found harware store in mall 10 percent 15 if theres power) ( barbed wire rare 5 percent)

Discussion (Makeshift weapon)

This doesn't seem too bad, and would spice up roleplay. All we need is for someone intimately familiar with hit percentages and encumbrance to balance it properly, 'coz those seem a little high to me. -- †  talk ? f.u. 03:26, 17 October 2012 (BST)

I'm pretty sure this is duped. I'm just too lazy to search right now. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:24, 17 October 2012 (BST)

Now that you mention it, it does seem familiar. -- †  talk ? f.u. 09:21, 18 October 2012 (BST)
There were a number of suggestions about improving the less powerful melee weapons, the most recent one being this one. -- Spiderzed 13:51, 18 October 2012 (BST)

--Heheevilme 19:47, 18 October 2012 (BST) like spiderzed pointed out that such stuff has been mentioned before however the suggestion was very poorly presented it did not say how they would be improved and just a simple skill would increase the damage and accuracy which i think is a bit overpowered hence why i put this up its much diffident as you need a skill and the appropriate items and to use ap



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.

Call Backup

by A Big F'ing Dog at 18:16, 19 September 2012 (BST)

Newbie Radio

by A Big F'ing Dog at 00:42, 16 September 2012 (BST)