Developing Suggestions: Difference between revisions
Paynetrain (talk | contribs) |
Paynetrain (talk | contribs) |
||
Line 8: | Line 8: | ||
EDIT BELOW THIS LINE --> | EDIT BELOW THIS LINE --> | ||
==Blind sight== | ===Blind sight=== | ||
{| | |||
| | |'''Timestamp:'''[[User:Paynetrain|PAYNETRAIN]] 05:27, 3 February 2013 (UTC) | ||
[- | |||
| | |'''Type:'''zombie skill | ||
|- | |||
| | |'''Scope:'''zombies | ||
|- | |||
| | |'''Description:'''This is a skill which is only available to zombies.....now we all know that zombies spend half of their lives in the dark except when breaking down barricades and entering a building,so this skill blind sight allows the zombie to see better accuracy in the dark and have a lesser accuracy in lighted places(just the opposite of survivors who have better accuracy in the light)this allows the zombies to easily kill survivors who are just standing outside which increases the risk of "just standing outside".a lesser accuracy in light will also mean that the zombies will probably first go for the generators first rather than survivors(probably!)..... | ||
| | |||
}} | }} | ||
Revision as of 05:34, 3 February 2013
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
Blind sight
Timestamp:PAYNETRAIN 05:27, 3 February 2013 (UTC)
[- |
Type:zombie skill | |||||||
Scope:zombies | ||||||||
Description:This is a skill which is only available to zombies.....now we all know that zombies spend half of their lives in the dark except when breaking down barricades and entering a building,so this skill blind sight allows the zombie to see better accuracy in the dark and have a lesser accuracy in lighted places(just the opposite of survivors who have better accuracy in the light)this allows the zombies to easily kill survivors who are just standing outside which increases the risk of "just standing outside".a lesser accuracy in light will also mean that the zombies will probably first go for the generators first rather than survivors(probably!).....
}} Backpack
Discussion (Backpack)It's an interesting idea, but it seems a bit over-complicated at the moment, as well as over-powered (you'll have a VERY hard time successfully convincing people that survivors need additional encumbrance). Regarding complication, having a separate encumbrance and inventory that needs to be separately handled adds a lot more inventory management, which is a hassle and takes away from actually playing the game. That said, it could also add some useful depth, such as forcing people to question whether they should keep spare ammo in their main inventory or in their bag, as well as drastically changing what an ideal loadout for PKers would look like. Also, I'm guessing when you talked about zombies tearing it, you meant that they tore it much like a survivor's clothes will get bloodied as they take damage. Am I correct in thinking that it's strictly aesthetic? If so, then that's fine, but if you meant that zombies could tear it in order to destroy it, then that's an extra level of complication, since now we're talking about needing to have a way to target the bag. Plus, the gameplay will change significantly if zombies can simply target a bag in order to destroy the equivalent of dozens or hundreds of invested AP by the survivor, which would not be fun at all (in much the same way that the original version of Headshot was not fun for zombies). What this fundamentally does, however, is increase the survivor's ability to "bank" AP via items that they carry, which is not something I see as being necessary at the moment. Survivors rely on banking AP by spending more up-front in order to have the equivalent of more available later. For instance, they'll search for ammo now so that they can have a more efficient means of killing targets later, even though simply using a fire axe all the time would achieve roughly the same level of overall efficiency. By increasing their ability to bank AP, you'd effectively lengthen the time they could last before needing to retreat to restock, but, at least in my opinion, the best moments come at the point where restocking is necessary, since that's when the line either holds or falls apart in close conflicts. —Aichon— 18:55, 31 January 2013 (UTC) I disagree very strongly with this suggestion, partly because of what Aichon said about unnecessary complexity to gameplay, but also because I feel allowing survivors to bank even more AP in the form of ammo will massively increase "permagreen" suburbs' abilities to stock up on ammo, allowing them to become even more impenetrable. The status quo is bad enough as it is. Now, while I do like how you nerfed it a bit with requiring a lot of AP to search and move with >100% encumbrance, permagreen suburb survivors have AP to spare up the wazoo, so this would only make the rich richer, so to speak. Also, from an in-character perspective, isn't it implied that we already have a lot of bags? I mean, you can't hold eight shotguns and a dozen pistols and two melee weapons in just your hands and pockets. I would think encumbrance is determined by weight restrictions instead of space, and so more bags wouldn't help reduce weight. Anyways, if you want to go ahead with this, I would suggest you do something like make such bags incompatible with flak jackets, or *always* give the 2 AP movement penalty, or something else of your choosing, to balance this out properly. As it currently is, this is a straight buff to survivors with very big implications, and ideally just having the bags should have major drawbacks to compensate, making going without bags equally viable, to keep balance. --RadicalWhig 20:40, 31 January 2013 (UTC) Decaying barricades
Discussion (Decaying barricades)Great idea. It'll have no impact at all on suburbs that are being hotly contested, but for suburbs that have been largely abandoned, it should help to make things easier for both sides, since new survivors will spawn there more often (they only spawn in VSB buildings) and newbie zombies will see VSB cades and know that they can actually have a hope of taking them down and getting inside. Plus, it'll avoid Fiddler's Green, as you said, meaning that entry points should be easier to find in those suburbs. —Aichon— 16:19, 16 January 2013 (UTC) It may have been suggested before, I will eventually check. Also, welcome to Developing suggestions, feel free to ask any questions, and using the comments box on your edit to ask for help is always a genius move. Well played sir. --Rosslessness 17:42, 16 January 2013 (UTC)
I like the mechanic, but I would prefer something that actually reduced the playing area rather than (as this seems to) increasing it. There's a reason a number of suburbs are effectively abandoned, and it's because the player base has shrunk. Having new players spawn in useful but practically empty suburbs probably isn't the best thing. Bob Moncrief EBD•W! 18:10, 16 January 2013 (UTC)
out of box thinking I know, but how about any building with a repair cost above x, has all their barricades destroyed? The decay description could be modified to reflect this.--Rosslessness 19:15, 16 January 2013 (UTC)
Hello!
Barricades are boring. I don't have a solution.-- AHLGTG THE END IS NIGH! 19:43, 16 January 2013 (UTC) Suggestions up for votingThe 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.
|