Developing Suggestions: Difference between revisions

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Although zombies need some help, this is overpowered. Anyways, what does walking faster have to do with a higher hit rate? [[User:Lpha|Lpha]] 22:58, 4 April 2013 (BST)
Although zombies need some help, this is overpowered. Anyways, what does walking faster have to do with a higher hit rate? [[User:Lpha|Lpha]] 22:58, 4 April 2013 (BST)
Eh, I can see why this would be super OP. Maybe just make it 10% more melee hit chance. Btw, Ipha, since you walk faster you can catch up to the harmanz easier so that you can hit them easier.
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Revision as of 12:14, 6 April 2013

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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

wound

Timestamp: Soul kai 14:52, 4 April 2013 (BST)
Type: skill
Scope: zeds/survivors
Description: wound can occur at random if a zombie gets 3 or more hits on its victim with hand attacks

wound is as its sounds is when a person is heavily injured and leaves a open wound on the body

when a zed inflicts wound hp decreases by 1 hp till a fak is used also attacks drop by 5 percent survivors can inflict wound on other survivors and zeds however zeds only get a 5 percent decrease in hand to hand no hp is lost due to blood isnt needed for a zed to survive.

it has to be purchased to use under which skill tree it would be suited im unsure any help would be appreciated.

higher chances will occur if player is low in hp round 35hp round 20-40 percent chance of wound

10-20 percent if round 45 to 50hp



Discussion (wound)

What is "wound"? So far we only know when it happens, but not what it is. Aichon 15:58, 4 April 2013 (BST)

So, as far as its mechanics go, it's basically a powered-up version of infection that anyone can afflict any survivor by random chance? Can't say I'm a fan of taking something that currently only occurs deliberately and at the cost of having to use a lower-accuracy attack and turning it into something that will happen with almost every single series of attacks anyone makes on anyone else. Plus, there isn't a description of if this is a skill that's purchased, what the "random chance" of it happening will be, or other such considerations. That said, I do kinda like the flavor of this suggestion, and the -5% accuracy isn't a bad idea either, when considered by itself. Aichon 21:03, 4 April 2013 (BST)

Sprinting Gait

Timestamp: Jebidijed 8:33 AM, 4 April 2013 (EST)
Type: Easier zombie transportation.
Scope: Zombies and Survivors
Description: A child move of Lurching Gait, Sprinting Gait will both allow you to have 20% more chance to hit survivors with all melee attacks, and make moving two blocks cost only 1 AP, due to your increased speed. This means that every 1 block deducts only one half of an AP Point! Very convienient for zombies, not so convienient for humans.

Discussion (Sprinting Gait)

Its way to over powered for 1 skill 20 percent chance of hit is way to huge of a jump also 2 moves for 1 ap would make the game as people have put it to me less fun can see this getting killed im sure many will agree with me --Soul kai 14:38, 4 April 2013 (BST)

Let's do some quick math on this to see how much of a difference 20% would make. If we gave all zombie melee skills a base 20% increase, that would mean that Bite, which currently has a 30% chance, would suddenly have a 50% chance, putting it exactly equal to the current version of Claw. As a result, that 20% increase in accuracy would actually immediately cause at least a 33% increase in damage done by zombies, given that you've allowed them to swap out their old skill that does 3HP of damage for one that does 4HP of damage and causes infection. You'd also make Bite the default attack used by zombies, rather than one that's used less frequently, meaning that survivors would be forced to be FAKing constantly to cure infections (while also taking extra damage from them), thus burning their AP far more than it gets burned now and increasing the damage increase this skill causes by even more. That's not just "convenient for zombies": you would turn them into slavering gods of death.

...but then you also tied in halving their AP for walking. How exactly would that work? If I was outside and stepped inside, would it cost an AP? A half AP? How would half AP work? Would they tick every 15 minutes instead of every 30? Would a zombie that gets revived while at 39.5 AP wake up as a survivor and still have that extra .5 AP?

Beyond that, why are these the same skill anyway? Since each one is incredibly good by itself, it'd make more sense to break them up. More than that, the 20% melee boost really has nothing to do with walking faster, which is what the Lurching Gait branch is about, so it makes no sense for it to be in that part of the tree, rather than in the melee boost part of the tree. Aichon 16:21, 4 April 2013 (BST)

I would say that having these two as a single skill buy is both logically inconsistent and incredibly overpowered, so I'll address each half separately.

The half-AP move - first, I think trying to deal in half-AP would definitely mess with the current mechanic, and probably have affects on the IP hit counter (walking twice as far would use up twice as many hits, if I'm interpreting this correctly). It also doesn't make flavor sense, since zombies would now be twice as fast as humans, something I've never seen in any treatment of zombies, ever (even the 28 Days Later ones could only move as fast as a regular person).

As to the 20% increase, I would agree that some increase in zombie hit-rate would be good for rebalancing the game, but 20% in one jump is, like Aichon said, extremely overpowering. Maybe a 10% increase, or break it over multiple new skills in 5% increments? Bob Moncrief EBDW! 17:40, 4 April 2013 (BST)

Although zombies need some help, this is overpowered. Anyways, what does walking faster have to do with a higher hit rate? Lpha 22:58, 4 April 2013 (BST)

Eh, I can see why this would be super OP. Maybe just make it 10% more melee hit chance. Btw, Ipha, since you walk faster you can catch up to the harmanz easier so that you can hit them easier.


Drunk

Timestamp: Soul kai 04:46, 4 April 2013 (BST)
Type: mechanic
Scope: survivors
Description: basicly as it suggests survivors get drunk from consuming to much beer etc character direction is completely backwards you hit forwards you go backwards right is left. left is right XD note you have to consume 6 beers for this effect lasts 3 turns more if you drink more lol.

and yes this can be changed to random direction if it suits

2 beers or wine " you feel a little more cheerful with a spring in your step

4 beers or wine " you body feels heavy and your swaying slightly.

6 beers of wine " you are dangerously swaying left and right as you walk your movements are confused. ( directions muddled)

8 beers of wine " you are steaming your eyes are glazed over and you are swaying dangerously around its hard to focus. ( baricaded strong become very hard to enter)

first attempt while steaming you hurdle over the first baricade only to knock yourself out you stumble back out holding your head.

accuracy is dropped by 10 percent when attacking

attack is increased by 1 point of damage for hands and hand weapons

Discussion (Drunk)

How long does it last in the first place? What indication would there be that it's occurring? Aichon 16:22, 4 April 2013 (BST)

Also, if "actions are backwards" it would be pretty easy to figure that out and just do the opposite for the duration of the effect - maybe make it with an element of randomness instead? Also, the times when a survivor would drink that much alcohol are rare outside of specific RP events, because beer and wine are far less efficient for HP gain than FAKing are. Bob Moncrief EBDW! 17:42, 4 April 2013 (BST)

this is just giving beer and wine some side effects some people may get bored and whats a nice way to accidently stray into a horde lol ive did some modding--Soul kai 19:54, 4 April 2013 (BST)



Add Rage to Malton

Timestamp: Spiderzed 16:49, 27 March 2013 (UTC)
Type: Mechanic
Scope: Newbs (primarily zombie)
Description: Aichon's request for mechanics that make the game fun for the weaker side has reminded me of this old suggestion of mine that I have taken to DS 2 years ago, but apparently never entered to the actual Suggestion system:

Borehamwood had a neat little mechanic called Rage, which allows a zombie who a.) hasn't Lurching Gait and b.) is in the presence of a harman to gain that skill instantly without any XP cost.

Applying it to Malton would make it a good bit easier for newbs (for who being a zombie is hard, whether voluntarily or by being killed), and it would also give some incentive to new dyed-in-the-wool pro-survivor types to follow feeding groans who otherwise would never consider to play a zombie.

As that mechanic already exists for another map, it should be easy-peasy to implement.

Discussion (Add Rage to Malton)

Totally in favor. Aichon 18:30, 27 March 2013 (UTC)

Helps zergers! But yeah, totally in favour. --Rosslessness 19:21, 27 March 2013 (UTC)
Totally in favor. Bob Moncrief EBDW! 20:21, 27 March 2013 (UTC)
I am totally in favor, too. This might even out the survivor-zombie imbalance and will encourage more people to play as zombies. Lpha 22:09, 27 March 2013 (UTC)
I doubt it'd go that far, but at the very least it may make starting as one more appealing, thus helping us to hang onto more people that try out the zombie path. Aichon 22:43, 27 March 2013 (UTC)

Yeah, wouldn't say no to this... Zergers, yes, but it'd just be too helpful to newbs to ignore. A ZOMBIE ANT 07:05, 28 March 2013 (UTC)

This might help zergers a little, but they do not really care about action points. When one of the zergs runs out of action points, another one is created. Lpha 16:22, 28 March 2013 (UTC)

fire bottle

Timestamp: Soul kai 13:59, 20 March 2013 (UTC)
Type: weapon
Scope: zeds humans
Description: beer bottles can be set on fire and thrown for 1 ap does 3 hp damage if petrol fluid is on zed 1hp lose for 3 turns

in those turns zed gains 1 extra damage point to claw attacks till fire dies in 3 turns making it even gotta be fair on the zeds if zombie must be in the same square accurate 5 percent 10 percent if have the body build skill item search rate is 5 percent in bars only when light is on it will say you find a beer bottle with matches

Discussion (fire bottle)

So you can't use a regular beer bottle for this, right? Only one "with matches"? Also, be aware that 3 hp damage can be done with a beer bottle regularly. Bob Moncrief EBDW! 15:15, 20 March 2013 (UTC)

Dupe. This the classic molotov cocktail suggestion. The entire suggestion system is full of them. -- Spiderzed 15:53, 20 March 2013 (UTC)
double dupe i can't even begin to count how many times this has been suggested. no more surviver buffs. zombies are dying out in this game. try sugesting ways to make playing a zed more fun.--User:Sexualharrison16:36, 20 March 2013

I agree with Spiderzed and Sexualharrison this is a dupe. Lpha 13:58, 27 March 2013 (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.


Crippling Grasp

by Soul kai at 14:23, 27 March 2013 (UTC)

NT syringes drop rate

by Hermite at 22:09, 30 March 2013 (UTC)