Developing Suggestions

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Developing Suggestions

This page is for presenting and discussing suggestions which have not yet been submitted and are still being worked on.

Further Discussion

Discussion concerning this page takes place here. Discussion concerning the suggestions system in general (including policies about it) takes place here.

Nothing on this page will be archived.

Please Read Before Posting

  • Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. There you can read about many idea's that have been suggested already, which users should be aware of before posting what could be a dupe, or a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles. There users can also get a handle of what an appropriate suggestion looks like.
  • Users should be aware that this is a talk page, where other users are free to use their own point of view, and are not required to be neutral. While voting is based off of the merit of the suggestion, opinions are freely allowed here.
  • It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
  • With the advent of new game updates, users are requested to allow some time for the game and community to adjust to these changes before suggesting alterations.

How To Make a Suggestion

Format for Suggestions under development

Please use this template for discussion. Copy all the code in the box below, click [edit] to the right of the header "Suggestions", paste the copied text above the other suggestions, and replace the text shown here in red with the details of your suggestion.

===Suggestion===
{{suggestionNew
|suggest_time=~~~~
|suggest_type=Skill, balance change, improvement, etc.
|suggest_scope=Who or what it applies to.
|suggest_description=Full description. Check spelling and be descriptive.
|discussion=|}}
====Discussion (Suggestion Name)====
----

Cycling Suggestions

Developing suggestions that appear to have been abandoned (i.e. two days or longer without any new edits) will be given a warning for deletion. If there are no new edits it will be deleted seven days following the last edit.

This page is prone to breaking when there are too many templates or the page is too long, so sometimes a suggestion still under strong discussion will be moved to the Overflow-page, where the discussion can continue between interested parties.

The following suggestions are currently on the Overflow page: No suggestions are currently in overflow.

If you are adding a comment to a suggestion that has the deletion warning template please remove the {{SNRV|X}} at the top of the discussion section. This will show that there is active conversation again.

Please add new suggestions to the top of the list.


Suggestions

No Syringe Manufacture in Ruined NTs

Timestamp: Kolechovski 21:56, 19 May 2009 (BST)
Type: balance change
Scope: ruined NTs
Description: I noticed something from the suggestion NT Ruins Ruin Rotter Revives (try saying that 10 times fast), found here, http://wiki.urbandead.com/index.php/Suggestion:20090409_NT_Ruins_Ruin_Rotter_Revives, that would support this mechanic.

The CRing makes sense, because you are connecting to an outside source for the ability (NecroNet). But with Syringe Manufacture, that should require the ability of the lab equipment to do, so having ruined equipment should make it impossible to manufacture syringes. A few supporting mechanics…

Zombies sweep lab equipment onto the floor. Afterward, you go inside…You are inside a ruined NT Building. The NecroTech logo is set in the wall behind the front desk, and doors open onto powered-down computer rooms and laboratories. The laboratories have been ruined, with broken equipment smashed to the floor.

Discussion (No Syringe Manufacture in Ruined NTs)

Your probably going to get the same "against" arguments that one did as well. People don't really make syringes, not when finding them is much more efficient.--Pesatyel 02:43, 20 May 2009 (BST)

Not in a ruined NT. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 05:20, 20 May 2009 (BST)
Sure, but it doesn't really take THAT much to do repairs, especially since NTs are so hotly contested, I don't think they stay ruined for very long. Besides, as Honestmistake said, this more fixes a seeming loophole then a nerf. I was just pointing out that people will bitch and whine.--Pesatyel 02:55, 21 May 2009 (BST)
To the contrary, the more contested a ruined NT is, the harder it is going to be to do repairs. Keep in mind to make syringes more efficient to search for rather than manufacture, you'd need to repair the NT (for whatever AP cost), barricade it, gen and fuel it. That could take 3 people to do that and not have any AP left over, and that's not counting the clearing of the zombies that might be inside. And to think that after all that, the players won't have the AP left over to search for the syringes, so then the 24 hour wait begins before they can give that a go. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 05:04, 21 May 2009 (BST)

It never even occurred to me that you could manufacture inside ruined NT's, I would think this to be a pretty obvious modification to remove a loophole rather than a survivor de-buff. --Honestmistake 08:16, 20 May 2009 (BST)


Military Frequency List

Timestamp: RosslessnessWant a Location Image? 19:56, 19 May 2009 (BST)
Type: Flavour improvement
Scope: Anyone
Description: Ramping up those other military frequencies, for more spam free broadcasts.
  • 25.90 Fort Overview. Broadcast once daily, alternating daily between each fort, just like a suburb report, but fort only.
  • 25.91 Consumer Watch, random daily update on the state of a mall.
  • 25.92 Devastation Report- Random daily report on building/s with over 100ap repair cost
  • 25.93 Zombie Tracking. Hourly report on location of block with most standing zombies in malton.
  • 25.94 Phone mast report. Daily report on the staus of 5 mobile phone mast buildings.
  • 25.95 Malton Overview. Daily broadcast, highlighting any change in the zombie survivor ratio, plus random information on a non mall multiblock structure

Discussion (Military Frequence Use)

I'm now waiting for those dupe to roll in.--RosslessnessWant a Location Image? 19:56, 19 May 2009 (BST)

Even if there is a dupe, I dig the idea. Problem I see is [an odd one] giving the location of the block with most zombies in it. An odd problem, but the only thing I really see wrong. Seems a bit unnecessary. -- THELORDGUNSLINGER 02:23, 20 May 2009 (BST)

Would this be hard for kevan to do? I got no idea...but it's a fucking awesome idea. Rooster could make some tasty thingys and maps and that to give NPOV statuses...--xoxo 09:04, 22 May 2009 (BST)


Military Frequency Use

Timestamp: A Big F'ing Dog 02:32, 19 May 2009 (BST)
Type: Flavor/Improvement
Scope: Forts
Description: There are a few external military frequencies that players are unable to broadcast over. Since the military rebuilt the forts for survivor use, perhaps they also left them with equipment to broadcast on some restricted frequencies.

I suggest allowing transmitters inside of fort buildings to be set to broadcast on channels from 25.90-25.95. People would be able to listen in from anywhere of course. This would not affect the channel broadcasting npc military reports, which is 25.96. People would still not be able to transmit over that frequency. And should Kevan ever want to add more npc military channels for some reason, there's still 25.97 and higher.

What this would do is provide channels for intra and inter fort communication that have vastly reduced spam. Since only people within the forts can transmit over those channels there would be a much smaller number of people able to spam those channels at any given point. This would make 25.90-95 very useful for coordinating military operations among the forts' inhabitants and local patrols.

I think anything that makes forts more about tactical operations and less about waiting in one place for a big mob of zombies to kick you out is a good thing.

Discussion (Military Frequency Use)

Or maybe the radio spammers who just sit still all day spamming radios would just go to the forts? --Yonnua Koponen Talk ! Contribs 18:06, 19 May 2009 (BST)

and good riddance to em! --Honestmistake 19:19, 19 May 2009 (BST)

Am I the only one that's read the fucking archives even though it says to at the top of the freakin' page? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 02:18, 20 May 2009 (BST)

What's your point? That suggestion was 3 years old. You mean to tell me that NOTHING has or can change in 3 years to making bring up old ideas totally unviable? The question here is whether or not this old idea would be good, now as it wasn't then.--Pesatyel 02:49, 20 May 2009 (BST)
Change is irrelevant. This goes to voting, I notice it, put the link up, put out a call on IRC, five minutes later it's cycled. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 04:15, 20 May 2009 (BST)
Once again I have to disagree with your dupe link. The other suggestion is for coded radio channels with a variable range, it requires a new skill to use (and understand) and can be used anywhere. This only requires a radio and a very specific location, it also has the same range as normal radios. Those are pretty significant changes to the mechanic.... especially considering that the variable range bit was what got most kills in the old suggestion. --Honestmistake 08:22, 20 May 2009 (BST)
Yes, but this suggesstion would change nothing. It would just add more frequencies, that people either wouldn't listen to, or only a select group of people who stay in the forts would use. It wouldn't make them more strategic, people just wouldn't use this method unless they were already there. --Yonnua Koponen Talk ! Contribs 15:44, 20 May 2009 (BST)
that might constitute a good reason to kill this but doesn't make it SPAM. --Honestmistake 18:49, 20 May 2009 (BST)
I never said anything about SPAM, you Donkey. --Yonnua Koponen Talk ! Contribs 11:14, 21 May 2009 (BST)
My oops, obviously I meant DUPE. —The preceding unsigned comment was added by Honestmistake (talkcontribs) at an unknown time.
Well the only person who said it was a dupe was Iscariot, and he says that everything is. In this manner, he's a bit of a Donkey.--Yonnua Koponen Talk ! Contribs 19:09, 22 May 2009 (BST)
So lets shut down the suggestion page then?--Pesatyel 02:56, 21 May 2009 (BST)
No, you're overreacting. --Bob Boberton TF / DW 03:22, 21 May 2009 (BST)
Not really, Iscariot calls dupe on pretty much everything. This one is very unlike his link but look below where he Dupes something because the game already has monuments as locations and something else because a script exists??? Now the script one actually is a dupe, just not for the reasons he gives. Its insane how often he comes up with the most tenuous of reasons for something being a dupe and if he ever gets away with enforcing his opinion on dupes then the page really will be redundant! --Honestmistake 08:23, 21 May 2009 (BST)
He won't get away with it. Trust me. --Midianian¦T¦DS¦SP¦ 18:08, 21 May 2009 (BST)
How's about you think for yourselves? And knee-jerking against everything Iscariot says isn't "independent thinking". Meanwhile, it's not just Iscariot who uses the argument about scripts... it's a valid counter, used by the likes of sweirs and karek. And.. just because someone links to an alleged dupe doesn't mean it is a dupe, or that it'll be cycled out. And imnsho this is different enough from the orginal -- but barely -- and soley b/c the original is conviuluted and silly. --23:27, 21 May 2009 (BST)
I don't believe Sweirs or Karek ever voted "dupe" over something replicated by a script but I am not checking and could easily be wrong. The point is that a "dupe" vote is the easiest way to get stuff removed... sure you can appeal to an arbitrator but why should you have to when your suggestion clearly wasn't a dupe in the first place. As for "knee jerking" everything Iscariot says??? I call him often on the validity of his dupe links and disagree with a lot of what he does here but I also think he is capable of some very insightful and useful contributions which I have supported on more than one occasion. Oh and one last thing... please sign your posts so we can tell who you are. --Honestmistake 09:05, 22 May 2009 (BST)
It was a bit of sarcasm. I've been here a LONG time and there are VERY few idea that crop up that haven't been put up at some point in the past. 98% of suggestions have been tried before in SOME way (thus, not strictly dupes). Players come and go, as do ideas. What might not have worked in 2005 just MIGHT work now. So what's wrong with bringing it up? If it is still disliked, it will die again, but what if the new players actually like the idea?--Pesatyel 05:00, 22 May 2009 (BST)
As much as I agree that circumstances and consensus could change over a few years, the current system doesn't place any kind of time reference on suggestions for duping. A dupe from any time is a dupe, unfortunately. --Bob Boberton TF / DW 07:49, 22 May 2009 (BST)
Unfortunately, hence my mildly sarcastic comment. Hell there are people that claim dupe that don't even BOTHER taking the time to find one anymore.--Pesatyel 03:34, 23 May 2009 (BST)

Reorder items/pick gun to fire

Timestamp: Excaliburp 19 May 2009
Type: Improvement
Scope: Survivors
Description: Allow items to be reordered, so that there won't be situations where a survivor reloads the empty guns in front, but has half-empty ones left lower down the list that will never get fired unless he runs through all the freshly-reloaded ones in front. Either that, or allow a choice of exactly which weapon to fire, which solves that problem in a different way, but is probably a lot more troublesome to implement.

Discussion (Reorder items/pick gun to fire)

I support this dupe! The good news is that there are scripts to do this.... if you play from somewhere that means you can use em. --Honestmistake 19:27, 18 May 2009 (BST)


Megaphone

Timestamp: The Master Scout 12:36, 17 May 2009
Type: Item
Scope: Survivors
Description: Simple: a megaphone that allow survivors to launch vocal messages in the streets, and that works in a way similar to Graffiti and Feeding Groans. The player wrote the message in a text box, and everybody within a certain range (3,4 or so...)) will display it, maybe through something like "You heard a megaphone shouting "TEXT" from *DIRECTION*".

...to make things better, it's use can be limited in certain building. In any dark builings (no windows) it could be impossibile. While, in Tall Buildings and Towers, survivors may be supposed to use it on the roof, hence, it range can be wider. Just like Spray Cans, it's use can be limited to certain times before discard. After all, megaphones use batteries. It can be found, says, in Police Depts, Fire Stations, Hardware Store and the like. I think it can be an interesting variant to Radio Messages and Mobile Phones.

Discussion (Megaphone)

Seems a bit dupish...if that's even a word. I don't know, this isn't really necessary, and people will spam with this.--Thadeous Oakley 12:44, 17 May 2009 (BST)

It is a dupe, from 2005 IIRC. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 13:08, 17 May 2009 (BST)
Dupe-o-rific. But I'm lazy-o-rific. --WanYao 20:15, 17 May 2009 (BST)
Someone already suggest it? No surprise, i guess it's a pretty predictable idea, after all. Yes, probably people will spam with it...but i guess again that meta-gaming communication outside of the game is already overused, to make in-game communication really meaningful. By this point of view, an item like that will surely be useless.--The Master Scout 13:38, 18 May 2009 (BST)

Sculptures In Parks

Timestamp: A Big F'ing Dog 20:48, 15 May 2009 (BST)
Type: Flavour
Scope: Park squares
Description: Why should only the indoors be decorated? I suggest allowing people to place sculptures (and maybe other weather-proof decorative items) in parks as they can in buildings.

Zombies would be able to attack these outdoors sculptures and destroy them one at a time with an accurate hit, but since they're out in the open and easy to attack there would be no xp gain for doing so.

Discussion (Sculptures In Parks)

Question - What's the point, really, if most survivors visit parks for a minute or so, looking for an EP? --Haliman - Talk 20:52, 15 May 2009 (BST)

Usually I am all open for more atmosphere in urbandead, but this seems just useless. I mean, when I am moving outside through open blocks its just click-click for me.--Thadeous Oakley 22:47, 15 May 2009 (BST)

Many parks are used as revive points. This would give the waiting mrh cows, visiting scientists, and scan blocking brainrotters a more interesting view. --A Big F'ing Dog 22:52, 15 May 2009 (BST)

Dupe of in-game. Monuments are sculptures in the open. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 00:02, 16 May 2009 (BST)

Can you attack monuments?
No
Can you choose where to place them?
No
Is this suggestion a dupe?
No
Is this suggestion worth implementing?
Also No.--Honestmistake 14:47, 16 May 2009 (BST)

Nope. As Iscariot and Honest M. I'd like to be able to target statues and monuments for grafitti/vandalism, though, that might be fun. --WanYao 20:17, 17 May 2009 (BST)

You already can, according to the wiki. In fact you get 2 XP for it.--Pesatyel 20:59, 17 May 2009 (BST)
Although if you mean the option to vandalise art insalations then that might be fun.... pointless but still fun. "Someone has set up a bust of long dead soldier... someone else has painted a mustache on it!" ;) --Honestmistake 19:29, 18 May 2009 (BST)

Extra first aid kits display as if they where ammunition

Timestamp: Turtleboy412 Talk! In game 02:34, 14 May 2009 (BST)
Type: A bit of a change to equipment.
Scope: People who carry a fair ammount of first aid kits.
Description: My suggestion is simple. If you find a first aid kit you see "Searching through the hospital, you find some first aid supplies and add them to your first aid kit" or somthing along those lines. Instead of seeing First aid kit, First aid kit, First aid kit, First aid kit, First aid kit, First aid kit, First aid kit, First aid kit, First aid kit, First aid kit you would see First aid kit (11). Nothing would change except having multiple first aid kits would be displayed as having plenty of supplies for one kit. It also seems a bit more realistic as people will not be able to carry 30 first aid kits and be able to jump through the windows of buildings like freaking spider man.

Discussion (Extra first aid kits display as if they where ammunition)

This is a good idea and I like it. It makes sense. Sorakairi 02:48, 14 May 2009 (BST)

So your just suggesting changing the flavor text for when you find a FAK.--Pesatyel 04:59, 14 May 2009 (BST)

I like it as long as it doesn't change encumbrance. Just consolidate the individual items into a number.--Necrofeelinya 06:56, 14 May 2009 (BST)

Inventory/UI mod, such as UDtool. --Bob Boberton TF / DW 08:44, 14 May 2009 (BST)

Oh, and it's a dupe. --Bob Boberton TF / DW 08:54, 14 May 2009 (BST)

In game changes to act like current add-ons and mods are dupes. Get Firefox and download them or live with it. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 08:58, 14 May 2009 (BST)

No they are not. A dupe is a suggestion that has been suggested before in either the same or a very similar format. An existing add-on is often a good sign that something should be in game but isn't (possibly because of the very existence of that add on) This particular suggestion is still a Dupe though.
One last thing, a great many people play this game from work and do not have the option of using mods and add-ons. Killing good ideas just because you do not need it in game is not a reasonable option. --Honestmistake 09:28, 14 May 2009 (BST)
They are dupes because they've been put through the system before for the same reason as the current suggester wants them. Kevan hasn't implemented them. End of debate. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 09:30, 14 May 2009 (BST)

This is a dupe. A really old dupe. Discussion? Over. --Bob Boberton TF / DW 20:10, 14 May 2009 (BST)

Yep, this is done to death. And solved with inv sorting apps. Your interpretation of the interface is wrong anyway: all clips show individually. Next, please. --20:20, 17 May 2009 (BST)

Fire Through and Reach Through Barricades

Timestamp: Sorakairi 02:50, 14 May 2009 (BST)
Type: Skills
Scope: Zombies and Humans
Description: This was posted here earlier, but now I'm redoing it.

Fire Through 'Cades. A Military Skill, this skill can only be bought when you have all gun skills. It allows you to point your gun through the 'cades to the outside, and fire. You cannot fire through anything above Lightly Barricaded, because of everything in the way. You cannot specifically target, and your accuracy is decreased from 65% to 45% to deal with the objects in your way. You can shoot through, even if no one is there

Reach Through 'Cades A MoL or Combat skill, either way it could be bought whenever. It allows you to reach through and claw. You cannot reach through anything above Lightly Barricaded. You can't target specific people, just Harman or Zombah. This time, though, your accuracy is decreased by 15%, due to the fact that you could buy it at anytime, and Zombies are usually shown as reaching through Barricades in most movies. You won't attack if no one is there.


Recap of FTC: All gun skills before accessible. Fire though LiB or lower. No Specific Targeting Accuracy Decrease of 20% Fire Through even if no one there.


Recap of RTC: Accessible after MoL or Vigour Mortis. Allows to reach through and claw. Reach through LiB or lower. Targeting Human or Zombie. Accuracy Decrease of 15%. Won't attack if no ones there.

Discussion (Fire and Reach Through Barricades)

I have rewritten this, as 2 separate skills. Hope you like it. Sorakairi 02:50, 14 May 2009 (BST)

I can see, maybe, how someone MIGHT use it.

  • Zombies: Zombie attacks are dropped to 10/20/35. Debarricading at the same levels would be 12/17/25, so a zombie would have a SLIGHTLY higher chance to hit then to debarricade.
  • Survivors: Survivor attacks are dropped to 5/30/40. They can also barricade as normal.

But you still have the x-ray vision problem.--Pesatyel 05:27, 14 May 2009 (BST)

I feel this suggestion still falls under the categories of "encouraging the wrong things" and "just not smart." --Bob Boberton TF / DW 08:45, 14 May 2009 (BST)

Just so you know, this is just taking up space on this page. No matter what changes you make, the ability to look outside your current building without exposing yourself to attack is X-Ray Vision and will be spammed in less than 24 hours. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 09:00, 14 May 2009 (BST)

Two ways this might work for zombies:

  • Restrict it to working only against folk the zombie knows are inside because they have followed their scent trail.
  • The attack option is always open even if no one is inside. The only way the zombie gets to know for certain is if it hits something, with the attack chances as they are they could easily give up due to bad luck.

For survivors i think its pretty fair to say they can only shoot at a zed who has recently reached through the barricade, ie their last action was to try this and the cade level has not changed.--Honestmistake 09:36, 14 May 2009 (BST)

Or they could get lucky and have a low-chance (but still possible) means of X-Ray vision. Spend a few AP, find buildings with people in them. As for "can only shoot out if a zombie's last action was to reach in," that's just all kinds of crap. It takes 1 AP then to make it impossible for a survivor to shoot back. But then, this suggestion smells overall. --Bob Boberton TF / DW 20:13, 14 May 2009 (BST)
Survivor steps outside to shoot zombies then spends 1AP to move away making it impossible for the zombie to fight back... how exactly is that any different to allowing a zombie to move away from limited shooting range? --Honestmistake 14:51, 16 May 2009 (BST)

Bugger off already. --WanYao 20:21, 17 May 2009 (BST)


Suicide With A Vengeance

I was bored, so I put it up for a vote. It wasn't getting much discussion here anyway. If people can't even bother to troll it, maybe it's a good idea. Or not... guess we'll find out.--Necrofeelinya 18:58, 13 May 2009 (BST)

We ignored it because there was nothing constructive to add to such a bad idea. And criticising a bad suggestion is not trolling. Grow up. --WanYao 20:24, 17 May 2009 (BST)


Suggestions up for voting