Developing Suggestions

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Developing Suggestions

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

Nothing on this page will be archived.

Further Discussion

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


Please Read Before Posting

  • Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. You can read about many ideas that have been suggested already, which users should be aware of before posting what could be a dupe: a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles.
  • Users should be aware that page is discussion oriented. Other users are free to express their own point of view and are not required to be neutral.
  • It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
  • After new game updates, users are requested to allow time for the game and community to adjust to these changes before suggesting alterations.


How To Make a Suggestion

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.
{{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, etc. Basically: What is it? and Is it new, or a 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 you spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past two days should be given a warning notice. This can be done by adding {{SDW|date}} at the top of the discussion section, where date is the day the suggestion will be removed.
  • Suggestions with no new discussion in the past week may be removed.
  • If you are adding a comment to a suggestion that has the warning template please remove the {{SDW|date}} at the top of the discussion section to show that there is still ongoing discussion.

This page is prone to breaking when the page gets too long, so sometimes suggestions still under discussion will be moved to the Overflow page, so the discussion can continue.

Suggestions in Overflow: No suggestions currently in overflow.


Please add new suggestions to the top of the list


Suggestions

Chainsaw

Timestamp: Kite 10:43, 8 August 2009 (BST)
Type: New Weapon
Scope: Humans and Zombies
Description: Well my idea here is that it would be an ammo-fed melee weapon. It would only be useful with fuel cans, otherwise it only does 1 damage, zombies will be able to use this, but if they did, even if it is fueled would only do 1 damage.

Chainsaw:

Effects: None.

Encumbrance: 15%

Can be found in - Mall-Hardware Stores 5%, Factories 1%, Junkyards 3%, and Warehouses 0.5%.

Lighted Search rates - Mall Hardware Stores 7%, Factories 2%, Junkyards 4%, and Warehouses 1%.

Base damage per hit: 1

Base to hit %: 10%

Upgraded to hit: 30%

Skills which upgrade to hit %: Hand to Hand Combat

Special abilities: When fueled does 3 more damage. Zombies cannot use the extra 3 damage.


Ammo: 1 Fuel can=10 Ammo

Reload: Takes one AP to fuel Chainsaw with Fuel. Fuel is taken from the inventory when used.

Ammo Limit: The chainsaw can be loaded with 20 Ammo max.

Ammo use: Uses one ammo for every attack, successful or not.

Even if you only used 4 ammo and the Chainsaw still had 16 ammo if you fueled it the Fuel Can will still count as used and will be removed from the inventory. Note: If there's a generator in the building and you want to reload the Chainsaw, not the generator, then you click the Chainsaw button in the inventory.

Discussion (Chainsaw)

I'm pretty sure that chainsaws are a pretty old and recurring dupe. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 17:24, 8 August 2009 (BST)

This is weaker than a fire axe when you have it fully advanced. So really, it's just another useless weapon.--Yonnua Koponen Talk ! Contribs 17:28, 8 August 2009 (BST)


Lab Experience Improvement?

Timestamp: Mooman72v2 06:42, 7 August 2009 (BST)
Type: Skill Change
Scope: Players with Lab Experience Skill
Description: Here's the Idea: Since players with Lab Experience aparrently know how to use the revivification syringes, why can't they help other players do it? My idea is that if someone without Lab Experience (Which I will now start referring to as LE to save time) has some revivification syringes, why couldn't someone with LE help the other person do so. First, there will be a setting for the players with LE: Auto-Help with syringes? ()yes ()no ()ask first

Anyways, when a person without LE who has some revivification syringes is in the same building or block with a zombie and a person with LE, thye could ask the person with LE to help with using the syringes. The person with LE, depending on their setting, will either help, not, or ask when the person logs in. The person who is helping will use 1 or no AP, while the person without LE will use the full 10 AP. The XP from said zombie will be split so that both players recive 5 xp. There could also be a small to medium chance that the person being helped will not understand the instructions, and waste the syringe or not use it. Only one AP will be used in this case.

Discussion (Lab Experience Improvement?)

Why? --Bob Boberton TF / DW Littlemudkipsig.gif 07:35, 7 August 2009 (BST)

So folk can more easily clear buildings with low level zergs? --Honestmistake 08:22, 7 August 2009 (BST)

Useless, overcomplicated, and game-breaking; did you even read the Suggestions Dos and Do Nots? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:38, 7 August 2009 (BST)

Aside from the fact that I think it is a bad idea, how would the "ask first" option work? What if the person with the syringe left the area before the person they asked help from logged in? --Uberursa 19:16, 7 August 2009 (BST)

As Honestmistake mentioned this would present serious zerging problems. Also, you have to consider that it is "fun" for players to level up and buy the skills to do things. If you follow this line of reasoning we would have level 42 players helping newbs fire off shotguns and search more efficiently for ammo and perform surgery and ransack buildings etc.--GANG Giles Sednik CAPD 19:43, 7 August 2009 (BST)


iPhone App (2.0)

Timestamp: ChiTownBear 09:13, 4 August 2009 (BST)
Type: Game Extension?
Scope: players with iPhones and iPod touches
Description: Just a simple, easy to use iPhone app. There could be a city made just for the app users. Also, the app would be able to stay logged into all of our accounts so that we lazy iPhone/iPodtouch users won't have to remember our passwords, nor will we have to log out to switch characters. Since the game is free, the app should probably be free too.

Contacts list improvement

Timestamp: Vidmaa 08:20, 4 August 2009 (BST)
Type: Contacts page interface
Scope: All players
Description: Now in contacts page there are possibility to put color out of 8 possible (not counting default grey) on name of person you adding - this is very useful - but with many contacts it is difficult to remember what color means

My suggestion is to add simple box on contacts page where every user could write for himself what every color means for him.

Discussion (Contacts list improvement)

This'd be really easy with a simple Greasemonkey script or something. --Bob Boberton TF / DW Littlemudkipsig.gif 08:36, 4 August 2009 (BST)

Isn't there already a "notes" field?--Pesatyel 10:28, 4 August 2009 (BST)

Afraid not. This suggestion isn't so bad, except I'll add that I've never had a problem with remembering colours, even when I come back to an account after 2 years. All it takes it to look at the name and their group and something should ring. --ϑϑ 10:35, 4 August 2009 (BST)
Ah, I was mistaking the "group" field for it. That's what I get for going from memory when I don't use contact much lol.--Pesatyel 04:21, 5 August 2009 (BST)
I like this suggestion. I can't remember what purple is, and now I have no idea who "Max Lloyd" is, or why he's on my contacts.--Yonnua Koponen Talk ! Contribs 10:39, 4 August 2009 (BST)
Purple for me used to be for 'fans' that gave me a shoutout in-game, but after 2007 I had to change it to something else cause there weren't enough colours for all my needs. Hence, I'd be in more favour of just adding a larger colour palette. --ϑϑ 10:43, 4 August 2009 (BST)
Perhaps both? I mean, I don't really use my contacts list anymore, but I know that it can be problematic for some people.--Yonnua Koponen Talk ! Contribs 10:54, 4 August 2009 (BST)
Dont see a downside really. A box of what 20 characters? Incidentally. Zombies = Green, Red= Bad. --RosslessnessWant a Location Image? 10:59, 4 August 2009 (BST)
I use Green for friendly contacts, Red for enemies, black for the first person who killed me, Purple I don't know, Blue for people who might be enemies but I don't know yet, Yellow and Orange for people who are neutral or ex-enemies respectively. But some people use different colours for GKers, PKers, barricade destroyers, zombies death cultists, allies, and members of their own group. So it can get pretty hectic.--Yonnua Koponen Talk ! Contribs 11:08, 4 August 2009 (BST)

I'm surprised it's not a dupe, but I like it, although the part about putting in a description so you can remember the colours is a bit of overkill. All you really need is a colour for friends, foes and group members, with perhaps other groups as other colours (and you can tell them by their listed group affiliation). If you can't remember, it can't be that important :p -- boxy talkteh rulz 11:21 4 August 2009 (BST)

The part about putting in a description so you can remember the colours is the whole suggestion. --Yonnua Koponen Talk ! Contribs 11:54, 4 August 2009 (BST)
Oh, I thought it was also to allow you to pick the colour at the same time as saving a contact... meh then -- boxy talkteh rulz 16:23 4 August 2009 (BST)
i was thinking about that too as if you have 50+ contacts on your list - you add one and then open contacts list again to find the one who is grey to put color on it.. Vidmaa 17:00, 4 August 2009 (BST)

It is, basically, a dupe. The author wants to add a field to explain the colors.--Pesatyel 04:21, 5 August 2009 (BST)

Well it is similar - i haven't found it before i made this - but what i am suggesting is one simple box the you could just put like red - enemy, yellow genny and radio destroyers,purple - revived me, blue i revived .. etc. and everyone decides what is needed for himself, by this making more clear what is around you in the building. To put notes under each name is good, but a little excessive in my opinion. Vidmaa 09:56, 5 August 2009 (BST)
I accept what you're saying and I would vote keep if it got put up for voting (as opposed to a dupe) but the only problem is, that suggestion got 100% keep votes and still didn't get implemented, so you'd have to question whether Kevan would think the same with this suggestion. It is simpler though, so you never really know. --ϑϑ 15:12, 5 August 2009 (BST)
The way I imagine this is something really similar to the box, we have as Zombie/Survivor appearance description box, somewhere at the top of contact page- that would be sufficient to make notes what color means and 255 characters is more then enough Vidmaa 16:55, 5 August 2009 (BST)
What if Kevan is yet to get through reading all of the peer reviewed suggestions. It's possible he is yet to read it.--Yonnua Koponen Talk ! Contribs 22:00, 8 August 2009 (BST)
Similar? It is the same thing. You have a field that you can type whatever you want into it. You said "putting notes under each name is a little accessive" but that is EXACTLY what your suggesting here. Your just limiting it to things like "red = enemy" even though it is up to each person to actually type "red = enemy" into the field. So tell me how you would limit it to that in the first place? If it is a strict limitation to color definitions only, you might as well just suggest strict color definitions themselves so you wouldn't even NEED a field.--Pesatyel 04:41, 6 August 2009 (BST)
Yes it would be the same as in description page, but only one, so everyone can define color meaning for itself (ok red and green usually clear, but the rest are not) and it is NOT like for every person you add in contacts. player would had 255 symbols - so if he like he can name all colors, if he likes he can describe several persons. but he would have ONLY ONE box at the top, strict color would not work as i believe different players have different thoughts about what should be added to contacts list and marked. Vidmaa 07:35, 6 August 2009 (BST)
Ok, now your confusing me. Only one box? Your going to have to have a field for every color so that a person can TYPE IN what the color means. So you will have a box for red so that you can type in what red means. A box for blue, so that you can type in what blue means, etc. So its not one box, it is 8 (or more if he adds more colors). And my comment about strict colors was exactly as you said, undoable because they are defined differently by each player. The point of all this is why do you need an extra set of fields, which would necessarily be seperate from the rest of the contacts, to define the colors when you can do the same thing IN the contacts via a "notes" field. If bob heals you and you make a note that he healed you and gave him the color green then green would, generally, mean "healer". I think I'm just misunstanding your response.--Pesatyel 09:57, 6 August 2009 (BST)

I like the idea. Maybe just a little specification on the number of characters are allowed for any particular field. --Maverick Talk - OBR Praise Knowledge! 404 08:05, 6 August 2009 (BST)


Birthday Loot!

Timestamp: BlackDeath3 22:19, 3 August 2009 (BST)
Type: Special Flavor Event
Scope: Everybody!
Description: It's a fairly simple idea, and arose when I looked at the UD homepage and read the part about UD being four years old. I know that other games do this as well. Players can submit their birthdate into their profile, and on their birthday, they receive special birthday loot! It could come with a random assortment of useful items and weapons, and even a little birthday card, but it would just be a cool little flavor event that happens once a year. The alert message could say something like:

"Although it feels like just another day in post-apocalyptic Malton, it isn't. On your casual search through the ruin and rubble of Malton, you find something unexpected... Happy Birthday <insert username here>!"

You could find a crate or bag of some sort, possibly left over from a helicopter drop, long buried from before the outbreak, or however you would like to rationalize it. You could crack it open with a crowbar, axe, gun, or some sort of weapon, and watch your loot spill out in a sea of foam packing peanuts! Zombies could find this as well, and maybe keep the items in case they revive. Or the zombies could just smash it to pieces to receive their birthday present - XP! Of course, players would have only one chance to set their birthday, and then it is locked to prevent abuse of this feature. You wouldn't even need to put in your birth year if you didn't want to, just the month and day. It wouldn't need to be viewable to the public, in the event that you care. It would just be there for your once a year birthday loot! Anyone with helpful suggestions, add-ons, whatever, they are welcome. And as for the inevitable flame... I brought my shield :)

Discussion (Birthday Loot!)

What about the poor maxed-out career zombies? They have little want of XP or items. -- User:The Rooster RoosterDragon User talk:The Rooster 22:29, 3 August 2009 (BST)

I tried to include zombies as well, because I think everybody should get something out of this. I've never had a high-level career zombie, so if you know of something that would benefit that audience, feel free to throw it in :) BlackDeath3 22:31, 3 August 2009 (BST)

Perhaps a random ultra-rare zombie flavor item? In fact, you could make a whole array of clothing and accessories that are only accessible via birthday troves; it would be random which one you get, and you would only get one per trove. Players who smash open their trove would get zombie/death-centric items while players who open it (which can happen regardless of state) would get survivor stuff; or, you could just make it all cross-state (AKA gold watches, party hats, hypno-glasses...etc.) Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:49, 4 August 2009 (BST)

My first thought was "flavor item". But that just seems boring, unless it is a clothing item (something others can see). My other thought (between "flavor item" and clothing) was some minor bonus like +5% to hit for that day.--Pesatyel 04:51, 4 August 2009 (BST)

I was thinking random super-rare birthday-only flavor clothing or accessory as well. It doesn't break the game and it gives people something to look forward to; it also rewards long-time players. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:54, 4 August 2009 (BST)

I like those ideas, of the flavor items. And, if you were to get some special, random item, it would give you a feeling of exclusivity, to have an item that one cannot just come by on their own, but must chance upon on their birthday. It would reward the long-time players, and their collection of these birthday items could slowly grow year by year! BlackDeath3 10:22, 4 August 2009 (BST)

Just make sure it is flavour items, or clothing of some sort, not weapons. Nothing game-changing. --ϑϑ 10:36, 4 August 2009 (BST)

I see no problem with throwing in a few, actual items, seeing as how it would be no different than finding a supply crate on July 3rd, or Christmas, or Easter. But the flavor is a nice idea. -- BlackDeath3 10:57, 4 August 2009 (BST)

Yes it is the world of difference, because crates happen to 1% of the population and this will happen to everyone at their own specified time. --ϑϑ 11:00, 4 August 2009 (BST)

Zombies and survivors can change into clean clothes on their birthdays! its a birthday suit! --RosslessnessWant a Location Image? 10:54, 4 August 2009 (BST)

My character's already in his birthday suit... --ϑϑ 10:55, 4 August 2009 (BST)
It's not exactly clean though :p -- boxy talkteh rulz 11:12 4 August 2009 (BST)
Thanks to you... ;D --ϑϑ 15:13, 5 August 2009 (BST)

Too cutesie, and invokes teh hand of god -- boxy talkteh rulz 11:12 4 August 2009 (BST)

Doesn't every suggestion? It's not like anyone else is in a position to implement anything we approve. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:54, 4 August 2009 (BST)
No, other suggestions may make "god like" changes to the game, but they usually don't involve Kevan magically, and regularly, zapping gifts into existence for a specific person, depending upon the date that someone was born. I mean, how believable is it that you just happen to find a birthday card and pressies, on the 1 in 365 days that it is actually your birthday? Crappy flavour, and it doesn't fit with a zombie apocalypse -- boxy talkteh rulz 16:30 4 August 2009 (BST)
But haven't we always said that gameplay takes precedence over flavor? An unlimited supply of fuel and generators isn't realistic or in-genre, and kevin wouldn't have to do anything other then program it in as he would any other idea. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 17:19, 4 August 2009 (BST)
All those things are axioms of the game. They need to be in place for it to work indefinitely, and be balanced. Birthday cards and free goodies, beamed to you out of nowhere, on your "special day" is another thing altogether... and don't get me started on the party hats, chrismas trees and lights Barf.gif -- boxy talkteh rulz 00:47 5 August 2009 (BST)
Not to mention various date specific items already in game like the party hats and christmas trees. I like the idea of some minor "special" items (not more than 1 per birthday though) maybe a "BOOMSTICK" shotgun that does 12 damage but can't be reloaded or a clip of armour piercing ammo or (as its your birthday) a Katana that breaks after a few hits? Nothing game breaking but something a little bit special for a slight boost. The zombie equivalent could be special flavour text and a slight boost for an few attacks "Striking the barricade you manage to dislodge a huge section.... it seems to be a special day!" or "you claw at survivor bob for 4 damage and rip out his still beating heart... he dies screaming while you feast!" Again a very slight and limited duration bonus which is more fun for the flavour than the extra bit of damage...--Honestmistake 17:45, 4 August 2009 (BST)
Multiplied times a billion, that could potentially have huge impacts on the game; people might even make throwaway characters to get those overpowered chances/items. Plus, not every player is a fanatic hardcore trenchcoater; flavor clothing and accessories are fun and don't break the game. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 17:50, 4 August 2009 (BST)
No one is going to create a billion characters and then level them enough that any attack is going to have any real chance to hit (well maybe a zombie zerg looking for a cade bonus?) A survivor getting an extra 4 damage from 2 shots is not going to be game breaking as a once a year special and a zombie scoring claw kill on a 4 or less hp target is again not going to register in stats... Both would be fun though and could perhaps be made less zergable by requiring a confirmed e-mail address? --Honestmistake 18:00, 4 August 2009 (BST)
Or, we could just not give people superpowers on their birthday? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:38, 4 August 2009 (BST)
ignoring armour on 6 shots, doing an extra 2 damage on 2 shots or having the potential to cause 4 damage with a claw in a very narrow time window and circumstance are not "superpowers. Haing a chance to remove 2 levels of cades in 1 blow is hardly super either (though its a lot closer) However I have a better way to do this.... just make it a special bonus for accounts that have paid for the IP boost. Its a nice, low impact gift for those that support the game and if multiplied by a million I will expect a royalties cheque from Kevan :) --Honestmistake 19:39, 4 August 2009 (BST)
We shouldn't give more gifts to donaters. They have enough with the 300-hit limit. And suppose a group all set their birthdays for the same day? A group like the dead could take over the city in a day with these bonuses. So really, it'd have to just be flavour.--Yonnua Koponen Talk ! Contribs 20:50, 7 August 2009 (BST)

I wasn't suggesting nuclear warheads, maybe just a couple little items as a birthday thing. And sure it doesn't exactly make sense, but neither does being able to die infinitely and indefinitely. The reason that you can die and still come back to life is because it makes the game FUN, and I think that a little birthday loot would add a little fun as well. It's not like Kevan would have to individually, manually gift thousands of people their gifts everyday, I'm sure he could automate that. -- BlackDeath3 20:51, 4 August 2009 (BST)

I agree with this suggestion so long as it delivers only delicious flavor on your birthday and not items. Items are for really just for survivors, and you have to consider encumbrance yadda yadda.--GANG Giles Sednik CAPD 20:00, 7 August 2009 (BST)

Yeah, OK... I'm all for the flavor :) BlackDeath3 07:03, 8 August 2009 (BST)


Give Power Stations Use

Timestamp: Justinbronze 20:04, 2 August 2009 (BST)
Type: Building Addition/New Item/New Skill Set
Scope: Power Stations
Description: Ever wonder why Malton has Power Stations if they don't provide power? This suggestion will change all of that! My suggestion is,Power Stations can provide power to a building, lighting it up like a generator, only no refuel need for the building. The catch however, The Power Station must be powered by a generator, fueling the generator in the Power Station provides 48 hours of power before refueling is needed (unlike the usual 125 hours.), and in order for the building to receive power from the Power Station, the 2 must be connected by a extension cord, which is my idea for a new item. Extension cords can be found in Warehouses (7%), Factories (4%), and Power Stations (21%). Extension cords are primarily rubber, so they can't be destroyed,unless a zombie with the Memories of Life Skill Unplug, which I suggest could be slightly higher in XP cost like 125, unplugs the extension cord, it then disappears, but anew one can be re-attached. A new skill set would be introduced called Electrician, which allows you to plug in extension cords,XP cost,50 for scientists, and 75 for other survivor classes. Those with the Electrician skill can access another skill Unplug for 100 XP ( XP cost is that high for obvious PKer reasons.) You must be outside to attach extension cords, and extension cords can be attached to powered buildings to provide power to neighboring buildings, not just attach them to the Power Station. 1 extension cord can cover 1 block.

Flavour Text:

Survivor: You attach an extension cord to the building.

You attach an extension cord to another, extending the cord further.

You attach an extension cord to the building, the lights go on inside.

For some deluded reason, you unplug the extension cord, the lights in the building you unplugged it from go out. <---May need to have alts because more than one building may go out, and I added deluded because only a PKer would unplug them.

Zombie: You are on Random Location Street there is an extension cord running through here.

You are outside The Random Building. An extension cord runs through the street and connects to the building.

You Unplug the extension cord, the lights go out in the building you unplugged it from. <--- This will need to be altered as more than one building may go out.

Discussion (Give Power Stations Use)

Some light reading: PR_Buildings:_Specific_Types#Power_Stations --Bob Boberton TF / DW Littlemudkipsig.gif 20:11, 2 August 2009 (BST)

As Bob, If you let this out into the mainstream there is a good chance you will be deluged with kill and Dupe votes to the point of absurdity. It needs something else to set it apart from the rest... I may have an idea,if I think you can use it I'll post it later. -Devorac 01:18, 3 August 2009 (BST)

It's a dupe. Leave Power Plants alone; they don't power entire suburbs; they don't have infinite fuel reserves lying around; they don't have an infinite supply of repair parts; the only thing they actually do is serve as WTFcentaur nests and breeding grounds. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:16, 3 August 2009 (BST)

In fairness, the rest of Malton seems to have an infinite supply of everything. It's just well hidden.
I think this suggestion is toothless however, cords running outside would last no time at all. The makeshift "power grid" they would make wouldn't stay intact long enough to power anything a block away, let alone any further. -- User:The Rooster RoosterDragon User talk:The Rooster 04:17, 3 August 2009 (BST)

Alright, Justin here is one of the better ways I can see your idea -At least a butchered version of it- working is this. First off, ditch the power station thing. Maltons power stations have been dead for 3 years with only rats to run maintenance on them, no way in hell is setting a genny in it and flippin a switch going to turn them on again, cause a catastrophic explosion maybe, generate stable power... no. The part of your Idea I really liked was the generators and extension cords. If you add the extension cord item which will allow you to plug the cable into a genny and into another building (as long as the building is unruined) and power it. For this to work you would have to keep the cables vulnerable, and the life of the genny could be halved for every cable inserted. (120 hours, no cables- 60 hours, 1 cable- 30 hours, 2 cables- 15 hours, 3 cables.) I think you should be able to only plug in 3 cables to any one genny for realism purposes, as well as preventing morons from causing gennies to drain in seconds by placing a ba-zillion cables on. So I think you might be able to get this Idea to survive, if you can omit power stations and just go with gennies and cables. Hope this helps you to re-form you suggestion. -Devorac 07:48, 3 August 2009 (BST)

Er, why would we even want this needless over-complication of the power system in UD? "One genny, one building" too easy to understand and balance? --Bob Boberton TF / DW Littlemudkipsig.gif 07:57, 3 August 2009 (BST)
It might not be a dupe, but it's certainly unbalanced, unrealistic, needlessly complicated and useless all at the same time. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:11, 3 August 2009 (BST)
*Sighs* It is a cool idea though if you only needed a brief bit of power, pity that it would be so ineffective in practice, probably why I like to stick with suggestions where I can use hard math to back them up. -Devorac 18:57, 3 August 2009 (BST)
Hmmm, adding extension cords to factories would dilute search rates in factories which are the best source of generators for survivors who don't hang out in Malls. Aside from that, the cost to purchase a skill should be on the same level as all other skills in the game thus far. And I agree with the naysayers about powerstations already being dead and done.--GANG Giles Sednik CAPD 20:10, 7 August 2009 (BST)

Remove crucifixes

Timestamp: Orange Talk 18:19, 2 August 2009 (BST)
Type: Equipment change
Scope: Everyone
Description: Crucifixes are useless. Wire cutters were useless. Wirecutters were removed because of their uselessness, So crucifixes should be removed from the game.

Discussion (Remove crucifixes)

I support this because it will presumably boost wine search rates in churches. Also, what's with every single church in Malton being a Christian one? --Bob Boberton TF / DW Littlemudkipsig.gif 18:23, 2 August 2009 (BST)

Just for semantics, Churches are Christian places of worship. Therefore all churches are Christian. Other religions don't have churches, they have temples, or mosques, or synagogues, etc. But the point of more ethnically diverse buildings stands. Of course, how often do you see all manner of religious buildings in your city centre?--Yonnua Koponen Talk ! Contribs 21:36, 2 August 2009 (BST)

I'm in. --Haliman - Talk 18:27, 2 August 2009 (BST)

But then how would we make useless suggestions and bash organized religion? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:51, 2 August 2009 (BST)
The same way we do now. We wait for someone to make a suggestion about adding them in, or with some new bit added on to that, then we flame them.-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 18:53, 2 August 2009 (BST)

I was going to say why don't we make a clothing item instead. Then I looked and found the game already yas "a crucifix necklace" (and a few other religious related ones). So yeah, having this one also is redundant.--Pesatyel 19:31, 2 August 2009 (BST)

Seems fair. Plus im somehow drawn to the word uselessness --RosslessnessWant a Location Image? 19:38, 2 August 2009 (BST)

Change your name to uselessness. Do eeet.-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 20:56, 2 August 2009 (BST)
The programming alone would be effortful. --RosslessnessWant a Location Image? 21:17, 2 August 2009 (BST)
I'll do it for you.-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 04:07, 3 August 2009 (BST)

The flavour is fine just the way it is, useless is good Crucifix.jpg -- boxy talkteh rulz 11:31 4 August 2009 (BST)

There is a difference between the Wire Cutters and Crucifix. Wire cutters had a use, which then became voided when that use was no longer needed. Crucifixes have never had a use. --Blake Firedancer T E RNL? P.I.S.I.T. 11:44, 5 August 2009 (BST)

And your point is....?--Pesatyel 04:44, 6 August 2009 (BST)
Kevan removed the wire cutters as their intended use (cutting wire fences) was no longer useful. Crucifixes have never had an intended use (aside from RP'ing) and as such cannot be removed for not being useful, as they were never useful in the first place. Wire Cutters were obsolete. Crucifixes are not obsolete as they still do what they did before: Nothing. --Blake Firedancer T E RNL? P.I.S.I.T. 05:08, 6 August 2009 (BST)
As above --DOWN WITH THE 'CRATS!!! | Join Nod!!! 05:38, 6 August 2009 (BST)

I actually wonder what percentage of players even have one in their inventory.--Pesatyel 04:44, 6 August 2009 (BST)

I would support this. I want to keep crucifixes alive for the fun of it, but they are just useless and I wouldn't care if they went. --ϑϑ 08:11, 6 August 2009 (BST)

All of you crucifix bashers are going to be very sorry when the vampires take over.--GANG Giles Sednik CAPD 20:12, 7 August 2009 (BST)

Bull Rush

Timestamp: Fixxxer 09:41, 1 August 2009 (BST)
Type: New Skill
Scope: A new skill that survivors might use directly against zombies
Description: A problem I have noticed as a survivor is when barricades come down and zombies come in and wreck a little havoc, but then run out of AP and just stand around, forcing the survivors to either barricade the zombies in with them or leave the building un-barricaded with the doors wide open in the hope that the zombies will decide to go for a stroll outside. With this skill, a survivor would potentially be able to charge a zombie and bull rush it out of the building through an open door, rather than having to attack it until it drops and then boot the body outside. I would suggest a 30% chance of success, with a 70% chance that the survivor loses his grip on the zombie, which stays indoors while he ends up out in the street. Either way, I would suggest that the survivor end up outside as well, though with an open door and no barricades, he could rush back inside and begin barricading. I would also suggest that this action consume 2AP (one for grabbing the zombie and one for shoving it through the door).

The key thing to note here is that this is only possible in an un-barricaded building with the doors standing open. This is meant as a sort of emergency action to (hopefully) get a zombie or two out of the building so it can be safely barricaded or repaired, not as a combat maneuver to injure the zombie.

Discussion (Bull Rush)

Now that you got this here, I suggest you withdraw your actual suggestion. There should be instructions for it around here somewhere. :/ -- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 09:44, 1 August 2009 (BST)

Fair enough. I'm interested in dialog that explains why this skill would be so bad. Thus far, I've been told that it's bad because it costs less overall AP than shooting the zombie until it falls down, then dumping the body. However, I would point out that you get no AP for using this skill AND that it has a limited actual usefulness because it can only be used inside a building that has no barricades and the doors are open. Lastly, it doesn't cost the zombie any AP, so it doesn't have to use up AP before it starts tearing your barricades down again. Fixxxer 09:57, 1 August 2009 (BST)

So? Your average high-level human won't care about lack of XP anyway, so that doesn't really matter. As I said on the page, it pretty much nerfs shooting and CR-ing as whenever you want to kill a zombie, the zombie will be inside a unbarricaded building with open doors. The whole point of killing a zombie is not to kill it per se, but to remove it from the building so you can start barricading again with no penalty. This skill allows you to remove a zombie without having to search for any items.
Thanks, however for taking the criticism on the suggestion page well (and not throwing a fit like other users do.) With a bit more practice, you'll be making peer reviewed suggestions in no time :). Be sure to read FS and S/DDN before submitting again ;).
Finally, you withdrew your suggestion wrongly - you don't simply blank the page, you've to to add a template (and not blank the page.) I'll fix it for you now. Linkthewindow  Talk  10:49, 1 August 2009 (BST)
I appreciate that. Thank you. --Fixxxer 20:27, 1 August 2009 (BST)

Silly harmanz with silly suggestions. If you bull rush me, I will be eating your face.--Agunin_Anoven 10:13, 1 August 2009 (BST)

How very, very helpful. --Fixxxer 10:40, 1 August 2009 (BST)
You get used to it soon enough. We're all just one big hateful family around here. :) -- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 10:56, 1 August 2009 (BST)

At the very least, such a skill would need to require the zombie to be brought down to low HP before being bullrushed out of the building, the same way that only survivors at 12 or less HP can be dragged out of wide open buildings. But I think that has been suggested before -- boxy talkteh rulz 13:15 1 August 2009 (BST)

That sounds fair. If the zombie is below X number of hit points, you have a chance at pushing it outside. What if we further took Devorac's advice into consideration, but instead of giving a bonus for having the Bodybuilding skill, we made Bodybuilding a requirement to get Bull Rush in the first place? --Fixxxer 20:27, 1 August 2009 (BST)
There's already a dupe for that, although it never went the full voting time... was headed for spam -- boxy talkteh rulz 09:02 2 August 2009 (BST)

Hmm... what about this, You can only bullrush a zombie that has less HP than you do, and it will cost an extra 1 (possibly 2 for balance reasons) AP per ten health the zombie has (minimum of 1 extra AP cost), plus another AP if the zombie has rotting flesh. I think this reflects that the zombie is struggling instead of just placidly being led away. This also helps to slightly level out the huge difference between rushing, and killing the zombie with a conventional weapon. Also after the survivor has performed this move he/she should also be outside with said zombie, so add another AP to get back inside. It is also possible to reduce the cost of the rush if the survivor had the bodybuilding skill, as that would -if this really happened- be quite helpful. -Devorac 19:00, 1 August 2009 (BST)

Too helpful; Zombies are players too, and giving survivors to insta-remove any zombie without preparation makes any weapon useless. Either this would nerf every survivor tool against zombies in existence, or it would be useless; those are the only two outcomes. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 20:50, 1 August 2009 (BST)
*Shrugs* I agree... but it's still a fun concept. -Devorac 21:14, 1 August 2009 (BST)

First of all, I think this might be a dupe. Looks familiar. Secondly, to the author use a colon to indent your post if your responding to someone, its helpful. I'll see if I can find the dupe.--Pesatyel 21:36, 1 August 2009 (BST)

At the very least, I'd want to see a 10% chance per zombie outside that the harman doing this could not move further for at least 24 hours, without accumulating any AP as the horde would dogpile him and the one he tackled would not let go. It would be like a desperation move to save his fellow survivors, and would effectively kill his sorry ass. Otherwise, this is ridiculous. Even with the modifications I've mentioned it's wildly overpowered in favor of survivors. I doubt anything can salvage this crap suggestion.--Necrofeelinya 12:32, 2 August 2009 (BST)

It costs a fortune in zombie AP (usually a collaborative effort as well) to get inside the average UD building, so any action which removes them this simply is not on. --Papa Moloch 21:49, 2 August 2009 (BST)


FaceBook Application

Timestamp: —The preceding Template:Wikipedia comment was added by Supertrooper101 (talkcontribs) 06:11, 1 August 2009.
Type: Game Play
Scope: {{{scope}}}
Description: I beleive it would bring more players, ideas, and donation money to the site if it was some how linked into or through facebook. Face book has a HUGE base of users who only own a facebook for the time consuming of applications. Now wether u plan on just linking it through or even a special Mini Facebook Battle With its own map, charcters, weapons, and ect.. i for one beleive it would take off very quickly due to the fact that many of ur curent users undoubtly have a facebook and would be very willing to help the expansion of it across facebook to new users. I would love to see a new facebook type urban dead from u guys, cause u have created a game so simple but yet so addictive, i think its time to step it up to the next level. Thank you for ur time! i really hope u think about this one! :D

Discussion (FaceBook Application)

I don't like how this uses "u" and "ur" instead of, you know, actual words. --Bob Boberton TF / DW Littlemudkipsig.gif 07:34, 1 August 2009 (BST)

u didnt sign ur pst you n00b. gb2fb-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 08:35, 1 August 2009 (BST)

So basically a mini-game on Facebook that promotes the main game? I don't use Facebook at all, but since this will just be a promontion for the game, why not just make some UD-related images that people can stick on their profile. Promotes the game, without the time and effort this would involve. And Boberton is right, chatspeak is bad. It's not a lot more effort to type two extra letters, and makes your suggestion look a lot more professional and readable. Linkthewindow  Talk  08:38, 1 August 2009 (BST)

I suggest that this user learns how to fucking spell "you" instead of "u", Take your dumb oneth grader spelling style back to school. Not only is spelling "you" like "u" not cool, it kills babies. as for the suggestion, ya sure whatever, facebook and myspace need ud like soo much dude fuck ya dude give em some ud and let em play it. ud man.--Agunin_Anoven 10:19, 1 August 2009 (BST)

For the second time this week: This page is for suggesting ways to improve Urban Dead, not for suggesting new apps for your qPhones or Stalkerbook. If you want a mini Urban Dead for Facebook or think it's a good idea, then get a team together, talk copyright with Kevan, and make one yourself. Please, for the love of Kevan and the suggestions process as a whole, read the Suggestions Dos and Don'ts before you post... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:36, 1 August 2009 (BST)

Using facebook to expand the UD player base is a good idea but making it into an app you can play through just isn't my cup of tea, it's browser based, not a Facebook/iPhone/.exe/.deb/ application. --Kamikazie-Bunny 17:11, 1 August 2009 (BST)

Okay, I'm sorry that I'm not giving you any useful feedback here but hey. First off you apparently missed the line of the wiki that said "your suggestion is only as smart as you make it sound". Second, as you are suggesting something in a mildly professional atmosphere DO NOT UNDER ANY CIRCUMSTANCES USE CHATSPEAK! It makes you look like not only a goober, but a goober who doesn't really care enough to make his idea clean and well polished looking. Third, Spell check everything. The misspelled words were even worse than the chatspeak, they completely derailed me from the idea itself. Sorry if I sound harsh, but still, when you post here this is supposed to be a testing ground for real suggestions. You post something that looks like that as a suggestion and they will rip you apart with kill votes so fast your head will still be spinning next week, and a portion of them would vote kill for no other reason than the fact that your spelling/grammar are... sub-par. -Devorac 19:10, 1 August 2009 (BST)

Good idea. Might increase participation. Sorry all the other respondents seem to care more about formalities and your spelling than the game.--Necrofeelinya 12:37, 2 August 2009 (BST)

Careful Nf, he might not get the sarcasm. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:53, 2 August 2009 (BST)
He wasn't being sarcastic. And to an extent, he's right. He'd be more right if the suggestion was good in any form. --ϑϑ 11:02, 4 August 2009 (BST)

Survivor Bite Change

Timestamp: --Papa Johnny 22:41, 28 July 2009 (BST)
Type: Oddity change
Scope: Survivors
Description: Simple - When a survivor attacks with "bite" on a zombie that is infected, the survivor has a chance of becoming infected. It wouldn't modify the hit% for the attack or affect the zombie in any way beyond the normal 1 damage being dealt to it.

Rifles

Timestamp: Degree7 21:57, 8 August 2009 (BST)
Type: New Weapon
Scope: Humans
Description: Well, my idea is that players would be able to find rifles in sport stores or gun stores in the malls and maybe in Armouries. When you initially find the rifle, you have a small hit chance with it and must upgrade by buying 'marksman training'. Once upgraded, they can sight ahead with the rifle one block in any direction and be able to shoot a target from there. If you enter a tall building, you can do this as well. Additionally, you can choose to upgrade to 'advanced marksman training', where you then have to look for a telescopic sight in a hardware or sports store store. Once found, you can attach the scope to your rifle. With a fully upgraded sniper rifle, you can sight two blocks in any direction from the ground, but if you enter a tall building (tower, hotel, buildings) you can use the scope to sight 4 to 5 blocks in any direction and be able to shoot or pick off targets within your line of sight. Ammo would be in the form of .22 bullets, also found in sports stores. You find these bullets individually. When you fire the rifle once, you must reload another bullet in. Costs 1 AP to fire and 1 AP to reload. Additional upgrades could include 'steady aim'(increased hit%) for experienced marksman.

My idea was this would add the factor of snipers on tall buildings to act as marksman, to protect safe-houses or just to gather XP by sniping Zombies. I also thought it would be interesting if the maybe the Scout class started out with a sniper rifle, but I'm getting ahead of myself.

Rifle:

Effects: Increased peripheral vision (3x3 grid)

Damage: 12 points (10 against flak jacket)

Base accuracy: 5%

Capacity: One .22 bullet

Locations: Mall Sports Stores(5%), Armouries(2%), Mall Gun Stores(1%)

Encumbrance: 8%

Starting Skill: 5% accuracy

Basic Firearms Training: 20% accuracy

Marksman Training: 35% accuracy

Advanced Marksman Training(requires telescopic sight): 50% accuracy

Steady Aim(requires Advanced Marksman training): 65% accuracy

.22 Bullet:

Locations: Malls Sports Stores(7%), Mall Gun Stores(3%), Armouries(5%)

Encumbrance: 2%

Discussion (Rifles)



Suggestions up for voting

Infected Blood

This suggestion is now up for voting. Its discussion has been moved to its talk page.

Road Flares

This suggestion is now up for voting. Its discussion has been moved to its talk page.