Developing Suggestions
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.
- If you decide not to take your suggestion to voting, please remove it from this page to avoid clutter.
- 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
- 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.
{{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 your 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.
Please add new suggestions to the top of the list
Suggestions
Ruin Repair Change
Timestamp: --T | BALLS! | 15:59 7 December 2009(BST) | |
Type: Improvment |
Scope: Ruins |
Description: Now when a Ruin is created it does not show the number of AP needed to fix the Ruin, but shows: [Repair Ruin x1]. Every 24 hours the number increases, so after 10 days it would show: [Repair Ruin x10], and so on.
Now Survivors must repair bit by bit. Pressing the Repair button costs 2 AP, and lowers the Repair number by 1. So a Ruin at [Repair Ruin x10] would end up costing 20 AP to Repair. |
Discussion (Ruin Repair Change)
Beer/Wine Change
Timestamp: Verance 04:05, 7 December 2009 (UTC) |
Type: Game tweak |
Scope: Humans |
Description: Just today, I found my first bottle of beer, and drank it. Searching around, I found another, and decided "It would be pretty funny to go outside and smack a zombie in the face with this..." so I stepped outside, found a zombie, and swung at it. Perhaps because I was a bit tipsy, I missed the first time, so I took another swing, and struck it, causing three damage. I was sad that my bottle broke, the beer splashed on the floor, and that was all. Stumbling back into the Henning arms, I wondered what would happen in a world where the bottle only broke some of the time, after all, it didn't smash on my head when I gave it a try...
In all seriousness, I am suggesting this - Make the bottles of beer and wine break ~%10 of the time, and cause 1 additional damage, because really, sharp glass breaking onto your body tends to hurt. Multiplying this by 1000 is not an issue. While it is true that it does more damage (when it breaks) than a fire axe, you have to take into consideration the 25% accuracy rate, compared to the fire axe's 40%. It is still more logical and better to use the fire axe than a bottle of beer that causes one extra damage 10% of the time. (2.5% for 4 damage, 25% for 3 damage, 75% for miss, vs 40% for three and 60% for miss). So to the community, what do you think? |
Discussion (Beer/Wine Change)
I think you've never been on the receiving end of a heavy strike with a wedge of steel if you think a few shards of broken glass should ever do more damage than a fire axe. This is stupid. And before you give me any lip about hitting just right to nick an artery and cause massive bleeding, remember that UD does not include critical hits, sneak attack, backstab or whatever else you might call precision damage. --Mold 04:39, 7 December 2009 (UTC)
I agree with Mold. I would much rather to be hit with a broken bottle (NIGGA KNIFE!) than chopped at with a Fire Axe. Just like i'd rather be tasered than shot or stabbed. Cookies and Cream 04:41, 7 December 2009 (UTC)
- And yet Urban Dead is a game of such questions. How does a shot always knick a zombie in its flack jacket or rotten flash, yet dig into its skull every time you go for the headshot? I do agree with the point that it is odd a bottle does the same amount of damage as a fire axe, and that this would make it do more, but I fail to see how it could be a game breaker. And for the record, I don't consider it a "ctirical hit" or a "sneak attack" or any of that short of shit, just an idea that can be done. Verance 06:10, 7 December 2009 (UTC)
Beards
Timestamp: Cookies and Cream 03:54, 7 December 2009 (UTC) |
Type: Clothing? |
Scope: Humans |
Description: This suggestion implements a new thing, Beards. Beards grow in levels. These levels are: No Beard, Fuzz, Scratchy, Bearded and Shaggy. A Beard grows every 5 server resets (do we have server resets?). If there aren't server resets, then your beard will grow once every 5 days Kevantime. Beards can be turned off through your settings page, for all you women and unmanly men. Beards can be cut through a new item, Hairclippers, which reduces it down 1 level. I was going to make it wire cutters, but thought they'd be unsuitable for cutting beards. Having a beard appears in your profile description, next to the face description. You can't wear a mask if your beard is Bearded or Shaggy. |
Discussion (Beards)
Just was looking through Clothing Suggestions when this struck me. Cookies and Cream 03:55, 7 December 2009 (UTC)
Where's Anime (and his beard) when he's needed? 04:19, 7 December 2009 (UTC)
hands break though the barricade
Timestamp: --Kralion 15:11, 6 December 2009 (UTC) |
Type: Flavour |
Scope: zombies |
Description: When zombies began attacking barricades,there could be a 10% chance that their hands break through it and it will be visible to the survivors inside.The zombie would recieve the message you attack the barriacade.Your hand breaks through the barriacade and is visible for the survivors inside.For example You are inside the Shears Building. The building has been very heavily barricaded.You see a few hands hands come out from the barricades.When 2-5 hands have breaked through survivors will see few hands 5-8 some hands 8-11lots of hands11+ A hell lot of hands.This will just add flavor to the game and will sure scare those survivor inside.You can still attack the barricades with your other free hand with no penalty.Taking the hand out of the barricade costs 0 AP.There could be an option that asks you if you just dont want it to happen.The zombie hand cannot be attacked. |
Discussion (hands break through the barricade)
Sounds like useless flavor that will cause more effort and problems that it will create fun; I ask this suggestion the same question I ask many others: Why? Also, people will want to attack the hands. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:58, 6 December 2009 (UTC)
X-Ray Vision. -- . . <== DDR Approved Editor 18:57, 6 December 2009 (UTC)
That too. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:11, 6 December 2009 (UTC)
Breaking through barricades is already painful enough for zombies, so getting their hands caught would just make it more annoying. Also, how does this really work? Can the survivors on the inside only see the hands if they're still stuck in the barricades? If not, then do they see hands that came through the barricades within the last hour? The last day? Since they last logged on?
I'm also opposed to it for the x-ray vision issue, since it lets you tell how many zombies are beating on the barricades. Perhaps a better way to implement it would involve not saying how many hands there are and only give the message whenever the barricade level actually decreases. Changing it to work that way yields scant additional information to survivors, but it definitely goes in a different direction than this suggestion was originally. —Aichon—
- RE:k,just added something that wont tell you the EXACTLY the number of hands that there are--Kralion 01:36, 7 December 2009 (UTC)
- Congratulations on leaving your suggestion completely broken and unworkable in almost every way described after your revision. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:55, 7 December 2009 (UTC)
- Yep. Changing that flavor, while it does help slightly, does not make this suggestion acceptable. Just as zombies have to break in to see how many humans are inside, humans have to exit to see how many zombies there are. Anything that changes that formula is x-ray vision. You also didn't address my entire first paragraph. —Aichon— 09:29, 7 December 2009 (UTC)
- Congratulations on leaving your suggestion completely broken and unworkable in almost every way described after your revision. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:55, 7 December 2009 (UTC)
I like the flavour, but I think the in-game translation of it would work better as an attack skill (10% chance of claw hit w/o tangling on last active survivor with each successful attack on the barricades) than as just flavour. 20:29, 6 December 2009 (UTC)
- Except that would be barricade negation. :P This suggestion just isn't good...--Yonnua Koponen Talk ! Contribs 21:42, 6 December 2009 (UTC)
- Two hits out of a fully-barricaded building isn't that bad, though, is it? 21:45, 6 December 2009 (UTC)
- Maybe, but I don't see any kind of negation for either side passing a vote.--Yonnua Koponen Talk ! Contribs 21:51, 6 December 2009 (UTC)
- Two hits out of a fully-barricaded building isn't that bad, though, is it? 21:45, 6 December 2009 (UTC)
Item sorting
Timestamp: Diavolone 06:47, 3 December 2009 (UTC) |
Type: Feature of ease |
Scope: Everyone with items |
Description: What I noticed in this game was that when you got a lot of items, pistols, ammo etc, its hard to keep control of it all. One little easy implemented feature would have been to sort the items alphabetically or something. Or by type, but alphabetically is easier to implement. That way all the pistols would be in a row, and all the pistol clips in a row, and the same with medkits, and shotguns and everything else. Seeing how many you have of each item will be much easier, and I think that a lot of players would appreciate this. |
Discussion (Item sorting)
This was actually suggested, here at least, like a week ago. We also have this.--Pesatyel 06:58, 3 December 2009 (UTC)
- I think it was a month or two ago, but yeah, we just talked about this. Nothing came of it in the end though, and I think the idea got cycled, so we may as well discuss it again. I recall Iscariot had an issue with people changing his interface around, and there was the usual smattering of people saying that this is just a Greasemonkey issue, rather than an actual interface issue. Personally, I'm all for alphabetizing it.
- As an aside, since people will say you should just use a script for doing it on your own, here's one such script that does a bit more than just alphabetize. —Aichon— 07:20, 3 December 2009 (UTC)
Dupe. ᚱᛁᚹᛖᚾᚨᚾᛏ 13:47, 3 December 2009 (UTC)
I reckon this suggetion isnt a dupe. Its a Dupe-A-Saurus Rex. Cookies and Cream 12:29, 5 December 2009 (UTC)
Adrenaline shot
Timestamp: --Kralion 22:23, 1 December 2009 (UTC) | ||||||||||||||||
Type: new item | ||||||||||||||||
Scope: survivors | ||||||||||||||||
Description:Basically, the adrenaline shot will give you 5 AP when injected they can only be injected once per day to prevent abusing of it,making it overpowered. This would be useful when walking into a safehouse...and find it infested with 20 zeds,those 5 AP will probably save your life. Adrenaline can be injected to any other person that hasnt been injected already.
When you have already injected adrenaline and try to inject more will trigger the message you have already injected adrenaline today,too much is very dangerous will waste 1 AP but the adrenaline shot will still be there. Trying to inject to somebody that has already injected will trigger the message you notice that the person has already injected adrenaline,better dont give him more.. Adrenaline shots can be found in necrotech buildings (maybe they were experimenting with them?) with a search radius of 2% and in hospitals with a 4%.After an hour,a message will trigger saying you fell the adrenaline wear off,you suddenly become tired and lose 5 AP points,if the person has 0 AP he wont start regenerating past 2 hours and a half (5 AP). Discussion (Adrenaline shot)Only if one hour later you automatically lose 10 AP, and it works in the negative if applicable. (example: you have 5 AP when your hour is up, you fall to -5. Also, you can't go over 50 AP, so any AP you would have gained over 50 is lost.-- | T | BALLS! | 22:29 1 December 2009(BST)
Will someone make a THIS ISN'T FUCKING LEFT FOR DEAD template we can start smacking down these idiots with? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements
I like Zombie Lord's nerfs to this.--Pesatyel 04:10, 2 December 2009 (UTC)
I swear this is a dupe, but I don't feel like looking for it. Maybe after I've had coffee. --Maverick Talk - OBR 404 06:33, 2 December 2009 (UTC)
I liked the way Nexus War handled this. ᚱᛁᚹᛖᚾᚨᚾᛏ 10:59, 2 December 2009 (UTC) Nexus War's amps worked because hospitals were the bottom of the barrel when it came to healing items. Sure, hospitals are still lower tier than malls, but when there's really only two healing items in the game (one of them revive, which is arguably different), everybody'll search hospitals instead. Whereas NW had all sorts of food, regeneration, innate healing, passive healing, specific status ailment and cures, etc. This is a lot closer to Shartak's mushroom juice, if anything. Thing is, it works in that game because all sides are relatively equal. There's no logical zombie equivalent (unless somebody brings up that old godawful "eat self" suggestion :P), so it really shouldn't be in the game. Zombies are players too, etc etc. RinKou 19:23, 2 December 2009 (UTC)
In my opinion, the search rates are a bit high. They should be about half of what they are now. Otherwise, no complaints. --AORDMOPRI ! T 21:27, 2 December 2009 (UTC) RE:Done.--Kralion 22:51, 2 December 2009 (UTC) Patrol/Prowl
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