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.
  • 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

  • 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

Audible shooting

Timestamp: Girobu 19:43, 23 March 2010 (UTC)
Type: Ambience
Scope: All
Description: When someone uses firearms at the same square, player should see something like "You hear a shot in the building", when hearing from outside, or "SomeName shoots at SomeOther" when both player and shooter inside (or both outside). Now you notice shooting only when someone falls dead, which is strange.

When someone shoots inside building it means that something wrong (or interesting) goes on inside. It makes PKing reasonably more difficult, on the other hand survivors will think twice before executing PKer, when it may reveal they presence to other PKers and zombs.

And we'll have more reasons to use less powerful, but silent melee weapons.

Discussion (Audible shooting)

Pretty sure is a Dupe. I'll go look in a bit. --RosslessnessWant a Location Image? 19:47, 23 March 2010 (UTC)

Suggestion:20070627 gunshots --RosslessnessWant a Location Image? 19:48, 23 March 2010 (UTC)
Let's do a better one, keepeng in mind all the cons! --Girobu 20:30, 23 March 2010 (UTC)

OK, let it work ONLY for shooting at the same square. Silent shooting = TOO easy PKing. --Girobu 19:58, 23 March 2010 (UTC)

It'll just be extra lines of text to read. It doesn't give any useful information, it doesn't tell who is shooting or who/what is being shot at. - User:Whitehouse 20:12, 23 March 2010 (UTC)

You think, better to write like "SomeGuy shoots at SomeOtherGuy"? --Girobu 20:18, 23 March 2010 (UTC)
Disagree about non-usefulness - when someone shoots inside building it means that something wrong (or interesting) goes on inside. It makes PKing reasonably more difficult, on the other hand survivors will think twice before executing PKer, when it may reveal they presence to other PKers and zombs.--Girobu 20:23, 23 March 2010 (UTC)
How would I know the difference between someone shooting a survivor on the other side of the room, and someone shooting a zombie on the other side of the room? --RosslessnessWant a Location Image? 20:26, 23 March 2010 (UTC)
See above. You'll see "CoodGuy shoots at zombie" or "BadGuy shoots at you" - when all that guys and you are at the same square and have same "inside/outside status" --Girobu 20:33, 23 March 2010 (UTC)
When you outside and someone shoots inside, you just notice, that life is more interesting inside ^) the same when you inside, and gunfire - outside --Girobu 20:35, 23 March 2010 (UTC)
So how would you deal with screen spam? If I'm in a building with several individuals and I only log in once a day, won't my screen be full of. "Goodguy shoots at zombie" Zombie bites goodguy" "Zombie Destroys generator" "badguy shoots at goodguy"? And how will you know who is shooting who outside when you are inside? Will zombies get the same messages? --RosslessnessWant a Location Image? 20:37, 23 March 2010 (UTC)
You will see such descriptive messages only if you and shooter are both inside or both outside at the same square. In other cases you will see just "Someone shoots in the street... and again..." when you inside at the same square, or "Someone shoots inside the building" when you outside. You'll see nothing if shooting is at other square --Girobu 20:42, 23 March 2010 (UTC)
Zombies (i think) should see the same messages. They can hear, probably...--Girobu 20:43, 23 March 2010 (UTC)

Jorm had a system in his game where every player got to see a notification of every attack against them, though people in the same room couldn't unless the attack killed the person. You want more notifications than even Jorm's system handed out.

Do you know the difference between Jorm's game and Kevan's? Jorm's doesn't exist any more because it cost too much to run with all these notifications.

Deliver to Kevan a hundred grand and you can have your retarded PKer nerf, until you do show up with the coin, this is a dupe and I'll make it die the second it goes into the main system. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:01, 23 March 2010 (UTC)

That do you Ross? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:01, 23 March 2010 (UTC)

I'm gonna have to go with "no" on this idea. Can you imagine an actual siege situation? If you're gone during a mall siege for a day, you're already getting screen spammed to death. This would probably make it 2-3x worse, I'd imagine. Also, as a PKer, I fail to see where the deterrent is to PKers. If anything, it gets us more recognition, which is what a lot of PKers are looking for anyway. The only time it would deter us is when we take the chance at making a kill when we're low on AP and end up humiliated when we have to leave the job undone, but most PKers I know make a point of finishing the job. For reference, I've only ever had to abandon one kill-in-progress due to lack of AP out of the dozens I've made. The current system already lets you spot PKers by telling who who kills who, which is enough information, without being too much. Aichon 02:11, 24 March 2010 (UTC)


Fallout Bunker

Timestamp: Kamikazie-Bunny 18:40, 23 March 2010 (UTC)
Type: Unique Location
Scope: Location
Description: "Hidden deep underground in Malton is the remains of an old Nuclear Fallout shelter. Although looted of supplies the heavy blast doors can still provide protection from the horde; not for long though, the air supply is broken."

The Fallout bunker is a 1x1 location located at Shelper Park, Lukinswood [29,49] (Any other suitable, external location may be used), the bunker is not visible but the park description states "There is a fallout bunker hidden amongst some trees and bushes, the doors are open/closed." and there is an option to 'enter the building'. It counts as a dark building.

As the bunker is underground Radios, Phones and GPS units do not work, however if a generator is set-up the lights can not be seen externally and the emergency radio is activated (This radio is set to receive 25.92Mhz (EBS), cannot be changed and cannot broadcast).

The bunker features a heavy blast door. This door can only be opened and closed by survivors from the inside and costs 5AP to do so (the doors cannot be closed when ruined). If there are no active survivors inside the door automatically opens. When the door is closed bodies cannot be dumped. As a consequence of the air recycling system being broken any actions performed inside the bunker with the doors closed costs 1Hp.

The internal descriptions are:

  • You cannot discern anything in the darkness of the bunker.
  • The lights flicker on and off along the cold concrete walls with the humm of the generator, water drips and the air smells stale . The air recycling system is broken and needs a new Air-Chip.

Although the Bunker has been looted of most supplies survivors can still find lengths of pipe and newspapers. Unique clothing in the form of a blue and yellow jumpsuit can also be found within the bunker.

Discussion (Fallout Bunker)

I support unique hidden structures, like the garland museum, or the Coram building. Not sure about the details though. --RosslessnessWant a Location Image? 19:01, 23 March 2010 (UTC)

The outside location should be randomly placed like the Emergancey Broadcast system was, makes things more intresting. --Michalesonbadge.pngTCAPD(╯°□°)╯ ┻━┻ 19:05, 23 March 2010 (UTC)
Aye. --RosslessnessWant a Location Image? 19:08, 23 March 2010 (UTC)
I was suggesting that park because it was convenient for me but it can happily be placed in any other location which could provide suitable 'camouflage', I just don't think it would be appropriate to suddenly appear in the middile of the street. --Kamikazie-Bunny 05:26, 24 March 2010 (UTC)

Pointless. Because I'd break it.

If an 'active' character is no longer in it, the doors open. It takes five days for a character to idle. I only need to perform 1 action to stay active. Behold the timeline:

  1. Myself and friends with PKer and death cultist alts attack the bunker in a mass strike and kill and dump all the inhabitants.
  2. Only my character remains and he closes the door, locking himself in with just his inventory.
  3. Once every five days I log in and hit search.
  4. I have 60HP, at this rate (60 x 5) it will take me 300 days to run out of health and die.
  5. I have a full inventory of 50 FAKs. This provides me with and additional 500HP of potential health.
  6. I use these FAKs periodically. This provides me (560 x 5) with 2800 days until I run out of health and die. To save you doing the maths, 2800 days is 7.67 years, longer than the game has currently been running.
  7. Should I be in danger of actually running out of health seven years from now, I will contact a friend and he will substitute his character for mine. The door to your bunker will be open for 30 seconds every seven years.

Can we cycle this yet? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:10, 23 March 2010 (UTC)

Once again I underestimated the basement-dwelling-ass-hole factor, then again it could become a role-playing part of Malton, we know there's a vault, we know people can get in but no one knows anyone who's actually been inside, only rumours. But if you really feel that it's a good idea, go ahead, anyone with 1/2 a life would get bored of doing it after a week or two, there may be really pathetic people who keep it up for a month or two but it's not exactly game breaking. Could you honestly see someone keeping this up for a year out of spite (I doubt even you'd do that)? Of course your plan assumes you can get in the vault your self, it'll be entertaining seeing groups fighting for control of it at peak hours. But if you really want we can have 'open' days on August the 6th and 9th (see Hiroshima/Nagasaki) so people can enter and exit freely without doors, happy?.
Using that sort of thinking me might as well ban survivor characters though.
"Behold;"
1) I use a proxy to create a scout/fireman
2) I kill/wound a survivor
3) I jump out a building and kill myself with my last AP
4) Are there any survivors left?
Yes - Goto 1
No - Goto 4
5) Congratulations - You've broken the game (and in less than 7.67 years).
Do you see where this is going? EVERYTHING can be abused, it's simply a matter of determination... --Kamikazie-Bunny 05:46, 24 March 2010 (UTC)
The difference between his example and yours is that his is allowed within the rules of the game, whereas yours is not. We can't always deal with people that will break the rules, but we can deal with people within the rules. Anyway, I honestly like the flavor, but Iscariot is right about the mechanics. There needs to be some way in besides someone on the inside opening up, since I could see a duo of PKers using it as their personal safehouse for years to come, where they take turns going out and coming back, opening and closing the doors for each other while coordinating via IRC. You'd have a window of maybe 10 seconds each day where you could get in, otherwise you'd be out of luck, and no one has enough IP hits to refresh that often. Perhaps the doors might get "loose" occasionally and need maintenance, much like a generator needs fuel, and if they're not maintained, they can be broken through? It's a random idea that I haven't thought through yet, so I have no idea how feasible it is. Aichon 06:06, 24 March 2010 (UTC)

No AP to talk

Timestamp: scvideoking 20:05, 21 March 2010 (UTC)
Type: Tweak
Scope: both
Description: We all hate having to waste ap when we speak so lets remove that--Scvideoking 01:21, 22 March 2010 (UTC)scvideoking

Discussion (No AP to talk)

Let's keep it. Let's double it. This is already a game of too much talk and too little action. Also, please learn to use the suggestion template in the future, it's really quite simple. Nothing to be done! 01:27, 22 March 2010 (UTC)

I'm pretty sure multiply it by a billion applies here too. Imagine walking into a building and hearing someone say this:

IMAGRIEFERIMAGRIEFERIMAGRIEFER over and over again with slight variations to prevent the ...and again. The AP cost is there to prevent griefers from text spamming. --Enigmatalk 03:35, 22 March 2010 (UTC) Then why isn't there an ignore system —The preceding unsigned comment was added by [[User:{{{1}}}|{{{1}}}]] ([[User talk:{{{1}}}|talk]] • [[Special:Contributions/{{{1}}}|contribs]]) at an unknown time.

Server breaking dupe. And I'm guessing it was the idiot that asked "Then why isn't there an ignore system", there fucking is! Use your fucking contact list. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 05:59, 22 March 2010 (UTC)

AP = bandwidth. --Karloth Vois ¯\(°_o)/¯ 11:50, 22 March 2010 (UTC)

Maybe, spend AP only if player says something within short period of time? E. g. one free talk every 10 (or 30) mins, for ex. --Girobu 13:42, 22 March 2010 (UTC)

You know, I just remembered the 300 IP hit limit for individual characters. With that in place, perhaps a whisper option, to let players speak to one individual in the room only, but for no AP cost, might work. Nothing to be done! 14:00, 22 March 2010 (UTC)

What stops me merely whispering to each individual person?--Yonnua Koponen Talk ! Contribs 14:50, 22 March 2010 (UTC)
Well you could, but there'd be a lot less text spam per person if you did. Nothing to be done! 14:55, 22 March 2010 (UTC)
Well, if it didn't cost AP, surely it would be limitless? Providing for proxies and abuse and such.--Yonnua Koponen Talk ! Contribs 14:57, 22 March 2010 (UTC)
Regardless of proxies, each character is bound to a 300 hit IP limit. Nothing to be done! 15:05, 22 March 2010 (UTC)
Still, 300x 250 character messages (I think). That's 75000 characters. The average word is roughly 4.5 letters long, so we'll go with 5, with spaces. That's 15000 words. Unfortunately, this would also allow someone to say "penis" 12500 times. Assume 50 people in a building, and that's 250 times each, per day, per griefing character used.--Yonnua Koponen Talk ! Contribs 16:45, 22 March 2010 (UTC)
A griefer spending about 3 hours a day whispering "penis" isn't exactly effective :D --Karloth Vois ¯\(°_o)/¯ 13:10, 23 March 2010 (UTC)
Neither was Finis, that didn't stop him. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:12, 23 March 2010 (UTC)

Action Adjustment

Timestamp: Verance 20:05, 21 March 2010 (UTC)
Type: Tweak
Scope: Survivors
Description: Just a small and simple suggestion. A lot of people "roleplay" in the Urban Dead Game. Just spending a day in the Zoo is a prime example of this. Usually, people roleplay by saying ":goes over to a wall" or something along those lines. Whenever people roleplay however, the text is read as "Player X said ":goes over to a wall" (timestamp). My suggestion is very simple, if the text string starts with ":" or "*" and is followed by text, the word "said" and the symbol is dropped, giving the text "Player X goes over to a wall". (timestamp)

Discussion (Action Adjustment)

Dupe from the dawn of time. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 20:07, 21 March 2010 (UTC)

I didn't know--Scvideoking 02:05, 22 March 2010 (UTC)scvideoking

Vote! --Girobu 13:38, 22 March 2010 (UTC)

Emotes-Pesatyel 04:31, 23 March 2010 (UTC)


Erothanatos

Timestamp: Kamikazie-Bunny 00:45, 21 March 2010 (UTC)
Type: One of the great old ones
Scope: Botzilla
Description: Erothanatos (as humans have taken to calling him) has been created by one of the great old ones to toy with the things that have broken the chain of life and death as we humans understand it.

Erothanatos is an automated bot beyond power as we know it, Erothanatos gains AP at the normal rate and will randomly perform an action whenever he is able to. He is unable to enter buildings due to his immense size, but he can also step over fort walls as if they did not exist. The actions available are:

50% chance to Move, Erothanatos moves 1 square in one random direction

25% chance to Destroy, Erothanatos ruins and removes the barricades if a building is present

25% chance to Dance, Erothanatos does a magic dance, any zombies outside become survivors and vice versa

If Erothanatos is unable to perform any of these actions he will wait until he gains 1AP before trying again and randomly select one again. Of course Erothanatos has desciptions but he is so undescribable that I'll leave it to your immaginations...

Discussion (Erothanatos)

This is terrifyingly out of genre, and quite seriously game-breaking. Complete side-reversal every two hours on average? Nothing to be done! 00:56, 21 March 2010 (UTC)

This is hilarious. I actually wish this was implemented. --

01:08, 21 March 2010 (UTC)

Does anyone aside from me think this was a humorous suggestion? --Enigmatalk 01:50, 21 March 2010 (UTC)

I support this assumption. --Spiderzed 01:57, 21 March 2010 (UTC)
Should be in Humorous. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 14:24, 21 March 2010 (UTC)

You have my support.--GANG Giles Sednik CAPD 13:27, 22 March 2010 (UTC) What happens if the survivors and zombies team up to kill him? --ace_of_spades 03:28, 24 March 2010 (UTC)

It'll give me an excuse to exclaim, "Ye gods! What have you done?! Do you not know what new terror awaits us? This will be the doom of us all! DOOOM!" Aichon 04:26, 24 March 2010 (UTC)

Zombies gain bonuses during full moon

Timestamp: Cynarion 12:06, 16 March 2010 (UTC)
Type: Balance change
Scope: Zombies
Description: If you've played Dead Rising you've seen the zombies in that game gaining bonuses at night. Obviously, zombies in Urban Dead gaining bonuses at night would be difficult to implement, not least of all because defining 'night' is all-but impossible in a game where players are from different timezones.

So what about a globally applicable time period--such as the full moon? Please note I have no technical understanding about how this game is coded and so this suggestion might be completely out of line with the game's technical capabilities, but I thought I'd put it out there anyway.

How would I implement such a suggestion? Well, maybe zombies could inflict bonus damage on designated days. Maybe they could be tougher on designated days. Maybe they could move faster on designated days.

Why am I making this suggestion? It seems zombies are not the favoured playable option and--having been playing around in the UD universe for a few days, that survivors don't actually have all that difficult a time of it unless they choose to wander into the middle of a zombie infestation. I figure this might make zombies a little more unpredictable.

What could the potential problems be with this suggestion? Well, we might end up with zombies and zombie groups only bothering to attack on a given day or days, and find ourselves in a cycle where survivors gear up for three weeks and then spend the week of the full moon defending their hard-won safehouses. Having said that, such a situation would result in an interesting new metagame, where zombie groups would be expected to attack during the full moon, but if they didn't they might get the drop on poorly-prepared survivors.

All right, that will do to begin with. Any thoughts?

Discussion (Zombies gain bonuses during full moon)

Kill. Zombies now overpowered enough.--Girobu 20:01, 23 March 2010 (UTC)


This is probably a stupid question but is it full moon at the same time in all parts of the world? Obviously i mean date rather than time but you get my drift... --Honestmistake 12:18, 16 March 2010 (UTC)

Yep, it's the same time worldwide--or rather, close enough that it doesn't matter. In fact, Kevan could even just create Malton's own lunar cycle that's a perfect 28 days rather than Earth's actual lunar cycle that's 29.5something days. Matching Earth's lunar cycle isn't particularly important compared to the goal of the suggestion itself. --Cynarion 12:26, 16 March 2010 (UTC)
29.5 is better that merely 28 i think. Around the globe we half different phases up to half-day difference. I feel like any cycle in Malton should be N+half days. And full moonlight would benefit harmans, making it easier to aim the shotgun at bright nights :-) Shambler for Shambala 20:34, 16 March 2010 (UTC)

They ain't vampires Francis, they're ZOMBIES! --Enigmatalk 14:24, 16 March 2010 (UTC)

Just....no. Don't tie in bonuses based on time or day of the month. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:41, 16 March 2010 (UTC)

Though short lived bonus's linked to unpredictable Eclipse's, Solar Flare's and/or Comets might prove very entertaining? --Honestmistake 17:53, 16 March 2010 (UTC)
Oooh! dragon pocker!!! would be nice to play :-) Or would it be like in Heroes of Might and Magic? This week is beneficient for zombies, they increase their population +10. :-DDD Shambler for Shambala 20:36, 16 March 2010 (UTC)

Lycanthropic zombies? WTF Centaurs?-Devorac 18:06, 16 March 2010 (UTC)

This is great, I could use these sort of changes to write fiction that promotes domestic abuse and make money from it:

"He gestured at himself, and then to her in quick succession as he spoke the words she'd daydreamed about whilst wasting time in class 'GANNA AZZ GANGBANG, GRAB MAH BANANA', gazing at the shimmer on his skin, KristiOTD responded 'Oh, Jorm, you sparkle!'"

It'll be awesome. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 20:35, 16 March 2010 (UTC)

No. It would be like in Heroes of Might and Magic? This week is beneficient for zombies, they increase their population +10. Shambler for Shambala 21:10, 16 March 2010 (UTC)
You're an idiot. No-one explain the joke. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 20:46, 16 March 2010 (UTC)
Expected be the only one joking here? 'kay, i'd move my joke aside.Shambler for Shambala 20:54, 16 March 2010 (UTC)
Move the joke back. You can't change edits once they have been replied to.--Umbrella-White.pngThadeous OakleyUmbrella-White.png 20:59, 16 March 2010 (UTC)
Strange rule. It is not removed in deceiption, the opponent in real-time sees it removed and can just remove his one if chooses so. That would just clean page of meaningless garbage. Up to you, have it back. May try to find the explanation or plea for explanatin there.Shambler for Shambala 21:10, 16 March 2010 (UTC)

Sounds like someone knows his NetHack. Though even there it's more gimmicky than really relevant. --Spiderzed 02:02, 21 March 2010 (UTC)



Suggestions up for voting

Flares or Flare Guns?