Developing Suggestions

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Developing Suggestions

This section is for general discussion of suggestions for the game Urban Dead.

It also includes the capacity to pitch suggestions for conversation and feedback.

Further Discussion

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

Resources

How To Make a Discussion

Adding a New Discussion

To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.


Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
  • Substitute the text in RED CAPITALS with the details of your suggestion.
  • The process is illustrated in this image.
{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change.
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
  • Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past month may be cycled without notice.


Please add new discussions and suggestions to the top of the list


Suggestions

Visual building labeling for funner gameplay

Timestamp: Desto 23:25, 4 September 2010 (BST)
Type: Visual addition
Scope: the game interfac
Description: Right now when you look at the map, everything is pretty much just a square with the name of a building written on top of it. I suggest adding small visual icons to each building - police stations, school, warehouses, etc. This won't affect the "physical" aspect of gameplay, but rather will make the game more enjoyable. Instead of reading every building, people will have a right away association with their surroundings, which will emerge the players slightly more into the game.

As a graphic designer, I'm actually willing to work on these icons for free, just as long as you consider implementing this into the game. Cheers.

here's a small example. Didn't spend much time on it, so this is just to show what i had in mind. http://i55.tinypic.com/1zr10t1.jpg Of course if you guys decided to go through with this, everything will be designed much better =]

Discussion (Visual building labeling for funner gameplay)

There are scripts which do a much nicer version of this. But as somebody who likes the simplistic layout, I'd prefer it like it is; havign the choice of a simple map or a nice looking one.--User:Yonnua Koponen/signature2 23:28, 4 September 2010 (BST)

I much prefer the hell rising visuals to icons. (yes. I know, sacrilegious) --RosslessnessWant a Location Image? 23:29, 4 September 2010 (BST)

Get an old version of Firefox, and install the UDTool (or was it UDWidget?) add-on. And there you have it. A graphical map. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:31, 4 September 2010 (BST)

Honestly, I'd rather not degrade my firefox =/


Anatomy

Timestamp: kerlc365 13:55
Type: new skill
Scope: survivors and zombies
Description: basically, you know where you hit them. you deal +1 damage with melee weapons, cause you know where the flesh is unprotected by bones and stuff. it is a science skill, so military would pay 150XP, civilians 100XP, and doctors and stuff 75XP. zombies would gain benefits from buying that skill while they are alive. why? because a feeling tells them where to strike, making them more deadly.

so, whaddaya think?

Discussion (Anatomy)

It's kind of an un-needed buff for survivors.--User:Yonnua Koponen/signature2 13:19, 2 September 2010 (BST)

Firstly, well done, have an invisible cookie for using Developing suggestions. Its quite difficult to see where this would fit. Trained soldiers probably already know to targets weak points, and a scientist who can perform Surgery probably already knows all about anatomy. --RosslessnessWant a Location Image? 13:26, 2 September 2010 (BST)

Zombie Hunter skill: Disembowel

Timestamp: Aeon17x 12:31, 30 August 2010 (BST)
Type: New skill
Scope: Level 10+ survivors who can buy the skill, receiving zombies
Description: Ever wonder how can you still trigger a Headshot when you're using melee weapons like fire axes and knives? I guess if you keep at hitting the head hard enough you probably can do it, but that takes more effort and time than a simple bullet, and in a zombie apocalypse you won't have enough of the time part. I feel the flavor is a bit amiss with that.

So I've been thinking: what if there was a separate Zombie Hunter skill when you kill a zombie with those weapons? That is what the Disembowel skill is for.

Disembowel - If the player delivers a killing blow to a zombie with a knife or fire axe, it stands up with 20 less HP from its maximum hit points.

It costs 100 XP, and since it's a Zombie Hunter skill it's only available for survivors level 10 and above. Besides that it has no other prerequisite. The flavor is that with the knife or fire axe, the Zombie Hunter would further mutilate the zombie's body and heavily damage the organs and muscles; being a Malton zombie it would still stand up after that, but with a weakened constitution than usual.

Headshot still works the same for all other melee weapons like the crowbar, but for the knife and fire axe Disembowel has a higher priority than Headshot. If the player has both Headshot and Disembowel skills when they kill a zombie with a knife or fire axe, then the receiving zombie would not be Headshot and stand up with 5 less AP; instead it would be Disemboweled and stand up with 20 less HP.

Some things to consider:

  • 20 HP might be a relatively huge HP loss, but zombies with Digestion can recover it by feeding on dead corpses. To recover 20 HP it would take 5 AP of feeding, which is also the amount of AP lost with Headshot.
  • Zombie players would feel benefitted by the new skill since there's a chance they will only lose 10/1 AP upon death instead of 15/6 AP, if the survivor chooses to finish them off with a Disembowel instead of a Headshot. This would also be advantageous to the survivor since the next time they kill a Disemboweled zombie it would have 20 less HP if it hasn't recovered them. This leads to higher XP gain for both sides, with the zombies having more daily AP to play with and the survivors achieving the kill XP bonus more easily.
  • In siege situations this can either bolster or weaken the attacking zombie force, depending on the strategies used. If the zombies are experts on ?rise then using Disembowel to repel them would be fruitless, as even if they rise with 20 less HP they still stand up for only 10/1 AP. On the other hand if the zombies employ the Beachhead Tactic, on the long run the zombies might be worse off as they can be quickly evicted from the building with their significantly reduced hit points.

Personally at the start I don't believe Disembowel would change much in normal play since most trenchies would still choose to finish zombies with guns and therefore Headshot. But who knows, if many survivors would use it it could lead to new strategies being developed, not only for the survivor side but also from the zombies who adapt to it. Would it help out survivors or zombies more? Hell if I know, but it's something to think about.

Discussion (Zombie Hunter skill: Disembowel)

It seems rather a useless skill overall. Zombies have very little regard for HP. Even a 20HP loss isn't much. I don't think too many people would get this skill, since headshot removes 5AP immediately, rather than a HP reduction, which MIGHT mean that the zed is easier to kill or will use 5 AP to recover, but that the zeds will most likely ignore.

However, the zombie users would definitely like it (I know I would!). I think the issue is that it's too underpowered for the survivors. Why get a skill which actually somewhat HELPS the enemy? Shadok T Balance is power 13:27, 30 August 2010 (BST)

I haven't really considered if it clearly favors either side, all I can tell Disembowel is a very situational skill. When HP deficiency on zombies would make the survivors gain an upper hand it's great, otherwise Headshot is the way to go. Some examples I could think of:
  • Recovering ruins: with at least a one third reduction in zombie hit points, the survivors spend a similar lesser amount of AP on cleaning up zombies from within ruins. This makes TRP salting harder, and the 5 AP they save is a small reward compared to losing territory to survivors.
  • Anti-griefing mechanism: some survivors still believe that Headshot's AP loss property is harsh on zombie players who are after all humans in real life. With Disembowel these players can still contribute in keeping down the zombie menace by picking this skill instead of (or in conjunction with) Headshot, rather than not picking up a Zombie Hunter skill at all. --Aeon17x 14:09, 30 August 2010 (BST)

Uhm.. I like this, but there is this suggestion that is very similar. It's written by you! :p - User:Whitehouse 14:19, 30 August 2010 (BST)

Yeah, it's inspired by that. :-) From that suggestion I figured Headshot has had too much controversy with it to be tweaked any further, so I remade the concept as a new Zombie Hunter skill. --Aeon17x 14:32, 30 August 2010 (BST)

You know, I've got so many bones to pick with this suggestion's format, but I actually like the core concept a lot. Either way it's a 5 AP drain on the undead, but this allows (high level) zombies to choose whether to pay it or not. The only players who are really inconvenienced by this, as I see it, are Combat Revivers, and I doubt anyone will lose sleep over them (or us, as it happens). Newbies might find themselves dying a bit more often with this implemented, but they only lose 40% of their HP and get to drop a 50% greater AP drain for it. That's a net win and another reason for this. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:06, 30 August 2010 (BST)

no No NO NO! NO!!! When you first started the idea, it sounded great, because I was thinking "Hey, a realistic way for a survivor to headshot someone with a god damn fire axe!" but HP is important. It's not as important as AP, I admit, but I've logged on plenty of times with only 2 HP left, and plenty of AP so that I can attack survivors when I would have been dead, and had to spend an extra 5 AP if I hadn't IMPROVED my HP... I admit that I dislike the unrealistic effects headshot has with melee weapons, but taking away our HP isn't the answer... I would like to suggest changing it to the 5 AP and headshot doesn't work with melee weapons, only disembowl, but I'm sure I'd get the rants of everyone on this wiki since about 9/10 of the wiki users are pro-survivor. --Gat 04:50, 31 August 2010 (BST)

Zombies don't ever care about HP. Unless they're indoors. Like the suggestion said. The only real use of this would be to make establishing a beachhead harder for zombies, and gives late-level survivors a generally good buff in a siege situation. Which is the only situation where survivors are even remotely underpowered. And, if anything, it contributes to the fun of the game. With good coordination, sieges could actually be a real challenge again between survivors and zombies, instead of the regular old steamroll followed by trenchies whining.
If a survivor uses it on a zombie in any other situation, it wouldn't care about spending the 5(+) AP to heal up. There's no reason to. But in a siege situation, 20 HP off a zombie makes a hell of a lot of difference. And I play mostly Dual Natured PKers, so we're not bringing sides into this, Gat.
So totes in support, yo. RinKou 07:04, 31 August 2010 (BST)
Thank you, couldn't have said it better myself. --Aeon17x 11:56, 1 September 2010 (BST)

This is a massive survivor buff. It robs smart zombies of 5 IP hits if they can find a body that is neither reviving nor already eaten, and leaves the less than smart zombies with only 80% effectiveness. I suggest an alternative: New Skill, Disembowel, is required to get a headshot with a melee weapon, while headshot covers firearms. --VVV RPMBG 05:01, 31 August 2010 (BST)

It's really up to the receiving zombie whether they'll choose to heal the 20 HP. If they don't, that's great, they don't lose 5 AP. If they do then the 5 AP it takes to heal it all makes it the same as Headshot. There may be some lost AP when searching for dead bodies to feed, but it's a risk that's up to the zombie's choice whether it spends any AP to recover health in the first place -- unlike with Headshot, where they are pretty much guaranteed to lose 5 AP. I believe if the zombies figure out it's a bigger benefit if they don't heal the missing HP at all then they'll adjust accordingly. --Aeon17x 10:11, 31 August 2010 (BST)

I like it, it's just a shame that the current circumstances in the game are begging for more zombie buffs rather than survivor buffs. I'd still vote keep though. maybe make it 10HP not 20hp tbh. -- LEMON #1 06:43, 31 August 2010 (BST)

Also, as UUU above, good call on the differentiating headshot and this proposed skill. -- LEMON #1 07:37, 31 August 2010 (BST)
This is rather raw math-craft, but it would be too favorable for the zombies if they only lose 10 HP in exchange for no additional AP loss. With 10 HP loss it would only offset the HP bonus from body building/flesh rot and in siege situations, meatshielding would be considerably more effective. But with a 20 HP loss, 60 HP zombies with body building/flesh rot become 40 HP armored targets; if in this state they were to be mostly damaged with firearms, the AP expenditure would be the same as on 50 HP unarmored zombies.
As for the current circumstances... lately it seems the balance is shifting to the zombie side after the August update. It's too early to tell if it stays that way though. --Aeon17x 10:11, 31 August 2010 (BST)

This suggestion is better than it seemed at first glance. If you can get people to read through it rather than vote on simple knee-jerk reaction, I think you have a decent chance of getting it passed. Implementation is, of course, another thing entirely, but I think this could definitely be a worthwhile option, and one I'd certainly prefer to getting headshot! Tongue :P ᚱᛁᚹᛖᚾ 06:15, 1 September 2010 (BST)

Thanks for the support. I might run this into voting if the balance starts favoring zombies around 60:40. DDR has a point that the survivors at present do not need a buff (since no matter how refined the skill is, it will still be perceived as a 'buff' for the sole fact that it's for Zombie Hunter), and once BB3 is over we might see a survivor bounce to the usual ratio favoring them. --Aeon17x 11:56, 1 September 2010 (BST)

Post Offices

Timestamp: William Burns 21:19, 29 August 2010 (BST)
Type: Building/ flavor
Scope: both zombies and humans
Description: In most cities around the world, there are post offices, or at least the equivalents for that region. Now in Malton, there are no post offices. I propose that some generic, non-resource, buildings are converted into post offices. These buildings would be barricadable as normal. They would have unique descriptions when both powered and unpowered. The description while powered could read "With the lights working, you can see all the undelivered mail, and the amount of it makes you want to hurt something", when the lights are off, it could read along the lines of "With no power to the lights, you can not see the mail that is waiting to be delivered". As for items and search rates inside, the only items you could find (because they governenment took everything good out of the mail when they read it) would be newspapers, firearms (postal worker rampages) and ammunition. Shotguns and pistols would both have search rates of (1%/3%), as would thier respecitve ammunition types. Newspapers, on the other hand, would be at a rate of (5%/7%).
Please voice your opinions.


Discussion (Post Offices)

Sorry, guns? In a post office? No. Not by any stretch of the imagination. I would support one post office somewhere in the city, replacing a wasteland, and only giving newspapers for searches.--User:Yonnua Koponen/signature2 21:31, 29 August 2010 (BST)

That, and possibly also books and poetry books (as some of them must be sent by mail). But then, what would the point of a post office be that a library or mall bookstore doesn't already fulfill? -- Spiderzed 21:39, 29 August 2010 (BST)
That's why I like the idea of only one. One unique building would likely spawn a group to defend it, and so that would be more interesting.--User:Yonnua Koponen/signature2 21:50, 29 August 2010 (BST)
Unique buildings should also offer something unique, though (like the EBS, or the walls of the forts). With post offices, I'd have no idea. -- Spiderzed 22:30, 29 August 2010 (BST)

Small post offices are too small and insignificant to count for anything, and like houses, are represented simply as street. Large ones operate out of Office Buildings. --VVV RPMBG 22:35, 29 August 2010 (BST)

Postal worker bag! Just like the Flak Jacket, it has a special effect. makes it to where you can carry 10% more stuff in your encumberence if you have it equiped! Because you can carry stuff in it. What do ya think? put it up for voting! I like it!-- Jerrel tlk (82nd!) (Project Unwelcome!). 22:37, 29 August 2010 (BST)
I'm sure that's a dupe, and it's not like encumbrance isn't already too nice. --VVV RPMBG 04:47, 31 August 2010 (BST)

Instinctive Gait

Timestamp: Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:22, 28 August 2010 (BST)
Type: ffs
Scope: Starting Zombies
Description: Why not give newbies who start as zombies Lurching Gait? They already have it pretty rough trying to find food and taking 15AP headshots, and it's not like this is any worse than giving scouts Free Running. Maybe add LG to the RM, maybe replace it, I'm not sure. Discuss. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:22, 28 August 2010 (BST)

Discussion (Instinctive Gait)

Vigour Mortis is definitively the most important skill (as it's the means to gain XP at all), so it shouldn't be taken away at all. I'd be favourable towards a single extra skill for zombies, but I think it's a dupe. (One of the many suggestions for military and scientist zombies had extra skills depending on class linked to it, I think.) -- Spiderzed 19:29, 28 August 2010 (BST)

Found a dupe, although I'm certain there were more. -- Spiderzed 21:14, 28 August 2010 (BST)

How about just removing the daft 2AP cost altogether?--User:Yonnua Koponen/signature2 20:38, 28 August 2010 (BST)

Well we now have a new function where we get directions to the nearest groan, why not add a follow button which when clicked moves you one step towards the groan for 1AP with or without Lurching Gait. It would help newbies be able to level without giving them another skill. On the other hand, it would suck to follow it and find a closed door, but at least you moved somewhere. - User:Whitehouse 21:15, 28 August 2010 (BST)

+1 --VVV RPMBG 22:50, 29 August 2010 (BST)

I like the concept. Don't touch VM, but make LG more available. Maybe start with both, maybe import rage, maybe allow babahz to lurch in sync with their instincts. Either make it easier to get or make it less vital. --VVV RPMBG 22:50, 29 August 2010 (BST)

I like the idea of using the rage mechanic, as the code for that is already around and as it helps babahs retrocactively. It also encourages to search out survivors when dead, rather than to head to the next cemetery. -- Spiderzed 05:57, 31 August 2010 (BST)

This NEEEEEEDS to be done in some form. -- LEMON #1 08:58, 30 August 2010 (BST)

I might put this up then (as spiderzed just has my idea loosely represented as an option for part of it). Whitehouse, if you want to put that idea up, by all means go ahead. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:11, 30 August 2010 (BST)

I like the idea, but some folks might not if it was totally free. How about a discount? Like if you start as the Corpse class the first two zombie skills you buy are only 50 XP, after that they cost the normal 100 XP. That way they can quickly gain Lurching Gait + another zombie skill on their first 100 XP, which taken from another point of view makes LG somewhat free. --Aeon17x 01:02, 31 August 2010 (BST)

Newbies shouldn't have to stagger feebly around malton while actually paying 2AP per sad, sad click to do so. At least, that's the idea I've based this suggestion on. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:49, 31 August 2010 (BST)
Oh no worries, I'll keep your suggestion as is, think of my idea as a back-up plan. I just thought the double AP cost for moving simulates the slowness aspect of zombie travel. How will you represent that in-game once LG is made free? --Aeon17x 09:44, 31 August 2010 (BST)
Slow zombies are a dying breed, and that's adequately represented by the hordes of zombies you can run past safely; they're too slow to catch you. Besides, when has anyone ever "escaped" from a zombie without using doors or barricades anyway? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:08, 2 September 2010 (BST)


Rend Ears

Timestamp: Gat 02:57, 28 August 2010 (BST)
Type: Skill
Scope: Zombies
Description: "Zombies begin to find new ways to reduce the efficiency of their food, looking into new techniques of damaging them. All around Malton, survivors can find zombies chewing on the ears of unfortunate survivors..."

Basics: On the dropdown menu for an attack after grappling a survivor, a zombie who takes this ability recieves a new option called "rend ears" this ability is a bite attack that deals half damage, but has the same effects as a regular bite attack from the zombie. Instead of attacking a survivor in general, the zombie instead attempts to make a "called shot" at the survivor's ears.

Effects: A survivor attacked by rend ears will find themselves unable to hear things such as feeding groans, and radio broadcasts. They also find themselves only able to pick up partial messages that players say. This effect stays active until they either A. Use a FAK, or B. Die. (where it is assumed a zombie's natural regenerative processes would fix this problem)

Location: Found under Digestion, or Memories of Life.

Discussion (Rend Ears)

So, it'd basically let a zombie not only infect a survivor but render them useless as a team player until they had been FAKed, all for the cost of a single bite? I do think that Infection is underpowered at the moment, but this is not the answer. To me, this seems awfully overpowered, as well as something that would greatly diminish the fun of playing. Aichon 03:44, 28 August 2010 (BST)


Last I checked, the game's about zombies, not Mike Tyson. RinKou 11:10, 28 August 2010 (BST)


HOLY SHIT A ZOMBIE JUST TORE MY EARS OFF!
It's ok, I have a spare pair in my first aid kit. --Dawkins DAWKINS IS WATCHIN' [T][P!][W!][] is currently: having his arm torn off by a zombie. 23:48, 29 August 2010 (BST)

Unless a zombie is shoving something inside someone's earholes (and no, a mouth full of teeth won't fit) and damaging their eardrum, attacking a person's ears isn't going to deafen anyone - you don't hear anything with the part on the outside. Also, you'd have to make two attacks, one for each ear. --Ms.Panes 08:05, 30 August 2010 (BST)


Suggestions up for voting

None at present.