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
- To add a new suggestion proposal, 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.
- 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
Unlimited AP
Timestamp: TheWritingWriter 02:56, 24 September 2010 (BST) |
Type: Game Change |
Scope: Everyone |
Description: Ok, I know this has no chance of ever happening, but it's still fun to discuss the possibilities. What if Urban Dead had Unlimited AP? You could play it like a normal MMORPG.And like a normal MMORPG, once you log out, your character dissapears and wont reappear untill you log back in. I think this idea would be fun, I know it doesnt have a chance in hell of ever happeneing, and would require ALOT of work and possibly an entirely different server, but what do you guys think? |
Discussion (Unlimited AP)
...Get out. Now. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:06, 24 September 2010 (BST)
Your wish is granted, but as expected the current server won't take the load. Kevan sets it up in a new city on another server, this time it's pay to play. Only $15 a month! --Aeon17x 03:22, 24 September 2010 (BST)
With unlimited AP I wouldn't get off, and that would be a problem... Still, it could be an interesting concept. 15$ a month though is outrageous though, minecraft only charges 10$ once >.> --Gat 04:36, 24 September 2010 (BST)
- Oh, you play Minecraft? I heard a lot about that, it's very popular on the LUE forums at present. Hopefully our creator gets some ideas from his playthrough of it. --Aeon17x 07:54, 24 September 2010 (BST)
There'd be some lovely seiges, but, as mentioned above, the vast majority of the wiki regulars and a massive number of others in game would never log off. This suggestion would ruin too many lives.--Yonnua Koponen Talk ! Contribs 08:26, 24 September 2010 (BST)
How do you decide when someone logs off? By the actual log out action, or something else? How would zombies find anyone to eat? How would buildings remain intact with no one there to meatshield? How would zombies hold ruins with no one there to block repairs? A change like this essentially makes the game much more boring and much less meaningful, since you'd see far less people and would interact with those that you did see in a much MUCH more volatile environment, which is bad for everyone. —Aichon— 08:40, 24 September 2010 (BST)
- Also, barricades would become meaningless, since they would serve no purpose, but survivors would still have to wait on others before they could be revived, so while zombies could go on rampages and kill every survivor in the game with essentially no way for the survivors to defend, survivors couldn't even get revives going without some level of advanced coordination. —Aichon— 08:43, 24 September 2010 (BST)
- Ah! But then we could introduce NPCs to do those things for us! And to sort out the flavour issues of having no zombies or survivors at any given time, we could reset it in a fantasy theme. That would also get rid of the need for revives; everyone would be a living human! We wouldn't have buildings or barricades, we'd just have a big map with a couple of towns and loads of creatures! So yeah, basically Runescape.--Yonnua Koponen Talk ! Contribs 08:46, 24 September 2010 (BST)
- Sounds more like scroll wars with the monsters and everyone being human, well assuming it remains with the similar system to right now. (played that game once, it was ok...)--Gat 23:13, 24 September 2010 (BST)
- Ah! But then we could introduce NPCs to do those things for us! And to sort out the flavour issues of having no zombies or survivors at any given time, we could reset it in a fantasy theme. That would also get rid of the need for revives; everyone would be a living human! We wouldn't have buildings or barricades, we'd just have a big map with a couple of towns and loads of creatures! So yeah, basically Runescape.--Yonnua Koponen Talk ! Contribs 08:46, 24 September 2010 (BST)
Eh, it was just an idea I thought it would be fun. I wish Urban Dead was like runescape though, that would be interesting.--TheWritingWriter 20:34, 24 September 2010 (BST)
- I wish Runescape was like urban dead.--Yonnua Koponen Talk ! Contribs 20:51, 24 September 2010 (BST)
Stockpiles
Timestamp: Tabbitha Duo 12:20, 23 September 2010 (BST) |
Type: building add-on |
Scope: all, mainly aimed at siege warfare |
Description: Right, this was inspired by economics.. so uhm... I sorta have to go into the theory behind it a bit, I promise not to bore you too much. Currently, in UD, if a survivor wants something, they must provide it themselves, they physically, must go to the TRP and search for that object, then go back, this is somewhat of a.... waste of AP, in terms of how effecient it could be really. So instead of trying to be a subsistence economy, where survivors work purely for themselves (heals cades and gennies excluded) what about having a 'stock pile' item, maybe call it a storage locker, and make it show up in factories, malls and auto-repair locations with a percentage chance equivelent (roughly anyway) to the generator search percentage at this location.
And here's how it works: Upon using a storage locker in a location without one the message will be displayed: 'you clunk down the locker to help keep supplies fresh and off of the floor' and on a tangent you can have errors for dark and ruined buildings: 'you can't find anywhere stable to put the locker down' (ruined) 'in spite of trying to put it down, no one can actually see supplies in the locker' (dark) Then, when set up, it essentially acts like a public inventory. It costs 1AP to deposit one item, and one AP to withdraw (and anyone can withdraw, it's a public service) Now, before you go off saying that doesn't make sense, imagine if you had a hospital under seige. So, you have a group ready with ammo to repel any break throughs, but off course, after every break through, they have to go back to the PD, spending AP, search, spending AP and then return, spending AP that they may well need to just do their job and fight. So you set up a supply locker instead, and can get someone without a real job as it stands (ie, lower level players)to go fetch the ammo, saving AP for the actual matter at hand. It even works in the same location, say a hospital, if you have one surgeon taking FAK's out of the locker while another two helpers just hunt down the FAK's the surgeon has spent less AP. So basicly, it's a suggestion aimed at making it so survivors working together, are more effecient. The final part I would put is that if anyone takes out an item you put in (IE something useful and needed) you gain a single XP, this is to positively enforce placing useful goods inside rather than trash that wastes space (without say, forcing people who REALLY want to have a newspaper collection locker, to give up their bizzare dreams) Thank you, first suggestion so I hope I filled in the form okay. |
Discussion (Stockpiles)
Is there anything that stops a jerk taking all the supplies? Is there anything that will stop multi abuse (I create two level 1 characters and supply them with my level 40+ character)? User:Whitehouse 13:53, 23 September 2010 (BST)
While this might be the sort of thing that would happen in a real-life zombie apocalypse, having stockpiles in this game would lead to multi-abuse, as Whitehouse has already pointed out. You could specify that only members of your group could store/take items form a particular pile, but even then that could still be abused as the zerger could add his little pets to the group (see User:Rosslessness/Hmm). If there was a way this could be prevented, this may be worth looking into. ~~ Chief Seagull ~~ talk 14:25, 23 September 2010 (BST)
Can I burn the stockpile and kill everyone in the room from asphyxiation? --Aeon17x 14:34, 23 September 2010 (BST)
Try playing Shintolin. It has stockpiles. They are broken. It's not so much of an issue with zergers, as much as it is an issue with them promoting raiders and bandits. Shintolin doesn't punish bandits for what they do, so they absolutely flourish in the game, since they can roam from village to village, raiding and pillaging as they go along. I'd expect the same to happen here. —Aichon— 17:34, 23 September 2010 (BST)
Good Idea, however it has to much potential for abuse.--TheWritingWriter 20:22, 23 September 2010 (BST)
This idea is getting a lot better feedback then went I suggested it! (it got turned down by about 5 people in the first couple hours) --Gat 04:38, 24 September 2010 (BST)
Right... to stop abuse, part of that is the 1AP cost, which means that aggressive survivors still have to pay some cost to pick items up (while it doesn't prevent multi, to be honest, if I have to argue how a suggestion in UD can't be abused by multi, I'm gonna loose XD). As for locking it... hmm, I dunno, only if you could have multiple (say 3) supply lockers in an area, and make it so they disappear if empty and uninteracted with for a certain period. Yes, PKers could destroy stock piles as well, but as for burning htem... naaah :P --Tabbitha Duo 15:45, 24 September 2010 (BST) (and apologies Kakashi, I wasn't aware it had being suggested)
- I like the idea in theory but as stated above, it has potential for abuse. I can't really think of a way around that. The 1AP cost wouldn't be too much of a deterrent, I'm afraid. If you develop a way around potential abuse, I think it would be a decent suggestion. --~ 16:58, 24 September 2010 (BST)
Oh uhm... pass word the locker? Or... sigh... UD's groups aren't exclusive (in game terms) to use them to lock stuff away really. But, in the same way gennies are a public service to keep going, so would lockers be, these aren't lockers for just you, it's for everone involved in that building. In other words, I have no idea of a method that would eliminate abuse without simultaneously prevent them being used for what they should be. Which I suppose would (in the case of implementation) be just something you'd have to deal with, you needn't put down things in a stockpile unless you feel the need and if your co-ordinating with group members there's nothing to stop you from either both being on at the same time to essentially 'trade' items or to designate an out of the way building as an emergency supply and politely graffiti the consequences of people stealing from your stock pile (you could, as unfluffy as it would be, make it so the stockpiles setter can always see who used it). On the note of zergers providing for their mini zergers, I'll say (and stress) that zerging is a pretty big factor in UD, and it's difficult for me to really well... fix my suggestion against that flaw. One way I suppose you could do it is count the players locker as that player for IP detection and anti-zerg measure purposes. --Tabbitha Duo 20:28, 24 September 2010 (BST)
Alright, on a brighter note... It's a community chest basically, like featured in some nwn servers. It would be filled with complete junk players wanted to get rid of, and would have the occasional valuable item... Could be interesting, and those types of things have been useful in the past games I've played. --Gat 23:17, 24 September 2010 (BST)
Like below, trying out several ideas at once
Discussion (Like below, trying out several ideas at once)
Squatting Drag - Yes. You! Stoopid! Get on point!
Holi-J - Meh.
Gesture Under Table - Double meh. Use your claws.
Zombiti - No. Zombies don't need the ability to spam lies. Plus it would make life culting far overpowered.
Ruin cading - Are you insane? Ruins are underpowered enough as it is, don't make them half-pointless. --VVV RPMBG 04:27, 23 September 2010 (BST)
- Easy pinatas is the point. Pehaps giving zombies the ability to lay pipes would serve the same purpose better. 04:38, 23 September 2010 (BST)
Reversed Feeding drag could be useful, maybe if a zombie has recently killed a survivor, they could "tag" certain buildings with bloody hand prints, but nothing serious. Not big on the others. --Gat 04:33, 23 September 2010 (BST)
Bullet pointed lists like this are why Santa cries (yes, Santa) when you make multiple suggestions at once.
- Drag - No. Zombies that want to be outside, rather than squatting in buildings, should be allowed to stay outside to hear groans, not get pulled inside where they can't.
- Holi-J - Only if it mentions that their tongues are frozen. Otherwise no.
- Gesturing - No.
- Graffiti - In addition to graffiti, yes. In place of, no. It needs to be cleanable as well by survivors.
- Construction - No.
My opinions are irrefutable. —Aichon— 04:47, 23 September 2010 (BST)
- Well yeah, the implication was that zombie smearing would be paintable over just like other graffiti is. 05:15, 23 September 2010 (BST)
You know how you can use a UV light to see whether there have been... bodily fluids in an area, whereas normal humans won't see a thing?
What if zombies have that same kind of vision, such that when they graffiti or whatever you call the zombie equivalent only the fellow undead can see it? --Aeon17x 05:26, 23 September 2010 (BST)
Putting on my devious hat. Say I'm in borehamwood, I could suicide repair a 500ap repair, get a friendly zombie to drag me outside, ruin the place, then drag me back inside. Passing zombies would just see a ruin as I idle safely out. The graffiti thing is an age old dupe, probably katthew. --RosslessnessWant a Location Image? 14:07, 23 September 2010 (BST)
- I think the drag's only for pulling zombies inside. And, as Aich, that only hurts zombies who are outside to hear groans. Holiday J would be a cute addition, no harm there. Nothing wrong with beckoning either, though I don't know what it'd be used for. Ruining graffiti, very yes. I'm so tired of any zombie genre game having every square surface covered with stupid things. Cading ruins a definite no on account of them being uncadable for a reason. RinKou 01:08, 24 September 2010 (BST)
Duped stuff
Timestamp: Gat 02:36, 22 September 2010 (BST) |
Type: Skills |
Scope: Zombie |
Description: *Small Concentrations of zombies have been found with increased speed, strength, and lust for blood. They roam the streets with renewed hunger, adapting in unimaginable ways... (some of these are ridiculous, just so you know ahead fo time!)
Survivors swear they can understand the screeching of zombies at night, claiming they seem to be speaking out to the horde... Found under bellow, if a zombie locates a large group of survivors, they can let out a bellowing rattle for 10 AP. This skill lets a zombie let out a death rattle that can be heard by any zombie/survivor outdoors and/or in a building without a door for up to three blocks away, and counts as a regular bellow
The zombies biological structure has been altered slightly over time, the large bellowing, and groaning sounds it produced have increased the amount of air it can suck ino its deteriorating lungs, and a tougher throat allowing it to make loud noises easier. Found under Bellow after reaching level 10, if a zombie uses the bellow skill, they have a reduced cost to only 5.
The undead have become even more relentless in their attempt to find easy food. Showing almost a parental mentality, the older zombies have been found dragging survivors out of their safe houses with even more strength, slamming them into objects and clawing up their skin as they drag them... Requires feeding drag/tangling grasp(?) If the zombie has grabbed hold of the survivor, and all requirements have been met for "likes it Rough", then when using feeding drag, there is a chance of harming the survivor in the process, granting the equivalent EXP as if they had hit them. 25% chance of harming the survivor for 3 HP in a lit building 50% chance of harming a survivor for 3 HP in an unlit building 50% chance of harming a survivor for 4 HP in a ransacked/ruined building This last one seemed realistic since we drag humans into the streets all the time for baby zombies, then it would make sense for the zombie to attempt to pulverise them while they are exiting. Even if the zombie wasn't attempting to do that, flavor text points to the survivors trying to get out of their grasp. These three ideas I'm sure are dupes, but seemed like good suggestions when I thought on them. In fact, there's rarely an idea which hasn't been duped before XD |
Discussion (Duped stuff)
No on Bellowing Rattle. Feeding groans are only good because they never lie, unlike the otherwise overpowered radios (disinformation is a surprisingly effective tactic). If one could bellow Zaan, nah marh harmanz haarh. (Soon, no more survivors here.), even when they're the first to breach a building with 100+ survivors, they could trick the less than immediate listeners into not following the next few bellows from there. A key difference between zombies and survivors is that zombies needn't worry about trust, they just help each other kill. Don't let them lie to 4.4% of their zetheren all at once.
Yes on Strong Lungs. Perhaps make it still cheaper, as in 1AP. Easy to counter, just sleep in groups of 24 or less. Also encourages coordinated cultists to work together as a team to allow one of them to bellow; Teamwork is fun.
Yes on Likes it Rough. However, make it just as effective in lit, unlit, and dark buildings. Perhaps even have it do 5 damage in ruins, there's a lot of rusty nails and broken glass in those. But absolutely make it non-fatal, like falling from a ruin. No sense buying a skill that might unintentionally kill your friend's meal. --VVV RPMBG 02:51, 23 September 2010 (BST)
Not terrible. Basically, I'd have two skills. Banshee Wail (Bellow Costs Reduced to 5) and Forced Removal, successfully feeding dragging a survivor causes them to lose 3hp, 5hp if the building is ruined. --RosslessnessWant a Location Image? 09:23, 23 September 2010 (BST)
Clean Clothes
Timestamp: V darkstar 14:47, 21 September 2010 (BST) |
Type: Clothing |
Scope: Humans |
Description: Kinda lame but... I think I need to clean of my blood stained and torn paper crown so for a few AP you can clean you cloths and sow them up? |
Discussion (Clean Clothes)
You can change your clothes by clicking the Settings button. Different types of clothes are available depending on sort of building you are in (as long as it isn't ransacked or ruined). See our page on Clothes for more. Cheers, ~~ Chief Seagull ~~ talk 15:23, 21 September 2010 (BST)
- Its also a kind of dupe. Launderettes were also suggested. --RosslessnessWant a Location Image? 15:32, 21 September 2010 (BST)
Don't like it - needing to completely replace clothes gives value to some buildings that otherwise would have none, such as Mansions and Stadiums. If you want new football shoes or diamond necklaces, then repairing them is the only solution - which gives an incentive to leave your mall in the green suburb and to do something, which is good in my books. -- Spiderzed▋ 17:21, 21 September 2010 (BST)
Suggested a million times, and while clothes are cool, I personally think having ripped up bloody clothes is more flavorful, and realistic, then having neat, tidy clothes. (washing them would be pointless compared to using that water to drink for another day, think of it that way.) --Gat 02:39, 22 September 2010 (BST)
DNA Extractor Reveals Approximate HP
Timestamp: -- LEMON #1 12:29, 21 September 2010 (BST) |
Type: Balance |
Scope: Survivors |
Description: As a newbie trying to ration AP whilst outside to getting any possible last hit on random zombies, or just finding out what HP is on that last zombie on your last few AP in a siege, there are many situations where I'd like to know what HP a zombie has without having to use a bullet/shell or swing with an axe.
I'd like a more definite way to find out the HP of a zombie at the top of a pile, and I think DNA Extractors are somehow the answer. It doesn't have to be a definite answer, it could be flavour text which just approximates the zombie's health in the 0-20, 20-40, 40-60 region. All of this concept and flavour text (fucking hell I hate you flavour nazis) are all up for discussion. Thoughts? |
Discussion (DNA Extractor Reveals Approximate HP)
In every case, it should require Diagnosis additionally. Would seem odd if you can estimate zombie HPs while you have no clue if a normal human being is hurt. -- Spiderzed▋ 12:57, 21 September 2010 (BST)
I disagree with the flavour. The Flavour must be Cinammon. --Yonnua Koponen Talk ! Contribs 14:53, 21 September 2010 (BST)
Just hit them once with an axe. Same ap, the only time I would extract to find hp if it was a new zombie I'd never encountered . --RosslessnessWant a Location Image? 15:33, 21 September 2010 (BST)
- well not exactly the same AP due to hit percentage, but yeah. Also agree that Diagnosis would need to be required. Not a bad suggestion, though. --~ 15:38, 21 September 2010 (BST)
I dislike this. It's bad for flavour reasons (I'm not even particularly keen on attacks telling you a zombie's HP), and I feel it'd be a minor (not huge, but noticeable) downer for zombies. 16:13, 21 September 2010 (BST)
- That's not a bad idea. Survivors without diagnosis can't see zombie heath when attacking. Perhaps indicators when they reach 25 or 12 health, such as You shoot at the zombie for 4 damage. Coagulated blood begins to flow from their wounds. and You shoot at the zombie for 4 damage. Their many wounds reveal shattered bone and tattered muscle. You could still find the exact health values, you'd just have to work a little for it. --VVV RPMBG 02:32, 23 September 2010 (BST)
The only value in something like this would be to let you see the HP values of zombies that aren't at the top of the stack, but that would be overpowered. It makes no flavor sense (yes, I'm a flavor nazi) that you could find out the HP of the zombie at the top of the stack without finding out the values of those beneath it. In the end, just use an axe. —Aichon— 22:24, 21 September 2010 (BST)
I have no problems with this, not a big fan, but if it went into suggestions I've vote keep for it... As long as the DNA scan had the high failure chance when it comes to rotters! --Gat 02:55, 22 September 2010 (BST)
i kinda like it.. it's kosher flavored.----sexualharrison ¯\()/¯ 03:27, 22 September 2010 (BST)
Overpowered. Just knife 'em. --VVV RPMBG 02:32, 23 September 2010 (BST)
Sorry, I forgot about posting this :S But thanks to all for the feedback, UUU had some good points, a knife is pretty good I guess. I might leave this here for a bit to see if anyone else has any opinions on changes and stuff, then maybe just throw her away if I don't consider putting it to voting etc. -- LEMON #1 11:39, 23 September 2010 (BST)
Halve all hit points
Timestamp: Spiderzed▋ 12:45, 19 September 2010 (BST) |
Type: Value change |
Scope: Everyone |
Description: Let's go crazy and halve all hitpoints. These would be the concrete effects:
Why go that crazy? Because of these beneficial effects: Zombies
PKers
Survivors
Flavour
The beneficial effects would probably be slightly more in favour of zombies than survivors (as the imperative of zombies is to attack whenever possible, while survivors usually only fight when things have gone wrong), but it would offer something for both, and it would especially nerf the dreaded cade blocking without removing it entirely. I'm aware that it's crazy and extreme, but I see a lot of merit in this. Discuss. |
Discussion (Halve all hit points)
I figured the reason why everyone's so tough to kill in this game is because we're all descendants of Keith. So having everyone literally miss half of their life is more than a bit... unsettling. --Aeon17x 13:43, 19 September 2010 (BST)
MAKE IT SO 18:39, 19 September 2010 (BST)
It's an interesting idea. I could see the benefits of it but also see how it would be much less beneficial to survivors. Ultimately I think it would drive away players, especially those that play strictly as survivors. Therefore I would likely kill vote it if it comes up in the suggestion portal. --~ 18:53, 19 September 2010 (BST)
- It's not like a survivor has to put up with a lot of death, unless he seeks it out. The last three times a survivor of mine died was when I purposefully slept in red zones and in Blackmore NT. Remember also that this suggestion does nothing to cades - they remain the roadblock that they are right now, and probably even more so, as it becomes possible to break a cade block. It just makes things more exciting when the cades actually break (which is rare enough). -- Spiderzed▋ 19:33, 19 September 2010 (BST)
The main issue I see here is Dealt in lead syndrome. Once somebody dies, they'll die again so quickly that the game loses loads of its playability. Griefing becomes ridiculously overpowered, not to mention zerging. Ultimately, it's steps to speeding up the game, the same thing as doubling AP would do. Too much could happen while somebody was offline for this to be a completely logical decision.--Yonnua Koponen Talk ! Contribs 19:04, 19 September 2010 (BST)
- That's what you should carry FAKs for (and they aren't really hard to find, unlike healing items in DiL). Even my PKers carry at all times at least 1 FAK, and more likely 2 or 3 of them. If you are really more concerned about being killed than anything else, then sleep in the dark. -- Spiderzed▋ 19:33, 19 September 2010 (BST)
- Damages newbs. Newbs are the future. --RosslessnessWant a Location Image? 19:54, 19 September 2010 (BST)
- Ross is right, especially when you consider that flaks would now be twice as effective, and lots of newbs don't have them.--Yonnua Koponen Talk ! Contribs 21:02, 19 September 2010 (BST)
- I can see Ross' point about survivor newbs. They'd probably need something to partially offset the hardships of this suggestion, such as free Lurching Gait by the rage mechanic, or bonus healing items (FAKs, beers, wines) at the start. That would be a different suggestion, though. (And linking this suggestion with an unrelated suggestion would most likely greatly diminish the chance to get this through the suggestion system. I'm open to be convinced to the contrary, though.)
- OTOH, babah zambahz would greatly profit from this. The early ZKing becomes far more profitable, as the 10XP kill bonus is more often handed out. (This also goes for newb survivors who gain their first levels by killing zombies in the streets.)
- Don't see the point about flaks, though. Most honorable PKers don't target newbs at all, and even if they target newbs, PKers are the least sorrow of newbs compared to zombies. -- Spiderzed▋ 21:31, 19 September 2010 (BST)
- Ross is right, especially when you consider that flaks would now be twice as effective, and lots of newbs don't have them.--Yonnua Koponen Talk ! Contribs 21:02, 19 September 2010 (BST)
- Damages newbs. Newbs are the future. --RosslessnessWant a Location Image? 19:54, 19 September 2010 (BST)
I don't like it, I think it will reduce fun. - User:Whitehouse 21:06, 19 September 2010 (BST)
Coming from a survivor/PKer/zombie background, I have to say that I like it. Granted, it'll hurt survivors that end up in the crosshairs/claws of their enemies, but it'll help smart survivors, since it'll let them clear buildings more quickly, and it shouldn't hurt them much, since barricades are still there. That it buffs PKing is a nice fringe benefit. —Aichon— 21:36, 19 September 2010 (BST)
- I'm a new zombie. Every time I die it takes me 10 to 15ap to stand up. Halving my HP is not a good thing. --RosslessnessWant a Location Image? 21:42, 19 September 2010 (BST)
- To paraphrase the Prophet, zombies don't have 50AP. They have 44AP. Learn to accept it and embrace it. Though, in your case, it's a bit less. :P Besides, this won't increase the rate that you're killed very much at all for the simple reason that they can't kill you twice. When I first started out, I woke up dead as often as not (come to think of it, not much has changed...), but until I stand up again, they can't kill me again, which means that you'd still be starting off each day with 35-40AP, just as you are now. —Aichon— 21:50, 19 September 2010 (BST)
- Except now instead of knocking down a single newbie zombie per venture outside, I'll be knocking down two. - User:Whitehouse 22:04, 19 September 2010 (BST)
- It's not the number of times you die, but the chance of waking up dead I'm worrying about. Looking at this its things like, a level one private being able to kill me on his own, or a dedicated survivor able to deliver a one shot kill --RosslessnessWant a Location Image? 22:07, 19 September 2010 (BST)
- This is really my only real concern with the suggestion. I could most certainly go for lowering the health of survivors and zombies across the board, but the possibility of a one-shot kill due to a fuel+flare gun combo seems too much. Raise the health to a level where a rezzed survivor doesn't have that issue and then I would vote for this. --Maverick Talk - OBR 404 08:56, 21 September 2010 (BST)
- It's not the number of times you die, but the chance of waking up dead I'm worrying about. Looking at this its things like, a level one private being able to kill me on his own, or a dedicated survivor able to deliver a one shot kill --RosslessnessWant a Location Image? 22:07, 19 September 2010 (BST)
- Except now instead of knocking down a single newbie zombie per venture outside, I'll be knocking down two. - User:Whitehouse 22:04, 19 September 2010 (BST)
- To paraphrase the Prophet, zombies don't have 50AP. They have 44AP. Learn to accept it and embrace it. Though, in your case, it's a bit less. :P Besides, this won't increase the rate that you're killed very much at all for the simple reason that they can't kill you twice. When I first started out, I woke up dead as often as not (come to think of it, not much has changed...), but until I stand up again, they can't kill me again, which means that you'd still be starting off each day with 35-40AP, just as you are now. —Aichon— 21:50, 19 September 2010 (BST)
It encourages people to travel in large groups instead of the 1-5 survivors all huddled in a building barricading/the lone zombies trying to tough it out. Also encourages people to be a little smarter in their actions... I like it for the most part, even though there are a few ways this could be bad. (such as has Ross has mentioned, new players. --Gat 04:44, 20 September 2010 (BST)
Yeah, right. Seems like newbs are the big roadblock that this suggestion has to deal with. Ideas on goodies that could be linked with this suggestion and are still minor enough to not kill it? Personally, I'd be inclined to give new zombies Digestion for free, and to give new survivors 1 bonus FAK and 1 wine/beer for free. Importing the Rage mechanic could also work to help both kinds of newbs (and would be easy-peasy, as the code already exists and would just need to be applied to Malton). -- Spiderzed▋ 08:52, 20 September 2010 (BST)
Becomes way to easy to max out your characters. Firemen and Corpses basically become gods with this implementation. I'll admit it would be fun for awhile, but whats the point of making max characters so easily? also, it would be easy to grief people like this, just stand in revive points like cemeteries and kill everything, which because of the half life, becomes much easier.--TheWritingWriter 23:50, 20 September 2010 (BST)
- At best, it means 20XP per day more, as the 10XP kill bonus is handed out more often. There are still 50AP, and base XP for attacking remain the same. In the case of newbs it are probably even far less then those 20XP, as they don't have the hit% to kill effectively. -- Spiderzed▋ 08:01, 21 September 2010 (BST)
I like the idea in theory, in practice, not so much. Everybody's listed a bunch of good reasons, so I'll add another voice to those, but the thing that gets me most is "The limit of 50AP per 25 hours is to keep the game balanced and to stop too much from happening overnight; if we doubled the recharge rate, it'd mean people getting in a hundred APs' worth of actions while other players were offline, which is enough to cross the city or deal an easily fatal amount of combat damage."
Ignoring the bits about movement and barricades, there's still the point that while ferals and small groups would gain a lot of benefits, large-scale engagements won't be happening again. At least not as we know them. They'd end way too quickly. RinKou 05:30, 21 September 2010 (BST)
- Large-scale engagements? What large-scale engagements? There haven't been any since cade blocking has been introduced. The last two things to happen that were close to large-scale engagements were No Escape and Blackmore 404, and they were more save-or-die affairs that turned into hopeless slaughterfests as soon as the beachhead stood. Less HP for everyone might even counter that, as it becomes thinkable to put a serious dent into a beachhead (alone, or in a small ad-hoc strike team in case of groups using IRC), so that cading becomes possible again. -- Spiderzed▋ 08:01, 21 September 2010 (BST)
In a new city? Yes please. In Malton? Noooooooooooo. Call me conservative -- LEMON #1 12:20, 21 September 2010 (BST)
The suggestions specifically says that UD is intended to have a slow pace, health is a big part of this, I'd kill this suggestion, sorry mate. --Tabbitha Duo 13:49, 23 September 2010 (BST)
Airstrike
Timestamp: -Dezonus- (talk) 01:41, 19 September 2010 (BST) |
Type: Skill, extension of radio Operation |
Scope: Survivors, level 25 or above (20 if military) (Subject to change) can buy the "Call in Airstrike" skill at a cost of 500XP |
Description: Airstrike, called in by radio on a specific frequency (probably only available at Forts). When the player with the Call in Airstrike skill broadcasts "Requesting Airstrike [xx,yy]" on the correct frequency, it will instantly return the message "Airstrike Request, Location [xx,yy]: Location name, Please confirm.", to which the player can confirm for 20AP, or cancel for 0AP. The frequency will then broadcast "Airstrike [xx,yy] ETA 24hrs", and will periodically rebroadcast the time remaining. Any player with the Call in Airstrike skill can abort the airstrike up to 1 minute before impact, even if they didnt call it in. They would broadcast "Abort Airstrike [xx,yy]" on the same frequency (But does not need to be the same location.
Only one Airstrike can be called in at a time for the whole of Malton, and once a successful Airstike takes place, another cannot be called in for another week ("Requesting Airstrike [xx,yy]" "Airstrike unavailable for another (time remaining)) Airstrikes will deal 40 damage to everybody, regardless of whether Zombie or Survivor on the block of impact. And building will be ruined with "Explosion damage", and take a lot more AP to repair. Surounding blocks will randomly take damage up to a 5 block radius. Airstrikes cannot be called in if any part of a fort is within that 5 block radius. Examples: "Requesting Airstrike [19,27]" "Airstrike Request, Location [19,27]: Caiger Mall (North West Corner), Please confirm." Confirm Airstrike (20AP) "Airstrike [19,27] ETA 24hrs"
If the bomber flies over you:
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Discussion (Airstrike)
Please note: I suggested this earlier, with some who sort of liked the idea, but thought it needed development, so now it's here -Dezonus- (talk) 01:42, 19 September 2010 (BST)
- No one said it needs development because it really is an overpowered suggestion. Heck, if you take it to voting again, I will not be surprised if one of the Ops use their SysOp spaminated power. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:56, 19 September 2010 (BST)
- Aye, you're getting to attached to your suggestion. The suggestion is hopeless; Distance yourself from it, and your reputation will remain largely intact. Remember, your goal here should be to increase the quality of suggestions that Kevan reads, not to have him read your own. --VVV RPMBG 02:42, 19 September 2010 (BST)
The fuck is this shit. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:32, 19 September 2010 (BST)
Instead of making the long post I made in suggestions up for voting, I'll keep it simple, and sumarize it in one word... NO! --Gat 02:36, 19 September 2010 (BST)
Ugh, No --TheWritingWriter 04:14, 19 September 2010 (BST)
No auto-hit. Ever. --Maverick Talk - OBR 404 08:59, 21 September 2010 (BST)
Sorry, just no, doesn't work, isn't interesting, is open to greiving, is over powered. Would be more interesting to me maybe if the military randomly called in strikes with a warning going out to anyone in the radius, but as a player controlled method, just no. —The preceding unsigned comment was added by Tabbitha Duo (talk • contribs) 16:26, 24 September 2010 (BST).
- I think the military hasn't just nuked/bombed Malton cause their afraid it will make the zombies stronger. :P --Gat 23:20, 24 September 2010 (BST)
Carpenter
Timestamp: --Scout talk!!!!! 20:39, 18 September 2010 (BST) |
Type: Starting class |
Scope: Survivors |
Description: The Carpenter starting class would start with a toolbox and the Construction skill. |
Discussion (Carpenter)
To make this suggestion complete: Where would Carpenters spawn? What would their Welcome Message be? -- Spiderzed▋ 20:46, 18 September 2010 (BST)
- The above doesn't matter because we have Engineer, a character class which starts with Construction, in Peer Reviewed already. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 21:11, 18 September 2010 (BST)
- Also, Suggestions/RejectedApril2006#Construction_WorkerConstruction Worker, which is the exact same thing, was duped because of the Engineer eons before it. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 21:12, 18 September 2010 (BST)
- Hint: That isn't a dupe bro. Hint to suggester: This will not pass because as much as I hate faggot paranoid "THIS WILL HELP ZERGING" claims, this actually would help zerging with random suicide repairs for all! (see how I used it properly you paranoid cockgobbles?) -- LEMON #1 12:34, 21 September 2010 (BST)
booby trap skill
Timestamp: Naughteous Maximus 17:40, 17 September 2010 (BST) |
Type: survivor & zombie skills |
Scope: survivors and zombies |
Description: This is a more refined version of a previous proposal by another player (11th-Nov-2005 Booby Trap) to implement a Military skill under the construction section called booby trap. This is a very limited skill which would allow for a survivor to implement a single booby trap in a building that is barricaded. It is a single firing booby trap. Buildings which are not barricaded can not have booby traps. A barricaded building can not have multiple booby traps.
Like all other construction skills, it would require having a toolbox and maybe another object, such as a length of pipe, which is consumed for the trap. The booby trap would go off to impact only the person to "bring down the last of the barricade." This could be either zombie or survivor. It would do a small amount of damage, maybe 5 or 10 hp. I would suggest that it take considerable AP to set up a booby trap, maybe 5 or 10 AP. Because it does take so many AP, if someone tries to booby trap an already booby-trapped building, they should be told before the AP expenditure that "A booby trap has already been set here." Maybe it could be part of the description of the barricade, but only from the inside of the building. In addition, to balance the skill, zombies could have a recognize booby trap ability in their Memories of Life section. That could either work outright to avoid the trap, or have a high percentage chance to avoid the trap. Unskilled zombies would be unable to avoid triggering the trap. I believe this is in character with the apocalyptic zombie survivor mentality, and I think it would be a fun addition to the game. Additional suggestions for this idea are welcomed. |
Discussion (booby trap skill)
Duped, Shooting Through Barricades, Multiply it by 1000. No. And how is 5-10 damage in one hit a "small amount of damage"? No single attack in this game does more then 4. --TheWritingWriter 20:14, 2010 September 17 (BST)
- Did you forget a weapon? Shotgun (Damage 10 points (8 against a flak jacket.)) Ontaru 20:47, 2010 September 17 (BST)
- It is not "shooting through a barricade" if you'd read the entire suggestion carefully. The amount of damage is supposed to be more than any weapon can do, but a single shot. There is no "multiply by 1000" because you can only set up one. Period. Per building. And it only hits one target. —The preceding unsigned comment was added by Naughteous Maximus (talk • contribs) at an unknown time.
- 30 damage is the maximum damage it is possible to inflict with a single ap. Many issues here, notably, zombies (who will be the only players this will target), don't really care about hp, how does a pipe inflict so much damage, it can be used a a griefing tool against rot revive clinics, its ap inefficent, booby traps are triggered by someone destroying the cades, but not entering the building? How does that work? --RosslessnessWant a Location Image? 21:12, 17 September 2010 (BST)
You cite a dupe, say that it's more refined, but then, as far as I can tell, have not made any substantial changes aside from making it less powerful. That suggestion was killed by nearly everyone for a reason, and I don't see anything here that changes my mind. It effectively allows survivors to "bank" AP by investing it in the trap, which can later be spent to do damage. See also: Dos and Do Nots (the point about pinning down details), Auto Attacks, and the list of frequent suggestions (check the entry for "Traps"). —Aichon— 21:07, 17 September 2010 (BST)
Well, the suggestion of tying it to a barricade was really more to limit the places where they could be set up, but I understand what you are saying about banking AP. I did think it was much more thought out, not unlimited in scope as the previous suggestion. The idea behind it is that the length of pipe "rests" on the barricade and when the last layer is taken out, whoever is underneath gets beaned by it. The trap is gone after that. And remember, it may not be a zombie. There are those survivors who choose to work for the dark side of the force! But you are right, the essence of the concept has not changed. I will certainly understand if, for that reason, it is not implemented. Naughteous Maximus 21:31, 17 September 2010 (BST)
- While booby traps fit the zombie apocolyptic setting, they would fall under so many dupes that it's pointless to uggest one. Still, why would it do 5-10 damage instead of the regular pipe damage? --Gat 22:27, 17 September 2010 (BST)
Oh yeah, I forgot about the shotgun. Sorry. And its multiply by 1000 because EVERY safehouse is going to have one of these damn things. And whenever it runs out, people will keep making more of it. I'm pretty sure there's a rule against uber powerful single shots.--TheWritingWriter 04:16, 19 September 2010 (BST)
The Machete
Timestamp: --Ben834 03:35, 16 September 2010 (BST) | ||||||||||||||||||||
Type: Weapon | ||||||||||||||||||||
Scope: Survivor/Zombie | ||||||||||||||||||||
Description:
No new skills, just uses the Hand-to-Hand Combat skill and the Knife Proficiency skill.
+15%(Hand-to-Hand Combat skill) = 40% +15%(Knife Proficiency skill) = 55% Damage: 2
junkyards 1%(junk) armories 5% police departments 2%(evidence lockers) warehouses 5%(maybe manufactured or military surplus) mall sport stores 2% (you know how they have everything in that secret room you stumble upon on your way to the restroom...after a two hour long trip to the sports store...with a jumbo-extra-extra-large-COW-I-MEAN-RAT-MEAT-QUADRUPLE-POUNDER-AND-A-HALF-BIGMAC(even the kids are eating it these days)and finally realize they have a "SECRET ROOM" BUT NO RESTROOM!??!?!RAAAAAAAAAAAHHH!!!!!!*explodes*)
Discussion (The Machete)No. Not even if Danny Trejo asked. 03:44, 16 September 2010 (BST) Was it because of the absence of a restroom? :D--Ben834 03:47, 16 September 2010 (BST) Peer Reviewed Dupe. And it's from 2005. If Kevan hasn't implemented it in the past 5 years, he's never going to implement it. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:47, 16 September 2010 (BST)
I want knife throwing. Can we have knife throwing? --Aeon17x 03:49, 16 September 2010 (BST)
Whoa. You guys are pretty quick at crushing people's dreams. I give props and cookies!!!--Ben834 03:58, 16 September 2010 (BST)
Hmmm...I always wondered what that was for.--Ben834 04:04, 16 September 2010 (BST) 1) A machete should not be more accurate than a knife. 2) A machete would cause WAY more damage than a knife. 3) Never gonna happen. But thanks for trying. Please come again and have a nice day. --Maverick Talk - OBR 404 09:02, 21 September 2010 (BST) Digestion update
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