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

Advanced Lab Experience

Timestamp: Aeon17x 07:15, 18 October 2010 (BST)
Type: New science skill
Scope: Survivors
Description: It's easier to express the idea with the flavor upfront, here goes:
Memo to NecroTech staff: the usage of NecroNet terminals to revivify specimens with Brain Rot can also be applied on other subjects without it to expedite the revivification process. Expert staff now have reduced revivification costs when reviving subjects without Brain Rot inside a powered NecroTech building.

Advanced Lab Experience is a new science skill which concerns revives inside a powered NT building. It costs 75 XP for scientists, 100 XP for civilians or 150 XP for military, and requires NecroNet Access as a prerequisite. It works like this:

Advanced Lab Experience - Player only spends 8AP to revive zombies without Brain Rot inside a powered NT building.

Revive costs for zombies with Brain Rot is still of course 10 AP.

I just thought this could make NT sieges a lot more fun. The invading horde should make sure to keep the generator non-existant at all times, or else they could see up to six revives per survivor per day at 8AP/revive (from the current four at 10 AP/revive) whenever they try a beachhead inside the NT. Another benefit for survivors is that it makes indoor revive points on NTs easier: just drop a genny, fuel it up and you can revive a half dozen zeds in a day.

On the other hand this does make zombies with Brain Rot more valuable for the horde, as besides the immunity from non-powered revives they also soak in more AP even when they do get revived inside a powered NT. Also even if survivors set an NT as an indoor revive point, that means it's one NT they would not sleep in and search on since if there are zombies inside it's likely to be regularly ruined too, and the horde would be more focused attacking the NTs which are resource points.

Besides that, outside of powered NT buildings this won't do much really other than a shift to longer NT sieges. And if we could have this skill at a future Blackmore siege I believe it'll be thoroughly entertaining for both sides.

Discussion (Advanced Lab Experience)

This won't be popular with zombies and death cultists what with all the extra combat revives on offer here, but I can see a logic behind giving a slight advantage to people fighting on their 'home turf'. However, this idea has already been suggested (and passed too). ~~ Chief Seagull ~~ talk 10:48, 18 October 2010 (BST)

Wow, d'oh for me I guess. Even the AP cost is the same. But since it's on peer reviewed already... yayification! --Aeon17x 12:00, 18 October 2010 (BST)

Concentration

Timestamp: --~Vsig.png 07:22, 16 October 2010 (BST)
Type: New Skill
Scope: Survivors.
Description: At the cost of 15AP, one can choose to more heavily concentrate on their attacks. Concentration gives an extra +5% to hit with all types of attacks. Concentration is broken when the player sleeps, dies or idles.

Discussion (Concentration)

Good idea or bad? I can see this not only being useful in seiges but also helping newbie survivors. Doesn't seem overpowered to me right off the bat. --~Vsig.png 07:22, 16 October 2010 (BST)

Define "sleeps". SIM Core Map.png Swiers 07:24, 16 October 2010 (BST)

Exhausted, you can go no further.--~Vsig.png 07:27, 16 October 2010 (BST)
Easy. I assume I have a AP cap of 49. I never sleep, my concentration lasts quite awhile. --VVV RPMBG 07:41, 16 October 2010 (BST)
If you were like me, you'd always be playing until you had 1 or 2 AP left, 'cause at 2AP, it only takes 24 hours to get back to 50. I do this because I usually play UD at a certain time, using the extra AP or 2 in emergencies only. But that's just me. As Trips above, I would have this bonus for quite some time. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 17:16, 16 October 2010 (BST)
Yeah, I always keep that spare AP just to be able to look around. Besides, even if the suggestion was that the effect lasted for 50AP, I'd still think it's too overpowered. ~m T! 02:39, 18 October 2010 (BST)

Seems okay in principle, but I'm not sure about it lasting until you die/sleep. My own personal preference would be a smaller initial cost but having the effect only lasting for X amount of AP. ~~ Chief Seagull ~~ talk 11:06, 18 October 2010 (BST)


Manhandle 2.0

Timestamp: RosslessnessWant a Location Image? 13:04, 15 October 2010 (BST)
Type: Tweak
Scope: Zombies with feeding drag.
Description: If a survivor is dragged from a ruined building, they lose 4hp, as the zombie drags them through shattered glass and broken barricades. This damage cannot be fatal.

Discussion (Manhandle 2.0)

Hey, I thought version 1.0 was fine in itself, this makes it even better. Keeeep!--Umbrella-White.pngThadeous OakleyUmbrella-White.png 13:28, 15 October 2010 (BST)

I like this version a lot better. It's simple to understand, gives some more benefit to Feeding Drag, keeps it balanced in terms of AP consumed (2AP if you want to get back inside), and maintains the core purpose of the skill, which is to help babahz get fed. Aichon 16:37, 15 October 2010 (BST)

I don't know when this game became all about 4s, but this is the best version yet, and worth a keep. --VVV RPMBG 07:36, 16 October 2010 (BST)

I didn't like the previous version too much, but I'd vote yes on this one. ~m T! 02:43, 18 October 2010 (BST)


Ankle Bite

Timestamp: --~Vsig.png 05:24, 15 October 2010 (BST)
Type: New Skill
Scope: Zombies
Description: The ankles of another player are attacked, slowing their progress. Moving to adjacent squares costs twice as much AP until player is healed.

This would be a new skill under the Lurching Gait skill tree, just below Ankle Grab (for obvious reasons) -or- it would be a skill under the Vigour Mortis skill tree since it is an attack.

Your ankle is badly injured. Movement now costs an additional 1 AP.
and
You lose 1 AP to your injured ankle.

Discussion (Ankle Bite)

I probably could have thought of a better name but I kept picturing an ankle biting chiuahua and couldn't resist. I'm not terribly dedicated to that name. I think that there should be a 2AP cap, which is to say if you are a zombie without Lurching Gait, your movement will still only cost you 2AP. In fact, maybe death should be a temporary cure for a smitten ankle like infection, only to reoccur when revived.--~Vsig.png 05:24, 15 October 2010 (BST)

You know I was considering putting this exact same mechanic up over the weekend, only flavoured as heavy bleeding (with the caveat that entering a building would raise its bloodstains too). So yeah, I like it. I'd have it as a Vigor tree skill and let it create a new attack with the same to-hit rate and damage as bite, to mirror the 'attack with effects' thing. Nothing to be done! 05:27, 15 October 2010 (BST)
That's an interesting spin on AP damage as well. If the concept of ankle biting zombies is too silly then maybe it could be developed with different flavor. --~Vsig.png 05:40, 15 October 2010 (BST)

Don't put it into bite, it's already feature-packed as is. Perhaps a claw skill under tangling grasp, which for the purpose of making incredibly bad puns I shall call Ankle Grip.

Also the slowly losing points mechanic is getting old, especially if it can be fixed just the same as infection. How about something like a one-time 5 AP cost to break free from a zombie who has ankle gripped a survivor? This could be distressing if you wake up with zombies in your safehouse and you can't get out since one of them really held onto you, you have to either kill them, revive them or spend 5AP in one turn to break free. --Aeon17x 05:52, 15 October 2010 (BST)

That's not a bad idea either. Puts it more in line with Headshot. I like --~Vsig.png 06:30, 15 October 2010 (BST)

Double movement costs until healed. Simple, doesn't get confused with Infection. --RosslessnessWant a Location Image? 13:06, 15 October 2010 (BST)

What are the accuracy, damage of this attack? Would it work on fellow zombies? --RosslessnessWant a Location Image? 13:08, 15 October 2010 (BST)
I'm thinking same HRP for infection. Make it a claw attack instead of a bite attack. Clawing has a chance to break ankle. It's either that or keep it as a bite attack and you get a chance to either infect or to bite ankle. I suppose you could even do both. Bite for a chance to infect and then bite again until you bite ankle, meaning someone could limp around infected until they FAK. And yeah since it's basically infection, one could break a zombie ankle. Just don't allow movement costs over 2AP. So if zombie does not yet have Lurching Gait, an injured ankle has no effect.--~Vsig.png 15:51, 15 October 2010 (BST)
I'd say make it a third attack after claw and bite, not attached to one of those. Nothing to be done! 15:55, 15 October 2010 (BST)

Move Rules

Timestamp: Sargent Havok 10:54, 14 October 2010 (BST)
Type:
Scope:
Description: Survivors can enter/leave buildings with Barricades higher than VSB but now it costs more AP to do so:
HB: 2 AP to enter/leave
VHB: 3 AP to enter/leave
EHB: 4 AP to enter/leave

This counts ANY time a survivor leaves or enters, even if they don’t use the door. Walking out of a building to an empty square would also cost the extra AP. Zombies would also pay this cost for leaving a building without using the door. They can’t use the door on a barricaded building anyway, but they would still have to pay the extra for “escaping” a barricaded building higher than VSB.

Free-Running would now cost the same extra AP shown above to use, based on the building you are leaving. So if you try to Free-Run into another building from an EHB building, it would cost 4 AP to do so. The Barricade level/Ruin status of the building you are entering does not matter.

Survivors with the Scout Safehouse skill would pay 1 less AP for entering/leaving any building they had scouted. That is:

HB or less: 1 AP
VHB: 2 AP
EHB: 3 AP

Discussion (Move Rules)

  • looks at suggestor's profile* So I guess you died when you got locked out of your safehouse? Learn to plan your escape in advance. --Aeon17x 11:19, 14 October 2010 (BST)
  • Yeah, sorry, this will never pass. The main form of griefing for revived zombies is being able to overbarricade buildings. Taking that away will do a few things: 1. Remove Piñata strategy for zombies. 2. Reduce the number of survivors on the streets (slowing Bahbah zombie growth) and 3. Will take away half the reason of being a Death Cultist. You're only a level one, it gets easier once you have Free Running. Otherwise, always remember to save 10AP to find a building to hide in. Shadok T Balance is power 11:36, 14 October 2010 (BST)

You know this just shits all over non-survivors right? Nothing to be done! 15:06, 14 October 2010 (BST)


Hibernation

Timestamp: Aeon17x 12:58, 13 October 2010 (BST)
Type: New zombie skill, crossover (survivors can also use it)
Scope: Dead bodies with this skill
Description: Hibernation is a new zombie skill which takes effect when the player is dead. It costs 100XP, and requires Ankle Grab as a prerequisite. It works like this:

Hibernation - Player spends an extra 4AP to stand up, in exchange for an increased AP recovery rate while dead.

With the Hibernation skill, the dead body would gain 1AP every 24 minutes instead of 1AP every 30 minutes. It applies to dead bodies from killed survivors and zombies as well as revivifying bodies. When they stand up they have to spend an extra 4AP for a 5AP stand up cost (10AP if headshot), the increased AP recovery stops and they return to the usual 1AP every 30 minutes rate.

Who is this skill for?

Basically speaking, nearly everyone. Literally every player in this game is dead at one point or another, and would benefit from a little AP boost while dead so that they could actually do more when they stand up.

There is a caveat though: because of the 4AP extra stand up cost, you have to sleep for at least eight hours to break even. Otherwise you'll end up with *less* AP than if you only have Ankle Grab. For this reason ?rise zombies might want to skip the skill altogether, since when they stand up they do it for 5/10 AP instead of 1/6 AP.

How is this balanced?

Well I did some very rough math, and while it won't convince anyone who believes tweaking with the AP recovery rate shouldn't be done at all, here it is.

The maximum AP count is still 50AP. This is important as it means you can only do up to 50AP worth of actions in a single turn. What's different is that you get to that amount faster when dead.

  • w/out Hibernation: 50 AP in 25 hours
  • with Hibernation: 50 AP in 20 hours

However you have to take into account you have to stand up first before you could do, well, anything.

stand up -

  • w/out Hibernation: 49 AP in 25 hours (50 AP in 25.5 hours)
  • with Hibernation: 45 AP in 20 hours (49 AP in 22 hours, 50 AP in 22.5 hours)

stand up with Headshot -

  • w/out Hibernation - 44 AP in 25 hours (50 AP in 28 hours)
  • with Hibernation: 40 AP in 20 hours (44 AP in 22 hours, 50 AP in 25 hours)

All in all, Hibernation allows you to gain the same amount of AP as without Hibernation by three hours less, or a 6 AP advantage. But only if you actually stay dead for nearly a full day, and wait a couple of hours from standing up before spending the rest of your AP.

Also of note is that 6AP is the maximum amount you can save with this skill. The shorter you stay dead, the less AP you get from the increased AP recovery rate from Hibernation.

  • stand up immediately instead of staying dead - behind by 4 AP
  • 2 hours - behind by 3 AP
  • 4 hours - behind by 2 AP
  • 6 hours - behind by 1 AP
  • 8 hours - break even
  • 10 hours - ahead by 1 AP
  • 12 hours - ahead by 2 AP
  • 14 hours - ahead by 3 AP
  • 16 hours - ahead by 4 AP
  • 18 hours - ahead by 5 AP
  • 20 hours - ahead by 6 AP

Now to answer the question of how this is balanced: just from the skill alone, it's not. (Then again, if it's perfectly balanced, why add it to the game at all? :-P) But from the corresponding gameplay changes the players would have to assume if ever they pick up the skill, it could be.

Imagine sieges. This skill is favorable to the survivors to a certain extent: zombies with Hibernation would be in a disadvantage if they stand up in less than eight hours as that would mean a net AP loss than if they only had Ankle Grab. They now have to stay dead longer, meaning less zombies would be standing up at any given time and presenting more opportunities for survivors to hold their ground against the horde and defend territory.

Revivifying bodies would also benefit from the skill a lot due to the increased AP recovery rate, leading to quicker (or at least stronger) reinforcements for survivors.

For zombies, it serves as a counter to Headshot if they nap in the dirt long enough and stand up just as you reach 50 AP. Even more so if you are into negative AP, perhaps from a previous headshot or bellowing too hard; from -15 AP you can get back to 50 AP in about 26 hours.

That's about it. This suggestion got a bit longer than I would like, but I think it's an interesting mechanic to say the least.

Discussion (Hibernation)

This breaks one of the golden rules mentioned on the Suggestions Dos and Do Nots - leave your own AP alone. ~~ Chief Seagull ~~ talk 15:31, 13 October 2010 (BST)

I always thought of Ankle Grab as a +9 AP boost to dying. --Aeon17x 15:49, 13 October 2010 (BST)
Ah, but Kevan's allowed to do that cos he's the Lord and Creator of Malton~~ Chief Seagull ~~ talk 16:20, 13 October 2010 (BST)
The difference there (and with Gait) is that it changes the cost of something, rather than changing the recharge rate, which is bad territory. Nothing to be done! 16:30, 13 October 2010 (BST)
Don't Ankle Grab and Scout Safehouse do so, too? Anyway, I like this. I'd even risk saying I'd like it better if it were my previously undefined XP-spending skill. 5 XP instead of 4 extra AP, anyone? Or in addition? ~m T! 23:30, 13 October 2010 (BST)
The problem with any XP burning skill is that some players just have too much of them. To provide them any sort of gameplay-altering capability might as well lead to a virtually permanent buff to those players.
For example, if Hibernation only requires 5 XP and no extra AP loss, those players can stand up with full AP in 20 hours. They can very easily recover the 5 XP with the AP boost from dying. Now if you put both a 5 XP and a 4 extra AP loss for Hibernation, then low-level players would find the skill has a very high penalty to use and still only high-level players will bother to learn it. See what I'm getting at? --Aeon17x 09:02, 14 October 2010 (BST)
Yes, I see what you mean. The way I think, tho, these skills are designed for high-level players, tho maybe not as much as headshot, which requires level 10. These skills, on the other hand, would certainly disencourage lower level characters, but not barr them. I'd rather see both the 5 XP and 4 AP cost, tho. ~m T! 19:24, 14 October 2010 (BST)
You can't have skills designed just for high level players. Headshot is an anomaly as to why it's there in the first place, but don't use it to justify breaking the game even more. --Aeon17x 01:25, 15 October 2010 (BST)

Aside from the issues already raised, there is one other problem: you should always give the players a choice if they're going to be doing something potentially detrimental to themselves. Since this is a passive skill (i.e. you always hibernate once you buy the skill), they have no way to "turn it off" if they want to later, meaning that they are stuck with less AP permanently if they play the game as most people do by logging on once a day at the same time (previously, they'd start with 47 each day, now they start with 45 each day). And it's even worse for the casual players that don't log on once a day (previously they'd start with 49, now they start with 45). Without the ability to revoke the option somehow, a complicated and very situational mechanic like this is not a good idea. Aichon 04:56, 14 October 2010 (BST)

I just considered a time-based mechanic like this where you have to log back in and check on your character in a specific timeframe otherwise you would be in a disadvantageous situation would work for a browser game like UD; with this skill, you have to stand up between eight to twenty hours to get the additional AP or else you end up with less AP. Apparently it's something the players appreciate and frequently come back for, getting rewards with associated risk. And it's something exploited in other browser games too like Farmville (you have to farm your crop by this hour or it dies, etc). --Aeon17x 08:24, 14 October 2010 (BST)
Facebook is a different beast entirely, since people log on there for other reasons and then play Farmville while they're there (or else they go into Farmville knowing full well what to expect in terms of things like this). UD, however, does not revolve around mechanics like this, so adding one now that cannot be revoked later is a bad idea. I don't think players would appreciate the choice being forced on them permanently once they purchase the skill, since most of them wouldn't understand what they were getting into (for instance, my initial thought when reading the first parts of the suggestion was that it would somehow be optional with each death to deal with exactly what I'm talking about, but, obviously, that's not exactly feasible either). Aichon 20:27, 14 October 2010 (BST)
Didn't we have Facebook Dead a couple of years ago? :-) But yeah, I guess this does have a big downside to it that the skill description alone is not enough for the players to realize its full ramifications. Maybe it should have a warning before purchase like Brain Rot... though that might make the zombie skill tree more intimidating to navigate if there are warnings all over the place. --Aeon17x 01:25, 15 October 2010 (BST)

A few ideas

Timestamp: Nothing to be done! 00:08, 12 October 2010 (BST)
Type: Skills
Scope: Zombies
Description: Just a few ideas I might flesh out if they seem workable, that have come to me whilst scanning my movie collection for article images. Some might be dupes, I've not checked:
  • Vomit - child skill of digestion (with bite, not under). For a cost of 4 HP and 1 AP, the zombie can make a vomit attack. 95% accuracy, 2 damage, infection. Idea being that by violently regurgitating, they create a spray wide enough that it's very difficult to avoid (high accuracy), caustic (damage) and infectious. Inspired by 28 Days Later and Paura Nella Citta dei Morti Viventi. Numbers could be tweaked.
  • Smear - child skill of memories. Zombies can replace grafitti with a range of options from a drop down menu including things like "bloody handprints", "vaguely meaningful smears", "gouges and scratches", "bile and filth", etc. This would replace the grafitti line with The walls are covered with <choice>, which can be sprayed over to revert back to grafitti messages or smeared over with something different. All the buildings that give xp for tagging give xp for smearing.
  • Relentless - child skill of brain rot. Gives zombie 50% chance of ignoring the effects of headshot when killed.
  • Gouge - child skill of vigor mortis. Zombies are able to directly attack the eyes/face with a gouge attack - same damage/accuracy as maxed bite attacks. Gouged survivors are at -10% accuracy for all attacks until they're healed with a first aid kit. Totally based on Zombi 2's finest moment.
  • Barrage - stand-alone skill. All zombies, with or without the skill, get +5% accuracy, to a maximum of +25%, when attacking barricades, for each zombie with Barrage on the same block. Attacking from outside only counts those outside, and those inside only count for attacking from inside.
  • Frenzy - stand-alone skill. A zombie with frenzy who kills a survivor when there are other survivors present gains +10% accuracy to every attack they have until they are killed or there are no survivors present at the same location as them.

Discussion (A few ideas)

A mixed bag that will need seperating if they get to "suggestions" but...

   * Vomit - No chance.... at best it should be 75% to hit and cause only infection. Even that is pushing it!
   * Smear - I love this one but it is almost certainly a dupe.
   * Relentless - I like this.... I like it a lot!
   * Gouge - No thank you.
   * Barrage - Numbers seem a bit high and i am pretty sure the concept is a dupe. Still, it does have some merit.
   * Frenzy - I like the idea but not sure i like your implementation. A more reasonable version might be to increase the bonus but make it last only until the zombies next miss/none attack action?

All said I think these are worth discussion.... I just don't see any of them making it in game. --Honestmistake 00:26, 12 October 2010 (BST)

  • Vomit - Eww. But I disagree with this. Maybe the walls can get covered with half-digested human flesh, under smear?
  • Smear - It may be a dupe, but yes. Zombies should be able to smear blood all over the wall, gouge deep scratches, and deface the buildings they have taken.
  • Relentless - Zombies have 44 AP. Headshot is an unfortunate necessity of being a zombie. It takes a survivor far more than 6 ap to knock you out anyway. No
  • Gouge - Don't screw with other peoples attacks. No
  • Barrage - Barricades are meant to be an AP sponge. If you want to get to meat, join an organised horde. No
  • Frenzy - ake you more accurate after already killing someone? I sure like this idea. Yes.

John Ibans 02:01, 12 October 2010 (BST)

Your assertion that meat is only found by hordes is the very thing that needs changing - barrage is meant to help ferals and new zombies as they can leech off of the effect of older zombies for their own benefits. Ferals need to have a chance too, though perhaps the numbers involved in barrage could be lowered. Nothing to be done! 02:05, 12 October 2010 (BST)

Discussing some of this stuff with Gor, thinking that Gouge could be replaced with a "bleeding" mechanic - functionally identical to infection, but both can be present at once - so the attack would be a child skill of Rend Flesh, would give a gouge attack at 40%, 4 damage, and causes bleeding, so biting and gouging together doubles the HP drain, but no one is more effective than the other. Perhaps each HP lost to bleeding indoors adds one to the level of bloodstains at the location too. Nothing to be done! 02:45, 12 October 2010 (BST)

Hmm. Although the others are a non starter, I quite like relentless and Frenzy, I'm assuming that Frenzy works like the safehouse mechanic? Where as long as you remain in the building and no one kills you it remains? --RosslessnessWant a Location Image? 09:30, 12 October 2010 (BST)

Sort of - if at any point you're at a location with no survivors (say you leave the building and there's none outside, or you kill the last one there or they all leave), or you die, then it wears off. Nothing to be done! 20:26, 12 October 2010 (BST)
There is no more flesh to gorge on. Your frenzy subsides--RosslessnessWant a Location Image? 20:56, 12 October 2010 (BST)
Badda bing. Nothing to be done! 21:01, 12 October 2010 (BST)


Something New to Gesture At

Timestamp: •▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:00, 11 October 2010 (BST)
Type: Addition on Gesture Drop-down list
Scope: Zombies with Flailing Gesture
Description: The short and simple version? Add "graffiti" to the list of things to gesture at in the gesture drop down list.

Discussion (Something New to Gesture At)

Nice and short. Anyone want the long version? Because I could prepare one... ;) --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:04, 11 October 2010 (BST)

Its a massive dupe and you know it. What happens if the spraypaint is changed between the gesture and the observer logging on? --RosslessnessWant a Location Image? 10:25, 11 October 2010 (BST)
Oh MAAAAN I can see how bad that would be. You gesture at it because it's a URL, then someone sprays something about their wang onto the wall. To someone later...you gestured to that. Not too good an impression. Shadok T Balance is power 13:11, 11 October 2010 (BST)

I want a gesture to the eyes. Like the zombie poked your eyes. And you can't see anything happening after that and until you log back on! Unless you equipped something over your face like safety goggles. --Aeon17x 11:31, 11 October 2010 (BST)

Perhaps, but I the problem pointed above makes it more of a 'Nah'. I'd rather have my suggestion just two below. Maybe if you post the long version? ~m T! 15:34, 11 October 2010 (BST)
I swear, I did not see your suggestion below. I only got this idea after this. It would have been funny if I gestured at that graffiti, then at me, and said "Hagz?". xD --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 16:19, 11 October 2010 (BST)
Its still a peer reviewed dupe. --RosslessnessWant a Location Image? 19:15, 11 October 2010 (BST)

"You gesture at the graffiti" Im guessing thats what it would say. This suggestion seems kinda useless considering the pointless crap people like to put on the walls, I guess it would be useful if you want to point out revive points. Id vote for this. --TheWritingWriter 00:36, 12 October 2010 (BST)


How bout some mild form of XP Wastage?

Timestamp: ~m T! 00:36, 9 October 2010 (BST)
Type: New Skills
Scope: Maxed character
Description: I know this is on the frequently suggested list, and having been a wiki regular way back, I've seen my share of stupid ideas. But they all involved some skill which would be bought (by the regular ammount of 100XP), sometimes more than once, stacking effects, be used for limited time/actions/whatever, and usually be really overpowered while active.

How about a completely different approach? Say, a skill bought for regular price (100XP), you can buy it only one time and it lasts forever, just like a regular skill would. The XP wastage would come when using it: it would spend the usual 1AP, plus something around 5XP, and be slightly more powerful than a regular skill.

Note that I'm not (as yet) discussing which skill that would be, I just wanna know what your opinion would be on this general mechanic.

Discussion (How bout some mild form of XP Wastage?)

Think of it as writing a scroll on DnD. You don't need to be a maxed-out wizard to do so, you don't spend a huge ammount of XP, and the effect is just as strong as your spells. It does, however, serve as a psychological relieve to us who are constantly staring at a gargantuan ammount of unspent XP. ~m T! 00:37, 9 October 2010 (BST)

Not a dupe, but I just like my Peer Reviewed version better. =P --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 00:53, 9 October 2010 (BST)

"You claw at a survivor for 4HP! The attack was strengthened by your excess energy!" It actually sounds pretty cool :P Shadok T Balance is power 02:02, 9 October 2010 (BST)

Yeah, that's exactly the kind of thing I was thinking of. 1AP, 5XP, 1 extra damage. Not too powerful, not too useless. For humans it could improve accuracy, since improving bullet damage just because you're awesome sounds kind of stupid. Also, now that I come to think of it, it's probably a good idea to make it 15XP instead of 5, but that's up for discussion. ~m T! 19:38, 9 October 2010 (BST)

I think adding accuracy or damage through this mechanism might be a bit much, however, I am all for a way to spend excess xp. Rather than directly influence combat a more utilitarian bonus might be better. For example zombies get to reduce the stand up cost while survivors get to reduce the repair/manufacture cost? --Honestmistake 08:13, 11 October 2010 (BST)

So you're suggesting zero AP standup costs, Honest? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 16:33, 11 October 2010 (BST)
a skill to reduce stand up cost by 1 for 25xp a pop... Sure it would allow 0AP stand-ups, frankly though they would only be a pain in the ass when used in conjunction with certain dirty tactics ;) In any event most kills are headshots so the cost would not often be 0. --Honestmistake 00:35, 12 October 2010 (BST)

Id like something to do with the 1k or so exp my maxed zombie has.--TheWritingWriter 00:38, 12 October 2010 (BST)



Reduced AP cost to Scout Safehouse

Timestamp: --~Vsig.png 21:14, 3 October 2010 (BST)
Type: Skill buff/tweak
Scope: Survivors
Description: Nearly everyone agrees the Scout Safehouse Skill costs too much AP to be effective. It could use a buff/tweak. I think halfing it to 15 AP makes sense. Discuss.

Discussion (Reduced AP cost to Scout Safehouse)

That's more of a 75%, but it would be a benefit to survivors. However, the question is this: Will it change anything? It's still 15AP spent to regain it only after 3 days. I still don't see SS being used with this change. Shadok T Balance is power 22:31, 3 October 2010 (BST)

Not sure about your math, Shadok. Looks to me like you'd be able to recoup costs after 3 days instead of 6 days, as it is now. That sounds like a good thing to me, and 10-15 is what I've been bouncing around in my own head as the ideal number for how much it should cost to make it something that's useful. Aichon 22:57, 3 October 2010 (BST)
You know, I've been re-thinking "scout safehouse". Its not a good skill for stocking up. What is IS a good skill for is kicking your defensive capacity into overdrive once you already have 50 AP and a full stock and full cades. It might never earn you those 30 AP back, but that doesn't matter if it saves you 5 AP in the middle of an active conflict. Yeah, that means its not often useful, but I think its worth keeping in mind that maybe its utility SHOULD be very limited. Instead of thinking of it as scouting, think of it as spending a bunch of AP to power up before a fight. SIM Core Map.png Swiers 23:25, 3 October 2010 (BST)
scout safehouse is a self gathered idiot tax. --RosslessnessWant a Location Image? 23:34, 3 October 2010 (BST)
This. I used it once, probably never doing it again. Even 15 AP is too much. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 23:36, 3 October 2010 (BST)

I don't really understand how the Scout Safehouse mechanic works. It says I gain 5 extra AP to use on my safehouse. That means what, that I can go up to 55 there? That I regen 5 AP faster in 24h? That I can do 5 free actions per day? ~m T! 23:54, 7 October 2010 (BST) Answered. ~m T! 23:24, 13 October 2010 (BST)



Riot Shield

Timestamp: Mattiator 02:56, 30 September 2010 (BST)
Type: Item
Scope: Survivors and Zombies
Description: Some of you might remember my infamous suggestions of olde (Dropping and Flare Six-Shot, anyone?), and I haven't suggested much in quite some time. So here we go with something I know I'd like to see. The item is known as a Riot Shield, found in Police Departments. The Riot Shield acts, in essence, as a secondary Flak Jacket when equipped, reducing damage from ALL attacks over 1 damage by 1 damage (so in essence, it doesn't make punches more worthless than they already are). To equip the Riot Shield, click on it, and for 3AP it will become equipped until you die. When you die it will remain in your inventory. Both survivors and zombies can utilize the Riot Shield. However, while the Riot Shield provides several advantages, it also has several huge disadvantages, which apply to both humans and zombies.

1. You cannot use Free Running while having a Riot Shield equipped, due to the awkwardness of holding it out while leaping between buildings.

2. All movement costs are increased by 1 AP (essentially making you as slow as a zombie without Lurching Gait)

3. Accuracy with all weapons (including claws, punch, and bite) is decreased by 10% while the Riot Shield is equipped. (This only applies to the person USING the shield)

4. Zombies cannot attack barricades when the riot shield is equipped

5. Zombies cannot use Tangling Grasp or Feeding Drag with a riot shield equipped

6. Survivors cannot use Syringes when a Riot Shield equipped.

7. When either a zombie or a survivor dies, the Riot Shield is automatically unequipped.


Essentially, the Riot Shield is used for defending a position. Survivors can use it for increasing the effectiveness of meatshielding, while zombies would be able to utilize it to reinforce barricade breaches, especially when coupled with a well-timed ?rise.

TWEAK #1: Encumbance would be 10%, because it's a large object.

TWEAK #2: Now only affects attacks that do ABOVE 2 damage, to reduce newbie nerfing.

Discussion (Riot Shield)

Dupe. Trupe. Quadrupe. Add it to the spam stack too, since this item effectively halves claw attacks from newbie zeds. --Aeon17x 03:08, 30 September 2010 (BST)

RE: Just read through the dupes. Don't exactly see how my suggestion is the same aside from the name. I do agree with the comment on newbie zed nerfing. You think I should perhaps make the item break, or perhaps only work on damage above 2, so as not to nerf newbies. Sorry if I wasn't clear, but the disadvantage affects the person utilizing the shield, not the person attacking the person holding it. Any other ideas for improvement? Mattiator 04:23, 30 September 2010 (BST)
If you make the item break, then that makes it even more of a dupe of the first one. And if you set it to only work on damage above 2, then claw attacks from even veteran zombies with Rend Flesh would only be as effective as that of newbie zombies. Even knives would have higher damage per AP output. --Aeon17x 04:35, 30 September 2010 (BST)

Hmm, Feeling like MW2 and/or hippy days much? --Gat 03:50, 30 September 2010 (BST)

Zombies using items makes no sense. Since meatshielding isn't nearly as important to survivors as forming a beachhead is to zombies, and this doesn't affect the latter at all once you disallow its use for zombies, it effectively becomes useless in practice, and more of a nuisance than an enhancement to the game. Aichon 06:20, 30 September 2010 (BST)

RE: But zombies CAN use items, it's just generally useless because their standard attacks are waaaay better. Honestly, I think a zombie would be smart enough to think "Hmmm. I don't want to get shot, so I'll hold this big board-thing in front of me." Also, perhaps have a skill for zombies under the Brain/FleshRot tree so that they aren't screwed over if they didn't get one while alive? Perhaps Memories of Life should be required to use one? And one of the primary reasons for survivors to use it is, say, when they run out of AP in their chosen safehouse, they use a bit of AP to equip their riot shield (like, say, putting over them while they sleep) so that they have more protection, however to do that effectively (unequip in the morning to do things, and put it on at night) would require the survivor to use 6AP, a little more than 1/10th of their full AP capacity. So it's in essence a trade-off, primarily for survivors who are simply camping out in one spot, as opposed to moving around. I'm just trying to continuously improve this suggestion, because I think with a lot of tweaking it could actually work really well. Mattiator 19:05, 30 September 2010 (BST)

3 AP is a little low. Eventually, basically everybody would have a riot shield, and your last AP will always be used to equip it. Killing people just got a lot harder for no reason. Unless it's unequipable after it's equipped, but that doesn't really make any sense. RinKou 07:18, 1 October 2010 (BST)

Do you mean by "Unequipabble after it's equpped", do you mean by someone else or by the user? It can be unequipped by the user, it just is a waste of 3 of their AP when they start and another 3 AP when they end, for a reduced chance to die. Mattiator 17:42, 6 October 2010 (BST)

I'd increase the AP needed to equip it, as there's nothing stopping you from un-equipping it, free running home, then equipping it again. Further more, I'd only make it lessen melee attacks, as despite what MWII has taught us, it's in fact ballistic shields, not riot shields that slow or stop incoming projectiles. Other than that, the tweaks you've already noted in conjunction with the original suggestion make a pretty solid idea. --• LtZurSee slapped your nose with a newspaper for a heal from CORAM (0 seconds ago)AU 07:11, 12 October 2010 (BST)


Suggestions up for voting

Lower HP by 20

Moved to Suggestion_talk:20101015_Lower_HP_by_20 -- Spiderzed 13:02, 15 October 2010 (BST)

Spreading Infection

Moved to Suggestion talk:20101011 Spreading Infection --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 18:07, 11 October 2010 (BST)

Darts

Moved to Suggestion talk:20101003 Darts --~~ Chief Seagull ~~ talk 08:37, 3 October 2010 (BST)

Moaning Zombies

Moved to Suggestion talk:20101002 Zombie Moan SIM Core Map.png Swiers 06:25, 2 October 2010 (BST)