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

Defile Graffiti Change

Timestamp: -- | T | BALLS! | 18:57 16 February 2011(UTC)
Type:
Scope:
Description: Survivors need to pay 1 AP to clean Defiled Graffiti. Otherwise this is just another "Survivor bonus in new zombie abilities clothes". Defiling has no practical effect other than to drain Zombie AP.

Discussion (Defile Graffiti Change)

What the fuck, they don't pay any AP for this? I assumed they did given how zombies paid to defile. That's bullshit if it's free to clean. We're coming to get you, Barbara 19:00, 16 February 2011 (UTC)

Totally free. Does not even require skills or tools. Any level 1 Survivor just born can wipe it away for 0 AP.-- | T | BALLS! | 19:02 16 February 2011(UTC)
That's fucking dicky. Definitely should cost the same on both sides. We're coming to get you, Barbara 19:03, 16 February 2011 (UTC)

Mutations

Timestamp: ~Vsig.png 07:21, 16 February 2011 (UTC)
Type: Skills
Scope: High level characters (Zombie and Survivor)
Description:

NecroTech needs DNA samples from the dead, not the living.

[Name]'s skin shivers for a moment, and the contents of the syringe begin their slow, molecular work.

We know from these statements that the zombie infection, at least in part, works on a molecular level. Why else would NecroTech require DNA samples of the dead and then use syringes that require "molecular work" to function? It would stand to reason then that the process of continuously dying and being revived, one's DNA may start to adopt some...changes. Mutations would start to occur over time. How would this affect the denizens of Malton, especially those that have been quarantined for years? I think we'd see a lot of zombies with some human characteristics and some survivors with trans-mortal characteristics. Luckily for the mutants, this comes with some benefits.

Begining at level 40, characters would have a Mutations skill tree available to them. The skills available would have paired skill prerequisites from both survivor and zombie skill trees. The cost of each Mutation skill would be 150 and they would be available weather alive or dead.

The Skills

Let's start with the zombie mutation skills:

Death Grip + Axe Proficiency - Using strong hands, Zombie is able to grip onto and use axes. Axes deal 3 damage to players and barricades with a 40% accuracy (same as when used by survivors). This is not as useful in combat situations as clawing with Tangling Grasp, but does offer an improved accuracy when attacking barricades.
Digestion + Surgery - When biting or feeding on a corpse, zombie heals 8HP instead of 4HP.
Memories of Life + NecroNet Access - While inside powered NecroTech buildings, zombies are able to manufacture syringes(20AP) and revivify other zombies(10AP). Searching for syringes is still not an option.
Radio Operation + Death Rattle - Zombie is able to operate powered radio transmitters and handheld radio receivers. Broadcasting is still limited to a groaned form of speech.

So why would a zombie want to manufacture syringes and revive other zombies? Career zombies may want these skills as well, right? A brainrotted zombie would no longer need to rely solely on the living to be brought to life so they can bask in glorious mutation. In other words don't want to screw the zombies with brain rot out of a chance to participate.

So let's look at survivor mutation skills:

Knife Combat + Rend Flesh - The mutation gives the survivor knife-like claws on their fists. These appendages cause 3HP damage when used as weapons and have 50% accuracy. It's all the accuracy of knife combat, all the damage of an axe and none of the encumbrance of either.
Diagnosis + Scent Blood - In addition to HP values, survivor can also distinguish infected survivors from uninfected. Infected survivors HP level is shown in green.
Construction + Ransack - Mid level barricading (VSB 8-10) is boosted to an approximate 89% build rate. Higher and lower level barricading is not affected.
Freerunning + Lurching Gait - Survivor has a 50% chance of entering a building when freerunning into a ruined building. They also do not lose their footing when freerunning into ruins and so do not lose HP when they are forced to street level.

Discussion (Mutations)

I decided not to give the skills silly names but if people want to make suggestions I can add them to the bottom of the suggestion. I just don't want to commit to any skill names; the parining is what is important. The list is certainly not all inclusive. There may be some other pairings that make more sense and certainly this list I provided could use some tweaks. A few may be kind of inane or maybe even overpowered. I tried to balance them out. Both sides get a boost to barricades, healing and attacks. ~Vsig.png 07:21, 16 February 2011 (UTC)

Um, zombies reviving zombies? Thats a big no no for me. --RosslessnessWant a Location Image? 11:24, 16 February 2011 (UTC)

I'd rather have some skills/mutations that say make infections more deadly as a zombie or improve the first/melee combat for survivors. None the less I'm in support of a skill tree that is only available to high levels. The survivor "mutations" such as Freerunning + Lurching Gait, Construction + Ransack and Diagnosis + Scent Blood would be better placed as a "Veteran Skill Set" or something of the like as they seem to just be people learning to be more effective not really mutating. The same would go for any skills that improve fist/melee weapons combat. I'm not sure what could be done to zombies in a "Mutation" skill tree I like the Digestion + Surgery one though not a fan of the others listed.       11:57, 16 February 2011 (UTC) Hmmm.....

  • Digestion boost for eating live survivors only is a nice idea.
  • Zombies with MoL & NecroNet being able to try to revive themselves with a needle they already have, inside a powered NT and with a chance of fail = Maybe
  • I like the zombie radio use but would want to see MoL as another pre-req.
  • Diagnosis one is basically a dupe but i would/have voted for it.

All the rest are basically SPAM in my opinion --Honestmistake 12:13, 16 February 2011 (UTC)


Heal Over Time

Timestamp: -- boxy talkteh rulz 09:56, 12 February 2011 (UTC)
Type: Healing change
Scope: Application of FAKs
Description: At the moment, First Aid Kits (FAKs) are a powerful tool for survivors in real time combat situations. If there is a survivor online with a full load of FAKs, there is no way that a single zombie can kill any survivor in that location (unless the online survivor is inattentive). All they need to do is continue to apply FAKs to the target survivor (even themselves) when they get anywhere near death. A zombie has no chance to keep up with the healing.

This suggestion would change the application of FAKs to limit the healing that can be done immediately. Multiple FAKs can still be applied, however only 5 HP (10 with First Aid, 15 with surgery in a hospital) will be added initially, and 1 HP each half hour (on the AP tick) thereafter.

On the UD screen, a healing survivor would show as below.

TripleU said:
Also here are HealthyDude (60HP), HealingDude (34+15HP), and HurtDude (46HP)

Each FAK applied will still only cost 1 AP, and have the potential to heal the same amount of damage (depending on the skill level of the healer). Survivors with diagnosis would still be able to tell how much health a survivor had, and in addition, how many HP were yet to be added over time due to already applied FAKs. The colour coding on injured survivors would instead be applied to survivors who still needed FAKs to heal completely (not just those who were in the process of healing, and only needed time). FAKs couldn't be applied to survivors who already had enough healing potential to fully restore them (over time).

Infections are only cured at the time an FAK is applied. If a surviver is bitten while in the process of healing, the HP will continue to be added, but the infection will remain unless another FAK is applied.

If the survivor dies before all HP has been applied, that HP is lost, and he stands up as normal, as a zombie with full HP.

I'm unsure as to whether to apply the same rules to zombies... the way I play zombies, FAK healing is inconsequencial. Unsure if it's different for different styles of play.

Discussion (Heal Over Time)

Previous discussion that inspired this suggestion -- boxy talkteh rulz 09:56 12 February 2011 (BST)

Am I right in understanding that no matter your skill level with FAKs you intially get 5HP and the remainder (if any; +5 for First Aid, +10 for Surgery) is applied over time? It's just that I found the description above a little unclear. - User:Whitehouse 13:05, 12 February 2011 (UTC)

I know, I'm finding it hard to explain it without making it TL;DR. No, the initial healing will be dependant on the skill of the healer. If they have surgery, and are in a powered hospital, the initial healing will still be 15HP, but further heals will only happen over time (ie. the second (15HP) FAK applied will take 7.5 hours to take full effect -- boxy talkteh rulz 07:08 13 February 2011 (BST)
E.g. I FAK a survivor, they gain 15hp, but any further FAKs I give them heal over time rather than as a one off payment?--Yonnua Koponen Talk ! Contribs 09:44, 13 February 2011 (UTC)
From the discussion Boxy linked to:
Boxy said:
I think and appropriate change would be that there is a limit to how much healing can be done to one player in each half hour (AP regen) period. You can still apply FAKs, but the healing wouldn't take affect until the next AP tick. This would mean that survivors couldn't heal quicker than a zombie can attack. Nothing lamer than watching the survivor you are attacking miraculously gain full health in the time it takes you to claw at him a couple of times
--Yonnua Koponen Talk ! Contribs 14:45, 13 February 2011 (UTC)
Ah right. So what resets the ability for the first FAK to instant heal? Attaining full health? - User:Whitehouse 14:27, 13 February 2011 (UTC)
Ah yes, something I hadn't considered. Perhaps 2 hours without any healing being done? -- boxy talkteh rulz 01:46 14 February 2011 (BST)

This is fucking genius. ----Anarchomutualist says: The state is war, ⓐnarchy is order. 04:42, 13 February 2011 (UTC)

Fantastic idea, awful execution. Rather than have it be based on the second and subsequent FAKS, use initial health as your marker. Survivors with 45HP or more can be instantly healed for whatever the relvant amout is, survivors below that will heal at 1HP per AP tick, and survivors at 12HP or less will heal at 1HP per hour. Idea is that the more hurt you are, the more it takes to recover, plus it means that it can be caclulated and kept track of much more easily. If a survivor is healing to a point where they will reach full HP with no interference, attempting to use an FAK on them should bring up a message along the lines of XXX is recovering well and not use your FAK. We're coming to get you, Barbara 19:07, 13 February 2011 (UTC)

That's a good way to simplify it. However, you'd still have the same problem (survivors healing much faster than you can attack) with 45+HP targets -- boxy talkteh rulz 01:46 14 February 2011 (BST)
It works as a thematic parallel to Beachhead Tactics - once the initial breach is big enough, the job gets easier from there. We're coming to get you, Barbara 01:50, 14 February 2011 (UTC)
Well what you could do is make all FAK's outside the hospital heal only 5 HP instantly and then with the required skills they gain 5 hp every 30 minutes up to a max of 15, per FAK. Now with the surgery skill and you are in a lit hospital they target gains an instant 10 HP plus 5 HP per 30 minutes up to a max of 15, per FAK. In either case all sub subsequent FAKs applied will take effect at 5hp per 30 minutes. With the diagnosis skill the player not only sees others current HP but their healing status as well. The text could possibly be red with a + besides it or just plain blue. Similar to an infection showing green as a zombie. If the targets current healing rate from FAKs will get them to max you get the message XXX is recovering well with an AP wasted but keeping the FAK, you only keep the FAK after diagnosis is purchased( theory is that with your added knowledge you realize they are healing well enough before cracking open your kit).       23:15, 14 February 2011 (UTC)

I don't understand why there should be any instant effect. It should just add on 'recovering health', to be converted in to health in increments of 5 every AP tick. Makes RT healing worthless while still enabling complete recovery in under than 6 hours. --VVV RPMBG 01:22, 15 February 2011 (UTC)

I completely agree with you TripleU but it's hard to get some people to accept sudden, yet needed changes.       03:23, 15 February 2011 (UTC)

How about this: Survivor HP would be shown like so: 50(0). The first number being his current HP and the number in parenthesis being his potential healing at a rate of 1 HP per tick. Each tick 1 HP would transfer from "potential healing" into his Current HP.

Example: Random Survivor has HP 34(5). At the next half hour tick his HP would show 35(4).

Potential Healing can never rise above the difference between the Survivors Max HP and his potential healing.

Example: A Survivor with a max of 50 HP is hurt and currently has 30 HP. His potential healing could not rise above (20). The same Survivor with 10 HP would have a potential healing max of (40).

Once a Survivors potential healing is maxed, FAKs cease to have any effect on them. (except healing Infections)

Example: Random Survivor without Body Building has HP 30(20). Any FAK applied would give that Survivor +0(+0) and give the healer a message informing them of the failed attempt. I would assume that no AP would be wasted by the healer and the FAK would not be used up. Perhaps Diagnosis would also allow a Survivor to see a characters full HP, both current and potential to avoid a lot of wasted time.

Now healing applied by FAK would add as follows:

Fak +2(+3)

Fak with First Aid +4(+6)

Fak with Surgery in Powered Hospital +6(+9)


Example: Random Survivor has HP 15(0). a Non-First Aid FAK is applied and he now has HP 17(3). Random Survivor goes to a powered Hospital where another Fak is applied by someone with Surgery and his HP now shows 23(12).

If a Survivor dies, his "potential healing" drops to (0). This would allow Survivors to still do some real time healing but they would have to consider how much of their "potential healing" might be wasted if that Survivor ends up dying before he can gain it all.

Infections can be only healed instantly whenever a FAK is directly applied.

Zombies can be healed but only the first number would be applied. So a Zombie healed by a non first aid FAK would gain 2 HP. Personally I would just go with FAKs don't work on Zombies at all, but whatever.

A Zombie with Digestion that successful Bites a target or Feeds on a Corpse gains +1(+3) HP. They would then gain potential HP at ticks just like Survivors. If a Zombie dies, his "potential healing" drops to (0).

--

| T | BALLS! | 17:37 15 February 2011(UTC)

I like that idea, it does simplify it greatly. Although I would perhaps reduce it 1, 2 and 3 HP (for basic, first aid and surgery, respectively). Adding multiple FAKs could see an almost instant HP gain of 20 odd HP. How about 1/5th of the HP of each FAK applied is added instantly, and the same each tick until all potential healing is done? Also, I don't think that digestion needs to be messed with. Dead bodies are seldom left inside long in a seige... and if a survivor is attacking an active zombie, dumping the bodies first would prevent it recharging health -- boxy talkteh rulz 02:19 16 February 2011 (BST)
Probably right about the Digestion. It's generally not worth Feeding as it is. No need to make it worse. So we could just go with Zombie don't have "potential healing" at all.
Something I didn't think of before, Zombies gaining lessor HP through FAK's would lead to Survivors being able to XP farm them a lot easier. Not sure how I feel about that. Healing Zombies is right up there with Life-Cultisting as far as plain silliness goes.-- | T | BALLS! | 13:07 16 February 2011(UTC)

Inventory organisation

Timestamp: Ashizard 18:07, 9 February 2011 (UTC)
Type: inventory
Scope: survivors
Description: I think it would help if you had the option to drag and drop where you wanted particular items in your inventory to stay, grouping all offensive weapons together or FAK's etc

thoughts?

Discussion (Inventory organisation)

Peer Reviewed, Dupe, Dupe, Dupe, Dupe, Dupe, Dupe, and Greasemonkey Script. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 18:26, 9 February 2011 (UTC)


Bull Rush

Timestamp: Feb. 10, 2011
Type: New Zombie Hunter Skill
Scope: Survivors
Description: So, I was thinking. There is only one zombie hunter skill. So much potential to add to that. One thing I was thinking about is the survivor being able to charge and "push" a zombie out of the building. The zombie has to be less than 13 hp and the door has to be left wide open. Its sort of like Feeding drag, except the survivor is pushing the zombie out of the building. Whether the survivor has to go out in the street with the zombie or not is open to discussion.

This might be useful if there is a large break and you desperately need to get zombies out of the building to decrease their numbers.

Discussion (Bull Rush)

Put a limit on a minimum number of zombies present before it can be used and I'm for it. If it can be used on lone ferals it's really overpowered, but as a tool versus hordes it should be alright. Just make it exactly the same as feeding drag (<13HP, door open), only versus zombies. Probably keep the survivor inside, but maybe bring them outside too? Like a rugby tackle. Maybe minimum five zombies present before it can be used? We're coming to get you, Barbara 18:20, 8 February 2011 (UTC)

Maybe the limit should be for zeds inside AND outside. Not trying to make it OP, just to make it a decent counter to the beachhead tactic —The preceding unsigned comment was added by Laffayette (talkcontribs) 18:34, 8 February 2011.

How does one tell how much HP a zed has left without first attacking them? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 18:29, 8 February 2011 (UTC)

I'd support this if it was somewhat limited (as Mis said). Perhaps a 50% chance of success, but obviously accounting for the same conditions for feeding drag. Flavour-wise, it could be explained by the strength of a zombie as opposed to a regular survivor.--Yonnua Koponen Talk ! Contribs 21:05, 8 February 2011 (UTC)

I like Yonnua's add-on. But maybe make it possible on any number of zombies just less effective on lower numbers. Explanation could be that with fewer zombies it's easier for them to dodge your rush? Anyways balance is balance logical or not. Possibly do it as 1-5 zombies have a 30% chance 6-10 zombies have a 40% and 11 or more zombies have a 51% chance. Also just a thought if you fail on pushing a zombie out you take some health damage. Which could also depend on zombie numbers, not sure on the numbers that'd be fair but if you succeed the zombie also has to stand back up outside.       00:35, 9 February 2011 (UTC)
Variable percentage might work (like cadeblocking, but in reverse), but health damage and forcing the zombie to stand up are a bit sketchy, imo.--Yonnua Koponen Talk ! Contribs 08:30, 9 February 2011 (UTC)
Well charging into a crowd of zombies wouldn't end well in a real world zombie apocalypse but there wouldn't be a limitless source of generators either.. In any case. I'd say adding a tad bit of risk to doing it is fair. The standing up is just a thought, possibly have it so only 5AP without ankle grab is spent and 1 AP with ankle grab? As it's not quite as damaging for a zombie as getting shot to death.       04:29, 10 February 2011 (UTC)
Cool. It looks like this is getting support. I'm all for the percent being low with fewer zombies and increasing with zombie hordes. So, now what happens?

Suggestions up for voting

The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.

No suggestions from here are currently up for voting.