Developing Suggestions
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The Suggestions system has been closed indefinitely and Developing Suggestions is no longer functions as a part of the suggestions process.
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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
Syringe Woes
Timestamp: Gerald Studabaker 01:50, 8 March 2011 (UTC) |
Type: Considering combat revives or reviving people in ruined NTs helps overpower syringes as is, it doesn't really make sense that a zombie would hold perfectly still while someone tries to jab a needle in its neck. When it is possible for a zombie to miss an attack on a completely stationary makeshift generator, one would think it should be possible for there to be a possibility of missing a moving target that is trying to kill you with such an intimately accurate attack. |
Scope: Considering that recent changes to humans make it a breeze to get resources more easily, syringes are practically given away now, so it is too easy to clear a ruined building with a couple of syringes and 20 AP. This way, even with a really high percentage like 70-75% success rates, humans would occasionally miss and it would keep the syringes from being so overpowered. |
Description: Zombies are getting wise to being revived. In order to keep on a mission for brains, they are learning to dodge attempts to be revived. Using a syringe now has a 25% chance of missing its target outright and having it knocked out of your hand. You still lose the syringe and expend the 10 AP escaping the zombie's thirst for your brains. |
Discussion (Syringe Woes)
Well, I agree that combat revives are pretty op. I think this might work better as a skill zombies can pick up. Something down the chain of skills which make it more difficult to get reved anyway. I have been playing a zombie for years now, and combat revives are the biggest thorn in the side of attacks. They are way too game changing, and players who want to stay as zombies should have more skills to make it so. --Zarak Goldleaf 02:06, 8 March 2011 (UTC)
If you don't want to get revived, get rotted. Simples. ~~ Chief Seagull ~~ talk 14:08, 8 March 2011 (UTC)
What recent changes to humans? --RosslessnessWant a Location Image? 14:14, 8 March 2011 (UTC)
It's called brainrot. Next. --Thadeous Oakley Talk 14:19, 8 March 2011 (UTC)
Tie something like this to a sub-skill of brain rot. That way it still has practical zombie use for NT sieges whilst appeasing the "dur brain rot stop combat revives" crowd at the same time. 16:42, 8 March 2011 (UTC)
10AP for missing? Seems too high. - User:Whitehouse 18:16, 8 March 2011 (UTC)
New skill. Under Brain Rot. If you are in a powered NT, and someone tries to revive you, there is a 50% chance of failure. That way, one guy with a genny and fuel can't clear out five zombies in one go. --VVV RPMBG 18:42, 8 March 2011 (UTC)
Rage in Malton
Timestamp: Spiderzed▋ 15:38, 7 March 2011 (UTC) |
Type: "New" Mechanic |
Scope: Newbs outside of Borehamwood (whether corpses or zombiefied) |
Description: The recent wave of whining about the game being dying and cycling some "current" suggestions got me thinking about ways to make the game more newb-friendly. Borehamwood had a neat little mechanic called Rage, which allows a zombie who a.) hasn't Lurching Gait and b.) is in the presence of a harman to gain that skill instantly without any XP cost. Applying it to Malton would make it a good bit easier for newbs (for who being a zombie is hard, whether voluntarily or by being killed), and it would also give some incentive to new dyed-in-the-wool pro-survivor types to follow feeding groans who otherwise would never consider to play a zombie. As that mechanic already exists for another map, it should be easy-peasy to implement. |
Discussion (Rage in Malton)
Could probably even be beefed up by adding Ankle Grab and/or Vigour Mortis to the Rage grab bag, but that might be a bit extreme. -- Spiderzed▋ 15:41, 7 March 2011 (UTC)
Note to the dupe faction on DS: There were also two other suggestions about softening the effect of dying, but I think they are sufficiently different from this one, especially as this idea is built around an existing mechanic from another map. -- Spiderzed▋ 15:41, 7 March 2011 (UTC)
- To play devils advocate; Helps zergers. --RosslessnessWant a Location Image? 15:52, 7 March 2011 (UTC)
- So does everything useful. 17:58, 7 March 2011 (UTC)
- i just like saying the word "poop" it makes me smile.--bitch 19:28 7 March 2011 (UTC)
- Everything that benefits newbs benefits zergers too. That being said, I see relatively little abuse potential for zergers. Lurching Gait only saves APs, which is irrelevant for zergers (who can always make more alts to gain more AP). Getting to the grab bag, Ankle Grab is also solely an AP saver, while Vigour Mortis is useless for zergers: Either they have it already (zombie zergers), or it is of little use for them (harman zergers). -- Spiderzed▋ 22:04, 7 March 2011 (UTC)
- i just like saying the word "poop" it makes me smile.--bitch 19:28 7 March 2011 (UTC)
- So does everything useful. 17:58, 7 March 2011 (UTC)
- But still, street treats are pretty rare. ----Anarchomutualist says: The state is war, ⓐnarchy is order. 21:53, 7 March 2011 (UTC)
- Don't have to be street treats (although they are certainly the easiest for MoL-impaired newbs). New zombies spawn close to a unmuffled feeding groan and can immediately put this to good use, while dead harmanz can follow feeding groans while they are zombiefied and outside. -- Spiderzed▋ 22:04, 7 March 2011 (UTC)
You know what? I actually like this idea! However, if we do add Ankle Grab and VM, let's make it more of a 'pick one' than a 'here, take 'em all!' or a 'ya get a random one!' kinda thing. Maybe, instead of Ankle Grab, we put in MoL. Just a thought. --Espemon333 00:12, 8 March 2011 (UTC)
Defiled Graffiti Change
Timestamp: Smyg 18:06, 6 March 2011 (UTC) |
Type: Improvement |
Scope: Survivor |
Description: I'm not entirely sure if this is just a bug or an overlooked point and belongs elsewhere, or if it has been brought up before, but when you clean up a piece of defiled graffiti and then spray something new over it, the flavour text reads You improve your work. Given that you've just cleaned off gore from the original piece, and seeing has how cleaning it doesn't require a spraycan, you haven't actually added anything of your own, no? Therefore, it's not your work at all and shouldn't be claimed to be so. And yes, I'm aware I'm probably not making much sense. |
Discussion (Defiled Graffiti Change)
ATHLETICS
Timestamp: Superhero827 17:22, 6 March 2011 (UTC) |
Type: MISCELLANEOUS |
Scope: SURVIVOR |
Description: PLAYER GETS AN EXTRA 15% WHEN ATTACKING WITH SPORTS EQUIPMENT |
Discussion (ATHLETICS)
First of all - all caps? Yeesh. Secondly - this is a way too limited skill, not much use to it. Plus, I'd say it's rather excessive to have both a bodybuilding skill and an atheltics skill. Smyg 17:46, 6 March 2011 (UTC)
No. There's zero need for it. You want fancy weapon kills, you work for them. 19:03, 6 March 2011 (UTC)
Make it 10%. I don't want hockey sticks to be better than fire axes. --VVV RPMBG 05:28, 7 March 2011 (UTC)
Something very similar was rejected just a few months ago. Not exactly the same suggestion, but close enough to incite Dupe votes. And sadly so, as I think it would be perfectly in-genre to bash someone with a hockey stick or a cricket bat :( OTOH, it makes attacks with such oddball weapons all the more stick out, which is good for PKers going to kill with style and exclusiveness. -- Spiderzed▋ 13:31, 7 March 2011 (UTC)
City overrun
Timestamp: Zarak Goldleaf 17:13, 6 March 2011 (UTC) |
Type: Map change |
Scope: Malton Map |
Description: This might be a bit of an unpopular suggestion, but here it is anyway. The map should be reduced in size by 1000-2000 rooms or so. At present, population trends show the population at a low, as a result density of players is at roughly 1.6 players per room. At times the density has been as high as 5 players per room. As the game continues to lose players, it causes the density to continue to decrease, resulting in less interesting action, and more time spent wandering around looking for someone to fight. My suggestion is that 10-20 suburbs be termed 'overrun' and closed down for awhile, in hopes of bringing the density back up and reviving more interesting play from suburb to suburb.--Zarak Goldleaf 17:13, 6 March 2011 (UTC) |
Discussion (City overrun)
I like the idea of this, and indeed the game could use a density boost to keep things interesting. However my concern is that at current levels of survivors, shrinking the map might force an endgame situation where zombies just steamroll the city and survivors have nowhere to scatter. I'm not sure if that would necessarily happen, but it does seem possible. What do you think?--GANG Giles Sednik CAPD 17:41, 6 March 2011 (UTC)
I don't like it at all. People are rather fond of their city as it is. I'd say it would be better to create a separate map (á la Monroeville and Borehamwood) that is smaller. Smyg 17:46, 6 March 2011 (UTC)
I suggested something similar a while ago. People just couldn't work out what to cut. --RosslessnessWant a Location Image? 18:33, 6 March 2011 (UTC)
Restructure the suburbs individually. Remove a lot of the open space (streets, parks, etc), keep the buildings more clustered. Bringing all the burbs down to 9x9 cuts 19 blocks off of each one, and that's 1900 less blocks overall, isn't it? That seems to be a fifth of the overall map but that can't be right, can it? Still, it doesn't actually sound as difficult as the results would suggest. 19:07, 6 March 2011 (UTC)
Restructuring the suburbs sounds like a solid idea. The main idea is just to increase the density of players in the world to increase activity and encourage players to stay playing. It has become increasingly annoying wandering around looking for action and just finding empty streets and buildings.--Zarak Goldleaf 03:21, 7 March 2011 (UTC)
My spin-off version: With the density of hungry undead and resistant survivors decreasing, the external military is now beginning to reclaim Malton, one block at a time. Every day, at server midnight, one of the blocks adjacent to the border is deleted, becoming part of the border. Complete destruction of the city would take 10,000 days, which means it would finish in late 2038 if it started today. Kevan could speed up, slow down, pause, or even reverse (the border becomes overrun, and a previously deleted building returns (repaired, but without cades, machinery, etc.)) the trend to fit with population change. All characters, active or otherwise, who are at a block when it is reclaimed would receive the message Military forces killed you in a hail of automatic fire. Your body has been moved away. They would become a dead body in one of the adjacent squares. If there are no adjacent squares (if all those around them have been reclaimed, and they were trapped in what would essentially be a separate city) they are moved outside a random strongly barricaded building, much like a newly spawned character.
This is better than hacking off chunks of city because it would be much more gradual, and we could see the effects before committing to a potentially game-destroying change. It would slowly herd fearful players ('If I sleep on the border, I could die!') into a smaller area, rather than suddenly uprooting entire regions. --VVV RPMBG 05:24, 7 March 2011 (UTC)
Eliminate the Scout Class
Timestamp: --T | BALLS! | 20:05 28 February 2011(UTC) | |
Type: Improvement |
Scope: Class Change |
Description: The Scout class should go. It's terrible for XP gain anyway. The only real use for this class is for quick and easy spying/meatsheiding that can ignore cades upon creation. I don't think it's any coincidence that the game population never really changes but we still have around 4000 "new" level 1 characters created at almost all times. These aren't new people for the most part but old players just making an alt and exploiting it. No, it won't stop it all but the Scout class is just too ready made for making alt-abuse/zerging that much more useful while in and of itself is a lousy choice for real new players. Tell me I'm crazy now. |
Discussion (Eliminate the Scout Class)
You're crazy. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:37, 28 February 2011 (UTC)
Cut military classes entirely. Cameron's cutting the defense budget, surely paradrops into Malton are first to go. 23:38, 28 February 2011 (UTC)
I used to use the scout as my starting class. I was slow to level up, but it was better than getting EHBitched out of everything. ----Anarchomutualist says: The state is war, ⓐnarchy is order. 23:50, 28 February 2011 (UTC)
- I use it for getting a new alt to somewhere quickly, but it's such a small convenience overall that I don't mind ditching it for the game's sake. 23:52, 28 February 2011 (UTC)
You may very well have a point. It can't be co-incidence that i see so many lvl 1 scouts. --Honestmistake 00:18, 1 March 2011 (UTC)
I'm with Axe Hack. My survivor started as a Scout, I'm clearly NOT a zerg, and it would be a cryin' shame to give the EHB greifers their final victory over new players. I'm clearly doing well for myself and I think getting rid of this class would not curb the greifing as intended. It would make it worse. --Espemon333 01:28, 4 March 2011 (UTC)
No EH-bitching | |
This user/group does not support barricading over Extremely Heavy without a good reason. Remember: overbarricading kills. Literally. |
----Anarchomutualist says: The state is war, ⓐnarchy is order. 22:35, 4 March 2011 (UTC)
Seems fair. Maybe we could replace it with a survivor class with construction. What? No? --RosslessnessWant a Location Image? 22:43, 4 March 2011 (UTC)
- We need a new scientist class, but suggesting an Engineer would be a dupe. ----Anarchomutualist says: The state is war, ⓐnarchy is order. 02:26, 5 March 2011 (UTC)
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.