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
Door destruction
Timestamp: PayneTrain(NWO/FU) 15:29, 15 April 2013 (BST) |
Type: destruction |
Scope: zombie/death cultists |
Description: The ability basically allows a zed/death cultist to destroy the doors to building rendering them unbarricadable and open to attack from lower level zeds who haven't acquired the Memories of life skill.
working-It takes 5 hits to destroy a door with no chances of a miss(not really sure about this part) and can be destroyed by anyone who wishes to do so.only melee attacks can do any damage,no ranged weapons or bites.It can only be done at 0 barricade level or loosely barricaded level.It can be repaired with and without the construction skill(but at the cost of an extra AP) description for person performing action:-
description after each level for bystanders and Ap for fixing
pros-allows lower level zeds to gain exp at the cost of ap,the zed doesn't have to wait for other zeds to open doors for them and can instead break it down by themselves. Note:-you can see the people standing outside from destruction level 3 onwards UNDER normal...uhh do i have to say it again....door destruction conditions |
Discussion (Door destruction)
Disguise
Timestamp: Jebidijed 9:25 AM, 14 April (EST) | ||||||||||||||||||||
Type: Skill | ||||||||||||||||||||
Scope: Humans | ||||||||||||||||||||
Description: Possibly one of the most useful skills for a human. The human disguises himself/herself into a zombie so that the zombies wouldn't notice him/her. The disguise wears off once 20 AP is used up, and costs a seperate 3 AP to put on the disguise. For example, instead of saying "(Playername) shot you for 5 damage," it would say, "A zombie shot you for 5 damage." Zombies would still be able to attack the human, but it would say he/she was a zombie.
Discussion (Disguise)Wounding Bite
Discussion (Wounding Bite)If the survivor is already infected without having been wounded, are they immune from being wounded? Or would each subsequent bite give a percent chance of wounding? Bob Moncrief EBD•W! 05:06, 12 April 2013 (BST)
The flavor seems a bit weird to me. I don't see why it's an offshoot from Infectious Bite, since it's really a Bite upgrade as it's currently described, not an infection upgrade. If you want to call it "Virulent Infection" and put it under Infectious Bite, that'd be better, I think. Other than that, I actually kinda like the idea of having infected individuals take 2AP to move, though I'm not decided yet on whether or not I like the way it's suggested it should happen here. For some reason, 40-60% strikes me as a strange number, and I feel as if it should either be much higher (like 100%) or much lower (like 20%) once the skill is purchased. Not sure yet. —Aichon— 06:28, 12 April 2013 (BST)
Id have to say this isnt going to go down well lol i made a very similar suggestion about movement and it got panned just because people didnt want to be slowed down by ap movement --Soul kai 11:33, 12 April 2013 (BST) i wouldn't reccommend putting this suggestion up for voting this is what happened to the last one with the same idea.--PayneTrain(NWO/FU) 06:59, 14 April 2013 (BST)
Ok, I get the picture about the AP loss. But I think this could be easily fixed by changing out AP with damage instead. So instead of 1HP lost for each action taken, it'll do +2 damage until the infection has been cured. This would cause the bite to be a bit more dangerous. CyberOpposition 03:28, 15 April 2013 (BST)
Free running out of ruined buildingd
Discussion (Free running out of ruined buildingd)I've always liked it how it is. It's a nice balance, in that as zombies ruin a suburb, it gives survivors more of a chance to get indoors. Plus, doing it this way would effectively allow zombies to create clusters of buildings that are effectively pinatas. I.e. Surround an area of blocks that are EHB with ruins and suddenly no one can get into those buildings until the ruins are repaired or the EHB 'cades are broken down. While an interesting idea, I think it's a bit ludicrous that it could actually work. —Aichon— 18:03, 11 April 2013 (BST)
Omnivore
Discussion (Omnivore)Inconsistent - an unmoving body only grants 4HP. The weakness treshold for Feeding Drag is only 12-HP, so such an ability should get the same treshold. As for flavour, I like it that there is an incentive to bite a cornerd victim to death. I wouldn't tie it to a skill, though, as that penalizes newbies, who need weakened treats the most to level up. Just make a bite to-hit bonus against victims on less than 13HP an inherent part of Vigor Mortis. -- Spiderzed█ 16:21, 6 April 2013 (BST)
I was expecting to see zombies gain HP from eating grass wound
Discussion (wound)What is "wound"? So far we only know when it happens, but not what it is. —Aichon— 15:58, 4 April 2013 (BST)
I'm slowly liking this more and more, but it's starting to get a bit complicated and feels like it needs to be trimmed back a bit and refocused. For instance, I don't see why there are so many different odds for inflicting wound, nor do I see a need for two skills, and how is a zombie supposed to mend their wound anyway? That said, you have some real gems in there that would make this a truly unique skill in the game, like your idea to limit the -1HP to five actions and also add in a -5% accuracy against the wounded survivor. So, let's see if we can cut/rearrange a little to make it better. How about we drop the survivor skill entirely and make this a zombie-only skill? Call it "Raking Claws" or something and make it a sub-skill of Vigour Mortis or Rend Flesh that can inflict wounds after a hand attack against a survivor. We can add some flavor by saying that the wound is "bleeding" for the first five actions that the survivor takes, which costs them 1HP per turn, and that it's harder for them to move with the wound, which means they take a hit of -5% to their accuracy. A FAK can mend the wound at any time. And give the zombies a flat 5% chance of inflicting the wound, rather than an accuracy that changes. At 5%, it'll be infrequent enough to be a pleasant surprise when it happens, but not so infrequent that it'll be useless. Doing it this way keeps it simple, makes it more specific, and doesn't force the survivor to burn through FAKs, though it does encourage them to FAK a bit more often. If you want to provide them even more incentive, however, you may consider making it easier for a zombie to re-wound a survivor whose wound merely stopped bleeding but was never healed with a FAK (e.g. give the zombie a 10% chance to wound, instead of a 5%). —Aichon— 21:25, 8 April 2013 (BST)
Drunk
Discussion (Drunk)How long does it last in the first place? What indication would there be that it's occurring? —Aichon— 16:22, 4 April 2013 (BST)
Also, if "actions are backwards" it would be pretty easy to figure that out and just do the opposite for the duration of the effect - maybe make it with an element of randomness instead? Also, the times when a survivor would drink that much alcohol are rare outside of specific RP events, because beer and wine are far less efficient for HP gain than FAKing are. Bob Moncrief EBD•W! 17:42, 4 April 2013 (BST) this is just giving beer and wine some side effects some people may get bored and whats a nice way to accidently stray into a horde lol ive did some modding--Soul kai 19:54, 4 April 2013 (BST) Beers of wine? What? Jebidijed 8:19 AM, 6 April (EST) I'm sure there are dupes, way back, for the finding -- boxy 10:21, 7 April 2013 (BST) Oops, I misread that. The "f" and the "r" can look like each other when you speed through a sentence. Jebidijed 8:31 PM, 7 April (EST)
correct i edited it --Soul kai 03:28, 9 April 2013 (BST) Suggestions up for votingThe 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. |