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

Angry Flying Koala Attack

Timestamp: -.- 04:11, 4 May 2013 (BST)
Type: Weapon
Scope: survivors
Description: If you search in the zoo, you can find an angry Koala that you can throw at anyone at a 50% rate, if it hits, it claws the crap out of the targets face and does 5 damage.

Discussion (Angry Flying Koala Attack)

No, no, and more damn no. Although the concept is humorous, it's just nonsensical in a ZOMBIE APOCALYPSE. Jebidijed 4 May, 2013

You destroyed all my hopes.-.- 03:40, 5 May 2013 (BST)

More Effective Zerg Flags

Timestamp ~Vsig.png 00:37, 4 May 2013 (UTC)
Type Mechanics
Scope Zergs
Description
Currently, people that are flagged by the server as having used multiple characters within ten blocks of one another get penalized with lower than normal hit/search percentages. Why is that percentage not zero? I think the only succesful action a zerg should be able to take is movement.

More Effective Zerg Flags (Discussion)

Discuss. Dupe me if you've heard this one before. ~Vsig.png 00:37, 4 May 2013 (UTC)

The reason it's not zero is probably because it can be triggered accidentally. However, with dwindling numbers making this much less likely I'd say there's a good case for that being much less of a concern now. I say go for it. We're coming to get you, Barbara 01:20, 4 May 2013 (BST)
Sure, accidents happen. People slip up and get flagged even when not playing alts cooperatively. They'll slip up less often if there's more incentive to play it carefully, though so there's an added bonus. Might suck the first time it happens to you but it will probably be the last slip up you make. ~Vsig.png 02:53, 4 May 2013 (UTC)

The zerg flags are nearly useless as it is, but sure, why not. I would like zergs to have a failure chance when speaking too, for added lulz around those zergtacular RPers. --RadicalWhig 06:16, 4 May 2013 (BST)


Suicide

Timestamp: -.- 02:35, 3 May 2013 (BST)
Type: survivor option
Scope: survivors, death cult
Description: It's pretty simple, if you have a shotgun with ammo or pistol with ammo, you can use 10 AP to shoot yourself and you die.

Discussion (Suicide)

You can already jump from a few different types of buildings in the game to commit suicide. And if you're parachuting, you can already use infection to kill yourself indoors. No need for an additional way to do it. Aichon 17:02, 3 May 2013 (BST)

jumping out of the building puts you outside and getting infected to die isn't as straight forward as just shooting yourself in the face. -.- 21:49, 3 May 2013 (BST)
Sure, but why is that necessary? So far, you haven't addressed what the motivation is for this change at all. Near as I can tell, the only thing it would do is make parachuting easier, which runs contrary to the design of the game. The game makes a point of not providing skills or abilities specifically to benefit roles that don't conform to the standard zombie or survivor ones, and in many cases actively discourages such roles (e.g. XP is halved when PKers are attacking survivors, I believe), and I think that's a trend that should continue, since those roles are meant to exist in the gaps between the others, rather than being officially supported ones. Besides which, simply from the perspective of balance, I think it's a good thing that parachuting is as difficult to accomplish as it is, since it's a very powerful technique that has an appropriate cost at the moment. Aichon 10:53, 4 May 2013 (BST)

Dupe. Suggested many, many times before. Next time, you might want to search a little first. Happy ᚱᛁᚹᛖᚾ 11:12, 4 May 2013 (BST)


Feast Call

Timestamp: Jebidijed 12:23 21 April 2013 (BST)
Type: Zombie Skill
Scope: Zombies
Description: A child move of Bellow, Feast Call is a zombie move that will make harman jaws drop down to the ground. If met with a total of 35 humans or more in the surrounding or current block that you are at, using Feast Call will allow zombies to let out a massive scream that can be heard up to 12 blocks away. Not only does it alert zombies near and far, it also gives the zombies that hear the call an extra 5% chance to hit someone with all non-weapon attacks, which lasts until 20 AP is used up by the zombies who heard the call. It costs 15 AP to do the call, due to how much air it takes from your lungs. Actually doing the call does not count as using 15 of the 20 AP for the extra 5% hit chance.

EXAMPLE MESSAGES:

For zombies who heard the call from afar: You heard a loud scream coming from an area, (# of blocks N,S, and/or # of blocks W,E, and time it occured) reinvigorating your senses and motivating you to kill humans.

For zombies who heard the call at their current block: You heard a loud scream that came from nearby, energizing your thoughts and motivating you to feast on flesh. (time it occured)

For the zombie who makes the call: You let out a huge scream, invigorating your senses, but tiring your lungs.

For the zombie who attempts to make the call, but bellows instead: You are not enraged enough to let out such a scream of that size, but instead bellow to lead nearby zombies this way.

For the zombie who attempts to make the call, but groans instead: You are not nearly angry enough to scream that loudly, so you threateningly groan instead, attracting the zombies who heard the groan.

Discussion (Feast Call)

An option (which would eliminate the last few examples you give) is to make the button for the call appear only when 35 or more survivors are in the block. That way, no one would attempt the call accidentally. Bob Moncrief EBDW! 00:49, 22 April 2013 (BST)

^^^ This. Bellow and Groan both do that already, since you can't Groan unless there is someone there, and you can't Bellow until there are enough survivors there. I don't know why this skill would behave differently. Aichon 01:31, 22 April 2013 (BST)

Bellow already gets used infrequently enough as it is, so I don't see the need for a further skill (I've personally only seen 3-4 Bellows used in the last year, but maybe because that's I don't hang around malls and forts much). Beyond that, however, I think this is a zombie buff that zombies don't need, since they already have the upper hand in the sorts of situations in which this would be used. There's a reason sieges don't last for more than a few days or a week nowadays. While zombies do need to be buffed overall, survivors are the ones who need to be buffed when it comes to situations where you have a lot of players on both sides of the barricade, and I think that's mostly an issue of tweaking barricade interference to be stronger at the low end and weaker at the high end. Aichon 01:31, 22 April 2013 (BST)

If you try to bellow when there are not enough survivors, you groan instead, so why not add that mechanic to Feast Call anyway? Besides, it will cost as much as the respective guttural call, Bellow would cost as much as it should and Feeding Groan would cost as much as it would. Why would I make it so that it would cost 15 AP for all of the zombie noises? Jebidijed 15:03 25 April 2013 (BST)


Free running out of ruined buildings

Timestamp: PayneTrain 14:04, 11 April 2013 (BST)
Type: game mechanic?i think..
Scope: zombies/survivors
Description: even after ruining a building survivors can free run out of the building,but not come back in because it's too damaged?what the fuck is up with that?

So my suggestion basically states that the Harmanz should be given a 70% chance of failing when free running out of ruined buildings as the buildings can still act as Entry points even if they are ruined,which kind of ruins the point of ruining.

Discussion (Free running out of ruined buildings)

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)

There are some unorthodox survivor tactics built around the ability to freerun out of ruined buildings, such as the Roftwood Barricade Plan which relies on permanently ruined dark buildings as entry points. Changing that mechanic would just take away that angle without adding a new one. Make the game more fun, not less. -- Spiderzed 18:16, 13 April 2013 (BST)
i know that,but i was just thinking that a shift in balance is required in favor of zeds rather than in favor of survivors,i mean almost all the suggestions or implementations have been made in favor of survivors,right. 1 of the basic reason's for ruining buildings is to obstruct free running,isn't it?so i feel this is a good suggestion--PayneTrain(NWO/FU) 07:11, 14 April 2013 (BST)

I like this. It makes a lot of in-universe sense, and it would prevent populated suburbs from completely shrugging off or even benefiting from (in the case of overcading) small-scale zombie attacks, which is a huge peeve of mine. However, I think you may want to nerf this from the "no free running at all" to a 50% chance of fall out of the building/50% chance to free run normally, or something along these lines, to keep this from being too frustrating in heavily ruined burbs. --RadicalWhig 23:40, 15 April 2013 (BST)

Thankyou,i have taken a part of your suggestion and pimped it into mine...--PayneTrain(NWO/FU) 19:18, 25 April 2013 (BST)

I'd say make it the same rate as injuring yourself falling from a ruined building (which is what, 20%? 25%? the Ruin page doesn't list it), and make it injure you in the same way. Then you've got yourself a deal. ᚱᛁᚹᛖᚾ 11:20, 4 May 2013 (BST)


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.


Door destruction

by PayneTrain(NWO/FU) at 19:05, 25 April 2013 (BST)

Suggestion:20130502 Change in Graffiti Defilement Mechanics

by Lpha at 22:58, 2 May 2013 (BST)