Developing Suggestions

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Revision as of 20:37, 15 July 2013 by Bob Moncrief (talk | contribs) (None of these have had discussion since May)
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NOTICE
The Suggestions system has been closed indefinitely and Developing Suggestions is no longer functions as a part of the suggestions process.

However, you are welcome to use this page for general discussion on 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

More Zombie Starters

Timestamp: Jebidijed 15 July 2013
Type: Well, more Zombie Starters!
Scope: Zombies
Description: If you want to start out as a human, you can pick from 3 classes, Scientist, Military, and Civilian. As soon as you get to level 10, you can upgrade to the Zombie Hunter. When you want to start as a zombie, all you get is the Corpse. I believe there should be more classes for the zombie.

Rotter: A zombie that starts out with the Brain Rot skill, making it easier for them to stay as a zombie, and get Flesh Rot quicker.

Carnivore: A zombie that starts out with the Digestion skill, making it easier for them to survive as a zombie.

Innovator: A class that a zombie can choose only when they are Level 10 or higher, much like the Zombie Hunter. It allows the zombie to pick any of the skills a human can, but cannot pick any of the branching skills of a human.

Discussion (More Zombie Starters)

A quick question right up front: why?

Even without considering your suggested classes, I can already tell you that this isn't desirable unless you're suggesting some much bigger, sweeping changes to the skill trees. The starting classes are used to encourage specialization, but since everyone eventually gets all skills, the only time specialization matters is when you're leveling up. The survivor skill tree has a few branches that are oriented around items that need to be searched for, and those branches go deep, meaning that the low-level survivor is encouraged by the structure of the tree and the way that searching works in the game to specialize on one branch when they first start (their starting class further encourages this idea by making skills in their class cost less than skills in other classes, and by starting them off with an inventory that caters to their starting class). In contrast, zombies get XP by damaging things, and the skills that optimize their damage are extremely shallow on the tree, meaning that the game isn't putting any pressure on them to specialize, nor would specializing offer them any benefit, since the way that they gain XP is simply by damaging things.

Also, I assume that starting in these classes would mean that the zombie does not start with Vigour Mortis already learned? I.e. You'd be making them worse at damaging things, which is their chief way to get XP. The Carnivore class' stated idea that it will "[make] it easier for them to survive as a zombie" is somewhat silly, since dying is just part of playing a zombie. The best way to "survive" is to have more AP, so start them off with Lurching Gait. And the Innovator skill is redundant, confusing to players, and kinda useless. All of the skills the Innovator would gain access to are already available without having to purchase a separate skill, and aside from Body Building, none of them are useful except when you're alive (unless you're suggesting that zombies should be able to shoot guns, in which case your suggestion has bigger problems :P), so being able to acquire them while still being a zombie is of no benefit whatsoever. It'd also confuse players why they can acquire some skills but not others. Rotter is a better idea, but Vigour Mortis would give zombies a better start, so giving them Brain Rot instead would just be setting them back.

In the end, I don't see a need for any of these, since there isn't a need for zombie specialization while leveling up like there is on the survivor side, nor are there the secondary concerns of starting inventory and the like. And even if there were, I don't think that these classes are the way to go. Aichon 19:45, 15 July 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.

Free running out of ruined buildings

by PayneTrain(NWO/FU) at 13:16, 14 May 2013 (BST)

Suggestion:20130502 Change in Graffiti Defilement Mechanics

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