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.
However, you are welcome to use this page for general discussion on suggestions. |
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
Lottery tickets for developments
Timestamp: JoshCz (talk) 15:50, 5 April 2015 (UTC) |
Type: TYPE HERE |
Scope: SCOPE HERE |
Description: I have some ideas for things that could be worked into the game, things that would make the game more interesting. Rather than giving over-powered items or skills to everyone, perhaps we could use a lottery system for characters. Each character can get a single special skill tree and/or item to use in the game (this includes zombies), and you pay to enter into a lottery. This way you can still have interesting items without a player running around with everything all at once. Say you want to use power weapons, well you enter a character into the PW lottery and every so often we pick new players to try out new features. Not only would this add to the diversity of how the game is played, but it could be used to attract new players. |
Discussion (Lottery tickets for developments)
Official Mayor Idea (lottery)
Timestamp: JoshCz (talk) 15:50, 5 April 2015 (UTC) |
Type: TYPE HERE |
Scope: SCOPE HERE |
Description: experienced players enter for a lottery to choose who can run for mayor. However many we take, we work down until we get 2 candidates and have a real 2 party election. Mayor gets a top-hat with a mayor pin, which allows them to broadcast on all frequencies at once, and to talk to large groups of people. |
Discussion (Official Mayor Idea (lottery))
Translation Project
Timestamp: Eridel Olivier (talk) 19:27, 17 January 2015 (UTC) |
Type: Base Game |
Scope: Everyone |
Description: Playing the game in english can be a hindrance for non-native speakers. I think it's about time to start a Translation Project. |
Discussion (Translation Project)
Develop the suggestion a bit more? What languages are you thinking of adding? --Janus talk 17:32, 21 January 2015 (UTC)
That might have been worthwile some years ago. Now with the playerbase being pretty much undead and continental Euros being unable to donate, that seems like a fool's errand, and I say so as a non-English speaker myself. -- Spiderzed▋ 22:22, 21 January 2015 (UTC)
Donator Perk: Clothing Badge Slot
Timestamp: Lassiter (talk) 04:01, 17 January 2015 (UTC) |
Type: Improvement |
Scope: Everyone |
Description: I suggest adding a new "badge" type of clothing, and placing appropriate items for it in buildings around the city. A few potential examples:
Unlike other clothing the badge slot would be restricted to people who have donated money to Urban Dead, as a way of displaying their support in game. Although I'm wary of game monetization if done wrong, I think adding one extra clothing slot is a discreet and non-obnoxious way of letting players show off their contribution and increase their roleplaying options. I think it would encourage a lot of people to donate. If more people donate that's good for everybody, not just donators who get the perk. The more revenue Urban Dead generates, the more time/money Kevan can devote to maintaining or hopefully even improving the game. |
Discussion (Donator Perk: Clothing Badge Slot)
Barricade Interference Should Require Lurching Gait
Timestamp: Lassiter (talk) 09:37, 11 January 2015 (UTC) |
Type: Anti-Zerging Tweak |
Scope: Zombies |
Description: I suggest changing barricade interference so it only takes effect if at least 2 of the zombies present have lurching gait. This would be a small countermeasure against zerging, since it means a brand new level 1 character would be less effective at helping other zombies hold buildings just by standing there and doing nothing.
This also makes sense from a realism perspective since the descriptive text of barricade interference says "the zombies lurch into your way." You should have to get good at lurching before you can lurch in the way. This tweak should not penalize non-zerg zombies too much, since lurching gait is one of the first skills zombie players take anyway. |
Discussion (Barricade Interference Should Require Lurching Gait)
I'm sure from my bias toward thinking that barricade interference is (somewhat) cheesy would mean I agree with this, so I agree with this. Certainly reduces the effectiveness of throwing level 1s (even with no zombie skills) at buildings under attack. A compromise for people who don't share my view would be to reduce the % contributed toward interference by the non-Lurching zombie crowd. -- AHLGTG THE END IS NIGH! 15:33, 11 January 2015 (UTC)
- The wiki isn't entirely clear on this, but it seems that barricade interference is a flat 50% failure rate that kicks in at 2 zombies rather than each zombie adding towards a cumulative total. 2 zombies and 50 zombies likely cause the same amount of interference. This change would likely make zero difference on barricade rates in buildings with lots of zombies, since the odds are at least two will have lurching gait. It could make a difference if the zerger is the one who initially breaks down the barricades with their main character and then moves their alts inside. --Lassiter (talk) 18:21, 11 January 2015 (UTC)
- Barricade inteference needs things to make it more, not less, effective. Still, as an anti-zerg measure this doesn't really harm people (zombies are people too!) who play fair so I mostly approve Honestmistake (talk)
Making lurching gait a requirement makes sense, both flavour and gameplay wise. Making it a subskill of lurching gait would make more sense to me but the zerg crowd would obviously object. --Kamikazie-Bunny (talk) 20:44, 11 January 2015 (UTC)
Love it. Barricade interference is a necessary mechanic, but it's not without its flaws. This is one of them. —Aichon— 17:13, 12 January 2015 (UTC)
Playing Dead
Timestamp: Kamikazie-Bunny (talk) 17:59, 24 November 2014 (UTC) |
Type: Disgusting |
Scope: Survivors |
Description: Have you ever noticed how rare it is for a zombie to attack another zombie? It's the smell!
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Discussion (Playing Dead)
I actually rather like this mechanic. It makes it safer (but not safe) for survivors to go outdoors which means less meatshielding, and any increase in outdoor survivors means more deaths. It provides more opportunity for lowbie zeds to get experience while at the same time making it harder for zergers to wreck places. It gives the hardly-ever-used Scent Death more usefulness. It adds some fun new types of interactions. All in all, I'm a fan. —Aichon— 18:12, 24 November 2014 (UTC)
- Sounds great thematically but makes it very easy for Death Cultists to get inside and cause chaos :( Honestmistake (talk)
Ramming the door
Timestamp: PayneTrain(FU) 06:50, 3 November 2014 (UTC) |
Type: New Mechanic for Doors |
Scope: Zombies |
Description: Ok,ok before you all go "crap,heres another guy with a new mechanic for doors again!!" hear me out!!!!Ok so the lower level zombies cant open doors until they get their "memories of life" skill,right? but they're still driven by the instinct to feed,right? so it doesn't mean they'll go chasing after a person and then suddenly stop when a door gets closed in the zombies face and be like "DOORS!! my only weakness!!!whatever shall i do?".We've all seen zombie movies where at least one zombie busts open a door to claim its food!Ok so onto my suggestion! The zombies who do not have "memories of life" should be given the option to Ram the door when the barricade level reaches 0(where zombies with "Memories of life" are given the chance to open the door)They have to Ram the door a total of three times until it busts open on the third try....The flavor text will be
for the first two times and
for the third time,when it busts open.
Unlike many of the other suggestions that have been made concerning Doors,the door will not suffer any damage and no other AP has to be used on it other than the AP that's usually used on it in game(opening and closing).
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Discussion (Ramming the door)
Make it a 30% chance to ram the door open rather than costing a set 3AP and I'll be onboard. Kamikazie-Bunny (talk) 18:01, 24 November 2014 (UTC)
- There's no indication you're making any progress, which will be confusing to many players at first.
- This skill would be a godsend to zergers who lack Memories of Life.
Over 60% of zombies already have enough AP to have purchased every zombie skill. Only 15% have not purchased any skills (and I'd wager most of them are either temporary accounts or else have the XP to do so already but haven't for various reasons). Which is to say, while this is indeed an ongoing (but mostly temporary) point of pain for zombies, this approach to solving it seems like a rather heavy-handed approach. —Aichon— 23:37, 3 November 2014 (UTC)
3. It's been done before and way better than you, pantstain. Which is pretty much par the course for anything you attempt. Suggestion:20080711_Door_Bashing --{{User:R