Developing Suggestions
Developing Suggestions
This page is for presenting and discussing suggestions which have not yet been submitted and are still being worked on.
Further Discussion
Discussion concerning this page takes place here. Discussion concerning the suggestions system in general (including policies about it) takes place here.
Nothing on this page will be archived.
Please Read Before Posting
- Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. There you can read about many idea's that have been suggested already, which users should be aware of before posting what could be a dupe, or a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles. There users can also get a handle of what an appropriate suggestion looks like.
- Users should be aware that this is a talk page, where other users are free to use their own point of view, and are not required to be neutral. While voting is based off of the merit of the suggestion, opinions are freely allowed here.
- It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
- With the advent of new game updates, users are requested to allow some time for the game and community to adjust to these changes before suggesting alterations.
How To Make a Suggestion
Format for Suggestions under development
Please use this template for discussion. Copy all the code in the box below, click [edit] to the right of the header "Suggestions", paste the copied text above the other suggestions, and replace the text shown here in red with the details of your suggestion.
===Suggestion=== {{suggestionNew |suggest_time=~~~~ |suggest_type=Skill, balance change, improvement, etc. |suggest_scope=Who or what it applies to. |suggest_description=Full description. Check spelling and be descriptive. |discussion=|}} ====Discussion (Suggestion Name)==== ----
Cycling Suggestions
Developing suggestions that appear to have been abandoned (i.e. two days or longer without any new edits) will be given a warning for deletion. If there are no new edits it will be deleted seven days following the last edit.
This page is prone to breaking when there are too many templates or the page is too long, so sometimes a suggestion still under strong discussion will be moved to the Overflow-page, where the discussion can continue between interested parties.
If you are adding a comment to a suggestion that has the deletion warning template please remove the {{SNRV|X}} at the top of the discussion section. This will show that there is active conversation again.
Please add new suggestions to the top of the list.
Suggestions
Survivor Diagnosis skill enhancement
Timestamp: | [--Thoughtfoxx 11:06, 30 October 2008 (UTC)] |
Type: | Skill. |
Scope: | Survior Medics. |
Description: | Please bear with me as this is a first time post and I am also just getting a feel for how this works. Essentially it would be useful [not to mention in character]for survivors with the diagnosis skill to be able to see other survivors who are infected. [Zombies can do this already]. |
Discussion (Survivor diagnosis skill enhancement)
Almost certainly a dupe, but i quite like the idea. Especially in the context of the FAK search rate nerf.--xoxo 11:19, 30 October 2008 (UTC)
This is often shot down for multiple reasons:
- Diagnosis is genrally taken to mean (in the game) the ability to see the extent of trauma, i.e. when you see someone on 56HP, your character actually sees someone with a bite, when you see someone with 12HP your character sees someone with broken bones, multiple lacerations and a concussion. Diagnosis means little to a microscopic entity such as an infection. In the real world you cannot tell if someone has Hepatitis or AIDS just from a cursory visual inspection.
- Adding this is seen as creating "Hel Characters", that is characters that can do the same whether living or dead. This is generally discouraged in game unless for a legitimate mechanics over RP reason, such as the recent Flesh Rot update.
- Infection is already a weak skill, any attempt to increase the efficiency of survivors to avoid it is seen as unnecessary.
Have a read of the Frequently Suggested Ideas and Suggestions Do and Do Nots (both linked at the top of this page) and get yourself a dedicated zombie character, this will broaden your game experience and increase your understanding of why this won't pass. -- . . <== DDR Approved Editor 11:24, 30 October 2008 (UTC)
- Actually, I think it kind of depends on the description of "being infected" Kevan is using. You mentioned diseases that don't have physical symptoms, but there are just as many diseases that DO have physical symptoms (Small Pox and Plague, for example). Whose to say that Zombie Infection doesn't have similar symptoms? Especially at "dying" level?--Pesatyel 01:38, 31 October 2008 (UTC)
- In every zombie move I've seen, people who have been infected by a bite always show symptoms until they turn. Don't see how it'd be any different here. Although we all know that everyone is infected with the air/water borne disease (we all turn zombie when we jump off a building or are shot), there should be an obvious difference with a bite infection, with the gushing wound and gaunt appearance and all. -- AHLGTG THE END IS NIGH! 02:57, 31 October 2008 (UTC)
- In every zombie movie I've seen, people who have been bitten (and understand the implications) try to hide it from their fellows, for fear of being killed or left behind. -- Galaxy125 06:27, 31 October 2008 (UTC)
Whoever hacked Iscariots account and left that very polite response sums up the situation fairly well :P Personally though i think comparing the zombie virus to a slow acting virus is not totally fair, after all Flu is easily diagnosed because it has visible symptoms. A virus that can kill as fast as the zombie one should be noticeable to a skilled observer but in terms of balance that would require a significant boost to infections power (ie curable only 50% of the time?) --Honestmistake 16:58, 30 October 2008 (UTC)
Talking with an infection does not further damage you. Allowing other survivors to pick out infected people makes communication unnecessary, which does not mesh with the basic ideas of the survivor class. -- Galaxy125 18:23, 30 October 2008 (UTC)
Wasn't this suggested a few days ago here? Anyway, this is pretty useless as most infected people have a HP-loss anyway. Usually, I just heal the injured people, and if they are infected, then good for them. Linkthewindow Talk 20:37, 30 October 2008 (UTC)
It's useless. People who don't have 50 or 60 hp are bound to get healed on demand by a fellow survivor anyway. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 23:28, 30 October 2008 (UTC)
CCTV Cameras
Timestamp: | Kolechovski 18:28, 28 October 2008 (UTC) |
Type: | Improvement |
Scope: | Mansions |
Description: | In Monroeville, a mansion outside the city has nonfunctional CCTV cameras overlooking the outside of the mansion. Well, this gives me an idea for the mansions in Malton. Why wouldn’t they have cameras looking outside? Maybe they do…Maybe now that survivors are forced to get more resourceful, they may have started using them.
The way the cameras work is simple. In any powered block inside a mansion, there will be an option “View Surveillance Cameras” (must be in a powered block). You will then get a view similar to binocular use, though it only shows the outside of the mansion. Cameras in a quadrant of the mansion will only function if that quadrant is powered. Unpowered sections will cause “No Signal” to display in the view of those areas. Here is an example of what it would look like. |
Discussion (CCTV Cameras)
If I have to put a comment about more stupid shit at the top of this page, I'm not going to be happy.
Boredomwood isn't even 24 hours old and already you want to pull something from it over into Malton? Grow the fuck up. New toys may be shiny, but they might have sharp edges and be made of toxic plastic. -- . . <== DDR Approved Editor 21:05, 28 October 2008 (UTC)
Pretty much what Iscariot said. Anyway, no X-Ray vision. I'm pretty sure thats on SD/DN. Linkthewindow Talk 21:06, 28 October 2008 (UTC)
No. First of all, this is not even going to save you any AP. Between putting and fueling a generator in a mansion (and who does that?) and then actually using AP to repair the CCTV, (which would need to happen) and then actually using it, you could have just stepped outside and back in and entry point. silly. - tylerisfat 22:48, 29 October 2008 (UTC)
Im pretty sure this is a dupe. Where are the dupe fairies? --RosslessnessWant a Location Image? 23:24, 29 October 2008 (UTC)
I quite like this idea. Because it's so useless and only for a few useless non TRP buildings in the city it can't do any harm but adds some nice flavour for those mansion bunnies. Although i think it may be dupetastic. --xoxo 05:30, 30 October 2008 (UTC)
Check it, in Borehamwood, i'm inside a powered PD, and you have the option to view through the CCTVs, and switch between them. - tylerisfat 19:22, 31 October 2008 (UTC)
Fire
Timestamp: | Lexicality 00:56, 27 October 2008 (UTC) |
Type: | Mechanics Addition |
Scope: | Everyone. |
Description: | The idea came to me while I was in the car. "Hmm, what if you could set things on fire?"
Barricades must have 5 fuel cans poured over them, and then have a flare gun fired at them by a character over level 30. This means that a flare has a maximum chance of 7.5% of hitting the barricades and igniting them, a 52.5% chance of flying harmlessly over the barricade, where it will act like an ordinary flare fired from outside, and a minimum of a 40% chance of hitting the wall and blinding the firer. (Blinded means that for 10 AP; the map is white,the building description is You cannot see. and the target list has only 'wildly' as an option. Every action made has a 50% chance of succeeding and a 50% chance of the character falling over and hurting themselves using the same rules as free running into ruins.) Regardless of result, the people in the building will be notified of the flare being fired. If the shot succeeds, the barricades will ignite, setting the building on fire. The inside and outside building descriptions will be changed. The resulting explosion from the fuel will kill the shooter, destroy any remaining fuel cans they have, and the resulting concussion will strip them of all AP, require them to spend an extra 5AP to stand up and set them on fire. If the character is under level 30, the hit rate for the flare will be 1%, as if they did not possess basic firearms training. In this event, the chance for blinding yourself will increase to 46.5%. A lot of effort with many penalties, but a fairly good result. Burning barricades do not have hit rates halved, but will set anyone who spends more than 3AP near them on fire. You can be near a barricade by either interacting with it or by being inside the building. Climbing over a burning barricade does not set you on fire, but does count as one of the 3AP. The burning building will be full of smoke, having the same effect as the building being dark. However, as the barricades are illuminated, the hit-rate on them are not affected. If a character is in the building and has any kind of book in their inventory, they may throw it onto the fire for the cost of 1AP. (Ideally any interaction with the barricade apart from a successful extinguish would set the character on fire, while being in the building for more than 3AP without wearing a gas mask would give the character carbon monoxide poisoning, removing 1HP every AP until they leave the building. However, this would make an already complex suggestion more complicated.) When a character is on fire, they will lose 1HP per AP, as with infection, however, it cannot be cured with conventional healing methods. (Meaning that a character may remain indefinitely on fire, as a sort of badge of honour.) The line "They are on fire" will be added to the character's profile, and zombies/dead bodies will be singled out as in There are n zombies here. m are on fire and x are charred. and There are n dead bodies here. m are smouldering gently and x are charred. The only way to extinguish a burning character/barricade is to either hit them with a fire axe, or to pour holy water over them. (Holy water being a new weapon findable in churches and cathedrals which has a 100% hit rate and does 0 damage. It will also clean fuel stains of anything. ) If a character is wearing fuel soaked clothing when they are ignited they will get the message Your fuel soaked clothes explode into flames, causing you 5 damage. otherwise receiving Your clothes catch fire, causing 1 damage. either way, the character will then be notified that they will lose 1HP per AP and the ways to extinguish themselves. Characters hit with flare guns whilst wearing fuel soaked clothing will also be set on fire. A survivor who dies while on fire will rise as still on fire, however a zombie will rise as charred, to prevent an endless loop of irritation. Char has no effect other than in building and profile descriptions, and is lost upon revival. Burning barricades will retain their levels (unless knocked down) until they are extinguished, when they drop to very strongly barricaded, covering the building and extinguisher in soot. Extinguishing can only take place from the inside. Summary New statuses
New Weapons
New building descriptions
New Game Mechanics
New Flavour
|
Discussion (Fire)
WARNING | |
This suggestion has no active conversation. It is marked for deletion in 3 days. |
--RosslessnessWant a Location Image? 00:54, 31 October 2008 (UTC)
God damn it this is a terrible suggestion. Can someone fix the format that got f'd up? As far as critique: This is terribly overpowered, and makes no sense. Why should the shooter have to be over level 30? Where is the Holy Water found, at what percentage, and what encumberance? Why is it Holy Water? Why do you think its a good idea to screw with peoples AP? This is over the top grieftastic and sucktastic and STFUastic. Read the do's and do nots, and then try an idea that doesn't add items that make no sense and game mechanics that are silly and all sorts of game breakingly grief tactics, and the fact that half of this is made up of dupes of previous suggestions. - tylerisfat 02:27, 27 October 2008 (UTC)
Reformatted the suggestion to remove all those extra headlines. I think it was screwing up the page. Also, FIRE BAD.--– Nubis NWO 02:48, 27 October 2008 (UTC)
I wrote a bunch of stuff about how awful this suggestion is, but there was an edit conflict and lost it all, so I'll just say this: Next time try doing your "thinking" on the toilet and concentrate on driving.--Pesatyel 04:01, 27 October 2008 (UTC)
I can only hope your driving is not as bad as this suggestion.--Honestmistake 08:44, 27 October 2008 (UTC)
I skimmed this suggestion. Isn't fire on FS? And Holy Water? Spam. -- . . <== DDR Approved Editor 09:40, 27 October 2008 (UTC)
As Iscariot. Fire suggestions are quite common. Another thing-if you are going to use water, just call it water. Holy Water puts religion into the game, which no-one wants. Linkthewindow Talk 10:13, 27 October 2008 (UTC)
Ok, so it sucks. I personally thought it was kinda cool. So, since it's clearly not tenable, should I just delete it, or does it stay up here for a while for other people to mock? --Lexicality 10:42, 27 October 2008 (UTC)
- It's contentious whether something should stay up. I'd say leave it, it'll be cycled after a while automatically and in the meantime serves as an example to newer users as to what not to suggest and why. -- . . <== DDR Approved Editor 11:00, 27 October 2008 (UTC)
tl;dr.--xoxo 11:58, 27 October 2008 (UTC)
Beer/Fuel Stains+Flare Gun=Bonfire!
Timestamp: | Kolechovski 23:26, 23 October 2008 (BST) |
Type: | New attack |
Scope: | fuel/alcohol-soaked clothes |
Description: | When you attack a survivor or zombie with beer/wine bottles, their clothes may become alcohol-stained if the PR suggestion to do so is implemented. Currently, fuel can hits may cause fuel stains on clothes. If a survivor or zombie is shot with a flare while their clothes are soaked, they will ignite, receiving 5 damage points immediately due to the flare-up, in addition to the Flare shot. Flare damage can be reduced by Flak Jackets, but the fire that ensues has no reduction. While on fire, every action made by the victim will deal 1 damage point until they put it out (this stacks with infection). While on fire, the victim has an additional option to “Put out the fire” via the stop, drop, and roll method, at a cost of 1 AP. After the fire is extinguished, the burnt clothing falls away.
If a burning victim directly interacts with another soaked person (melee attack), the other person will ignite. Items can’t be used by survivors while on fire, though standard movement and attacks are still optional. Those who drop dead from the fire will remain burning as a dead body, but unignited dead bodies can’t catch fire since you can’t interact with them. |
Discussion (Beer/Fuel Stains+Flare Gun=Bonfire!)
WARNING | |
This suggestion has no active conversation. It is marked for deletion in 1 days. |
--RosslessnessWant a Location Image? 00:53, 31 October 2008 (UTC)
Have you ever tried lighting Budweiser? -- . . <== DDR Approved Editor 23:36, 23 October 2008 (BST)
Eh. I find a problem with people purposely lighting up, and then continuosly healing and meleeing survivors in a buildings. - tylerisfat 23:43, 23 October 2008 (BST)
no. overpowered and also not realistic. if this were realistic, every time i dropped a smoke on my clothes that i drunkenly spilled beer or vodka on :P i'd have gone a la michael jackson... and, last i checked, i don't look like diana ross. --WanYao 04:38, 24 October 2008 (BST)
No. Overpowered-grieftastic-dupe. ■■ 04:22, 25 October 2008 (BST)
Expanding the search button
Timestamp: | KarandaDemon 20:08, 20 October 2008 (BST) |
Type: | Slight improvement to existing game function. |
Scope: | All players and classes. |
Description: | I suggest that a new expansion for the 'Search the area' button be added. This will, at the cost of 5AP or more (I haven't decided yet, as I think nothing definite should be established yet) allow the player to 'Search Thoroughly' in a building and will add a 10-20% chance (added to the exisiting percentage chance of finding something while searching) that the player will find an item.
NOTE: Actual number changes aren't definite, so any suggestions are welcome in discussion. |
Discussion (Expanding the search button)
WARNING | |
This suggestion has no active conversation. It is marked for deletion in 5 days. |
--RosslessnessWant a Location Image? 12:37, 27 October 2008 (UTC)
Nice idea, but the numbers will need tweaked a little for sure. I'm not one of the search odds crunchers but it does seem a bit high to me. They can give you a bit more help than I can. I'm more of a mechanics and hit rates guy. -- Cheese 20:10, 20 October 2008 (BST)
Hmm, well, I haven't given definite numbers, because I ain't no cruncher either. I should outline that in the description as up for discussion. Just to be clear. :) --KarandaDemon 20:19, 20 October 2008 (BST)
Let see. Um. 10% chance of finding something (Random current rate) compared to 30% at 5 times the cost? 0.9 chance of finding nothing 5 times is about 0.59 (O.9 to the power of 5.) So the chance of finding something is 41% as opposed to 1x30% chance of finding something through this proposal. I think. Someone want to check that? --RosslessnessWant a Location Image? 20:33, 20 October 2008 (BST)
- Expected return for 5 AP spent searching for a 10% item, with no other items checked in your preferences is (1 x 0.9^5 x 0.1^0 x 0) + (5 x 0.9^4 x 0.1^1 x 1) + (10 x 0.9^3 x 0.1^2 x 2) + (10 x 0.9^2 x 0.1^3 x 3) + (5 x 0.9^1 x 0.1^4 x 4) + (1 x 0.9^0 x 0.1^5 x 5) = .50 items. Or the same as .1 (items/AP) x 5AP. No special voodoo needed. Expected return for 5 AP spent searching thoroughly for a 30% item is (1 x 0.7^1 x 0.3^0 x 0) + (1 x 0.7^0 x 0.3^1 x 1) = .30 items. Or the same as .3 (items/5AP) x 5AP. Again, no special voodoo needed. Under this suggestion for 10% items, searching thoroughly 10 times versus spending 50 AP searching would yield (on average) two fewer items. And that discrepancy will only grow as the search likelihood increases. The break-even point, incidentally, is where A = (A + B) / C. Under the above numbers (B = .2, C = 5) we can solve for A as .05. That means items found with search rates of less than 5% will be found more often when you search thoroughly. Again, that is just for the given numbers. -- Galaxy125 21:02, 20 October 2008 (BST)
- Man. Thats cool! --RosslessnessWant a Location Image? 21:03, 20 October 2008 (BST)
- So AP-wise it would be a better idea just to search normally? -- Cheese 21:07, 20 October 2008 (BST)
- Yeah, obviously, apart from hyper rare below 5% find items. Pay attention cheese! There may be a test. --RosslessnessWant a Location Image? 21:09, 20 October 2008 (BST)
- I'm not stupid. =p I did pass Higher maths. I'm just too lazy to read. -- Cheese 21:11, 20 October 2008 (BST)
- See what happens when you eat your Wheaties? Of course, my above numbers assume that you're searching for consumables. FAKs, etc. Things where you're dedicating 5 AP to the search rather than stopping once you find one. -- Galaxy125 21:13, 20 October 2008 (BST)
- Yeah, obviously, apart from hyper rare below 5% find items. Pay attention cheese! There may be a test. --RosslessnessWant a Location Image? 21:09, 20 October 2008 (BST)
- So AP-wise it would be a better idea just to search normally? -- Cheese 21:07, 20 October 2008 (BST)
- Man. Thats cool! --RosslessnessWant a Location Image? 21:03, 20 October 2008 (BST)
Quick vote? I think I also forgot to mention that the 'Search thoroughly' idea would exist alongside the existing Search function, if it were ever to come into effect.--KarandaDemon 22:53, 20 October 2008 (BST)
- Quick vote? Are you reading this? With what Galaxy says is this is a silly suggestion. Basically any further skills or changes in how searching happens need to be thought about a while to make things work. This will not help or work, and is not worth the time it would take to code it. - tylerisfat 23:23, 20 October 2008 (BST)
- According to your logic, the 20AP syringe manufacture is a bad idea, yet Kevan put it into the game? I believe this is an alright idea. With the perfect numbers, it could be accepted. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 09:10, 22 October 2008 (BST)
- No, those are two totally different things. Adding a fixed cost to manufacture something against the risk of getting the same item cheaper but with no guarantees is different then creating another search button that searches at a different rate, which is not actually any higher, but costs more. Its worthless, and sucks ap with no gain. - tylerisfat 20:46, 22 October 2008 (BST)
- According to your logic, the 20AP syringe manufacture is a bad idea, yet Kevan put it into the game? I believe this is an alright idea. With the perfect numbers, it could be accepted. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 09:10, 22 October 2008 (BST)
- The comment about the coding was not about whether i would vote kill or keep, but that it was such a worthless thing that it wouldn't be worth coding it even if it was voted keep. AKA not worth the time, because it creates no difference. - tylerisfat 08:13, 26 October 2008 (UTC)
Suggestions up for voting
New Newspaper Article-Length of Pipe
Suggestion:20081023 New Newspaper Article-Length of Pipe is up for voting. Discussion moved to here.--RosslessnessWant a Location Image? 12:46, 27 October 2008 (UTC)
Save Monroeville
Suggestion is up for voting. Discussion moved to here. Linkthewindow Talk 11:31, 17 October 2008 (BST) As above, this was Super Nweb's suggestion. He forgot to move the discussion across.
Zombies stuck in lights
Suggestion:20081030 Zombies Stuck in Lights is up for voting. Discussion moved to here. --xoxo 05:46, 30 October 2008 (UTC)
Football
Suggestion:20081029 Football is up for voting. Discussion moved to here. Linkthewindow Talk 20:50, 30 October 2008 (UTC) Note: This was A Big F'ing Dog's suggestion. He forgot to move it, so I did it for him.