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.
- The following suggestions are currently on the Overflow page: No suggestions are currently in overflow.
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
Dark Building Anonymity
Timestamp: | LaosOman 00:03, 9 March 2009 (UTC) |
Type: | Building change |
Scope: | Survivors in dark buildings |
Description: | With the lights out, you can hardly see anything.
So how is it that you can still identify other survivors when in a dark building? I propose that instead of Also here are <person X> and <person Y>, it will read There are two survivors here. If a person is in your contact list, you will be able to identify them, since you know them well enough to know their voice - There are four survivors here. You recognise two of them as <person Y> and <person Z>. If the persons are not in your contact list, and it's really important for you to know their identity, one could use Feeding Drag as a zombie, or install a generator as a survivor. Any interaction with you that they have in the darkness, (with healing being the most obvious example), will show A survivor healed you for 10 HP, with a link to the profile in A survivor. Diagnosis would no longer work in dark buildings, since names are not portrayed. Healing will be done like DNA Extraction, but if you heal a survivor who is not yet at full health, they will still be next up for healing. Attempting to heal a person with full health or bringing a person to full health will move the stack. If a zombie has Scent Fear, the attack order will be grouped in "dying, wounded, normal", but order within those categories is random. A zombie with Scent Blood has a more advanced attack order, with the least healthy survivors getting attacked first. If a zombie does not have Scent Fear, attack order will be determined like with other zombies. |
Discussion (Dark Building Anonymity)
I appreciate the realism but dark buildings were enough of a pk buff. This is too far.--xoxo 01:19, 9 March 2009 (UTC)
How would interacting with non-contact-listed survivors work? Like zombies? Or would it work at all? --Midianian¦T¦DS¦SP¦ 09:08, 9 March 2009 (UTC)
Re:Interaction would work the same as with zombies: You heal a survivor for 10 HP. The Diagnosis skill would not work for obvious reasons, but if you heal somebody who had full HP, the next person in the stack will be the next to be targeted. Attacking order is determined as usual for survivors, you just don't see the dropdown box.--LaosOman 14:20, 9 March 2009 (UTC)
Zombie identity can be revealed by scanning and this would need some sort of similar process. A torch might work for this purpose:
- "You shine your torch into the dark corners of the building and reveal 'survivor x'"
Preferably this would show the description from their profile page and the link so you can see skills or add them as a contact. It could work really well but I have to ask what it would add to the game other than making it harder to hunt down PKers? --Honestmistake 13:07, 9 March 2009 (UTC)
Re: Survivors can already be identified by fueling a generator or by using Feeding Drag on them (takes them outside into the light). If they interact with you, for instance with attacks or healing, the a survivor in a survivor healed you for 10 HP will be a link to their profile, like with zombies.
As for your second question: this adds only "realism" to the game. Or rather, more logic. As side effects, PKers may become harder to hunt down, but one can simply add known PKers to a contact list to avoid that.
...I actually think this may shift balance to the zombies more than to pro-survivors or PKers. A zombie with Scent Fear will attack in order of "dying, wounded, normal", while a zombie with Scent Blood will actually attack the survivor with the least HP first (they work with scent, rather than sight, so naturally it still works in a dark building). Basically, this makes dark buildings just a little less attractive to the survivors, who are generally considered as the "overpowered" side.--LaosOman 14:20, 9 March 2009 (UTC)
I like this. ᚱᛁᚹᛖᚾᚨᚾᛏ 13:45, 10 March 2009 (UTC)
Rubble Usage
Timestamp: | =Col Noonan 11:38, 6 March 2009 (EST) |
Type: | Improvement |
Scope: | Humans |
Description: | I had the idea for a quick and easily available weapon for humans that I read was used in a four hour long skirmish in Stalingrad. Add a brick to the weapons list. It would have to have a low accuracy rate and damage dealt, so that it isn't too cheap. It would be available in EVERY square, and would deal one more damage than a punch, with a little less accuracy rate. It's just for those that, say, run out of ammo and absolutely need a weapon. |
Discussion (Rubble Usage)
I'm not arguing against your suggestion exactly, but your logic. When you "run out of ammo" that is what tennis rackets, baseball bats, pipes, knives, axes, hockey sticks, fencing foils, cricket bats, crowbars, golf clubs, and ski poles are for. As for the suggestion itself you really need to be specific with your game mechanics. "A little less accurate than a punch" is too vague.--Pesatyel 04:33, 7 March 2009 (UTC)
- Either way, it's a dupe. _Vic D'Amato__Dead vs Blue_ 07:52, 7 March 2009 (UTC)
- And humans, by definition, means zombies too. Man, I'm such a perfectionist, I even make myself proud. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 10:50, 7 March 2009 (UTC)
- Since I created the entry being cited above, you have my endorsement if this makes it to Peer Reviewed. Bear in mind, however, that you'd have to satisfy the critics when I couldn't. -CaptainVideo 04:17, 11 March 2009 (UTC)
Fence Repair
Timestamp: | Super Nweb 07:11, 6 March 2009 (UTC) |
Type: | Skill |
Scope: | Humans |
Description: | Ooh about to get flamed again, I just know it. As of now fences are useless (Along with wire cutters). Now I think the idea of all the fences in UD magically repairing themselves is stupid so why not let the humans do it, this is a spin on an old suggestion. New skill under construction "Advanced Construction" basically it allows you to take an area that previously had a fence and if you have a lead pipe in your inventory you can cade it up to VSB+2 for 5ap. This is balanced by the fact that you need lead pipes to do it, and wire cutters would be useful again, but it wouldn't be invincible to zombies, just an easy barricade. |
Discussion (Fence Repair)
- Dupe.
- Game breakingly overpowered since wire cutters can't be found any more. -- . . <== DDR Approved Editor 07:15, 6 March 2009 (UTC)
- . This honestly doesn't make sense. -CaptainVideo 04:14, 11 March 2009 (UTC) EDIT: I realized that this needs clarification. Even if wirecutters were reenabled, the idea of fences healing themselves is what gets me. 04:18, 11 March 2009 (UTC)
Incomplete: you haven't explained how wire cutters would be useful again; also, as Iscariot says, wirecutters can no longer be found. As-is, this is broken due to buffing what's already one of the biggest survivor AP advantages. ᚱᛁᚹᛖᚾᚨᚾᛏ 09:28, 6 March 2009 (UTC)
Crucifixes
Timestamp: | Super Nweb 08:05, 3 March 2009 (UTC) |
Type: | Flavour |
Scope: | Humans |
Description: | Crucifixes *Prepares to be flamed* are a useless part of Urban Dead, so why not make them "Usefullerish" if that is even a word. Make it so you can attack with a crucifix and the text reads 'You hit XXX on the head with a crucifix while shouting religious phrases, they get a bruise on the head and nothing else, dealing 1dmg'. It would have a 25% hit rate and deal one damage (1/4th as powerful as the knife to put it in perspective). |
Discussion (Crucifixes)
Half damage and half to hit? That would be 50% as powerful as a knife....
The only thing that crucifixes should grant is an automatic success when it comes to molesting children. However there is no "Molest Minor" action in UD so crucifixes will remain useless. -- . . <== DDR Approved Editor 08:15, 3 March 2009 (UTC)
- Looky there, it's Iscariot again making such a completely called for and witty comment totally not trying to offend anyone! I believe this the 10,000th one too! Let's give him a Standing O!--SirArgo Talk 08:46, 3 March 2009 (UTC)
- Awww. Argo, are you one of these delusional fuckwits who believes that some omnipresent father figure will spank those who are mean to you after you die? If you are, a true prophet will now inform you what you should do. -- . . <== DDR Approved Editor 05:34, 4 March 2009 (UTC)
- No, I just don't see why fucktards like you have to make their balls feel big by publicly and for no reason insulting things they don't agree with. Then again, I'm trying to reason with THE LORD ISCARIOT. PRAISE HIM AND HIS OMNIPOTENT WIKIMARTYR STATE. For someone who hates religion, you sure to love to act like God.--SirArgo Talk 05:49, 5 March 2009 (UTC)
- Awww. Argo, are you one of these delusional fuckwits who believes that some omnipresent father figure will spank those who are mean to you after you die? If you are, a true prophet will now inform you what you should do. -- . . <== DDR Approved Editor 05:34, 4 March 2009 (UTC)
- vation?--xoxo 08:49, 3 March 2009 (UTC)
- A 'standing O' is choir boy slang. It has nothing to do with clapping. -- . . <== DDR Approved Editor 05:34, 4 March 2009 (UTC)
- 50% chance to hit / 2 = 25 / 2 (Since it is half the damage) = 12.5 12.5 X 4=50 Iscariot, before you decide to make witty comments make sure you actually do the math correctly. --Super Nweb 01:54, 4 March 2009 (UTC)
- Damage and accuracy are two unconnected values, it's not height and depth. But do continue to think they are. -- . . <== DDR Approved Editor 05:34, 4 March 2009 (UTC)
- And I thought you could calculate. Halving something twice only leaves a quarter. --Midianian¦T¦DS¦SP¦ 17:45, 3 March 2009 (UTC)
- This seems as good a place as any: Why is it that everyone in Suggestions hates everyone else in Suggestions? Seriously. All I see are people complaining, deriding and yelling. Has it always been this bad, or is this a recent development? -CaptainVideo 05:03, 4 March 2009 (UTC)
- You do realise we've been really nice to each other recently? -- . . <== DDR Approved Editor 05:34, 4 March 2009 (UTC)
- Mister, I think you and I have different definitions of "nice." -CaptainVideo 03:21, 5 March 2009 (UTC)
- Iscariot just hates religion because he doesn't believe in a deity and other people do. Naturally, he acts like a condescending jackass when anyone brings up the topic in his stomping grounds. People roll their eyes and call him out on his jackassery. It's the circle of life. Kind of. --William Told and Co. ಠ_ಠ ಠ_ಠ ಠ_ಠ 09:48, 5 March 2009 (UTC)
- You do realise we've been really nice to each other recently? -- . . <== DDR Approved Editor 05:34, 4 March 2009 (UTC)
- Dearest Iscariot,
- I know you like to mock people because they don't accept your word as law, but you seriously need to get some of that sand out of your vagina. Sure, you're not especially witty and your intelligence is vastly exceeded by your own estimation of your intelligence, but you don't have to take your frustration and hostility out on people for not recognizing the greatness you assume to be obvious in yourself. It makes you look like a jackass.
- With Heavenly love,
- --William Told and Co. ಠ_ಠ ಠ_ಠ ಠ_ಠ 09:46, 5 March 2009 (UTC)
Iscariot: 0.5 * 0.5 = 0.25 – he was correct. :P Super Nweb: Get rid of the pointless flavour text, particularly the "shouting religious phrases" – that's what the Speech action is for. No free actions. Otherwise, this is fine. ᚱᛁᚹᛖᚾᚨᚾᛏ 07:44, 4 March 2009 (UTC)
- Yup, Iscariot has forgotten math. It would have to have 100% to hit to be as good as the knife which deals 1 damage per AP, this deals .25 damage per AP(1 damage every 4 AP). Some people really just need to learn when they don't know what the fuck they're talking about and stop there.--Karekmaps?! 21:22, 5 March 2009 (UTC)
Also, for future reference I would leave your suggestion here for discussion for at least a week or two before you decide to put it up for a vote. --Maverick Talk - OBR 404 08:28, 4 March 2009 (UTC)
- A good guideline is "Don't put it to voting until the discussion has died down". It can be less than a week or it can be more. --Midianian¦T¦DS¦SP¦ 08:44, 4 March 2009 (UTC)
- Ja, I waited for a week after the talk died down on my crucifix suggestion, and it was peer reviewed. :P--William Told and Co. ಠ_ಠ ಠ_ಠ ಠ_ಠ 09:46, 5 March 2009 (UTC)
- Aww iscariot just needs a hug >--Alex1guy 17:46, 6 March 2009 (UTC)
Save Monroeville
Timestamp: | Super Nweb 07:51, 3 March 2009 (UTC) |
Type: | Replaying Monroeville |
Scope: | Monroeville Players |
Description: | As we currently know Monroeville is essentially dead. It was an epic idea, perma-death and such. But unfortunately that has caused us to essentially kill the game because everyone is deaqd. Therefore I propose this idea for Monroeville!
No revives, headshot permadeath will be in effect -Every 4(?) months the game resets and the quarantine is lifted for 2(?) week. After 1(?) months of play, headshot is introduced. -To maintain a continuity of a character's track record throught the quarantines and so that players are able to make IP donations without fear of forever losing their characters, dead characters will be resurrected after every reset. -To prevent an overpopulation of headshotters killing level 1 zombies, everyone will have their characters wiped and will be back to the class selection screen after every round. -Every character will have badges / text in their profile between their character description and skills, which reads total number of zombies headshotted, brains eaten, humans killed, as well as number of times you survived, were a walking corpse or headshot corpse in all the resets. This would make picking your skills MUCH more improtant since it would be hard to acquaire all the skills in those 4 (?) months, therefore you couldn't be a one man army, people would really have to focus on their class, or become a weaker but all aroudn player, the possibilities are endless. |
Discussion (Save Monroeville)
Not sure why but I got flamed for this suggestion awhile back, people were mad that they wouldn't be able to play their characters fully because of the reset, but guess what... YOU CAN'T PLAY THEM NOW ANYWAY! Enough with the flames, improve, not insult. --Super Nweb 07:54, 3 March 2009 (UTC)
- Don't assume. I can play my Monroeville character any time I want.
- You got flamed for good reason. I'll type it slowly and clearly so you understand: NOBODY CARES ABOUT MONROEVILLE. All it does is bring its mistress, lag, to the main game. It should be closed permanently along with its bastard cousin Boredomwood.
- Re-suggesting this weeks later only annoys the shit out of us, don't re-suggest it again. This is now in the same category as sniper rifles. -- . . <== DDR Approved Editor 08:21, 3 March 2009 (UTC)
- Don't assume I don't care about Monroeville.
- I get no lag when a new city goes up
- There is never a reason to flame someone, that is just stooping to the same level
- And I quote "Enough with the flames, improve, not insult." nice job reading the article, if you couldn't even folow one simple guideline.--Super Nweb 01:57, 4 March 2009 (UTC)
- I think one of the reasons people get flamed when suggesting 'hardcore'/Monroeville suggestions is because the flamers don't like playing the game when something is at stake... In Monroeville you had to take care of yourself, sleeping in the wrong building could get you messed up forever, no revives, no coming back once your head is blown off. Lets face it, it made the game more of a challenge to survive and made it more intense and exciting. The flamers are doing what they do best... sitting at a computer screen trying to be big where there is no risk of repercussions... Just like in Malton. The biggest risk in Malton is being inconvenienced if your a survivor and get killed. Hardcore zombie obsesses don't even have that risk (by HcZOs I mean people who only play as zombies and dislike all things survivor related). Reading this actually makes me want to re-try my non-revive-perma-death character idea for use in malton. Sorry if this is a bit inconsistent, I've been awake for about 36hours and have 12 to go (guess the goal). --Kamikazie-Bunny 09:24, 3 March 2009 (UTC)
- Lots of people cared about the 'lesser' cities precisely because it is the early race to gain skills and kill/be killed that make the game most fun. The headshot = instant perma death was a step too far IMHO but with tweaking (it causes the perma loss of x hits?) I would be all for a reset every few months. As it does not involve the main city it should not worry people like Iscariot who clearly would not want to play... after all they would not play. For those of us who do like the idea then i would hope that it would not be too much work for Kevan to simply restart the cities every 3-6 months!--Honestmistake 09:57, 3 March 2009 (UTC)
- Of course, I didn't give a shit about Monroeville.... that's why I ran a horde there.... -- . . <== DDR Approved Editor 05:36, 4 March 2009 (UTC)
- Lots of people cared about the 'lesser' cities precisely because it is the early race to gain skills and kill/be killed that make the game most fun. The headshot = instant perma death was a step too far IMHO but with tweaking (it causes the perma loss of x hits?) I would be all for a reset every few months. As it does not involve the main city it should not worry people like Iscariot who clearly would not want to play... after all they would not play. For those of us who do like the idea then i would hope that it would not be too much work for Kevan to simply restart the cities every 3-6 months!--Honestmistake 09:57, 3 March 2009 (UTC)
I think it's a valid idea but maybe longer time in-between resets. Given that you only accomplish so much in 4 months, changing it to 6 months before a reset seems simpler and allows for people to flesh out characters with extra skills in the last few months. --Maverick Talk - OBR 404 10:31, 3 March 2009 (UTC)
Fuck Monroeville. As for the claim that we who don't care about playing the side-line cities have no reason to be bothered if they are restarted, Iscariot already covered it: LAG. Every time a new city starts it lags the shit out of an already delicate server. --Papa Moloch 10:53, 3 March 2009 (UTC)
- Monroeville is gone. Rather than rebooting, I'd rather it was replaced.--RosslessnessWant a Location Image? 16:06, 3 March 2009 (UTC)
- Agreed. Nothing special about Monroeville other than permadeath. --A Big F'ing Dog 17:51, 3 March 2009 (UTC)
Like the people in it, the city lived and died. And like the people in it, it should not be revived. --Midianian¦T¦DS¦SP¦ 18:03, 3 March 2009 (UTC)
- Indeed, come on Kevan, something new! With Wirecutters! --RosslessnessWant a Location Image? 18:05, 3 March 2009 (UTC)
Well, I'll say one thing about Monroeville, I think there are several suggestions that COULD be incorporated into UD, but would be good to be "tested" first. Monroeville could be a test city for suggestions.--Pesatyel 05:29, 5 March 2009 (UTC)
Additional Necronet Info
Timestamp: | A Big F'ing Dog 17:14, 2 March 2009 (UTC) |
Type: | Improvement |
Scope: | Necronet usage |
Description: | There are a few extra details I think Necronet should give us, in addition to the map of scanned zombies.
All of this information would logically be collected by Necrotech (otherwise why scan?), and it makes sense that scientists could access it. So below the map a scientist might see:
This information doesn't provide any direct military advantage (except maybe knowing when to flee), but it'd give a scientist a decent estimate as to a suburb's current condition, and whether the zombies are winning the battle for the area. |
Discussion (Additional Necronet Info)
Is this a skill? --RosslessnessWant a Location Image? 18:36, 2 March 2009 (UTC)
This is a rather interesting idea. It would definetly add more of a use to the scientist class, along with the necronet system. The good thing about it is that it only detects scanned zombies, so unless survivors co-ordinated and did large sweeps of the suburb, the system would not be effective, as per the normal necronet. I'd say it's a good suggestion. --Happy doodle 18:40, 2 March 2009 (UTC)
Not sure the change in numbers is worthwhile but number of rotters would be useful and logicaly should be available. If implemented I would also suggest showing how many scanners are operating and how many necronet terminals in the scan area.--Honestmistake 20:22, 2 March 2009 (UTC)
I don't see how Necronet would be able to gather a revive count given the current operation of scaners and syringes. Rotters is a useful stat and obviously possible though. -- RoosterDragon 20:35, 2 March 2009 (UTC)
- I would assume that the reviver who scans first could easily be considered to enter a note of his actions as part of the process?--Honestmistake 23:54, 2 March 2009 (UTC)
- Well scanning gives you the option of immediately reviving. I can see the revive count ONLY applying in the case of a "scanner activated" revive (as opposed to just using a syringe). It might skew the numbers some (since there would be more revives then indicated) but most people scan first anyway so as to not waste a syringe on a rotter. I don't see this suggestion having any significant problems.--Pesatyel 05:02, 3 March 2009 (UTC)
- I still don't know if I approve of the revive count. That seems like a stretch, a kind of like a useless bit of info as well. Other than telling the scientist how quickly the RP lines are moving, it doesn't really give any information. I love the rest though. --Maverick Talk - OBR 404 06:52, 3 March 2009 (UTC)
- Some people might not have scanners, and some people might not scan before reviving. As mentioned above, not a particularly great stat. Certainly one of the most boring when considered Malton-wide. It's essentially constant. -- RoosterDragon 18:28, 3 March 2009 (UTC)
- Adding to this, a scan shows zombie information at the time of being scanned. It extracts DNA, and links that information to NecroNet. It doesn't put a tracking device in the zombie. If the revive count were to work properly, the syringes themselves would have to be connected to the NecroNet, and if that were the case, one could revive rotters in a 9x9 area around powered NecroTech buildings... Long story short, it's impossible to implement a revive count without serious consistency issues. --LaosOman 14:30, 11 March 2009 (UTC)
- Some people might not have scanners, and some people might not scan before reviving. As mentioned above, not a particularly great stat. Certainly one of the most boring when considered Malton-wide. It's essentially constant. -- RoosterDragon 18:28, 3 March 2009 (UTC)
Dupe. -- . . <== DDR Approved Editor 08:21, 3 March 2009 (UTC)
- Do you have a link so we can compare it to this one? --Kamikazie-Bunny 09:31, 3 March 2009 (UTC)
- Probably not. It's Iscariot, after all. --_Vic D'Amato__Dead vs Blue_ 08:50, 4 March 2009 (UTC)
- Tell me why I'd give him the help to alter this so it doesn't class as a dupe, when I can just wait until it goes for voting and get two friends to help me remove it? -- . . <== DDR Approved Editor 09:42, 4 March 2009 (UTC)
- Because he had the sense to post it here, where we can give detailed feedback, instead of going straight to the main suggestion page?
- Because it would save everyone time and effort later?
- Or how about so people can see that you are not always an asshat?--Honestmistake 11:48, 4 March 2009 (UTC)
- Well it's been up for voting for 2 days now and none of the dupe brigade have appeared yet... Shouldn't this be moved to the suggestion discussion now? --Kamikazie-Bunny 14:42, 6 March 2009 (UTC)
- Tell me why I'd give him the help to alter this so it doesn't class as a dupe, when I can just wait until it goes for voting and get two friends to help me remove it? -- . . <== DDR Approved Editor 09:42, 4 March 2009 (UTC)
- Probably not. It's Iscariot, after all. --_Vic D'Amato__Dead vs Blue_ 08:50, 4 March 2009 (UTC)
Carry
Timestamp: | Kamikazie-Bunny 13:57, 2 March 2009 (UTC) |
Type: | Flavour |
Scope: | Profile checkers |
Description: | In addition to the wearing section of the description page there should be a "Carrying" section with two slots, one for hands and one for back. Objects being carried have no effect on game play and are purely for flavour. As with clothes different items are available in different places and some are available in a range of colours. Feel free to suggest additional items to the example lists below:
Hand objects:
Survivors can also equip an item from their inventory to display the sort of roll they are currently fulfilling, if the equipped item is dropped/used/etc. then it is removed from the description.
In addition to these objects for survivors there are several objects only zombies can pick-up in the presence of dead bodies... Hand Objects:
Although these objects will have no effect on the game, I and (I'm assuming) other players enjoy reading the colourful descriptions of the mostly silent population of Malton. These objects will help people better define their characters appearance and possibly provide an idea of the players mindset. I am aware their is a description section but there is only so much room in it and this allows us profile readers a little more fun and to use our description to better express our characters personality. |
Discussion (Carry)
I don't really feel this is necessery, but I don't have any strong objections either. The back space seems to have too little in it. I suppose you could add a bum bag to the back space! Carefull with the wrench - it looks like something that should have an in game effect, such as smashing someones skull in. The Mad Axeman 14:35, 2 March 2009 (UTC)
- I admit it's not necessary, it's purely flavour and has no in game effect. I know the back list is a little empty, feel free to suggest as many things as you can think of that are appropriate. I'll update the list later. If Kevan ever implemented one of these objects as an item I see no reason why it can't be on both choices, there's no harm in showing people what you are carrying. --Kamikazie-Bunny 15:24, 2 March 2009 (UTC)
"In addition to the wearing section of the description page there should be a "Carrying" section with two slots, one for hands and one for back. Objects being carried have no effect on game play and are purely for flavour." - Take it to Clothing Suggestions. -- . . <== DDR Approved Editor 18:00, 2 March 2009 (UTC)
- Its not a clothing suggestion though and should certainly be here, if implemented it could best be improved on that page though. --Honestmistake 20:26, 2 March 2009 (UTC)
- Necklaces are not clothing, medallions are not clothing, 3D glasses are not clothing, goggles are not clothing, and gas masks are not clothing. And this isn't even one third into Clothes. This is essentially a clothing suggestion, even if they aren't exactly clothes. --Midianian¦T¦DS¦SP¦ 22:01, 2 March 2009 (UTC)
- those are all worn items though, this deals very specifically with things being visably carried which i personally see as being a distinct enough change to be discussed here.--Honestmistake 08:06, 3 March 2009 (UTC)
- Objects with a distinct use and the require a failure possible search = items. Objects with purely flavour reasons that appear in the 'character is wearing' pane = clothing. Which part of this logical progression escapes you? All this does is spam up this page because you can't be arsed to take it to the correct page. -- . . <== DDR Approved Editor 08:24, 3 March 2009 (UTC)
- Your complaining about spam? 90% of your comments are non-constructive and spam up idea discussions (And just to ensure you don't start on some stupid debate about this being a spam comment) I've removed the backpacks from the idea to account for the "It's there so it must do something" mentality that some people adopt and made a change to items that can be shown... --Kamikazie-Bunny 09:49, 3 March 2009 (UTC)
- Iscariot "In addition to the wearing section of the description page there should be a "Carrying" section" ...which part of this led you to believe these are worn when it clearly states they will be in a seperate section called "Carrying"? No where does this suggestion say you can place searchable items in these slots, that is my addition to the discussion. Nowhere do I say that these searchable items would no longer require searching... in fact i clearly state that they should be in your inventory (hence you would already have to have searched for them!) Saying you don't like an idea is fine, saying you don't like it and that means it has no right to be here is not.. even if this should be on clothing suggestions when complete it is here for discussion and development which is very definitely the purpose of this page.--Honestmistake 10:06, 3 March 2009 (UTC)
- Your complaining about spam? 90% of your comments are non-constructive and spam up idea discussions (And just to ensure you don't start on some stupid debate about this being a spam comment) I've removed the backpacks from the idea to account for the "It's there so it must do something" mentality that some people adopt and made a change to items that can be shown... --Kamikazie-Bunny 09:49, 3 March 2009 (UTC)
- Objects with a distinct use and the require a failure possible search = items. Objects with purely flavour reasons that appear in the 'character is wearing' pane = clothing. Which part of this logical progression escapes you? All this does is spam up this page because you can't be arsed to take it to the correct page. -- . . <== DDR Approved Editor 08:24, 3 March 2009 (UTC)
- those are all worn items though, this deals very specifically with things being visably carried which i personally see as being a distinct enough change to be discussed here.--Honestmistake 08:06, 3 March 2009 (UTC)
- Necklaces are not clothing, medallions are not clothing, 3D glasses are not clothing, goggles are not clothing, and gas masks are not clothing. And this isn't even one third into Clothes. This is essentially a clothing suggestion, even if they aren't exactly clothes. --Midianian¦T¦DS¦SP¦ 22:01, 2 March 2009 (UTC)
I don't like idea for a slot for the back as it can only mislead folk into thinking they can carry more. As for the rest I think the carry object should also allow any item in your inventory to be selected.--Honestmistake 20:26, 2 March 2009 (UTC)
Midianian is right this really IS a clothing equivalent suggestion.--Pesatyel 04:58, 3 March 2009 (UTC)
It is essentially a new clothing slot in many respects, however given the very nature of the slots they could be seen to act differently. There would be no point posting these onto the clothing page as the slots do not exist, also, because any sort of bag is going to suggest improved carrying capacity it deserves discussion (and i believe killing) Finally the "item" slot could and probably should be expanded to allow the display of a favoured "useful" item as well as the purely decorative. If it gets accepted then it would deserve space on the clothing page but at the moment it is a developing suggestion to iron it out and gauge support for the extra slot/s --Honestmistake 08:06, 3 March 2009 (UTC)
This is a clothing suggestion. New clothing slots have been suggested before, guess where they went? Clothing suggestions. If it has an effect, it's a suggestion. If it does nothing but appear in your profile, it's clothing. I repeat, this is a clothing suggestion. ᚱᛁᚹᛖᚾᚨᚾᛏ 07:36, 4 March 2009 (UTC)
- If he includes my suggestion to allow inventory items to go in this slot it would have an in game effect. If you place a syringe, toolkit, FAK etc there it shows people what you might focus on. Sure you could just type that into the description but this would do it better.--Honestmistake 11:52, 4 March 2009 (UTC)
- I'm actually going to try re-work this suggestion into two parts in a few days... The first being the "adding a carry slot to display an item in your inventory" and the second being a "list of flavour items that can be found in buildings for the carrying slot"... the boys and girls can bitch and moan about the new flavour items option all they want but the first part should be 'unique' enough to satisfy the nit-pickers. --Kamikazie-Bunny 21:49, 5 March 2009 (UTC)
There is already a clothing suggestion nearly identical to this one. I voted no. --William Told and Co. ಠ_ಠ ಠ_ಠ ಠ_ಠ 09:53, 5 March 2009 (UTC)
Kick Out Skill
Timestamp: | Close to death 20:00, Monday, 2nd March 2009 |
Type: | Skill |
Scope: | Survivor. |
Description: | New skill, Civilian skill, 35% Chance of hit, 2 Damage
This is a skill that will even it out a bit, the zombie skill "Feeding Drag" lets the zombie player drag helpless survivors outside for the kill, right? well this is a skill that will let you kick them out before they can drag you out. Practicaly it is a skill that lets you kick a zombie that just entered the building, out again, Condition for skill to work: The doors still have to be open, the baracades have been destroyed. This is a skill ment as a last ditch efforts to save the building while dealing some damage in the process. Cost 5AP, Cannot be used against other survivors. Alternate is this skill adds "Kick" as an attack with the same parameters as punch, but with the chance of kicking the zombie out of an open door. What it will say if you miss "You attack the zombie but miss"
What it will say if you hit "You kick the zombie for 2 damage. They drop to x."
What it will say if you hit and zombie gets kicked out "You land a kick on a zombie and it gets forced out the open door for 2 damage. They drop to x." |
Discussion (Kick Out Skill)
Well how does this sound?
Moved from Category:Current Suggestions. Linkthewindow Talk 10:11, 2 March 2009 (UTC)
Sounds pretty pointless to me. You might as well finish the zombie off and dump the body. And you want to be re-barricading if possible, which conflicts with kicking the zombie out. --Explodey 13:46, 2 March 2009 (UTC)
- I dunno. It saves a step, and when you're down to your last couple of AP points, that matters. -CaptainVideo 05:06, 4 March 2009 (UTC)
Terrible for many different reasons, not the least of which is that zombies have to gravely weaken survivors in order to drag them. Add into that the massive AP cost of getting a zombie into a building as compared to the minimal AP cost for a survivor to do the same and I think we can just say that this suggestion isn't workable. --Papa Moloch 13:48, 2 March 2009 (UTC)
Dupe. -- . . <== DDR Approved Editor 17:58, 2 March 2009 (UTC)
- From where? -CaptainVideo 05:06, 4 March 2009 (UTC)
- From the brain of everyone's favorite wiki-bigot. --_Vic D'Amato__Dead vs Blue_ 21:53, 5 March 2009 (UTC)
As Explodey said, it doesn't really have much relevance or point to the current game system. Also, you should elaborate on what is considered a 'recent' break in. Can you kick a zombie till ten minutes after he has gotten inside the building? Or what? --Happy doodle 18:47, 2 March 2009 (UTC)
Overpowered. Feeding Drag has a the requirment of the victim being 12 hp or less. With this, I could, conceivably, kick out 9 full health zombies, then spend the last APs to barricade (or run). Maybe if there were significant penalties you would do better. Maybe there is a chance of you going out with the zombie. Hell, maybe there is a chance of getting infected (kicking knocks something of the zombie or something).--Pesatyel 04:53, 3 March 2009 (UTC)
While I don't seem much use other than flavor from it, for balance you could fix it to better balance with Feeding Drag by only being able to use it on a zombie at 12 hp or less and not doing any damage. --Maverick Talk - OBR 404 06:55, 3 March 2009 (UTC)
- Hell no. There'd be no point to killing zombies at all (other than XP). You just get them down to 12 HP and kick them out. If they try back in, you could kick them out immediately. A zombie at 12 HP is already much worse off than one that's dead, this would make them almost completely powerless. The zombies would have to start killing eachother if they ever wanted to get anything done. --Midianian¦T¦DS¦SP¦ 18:14, 3 March 2009 (UTC)
Ok, so the main thing that needs to be changed is that this has to only be affective against zombies with "12 hp or less", i'll just see if there are any more suggestions by you guys and then i'll edit the skill to better match what the players want. --User:Close to death 19:20, 4 March 2009
No. Read Papa Moloch's comment. This is overpowered no matter what. It takes a lot of effort for zombies to break into buildings, and survivors shouldn't be able to just kick them out. --William Told and Co. ಠ_ಠ ಠ_ಠ ಠ_ಠ 09:56, 5 March 2009 (UTC)
Warn against biting barricades
Timestamp: | Explodey 22:51, 27 February 2009 (UTC) |
Type: | help text |
Scope: | Mostly zombies |
Description: | You know and I know that biting barricades is pointless because it can't damage them, right?
Well newbie zombies might not know that, because they haven't discovered the wiki yet. You couldn't blame them if they looked at the accuracy and damage for the 2 weapons available to them (hands & teeth) and figured that teeth looked better, because of the higher average damage (against harmanz, this is true, just not against cades.) Also they won't know that damage per hit is fixed at 1 for barricades. At the moment you get messages like:
This message should be made clearer, with warnings in red text that you should not attempt the same attack again. Otherwise they may think they were just unlucky & missed, and try again until they've wasted around 20AP. It's a bit less likely that a survivor would make that mistake, but the same applies to them also. |
Discussion (Warn against biting barricades)
There doesn't seem to be very much harm to simply change the text in the game, especially if it is to help and inform newbies. One problem that I can think of for this suggestion is that how many people will read this message? Alot of people will find out before-hand that it's pointless to bit a barricade so changing the text is not necessary . But as long as the text is there to let them know, it can't hurt.--Kez0 21:12, 28 February 2009 (UTC)
Looks good. I'd vote Keep.-- Adward 22:04, 28 February 2009 (UTC)
I think that the "...to no effect" on the message pretty much already tells you that it's a lost cause. If you're a zombie and you swat at the 'cades with you hands, on a bad hit you still get a vaguely positive message, "it creaks". So it seems kind of needless to me for a change. --Maverick Talk - OBR 404 10:56, 1 March 2009 (UTC)
- Not really. "...to no effect" could apply to THAT particular attack, not ALL attacks (by bite).--Pesatyel 03:46, 2 March 2009 (UTC)
keep --Topgun 15:43, 1 March 2009 (UTC)
So, something like "You bite at the barricades, but you can't do any damage that way"? It's just a little be clearer. I like it. Faranya 01:33, 2 March 2009 (UTC)
Ok, so you want to change the message? To what do you want it changed?--Pesatyel 03:46, 2 March 2009 (UTC)
i agree with pesatyel: you would only ever attempt to bite the barricades if you didn't actually know it was impossible, to no effect could imply that you simply failed THIS time. "you bite the barricades, but they are too strong to effect" I don't think this is an epidemic that needs solving immediately, but anything that clarifies the game mechanics to new comers is good for Urban Dead and it's future. --Topgun 14:04, 2 March 2009 (UTC)
So how about:
- Biting the barricade will not harm it.
- Swatting the barricade with a newspaper will not harm it.
- Shooting the barricade will not harm it.
-Pesatyel 04:38, 3 March 2009 (UTC)
Map of Malton
Timestamp: | Blake Firedancer T E RNL? P.I.S.I.T. 09:00, 26 February 2009 (UTC) |
Type: | Item. |
Scope: | Survivor. |
Description: | New item, 2% encumberance. Findable outside at 3% rate, plus in hotels/motels at a 6% base rate.
When you have a map, everytime you notice a flare, or some other event that gives you a distance, you automatically consult the map for the name of the block where the event originated. e.g. A flare was fired 7 blocks to the west and 4 blocks to the north. Your map shows this point to be [name of location] If you also have NecroTech Employment and the point of origin is a NT building, it will say A flare was fired 1 block to the east and 11 blocks to the north. Your map shows this point to be [name of location], a known NecroTech building |
Discussion (Map)
I was about to shout "DUPE" but thankfully I read it first. I like this... I would still like to have one of the previously suggested links to actual suburb maps included instead though. --Honestmistake 09:12, 26 February 2009 (UTC)
I like it. I still won't respond to flares until they mean something, but I like it. ~ extropymine Talk | NW | 4Corners 09:15, 26 February 2009 (UTC)
Well there are 2 maps in Peer Review, but neither works specifically like this.--Pesatyel 09:20, 26 February 2009 (UTC)
Ver Nice, i like.--xoxo 11:48, 26 February 2009 (UTC)
Oooooh, nifty. I can't say that I'd ever use it, but it would be a nice flavor. --Johnny Bass 19:26, 26 February 2009 (UTC)
Inventive, even if I am unsure of its utility. By the way, I take it this wont work for zombies, as I'm not sure that the undead have the mental facilities to use maps. The Mad Axeman 12:18, 27 February 2009 (UTC)
- Yeah, zombies are generally considered not to be intelligent enough to use items, this map would be no different. --Blake Firedancer T E RNL? P.I.S.I.T. 01:03, 28 February 2009 (UTC)
- Generalities about zombies doesn't really cut it with Urban Dead.--Pesatyel 04:32, 28 February 2009 (UTC)
- True, however a map does require using a bit of brain power. I just can't picture a zombie using one. --Blake Firedancer T E RNL? P.I.S.I.T. 07:04, 28 February 2009 (UTC)
- That's what Memories of Life is for. That skill SHOULD be more than just the memories of how a doorknob works or it would be call "Doorknob" instead.--Pesatyel 10:45, 28 February 2009 (UTC)
- There's a big difference between pushing down on a door handle and pulling out a map and cross referencing it with your location and a flare you see in the distance. Having said that I consider it nice flavour but pretty useless; I'm more concerned with why the flare went up as opposed to where. --Kamikazie-Bunny 18:35, 1 March 2009 (UTC)
- Of COURSE there is! That was my entire point. A skill called "Memories of Life" implies at lot more than just opening doors. That's why I said it would be called "Doorknob" if that's all it was meant to be....to open a door. Your also ignoring a significant factor about Urban Dead that does not conform to "standard" zombie genre....zombies are players too.--Pesatyel 03:50, 2 March 2009 (UTC)
- I can't disagree, MOL should entail more than opening doors (as a Stand-alone skill), however, there are things in the game that zombies do and that could be placed under MOL but aren't because zombies are players. For example: A 'typical' zombie would not be able to identify building types, or care... to a zombie a building is a building, if the lights are on or there is activity there may be food so it's likely to attack. Zombies attack Malls, PDs, NTs because they know that survivors are likely to gather in these places and they can identify these buildings and recall why survivors are more likely to be in them (or because of learned behaviour if they have been around for a while). The alternative would be to rename buildings to 'a building' until they get MOL which would just plain suck... Don't forget there is a whole tree of abilities zombies can use because they have those initial MOLs. MOL give zombie exactly that, Memories of life, not analytical skills/logical skills/motor-functions that allow the zombie to pull out a map, locate where they are then calculate where the flare was fired from. They may be able to recall that they did it as a survivor but they're not going to be able to do it because it is too complex especially in comparison to a door HANDLE.--Kamikazie-Bunny 12:31, 2 March 2009 (UTC)
- Quite. A cat can open a door, but I've yet to see one do triangulation. The Mad Axeman 14:20, 2 March 2009 (UTC)
- I think there could stand to be a bit of "restructuring". It makes sense that the "living" skills (NT building recognition and Diagnosis) could NOT be used without MoL. To me, it also make sense that MoL would be necessary to use blunt objects (not that zombies really do, but they CAN). But the building recognition (well, beyond NT) is a game necessity.--Pesatyel 03:38, 3 March 2009 (UTC)
- A restructuring would probably be the best step but the problem is people are used to the current way, any attemots to change it would probably just result in an old coke vs new coke scenario--Kamikazie-Bunny 09:55, 3 March 2009 (UTC)
- I can't disagree, MOL should entail more than opening doors (as a Stand-alone skill), however, there are things in the game that zombies do and that could be placed under MOL but aren't because zombies are players. For example: A 'typical' zombie would not be able to identify building types, or care... to a zombie a building is a building, if the lights are on or there is activity there may be food so it's likely to attack. Zombies attack Malls, PDs, NTs because they know that survivors are likely to gather in these places and they can identify these buildings and recall why survivors are more likely to be in them (or because of learned behaviour if they have been around for a while). The alternative would be to rename buildings to 'a building' until they get MOL which would just plain suck... Don't forget there is a whole tree of abilities zombies can use because they have those initial MOLs. MOL give zombie exactly that, Memories of life, not analytical skills/logical skills/motor-functions that allow the zombie to pull out a map, locate where they are then calculate where the flare was fired from. They may be able to recall that they did it as a survivor but they're not going to be able to do it because it is too complex especially in comparison to a door HANDLE.--Kamikazie-Bunny 12:31, 2 March 2009 (UTC)
- Of COURSE there is! That was my entire point. A skill called "Memories of Life" implies at lot more than just opening doors. That's why I said it would be called "Doorknob" if that's all it was meant to be....to open a door. Your also ignoring a significant factor about Urban Dead that does not conform to "standard" zombie genre....zombies are players too.--Pesatyel 03:50, 2 March 2009 (UTC)
- There's a big difference between pushing down on a door handle and pulling out a map and cross referencing it with your location and a flare you see in the distance. Having said that I consider it nice flavour but pretty useless; I'm more concerned with why the flare went up as opposed to where. --Kamikazie-Bunny 18:35, 1 March 2009 (UTC)
- That's what Memories of Life is for. That skill SHOULD be more than just the memories of how a doorknob works or it would be call "Doorknob" instead.--Pesatyel 10:45, 28 February 2009 (UTC)
- True, however a map does require using a bit of brain power. I just can't picture a zombie using one. --Blake Firedancer T E RNL? P.I.S.I.T. 07:04, 28 February 2009 (UTC)
- Generalities about zombies doesn't really cut it with Urban Dead.--Pesatyel 04:32, 28 February 2009 (UTC)
Mobile Phone Search Tweak
Timestamp: | RosslessnessWant a Location Image? 22:43, 24 February 2009 (UTC) |
Type: | Minor Game Change. |
Scope: | Survivors who search. |
Description: | Simple. The 100 Buildings in Malton with Phone Masts stuck on their roofs? It is now possible to find mobile phones in these buildings with the same search rates as in clubs. (Which I assume have plummeted since they became dark buildings?) |
Discussion (Mobile Phone Search Tweak)
-- Linkthewindow Talk 10:20, 2 March 2009 (UTC)
Comments if you please? --RosslessnessWant a Location Image? 22:43, 24 February 2009 (UTC)
I suppose so. I have a hunch that it may be a dupe, though. -- AHLGTG THE END IS NIGH! 00:27, 25 February 2009 (UTC)
I dunno, in a real cell phone tower one doesn't find many cell phones, however this would make sense if one assumes that cell towers are sitting on cell phone stores. Ash Cianatti 01:10, 26 February 2009 (UTC)
Yeah sounds good enough, not much reason though since cell phones are useless. Maybe add a feature to the cell phone that lets you see the coordinates of any people that you have on your friends list that have you on theirs. Easier to find and help them, etc.--Super Nweb 08:10, 3 March 2009 (UTC)
- Nah, people add their enemies to the contact list too. The suggestion sounds quite good. Linkthewindow Talk 10:15, 3 March 2009 (UTC)
I like this. As you stated, clubs have become rather useless for searching since many of them are kept dark. Why not have an alternate building - one in each suburb - to find a cell phone? --Lois talk 10MFH 18:33, 4 March 2009 (UTC)
Suggestions up for voting
- Suggestion:20090301 Skyscrapers as Navigation Landmarks is up for voting. Discussion moved to here. Linkthewindow Talk 10:22, 2 March 2009 (UTC)
- Suggestion:20090302 Basic Character Visuals is up for voting. Discussion moved to here. --Midianian¦T¦DS¦SP¦ 18:24, 5 March 2009 (UTC)
- Suggestion:20090310 Direction With Most Group Groans is up for voting. Discussion moved to here. ᚱᛁᚹᛖᚾᚨᚾᛏ 11:53, 11 March 2009 (UTC)