Developing Suggestions
Developing Suggestions
This section is for presenting and reviewing suggestions which have not yet been submitted and are still being worked on.
Nothing on this page will be archived.
Further Discussion
- Discussion concerning this page takes place here.
- Discussion concerning the suggestions system in general, including policies about it, takes place here.
Please Read Before Posting
- Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. You can read about many ideas that have been suggested already, which users should be aware of before posting what could be a dupe: a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles.
- Users should be aware that page is discussion oriented. Other users are free to express their own point of view and are not required to be neutral.
- If you decide not to take your suggestion to voting, please remove it from this page to avoid clutter.
- It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
- After new game updates, users are requested to allow time for the game and community to adjust to these changes before suggesting alterations.
How To Make a Suggestion
Adding a New Suggestion
- 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.
{{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, etc. Basically: What is it? and Is it new, or a 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 two days should be given a warning notice. This can be done by adding {{SDW|date}} at the top of the discussion section, where date is the day the suggestion will be removed.
- Suggestions with no new discussion in the past week may be removed.
- If you are adding a comment to a suggestion that has the warning template please remove the {{SDW|date}} at the top of the discussion section to show that there is still ongoing discussion.
This page is prone to breaking when the page gets too long, so sometimes suggestions still under discussion will be moved to the Overflow page, so the discussion can continue.
Please add new suggestions to the top of the list
Suggestions
Flares or Flare Guns?
Timestamp: Thomas Orion 18:59, 13 March 2010 (UTC) |
Type: Equipment Change |
Scope: Survivors |
Description: Flare guns, Scouts start with them, others find them by searching various areas. Let's look at it logically though. How often even in the event of a Zombie Apocolypse are you going to see a guy running around with 8 Flare Guns sticking out of God only knows where? I suggest a small change with two options.
Option 1: Flare Banoliers...not that kind of bandolier! If you were to go to Wal-Mart today and pick up a Flare Gun it would come with the gun itself as well as three flares on a small bandolier. We could call this a "Flare Clip". After you fire the first flare the gun is not useless and you don't just drop it. I suggest that you add the "Flare Clip" either in place of Flare Guns, or do the same thing that is done with Pistols. You can find a Pistol or a Pistol Clip. The example follows; Flare Clip Used by Flare Gun Contents 3 Flares Locations Fire Stations (5%), Mall Hardware Stores (2%/3%), Armories (3%), Stadiums (2%), Police Departments (1%) Encumbrance 2% / 0% when loaded Description A Flare Gun clip. It costs 1 AP to reload 1 flare (click on the clip to reload). Reloading will always fill empty Flare Guns first. Bold text Option 2: Individual Flares Instead of holding ungodly amounts of flare guns in your inventory you could add a new item called a "Flare". Flares are the same size as shotgun shells and would equal the same amount of encombrance. An example follows; Bold text Flare Used by Flare Gun Contents 1 Flare Locations Fire Stations (5%), Mall Hardware Stores (2%/3%), Armories (3%), Stadiums (2%), Police Departments (1%) Encumbrance 2% / 0% when loaded Description A single Flare. It costs 1 AP to reload a Flare into the Flare Gun. A Flare Gun can hold at most 1 Flare. I hope you like this suggestion I am new to the Wiki so this is kinda a rough draft. |
Discussion (Flares or Flare Guns?)
Starting Place
Timestamp: --TheBardofAwesome 14:41, 13 March 2010 (UTC) | ||||||||||||||||||||||||
Type: Extra Info | ||||||||||||||||||||||||
Scope: ALL | ||||||||||||||||||||||||
Description:
Not sure if this has already been suggested, but I think it would be nice if there was a log of where a character started from. What I mean is, is like what district of Malton did your character "wake up" from and possibly what the name of the building or lot that he or she woke up in. It could be listed in your profile, much like the number of times you've died and what was the date that you started playing. --TheBardofAwesome 14:41, 13 March 2010 (UTC) Discussion (Starting Place)Why? Also this is going to screw with roleplayers who have a nice elaborate backstory ruined by a quirk of spawning mechanics. -- . . <== DDR Approved Editor 16:55, 13 March 2010 (UTC)
Fences are not solid walls, game mechanics there is to be different from buildings
Discussion (Fences are not solid walls, game mechanics there is to be different from buildings)1 could be workable, I don't know what people who are regularly in the zoos would say, 2 I personally don't like, 3 is x-ray vision and shouldn't really be allowed.--Yonnua Koponen Talk ! Contribs 10:00, 13 March 2010 (UTC) No. Just no. X-Ray vision is bad. Also, just because some of the 'building' has a wire fence through which the main entrance is, doesn't preclude walls or outbuildings for players to be in and spraypaint on. Also there's the problem of applying this same logic to other buildings, shops and malls have lots of glass and window displays, should I get to see how many people are in a mall from the outside? -- . . <== DDR Approved Editor 16:53, 13 March 2010 (UTC) Change Freerunning to Misc. skills
Discussion (Change Freerunning to Misc. skills)I could support this. - User:Whitehouse 11:37, 13 March 2010 (UTC) Yep --RosslessnessWant a Location Image? 11:49, 13 March 2010 (UTC) Would be a nerf to Military survivors, as free-running is the only really vital skill that is on the Military list. Scientists have at the same time another vital skill with Diagnosis, and IMHO overall the more useful skills. (Healing and reviving are more important in the big picture, and CRing can substitute killing zombies to a good amount. Combat skills are only really useful against rotters, death-cultists, other survivors and other instances where CRing isn't a (sensible) option.) --Spiderzed 12:48, 13 March 2010 (UTC)
Not keen. To me, free-running has always been poorly named - I've seen it more as representing urban warfare tactics like mouse-holing and the like, rather than parkour. If anything, I'd like to see it renamed. Though I do agree that perhaps all the classes should have a greater balance to begin, I don't think this is quite the way to do it. 14:23, 13 March 2010 (UTC) So, Nerf to military is 25xp. Boost to science class is 50xp. Civilians and revived zombies would be unaffected. So overall its a bonus. Surely? --RosslessnessWant a Location Image? 15:29, 13 March 2010 (UTC) Why, oh why, oh why, do survivors need anything making easier in this game? A retarded six year old with a crack habit could level a survivor easily enough. -- . . <== DDR Approved Editor 16:49, 13 March 2010 (UTC) I'm willing to pay for that study. --RosslessnessWant a Location Image? 16:53, 13 March 2010 (UTC) Gloves
Discussion (Gloves)This really belongs in Clothes/Suggestions Enigmatalk 10:52, 7 March 2010 (UTC)
Memories of Life - Necrotech recognition
Discussion (Memories of Life - Necrotech recognition)I tried to get this through with the scent tree once. -- . . <== DDR Approved Editor 22:18, 5 March 2010 (UTC)
Interesting idea, though flavor-wise, it doesn't make sense, since it would imply that every zombie used to be able to identify NT buildings (i.e. they were all Scientists). If we dismiss the flavor concerns though, I tentatively like the idea. I believe in having the skill trees being largely self-contained, and this is one example where they're not. This suggestion would help that. —Aichon— 23:30, 5 March 2010 (UTC)
I'm with Aichon on this one, the flavor is messed up all to hell. (Why should reactivating a dead region of the Hippocampus give you access to memories you never had???) That aside I kind of like the idea... I just have this nagging feeling that there is a better way. -Devorac 23:41, 5 March 2010 (UTC) Maybe just make it a new skill off the MoL tree. As for flavor, you mean to tell me that, eventually, NecroTech is going to "higher/employ" everyone in the city?--Pesatyel 19:18, 6 March 2010 (UTC)
Tie it to Memories by making it a vague description, not the precise marking of NT Employment. Something like "You are standing outside the Building Building. A chemical smell hangs in the air", or "You are standing outside the Building Building. A strange logo hangs over its doors". That way, the intelligence idea is preserved, but the concerns for flavour are addressed. The description, whatever is chosen for it, would only be added to NT buildings, so it does add a modicum of acumen to the zombie with Memories, but not as much as NT Employment would (the 3x3 map wouldn't be affected, for example). Kosher for everyone? 22:34, 6 March 2010 (UTC)
We're now going over the same ground I did when I put this up. The argument boils down to:
-- . . <== DDR Approved Editor 13:27, 7 March 2010 (UTC)
Does this really change anything ? Zombie player can always open wiki-page and just read which buildings are NT. I do not say about possible Mozilla extension to do it.Shambler for Shambala 06:01, 13 March 2010 (UTC)
Consistent Nonsense
Discussion (Consistent Nonsense)Errm... is this really an issue? --Honestmistake 23:32, 3 March 2010 (UTC)
Why the hell not? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:41, 4 March 2010 (UTC) I don't see why not... Enigmatalk 10:27, 4 March 2010 (UTC) I'm not actually following your suggestion, I'm guessing you were tired when you wrote it. Why don't we just have it as "Groaning nearby" is the location you are in when you receive the message and add a new qualifier to messages in the same block but elsewhere as regards the doors, "You hear a low groaning outside/inside"? -- . . <== DDR Approved Editor 18:43, 5 March 2010 (UTC) That would allow building protecters to jump out on the street and help someone newb who got in trouble (if zombie calls for dinner - he probably is in trouble :-) ). Without need to spend APs and patrol around just for case.Shambler for Shambala 06:06, 13 March 2010 (UTC)
Crack Heads
Discussion (Crack Heads)Are you saying that a player with a cracked skull suffers 5hp damage from all bite attacks? --RosslessnessWant a Location Image? 20:45, 25 February 2010 (UTC)
Kind of like a specialized tangling grasp for bite? --Honestmistake 23:28, 25 February 2010 (UTC)
I'm having a real hard time understanding it. Can you give me an example. My Zombie ALAN managers to enter a autor repair shop and sees NEWB1 standing there. I click bite. What happens Next? --RosslessnessWant a Location Image? 09:41, 26 February 2010 (UTC)
is cracked head a condition, like being infected? If another zombie bites NEWB1 between my attacks do I lose the bonus. --RosslessnessWant a Location Image? 13:40, 26 February 2010 (UTC)
Assuming this (or something easier to understand but similar in effect) was implemented it would have to cause 4+1 damage rather than a straight 5 or flak would just make it pointless! --Honestmistake 13:36, 27 February 2010 (UTC) Sorry for the confusion. What Whitehouse has said is correct. That is the way I wanted it to be like. Probably should have provided an example. Cookies and Cream 13:53, 27 February 2010 (UTC) Exactly what Honestmistake said. XP is based on damage actually caused, therefore the only people that are going to suffer the extra damage are non-rotten zombies and newbies who haven't found a flak yet. -- . . <== DDR Approved Editor 06:51, 28 February 2010 (UTC) Simplify it down to just being a child skill of tangling grasp that means all successful bites while grasping cause an additional 1 point of damage. I've not done the maths but I would not be surprised if maxed claws were still better in the long run but still. Remember though, to make it meaningful it must be an extra point rather than a flat 5.--Honestmistake 12:12, 1 March 2010 (UTC)
Suggestions up for voting
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