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.
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Developing Suggestions
This section is for general discussion of suggestions for the game Urban Dead.
It also includes the capacity to pitch suggestions for conversation and feedback.
Further Discussion
- Discussion concerning this page takes place here.
- Discussion concerning the suggestions system in general, including policies about it, takes place here.
Resources
How To Make a Discussion
Adding a New Discussion
To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.
Adding a New Suggestion
- 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
Spreading Infection
Discussion (Spreading Infection)
Make it the magic 13 - ties in with 'dying' notices and drag eligibility. But I do like it. 21:16, 3 October 2010 (BST)
- I really don't like the way he worded those. Both of them actually start at 12, not 13, but Kevan phrased Scent Blood as "less than 13HP" and Feeding Drag as "12HP or less". Anyway, I agree. Start it at 12, not 6 or 8. —Aichon— 22:55, 3 October 2010 (BST)
Nope. Completely unnecessary and unneeded.--Yonnua Koponen Talk ! Contribs 21:17, 3 October 2010 (BST)
Reduced AP cost to Scout Safehouse
Discussion (Reduced AP cost to Scout Safehouse)
That's more of a 75%, but it would be a benefit to survivors. However, the question is this: Will it change anything? It's still 15AP spent to regain it only after 3 days. I still don't see SS being used with this change. Shadok T Balance is power 22:31, 3 October 2010 (BST)
- Not sure about your math, Shadok. Looks to me like you'd be able to recoup costs after 3 days instead of 6 days, as it is now. That sounds like a good thing to me, and 10-15 is what I've been bouncing around in my own head as the ideal number for how much it should cost to make it something that's useful. —Aichon— 22:57, 3 October 2010 (BST)
- You know, I've been re-thinking "scout safehouse". Its not a good skill for stocking up. What is IS a good skill for is kicking your defensive capacity into overdrive once you already have 50 AP and a full stock and full cades. It might never earn you those 30 AP back, but that doesn't matter if it saves you 5 AP in the middle of an active conflict. Yeah, that means its not often useful, but I think its worth keeping in mind that maybe its utility SHOULD be very limited. Instead of thinking of it as scouting, think of it as spending a bunch of AP to power up before a fight. Swiers 23:25, 3 October 2010 (BST)
- scout safehouse is a self gathered idiot tax. --RosslessnessWant a Location Image? 23:34, 3 October 2010 (BST)
- This. I used it once, probably never doing it again. Even 15 AP is too much. --Thadeous Oakley 23:36, 3 October 2010 (BST)
- scout safehouse is a self gathered idiot tax. --RosslessnessWant a Location Image? 23:34, 3 October 2010 (BST)
Poetry books don't cost SP
Timestamp: --Scout talk!!!!! 18:25, 3 October 2010 (BST) |
Type: Game mechanic change |
Scope: Survivors |
Description: Poetry books don't attack anybody, heal, give Experience points, or even give advice, and yet they cost an AP to read. In real life, it doesn't take much energy to read a poetry book. All they do is provide entertainment, maybe you could read them without looseing an AP? |
Discussion (Poetry books don't cost SP)
Besides drop, are there any other 0 AP actions? Just wondering. RinKou 18:46, 3 October 2010 (BST)
No. If you need UD to get your poetry fix then you don't need a poetry fix. 19:16, 3 October 2010 (BST)
Manhandle
Timestamp: RosslessnessWant a Location Image? 11:40, 30 September 2010 (BST) |
Type: Zombie Skill |
Scope: Sub Skill of Feeding Drag. |
Description: Simply put, if you're feeding dragged out of a ruined building it causes you damage, as you get scratched and ripped by the broken glass and rubble. The amount of damage is directly affected by the Decay level. So if you're dragged from a recent ruin, it causes you 1 damage, if its been ruined for more than 70 days, 10 damage. if you are killed by the drag, you die outside. XP wise, zombies gain no xp for the drag damage but do get the xp bonus if you are killed as a result. |
Discussion (Manhandle)
First manhandle Joke goes to.... --RosslessnessWant a Location Image? 11:41, 30 September 2010 (BST)
This is severely underpowered. 70 days should do 70 damage! --Aeon17x 11:55, 30 September 2010 (BST)
- Minus HP.... Now how would that work?--Thadeous Oakley 11:57, 30 September 2010 (BST)
- Well, repairing ruins could bring you into minus AP so I thought it was kinda fitting if it was possible to die while inhabiting one on minus HP. Maybe it could be expressed through significantly more clothing damage? Or the body becomes ineligible for feeding because of all the embedded shrapnel? --Aeon17x 12:59, 30 September 2010 (BST)
Good enough. Hiding in ruines has an additional risk. Makes sense. Keep. --Thadeous Oakley 11:57, 30 September 2010 (BST)
I like it, but you'd need to specify how the damage scales with the decay level. 14:38, 30 September 2010 (BST)
- I guess he's thinking something along the lines of:
- Level 1 (1 day) = 1 HP
- Level 2 (2 to 5 days) = 2 HP
- Level 3 (6 to 10 days) = 3 HP
- Level 4 (11 to 20 days) = 4 HP
- Level 5 (21 to 30 days) = 5 HP
- Level 6 (31 to 40 days) = 6 HP
- Level 7 (41 to 50 days) = 7 HP
- Level 8 (51 to 60 days) = 8 HP
- Level 9 (61 to 70 days) = 9 HP
- Level 10 (71+ days) = 10 HP
- Seems about right to me. Keeping this in line with the existing decay levels would make this easier to implement. Chief Seagull squawk 15:03, 30 September 2010 (BST)
I like it. It's kind of a dupe from erm...Duped Stuff but more to the point. --~ 15:35, 30 September 2010 (BST)
- Hey nobody think this could be a little overpowered? This is more than twice the damages a Zed could do normally. --DiSm ~ T 21:30, 30 September 2010 (BST)
- Alternative Suggestion on damage levels? --RosslessnessWant a Location Image? 22:06, 30 September 2010 (BST)
- The most obvious alternate would be:
- Level 1/2 (1 to 5 days) = 1 HP
- Level 3/4 (6 to 20 days) = 2 HP
- Level 5/6 (21 to 40 days) = 3 HP
- Level 7/8 (41 to 60 days) = 4 HP
- Level 9/10 (61+ days) = 5 HP
- But frankly, I like it as it is. I've just taken part in the first time I have ever dragged a survivor from a ruined building, so I don't think it would occur enough to be a major OP. I like the 10-stage instead of a 5-stage.--Yonnua Koponen Talk ! Contribs 22:22, 30 September 2010 (BST)
- The most obvious alternate would be:
- Alternative Suggestion on damage levels? --RosslessnessWant a Location Image? 22:06, 30 September 2010 (BST)
As I said before, this should cause non-fatal damage, like falling from a ruin does. The only reason the zombie is dragging in the first place is because he wants the survivor to survive until a babah comes along. Zombies may not want to buy a skill that forces them to kill the almost dead. That said, I don't think it needs to be a skill at all. It should just be a part of feeding drag, since it's such a trivial thing. --VVV RPMBG 23:19, 30 September 2010 (BST)
- Now thats not true at all. The only reasons I drag survivors is either A) Its Dark and I want to claw them properly, or B) I want the place ruined ASAP. I'm not helping others, just myself. Im so selfish. --RosslessnessWant a Location Image? 10:17, 1 October 2010 (BST)
Not needed, potential for screwing over those who have no other choice. - User:Whitehouse 23:30, 30 September 2010 (BST)
I like it, but Triple U has a point. Perhaps it cannot take a survivor below 1 HP? --Gat 00:11, 1 October 2010 (BST)
Trips nailed it. It needs to cause non-fatal damage, otherwise it's useless except in dark buildings. Also, the damage it causes shouldn't be too high anyway (Yonn's numbers are reasonable), since it's a 100% chance to hit and only costs 1-2AP (1AP to drag, 1AP to re-enter). That said, I'd have it do a base damage for the drag, and then add on extra damage for ruined buildings. Maybe 2HP base damage for Feeding Drag, even from unruined buildings, followed by some extra amount based on Decay (e.g. +0 for decay levels 1-4, then use Yonn's numbers as a guide for levels 5+). —Aichon— 00:13, 1 October 2010 (BST)
- I'm still wavering towards a ruin only effect. But I'm never conceding on the "Non Fatal Damage" in a world where I can be killed with a tennis racket. How about 3 for ruined, 5 for a ruin cost over 30, and 7 for a ruin cost over 70? --RosslessnessWant a Location Image? 10:25, 1 October 2010 (BST)
- Honestly, the fatal damage aspect is a killer for me. Don't get me wrong, the point you make about dying from practically anything is valid, but so many of us do drag to help others, and it's the core purpose of the skill, so neglecting it in that manner is unacceptable. As for the other damage you mention, I'd be okay with it. Were I picking numbers, they'd be just a smidgen lower, again because of the 100% chance to hit, but those ones are acceptable to me. I wouldn't vote kill on them alone. —Aichon— 12:08, 1 October 2010 (BST)
- Hmm. Well as zombies only have 3 attacks, why not make this a fourth? Base accuracy, and tangling also affecting it? Then you have a choice of a non damaging drag at 100%, or a damaging one at about 50. --RosslessnessWant a Location Image? 16:27, 1 October 2010 (BST)
- Often, I leave my dragee at the lowest health practical. Even if it's a choice between feeding drag or fatal drag, I'm still going to be clawing them post-drag. Nothing will have changed if I can't knock off some heath and still leave them on a silver platter. --VVV RPMBG 01:30, 2 October 2010 (BST)
- Hmm. Well as zombies only have 3 attacks, why not make this a fourth? Base accuracy, and tangling also affecting it? Then you have a choice of a non damaging drag at 100%, or a damaging one at about 50. --RosslessnessWant a Location Image? 16:27, 1 October 2010 (BST)
- Honestly, the fatal damage aspect is a killer for me. Don't get me wrong, the point you make about dying from practically anything is valid, but so many of us do drag to help others, and it's the core purpose of the skill, so neglecting it in that manner is unacceptable. As for the other damage you mention, I'd be okay with it. Were I picking numbers, they'd be just a smidgen lower, again because of the 100% chance to hit, but those ones are acceptable to me. I wouldn't vote kill on them alone. —Aichon— 12:08, 1 October 2010 (BST)
I don't think we should be making it harder to retake ruined areas - anything that is going to nerf survivors should focus on those survivors that hang out in the green zones Sanpedro 06:53, 1 October 2010 (BST)
- I don't see how it makes retaking ruins harder. You're only hiding in ruins if you're running. If you were planning to retake the ruin, you would've suicide repaired, right? So no damage from feeding drag. Besides, an additional 10 HP off isn't going to make much difference. If you got dragged outside, you're dead anyway. Almost 100% guaranteed. RinKou 07:31, 1 October 2010 (BST)
- Yep. Plus its an added encouragement to, you know, repair them before they get too ruined. --RosslessnessWant a Location Image? 10:22, 1 October 2010 (BST)
- I don't really think this hurts babah zambahz too much. If it were damage from drag from ANY building then yes but from ruins only, the impact is much less substantial to those without Memory of Life. And if the damage is nerfed down a bit, it effects them even less. They'll still likely be alive but with less HP then they might have if without drag damage (unless you wait until they're below 7HP to drag them out). --~ 14:10, 1 October 2010 (BST)
- Yep. Plus its an added encouragement to, you know, repair them before they get too ruined. --RosslessnessWant a Location Image? 10:22, 1 October 2010 (BST)
Hide in the Dark
Timestamp: -Dezonus- (talk) 05:17, 30 September 2010 (BST) |
Type: Skill |
Scope: Survivor skill, can be used by Zombies too |
Description: A dark building currently doesn't really serve any great purpose. Search rates are next to none, Attack rates halved, and Zombie grip is twice as effective (Or at least thats what I read). What if, for 5AP, you could find yourself a hiding place inside that dark building? You don't show up on the map unless another survivor or Zombie finds you...
|
Discussion (Hide in the Dark)
Nope, hiding is bad. Also as far as Kevan is concerned you've only hidden successfully if you manage to stay perfectly still for five days. --Aeon17x 05:33, 30 September 2010 (BST)
No. —Aichon— 06:18, 30 September 2010 (BST)
Urban DnD
Timestamp: Gat 03:55, 30 September 2010 (BST) |
Type: random |
Scope: Everyone! |
Description: We should totally have either...
B. Have an online DnD version of Urban Dead. Or C. Replace the RNG with a D20 Agreed, Dissagreed? |
Discussion (Urban DnD)
Umm...is this actually a serious suggestion? -Dezonus- (talk) 05:26, 30 September 2010 (BST)
No. —Aichon— 06:18, 30 September 2010 (BST)
THAC0? DnD 3.0? *pain* By the way, it's a zero, not a letter 'O'. --~m T! 03:19, 5 October 2010 (BST)
Riot Shield
Timestamp: Mattiator 02:56, 30 September 2010 (BST) |
Type: Item |
Scope: Survivors and Zombies |
Description: Some of you might remember my infamous suggestions of olde (Dropping and Flare Six-Shot, anyone?), and I haven't suggested much in quite some time. So here we go with something I know I'd like to see. The item is known as a Riot Shield, found in Police Departments. The Riot Shield acts, in essence, as a secondary Flak Jacket when equipped, reducing damage from ALL attacks over 1 damage by 1 damage (so in essence, it doesn't make punches more worthless than they already are). To equip the Riot Shield, click on it, and for 3AP it will become equipped until you die. When you die it will remain in your inventory. Both survivors and zombies can utilize the Riot Shield. However, while the Riot Shield provides several advantages, it also has several huge disadvantages, which apply to both humans and zombies.
1. You cannot use Free Running while having a Riot Shield equipped, due to the awkwardness of holding it out while leaping between buildings. 2. All movement costs are increased by 1 AP (essentially making you as slow as a zombie without Lurching Gait) 3. Accuracy with all weapons (including claws, punch, and bite) is decreased by 10% while the Riot Shield is equipped. 4. Zombies cannot attack barricades when the riot shield is equipped 5. Zombies cannot use Tangling Grasp or Feeding Drag with a riot shield equipped 6. Survivors cannot use Syringes when a Riot Shield equipped. 7. When either a zombie or a survivor dies, the Riot Shield is automatically unequipped.
TWEAK #1: Encumbance would be 10%, because it's a large object. TWEAK #2: Now only affects attacks that do ABOVE 2 damage, to reduce newbie nerfing. |
Discussion (Riot Shield)
Dupe. Trupe. Quadrupe. Add it to the spam stack too, since this item effectively halves claw attacks from newbie zeds. --Aeon17x 03:08, 30 September 2010 (BST)
- RE: Just read through the dupes. Don't exactly see how my suggestion is the same aside from the name. I do agree with the comment on newbie zed nerfing. You think I should perhaps make the item break, or perhaps only work on damage above 2, so as not to nerf newbies. Sorry if I wasn't clear, but the disadvantage affects the person utilizing the shield, not the person attacking the person holding it. Any other ideas for improvement? Mattiator 04:23, 30 September 2010 (BST)
- If you make the item break, then that makes it even more of a dupe of the first one. And if you set it to only work on damage above 2, then claw attacks from even veteran zombies with Rend Flesh would only be as effective as that of newbie zombies. Even knives would have higher damage per AP output. --Aeon17x 04:35, 30 September 2010 (BST)
Hmm, Feeling like MW2 and/or hippy days much? --Gat 03:50, 30 September 2010 (BST)
Zombies using items makes no sense. Since meatshielding isn't nearly as important to survivors as forming a beachhead is to zombies, and this doesn't affect the latter at all once you disallow its use for zombies, it effectively becomes useless in practice, and more of a nuisance than an enhancement to the game. —Aichon— 06:20, 30 September 2010 (BST)
- RE: But zombies CAN use items, it's just generally useless because their standard attacks are waaaay better. Honestly, I think a zombie would be smart enough to think "Hmmm. I don't want to get shot, so I'll hold this big board-thing in front of me." Also, perhaps have a skill for zombies under the Brain/FleshRot tree so that they aren't screwed over if they didn't get one while alive? Perhaps Memories of Life should be required to use one? And one of the primary reasons for survivors to use it is, say, when they run out of AP in their chosen safehouse, they use a bit of AP to equip their riot shield (like, say, putting over them while they sleep) so that they have more protection, however to do that effectively (unequip in the morning to do things, and put it on at night) would require the survivor to use 6AP, a little more than 1/10th of their full AP capacity. So it's in essence a trade-off, primarily for survivors who are simply camping out in one spot, as opposed to moving around. I'm just trying to continuously improve this suggestion, because I think with a lot of tweaking it could actually work really well. Mattiator 19:05, 30 September 2010 (BST)
3 AP is a little low. Eventually, basically everybody would have a riot shield, and your last AP will always be used to equip it. Killing people just got a lot harder for no reason. Unless it's unequipable after it's equipped, but that doesn't really make any sense. RinKou 07:18, 1 October 2010 (BST)
Martial Arts
Timestamp: -Dezonus- (talk) 10:31, 27 September 2010 (BST) |
Type: New Skill |
Scope: Survivors, Maybe Zombies too |
Description: An extension of the Hand to Hand combat skill, survivors can buy a Martial Arts skill. This raises punch strikes to 50% accuracy, gives kick strikes: 2 dam, 30% accuracy, and like a special "Finisher" 3 dam, 25% accuracy, Sorry if this gets suggested a lot, I just thought it would be cool. |
Discussion (Martial Arts)
Alright, so the first major thing to look at is this: This allows survivors to piss on newbie zombies even more? No thanks. 16AP is not a reasonable amount when the newbies need AP the most. Shadok T Balance is power 10:54, 27 September 2010 (BST)
As above, hell no to taking more AP away from zombies. User:Whitehouse 13:00, 27 September 2010 (BST)
What the fuck is this shit 17:58, 27 September 2010 (BST)
Martial arts is a huge dupe. --RosslessnessWant a Location Image? 18:37, 27 September 2010 (BST)
Someone's been playing Street Fighter a little too much. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:58, 27 September 2010 (BST)
You had me until the miniature headshot -_- I personally think it would be awsome for harmanz to use their natural weapons instead of conventional weapons! --Gat 00:14, 28 September 2010 (BST)
I've crossed out the AP, thoughts now? -Dezonus- (talk) 00:17, 28 September 2010 (BST)
- One word... Yes. --Gat 07:48, 28 September 2010 (BST)
Too trenchie. This game is supposed to be about the struggle to survive, not the quest to kill scores of zombies with your bare hands. Also, I'm against any unarmed survivor attack. --VVV RPMBG 02:56, 28 September 2010 (BST)
Only if attacking infects you, in which case this crosses from completely useless survivor skill to completely overpowered DC buff.--Yonnua Koponen Talk ! Contribs 07:54, 28 September 2010 (BST)
No, When in zombie movies have you ever saw someone going toe to toe with zombies? Nowhere, because that would be suicide. Going up to a zombie is just asking to get eaten. I mean at least with baseball bats and stuff you have some distance away from the zombie, and these weapons will hit harder then you ever will. I dont care if you took 20 years of karate, If I bash you in the head with a baseball bat, or hack at you with a fire axe, or hell even stab you with a knife, you are dead/greiviously injured. Also, theres a reason punches only do one damage. THEY CANT HIT HARD ENOUGH TO PENETRATE THE ZOMBIES SKIN.--TheWritingWriter 01:15, 30 September 2010 (BST)
If you want to pull a DnD thing there... Well then baseball bats, fire axes, and similar blunt and or slashing/blunt weapons should only do half damage :P --Gat 03:52, 30 September 2010 (BST)
Duct Tape
Timestamp: --~ 09:00, 25 September 2010 (BST) | ||||||||||||
Type: Item | ||||||||||||
Scope: Survivors/Zombies | ||||||||||||
Description: I was going to put this in humorous but thought it might warrant some Duct Tape can be found inside factories and mall hardware stores. A roll of duct tape has 6 uses (like pitol clip). Once used six times, it disappears from your inventory. Once you find a roll of duct tape, all other inventory items are instantly dropped. The reason for this is that your character has found a single replacement for all other items; they no longer feel the need to encumber themselves with them. Possible (somewhat serious) uses for duct tape
More humorous uses for duct tape
Discussion (Duct Tape)Negates headshot on kiddie zambahs. Look ma, no more holes! --Aeon17x 11:08, 25 September 2010 (BST) Blind players by taping over their eyes. (can't see map or inventory) only action available is remove tape) Only when Ravenous Bugblatter Beasts of Traal get added to UD. -- Spiderzed▋ 11:22, 25 September 2010 (BST) Only if Duct Tape is a universal weapon of choice that can do basically everything any other weapon can, from duct tape catapults, to turning a car park into a duct-tape fort! ... ... ... Cause, you know, Duct Tape is epic! Also duct tape dresses/suits >.> --Gat 15:19, 25 September 2010 (BST) Heh this is probably going to end up being a humorous suggestion. I'm going to keep adding to the possible uses to see how many I can get. Feel free to add a bullet if you think of something to add. --~ 17:11, 25 September 2010 (BST) If there's no duct tape on future-Mars, I don't know if I should support duct tape in Malton. 20:01, 25 September 2010 (BST) The more this becomes humorous, the more I want to post this link Humorous_Suggestions --Gat 06:12, 26 September 2010 (BST)
Unlimited AP
Discussion (Unlimited AP)...Get out. Now. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:06, 24 September 2010 (BST) Your wish is granted, but as expected the current server won't take the load. Kevan sets it up in a new city on another server, this time it's pay to play. Only $15 a month! --Aeon17x 03:22, 24 September 2010 (BST) With unlimited AP I wouldn't get off, and that would be a problem... Still, it could be an interesting concept. 15$ a month though is outrageous though, minecraft only charges 10$ once >.> --Gat 04:36, 24 September 2010 (BST)
There'd be some lovely seiges, but, as mentioned above, the vast majority of the wiki regulars and a massive number of others in game would never log off. This suggestion would ruin too many lives.--Yonnua Koponen Talk ! Contribs 08:26, 24 September 2010 (BST) How do you decide when someone logs off? By the actual log out action, or something else? How would zombies find anyone to eat? How would buildings remain intact with no one there to meatshield? How would zombies hold ruins with no one there to block repairs? A change like this essentially makes the game much more boring and much less meaningful, since you'd see far less people and would interact with those that you did see in a much MUCH more volatile environment, which is bad for everyone. —Aichon— 08:40, 24 September 2010 (BST)
Eh, it was just an idea I thought it would be fun. I wish Urban Dead was like runescape though, that would be interesting.--TheWritingWriter 20:34, 24 September 2010 (BST)
Zombie piñatas will be easier than ever to make! ~m T! 03:26, 5 October 2010 (BST) Stockpiles
Discussion (Stockpiles)Is there anything that stops a jerk taking all the supplies? Is there anything that will stop multi abuse (I create two level 1 characters and supply them with my level 40+ character)? User:Whitehouse 13:53, 23 September 2010 (BST) While this might be the sort of thing that would happen in a real-life zombie apocalypse, having stockpiles in this game would lead to multi-abuse, as Whitehouse has already pointed out. You could specify that only members of your group could store/take items form a particular pile, but even then that could still be abused as the zerger could add his little pets to the group (see User:Rosslessness/Hmm). If there was a way this could be prevented, this may be worth looking into. ~~ Chief Seagull ~~ talk 14:25, 23 September 2010 (BST) Can I burn the stockpile and kill everyone in the room from asphyxiation? --Aeon17x 14:34, 23 September 2010 (BST) Try playing Shintolin. It has stockpiles. They are broken. It's not so much of an issue with zergers, as much as it is an issue with them promoting raiders and bandits. Shintolin doesn't punish bandits for what they do, so they absolutely flourish in the game, since they can roam from village to village, raiding and pillaging as they go along. I'd expect the same to happen here. —Aichon— 17:34, 23 September 2010 (BST) Good Idea, however it has to much potential for abuse.--TheWritingWriter 20:22, 23 September 2010 (BST) This idea is getting a lot better feedback then went I suggested it! (it got turned down by about 5 people in the first couple hours) --Gat 04:38, 24 September 2010 (BST) Right... to stop abuse, part of that is the 1AP cost, which means that aggressive survivors still have to pay some cost to pick items up (while it doesn't prevent multi, to be honest, if I have to argue how a suggestion in UD can't be abused by multi, I'm gonna loose XD). As for locking it... hmm, I dunno, only if you could have multiple (say 3) supply lockers in an area, and make it so they disappear if empty and uninteracted with for a certain period. Yes, PKers could destroy stock piles as well, but as for burning htem... naaah :P --Tabbitha Duo 15:45, 24 September 2010 (BST) (and apologies Kakashi, I wasn't aware it had being suggested)
Oh uhm... pass word the locker? Or... sigh... UD's groups aren't exclusive (in game terms) to use them to lock stuff away really. But, in the same way gennies are a public service to keep going, so would lockers be, these aren't lockers for just you, it's for everone involved in that building. In other words, I have no idea of a method that would eliminate abuse without simultaneously prevent them being used for what they should be. Which I suppose would (in the case of implementation) be just something you'd have to deal with, you needn't put down things in a stockpile unless you feel the need and if your co-ordinating with group members there's nothing to stop you from either both being on at the same time to essentially 'trade' items or to designate an out of the way building as an emergency supply and politely graffiti the consequences of people stealing from your stock pile (you could, as unfluffy as it would be, make it so the stockpiles setter can always see who used it). On the note of zergers providing for their mini zergers, I'll say (and stress) that zerging is a pretty big factor in UD, and it's difficult for me to really well... fix my suggestion against that flaw. One way I suppose you could do it is count the players locker as that player for IP detection and anti-zerg measure purposes. --Tabbitha Duo 20:28, 24 September 2010 (BST) Alright, on a brighter note... It's a community chest basically, like featured in some nwn servers. It would be filled with complete junk players wanted to get rid of, and would have the occasional valuable item... Could be interesting, and those types of things have been useful in the past games I've played. --Gat 23:17, 24 September 2010 (BST) Couldnt you put some sort of limit on it? Like the locker can only be acessed X amount of times from the same IP address?--TheWritingWriter 23:58, 24 September 2010 (BST) The IP address is a good idea, but uhm... it'd have to be at least 50 times a day so a guy with just 1 char could use it however much he wanted. As a point to junk being there, that's one of the reasons it gives XP when someone removes your items to encourage more useful items while still not preventing people having odd collections of things (because to me an integral part of UD is how much random the community inspires when presented with the mechanics)--Tabbitha Duo 10:34, 25 September 2010 (BST) Too abusable - This game would need anti-zerging countermeasures of Nexus War's calibre before anything like this can be implemented. (Hint, hint, Kevan. Talk to Jorm!) ᚱᛁᚹᛖᚾᚨᚾᛏ 07:32, 28 September 2010 (BST) i could be talking something no sense but i heard that if a zed with a "zerg flag" try to destroy a barrier it becomes a lot harder to him do it...so if there is an zerg flag something like that it could make impossible to use the stockpile-omada {17:35 ,29 september 2012 (est)}
Duped stuff
Discussion (Duped stuff)No on Bellowing Rattle. Feeding groans are only good because they never lie, unlike the otherwise overpowered radios (disinformation is a surprisingly effective tactic). If one could bellow Zaan, nah marh harmanz haarh. (Soon, no more survivors here.), even when they're the first to breach a building with 100+ survivors, they could trick the less than immediate listeners into not following the next few bellows from there. A key difference between zombies and survivors is that zombies needn't worry about trust, they just help each other kill. Don't let them lie to 4.4% of their zetheren all at once. Yes on Strong Lungs. Perhaps make it still cheaper, as in 1AP. Easy to counter, just sleep in groups of 24 or less. Also encourages coordinated cultists to work together as a team to allow one of them to bellow; Teamwork is fun. Yes on Likes it Rough. However, make it just as effective in lit, unlit, and dark buildings. Perhaps even have it do 5 damage in ruins, there's a lot of rusty nails and broken glass in those. But absolutely make it non-fatal, like falling from a ruin. No sense buying a skill that might unintentionally kill your friend's meal. --VVV RPMBG 02:51, 23 September 2010 (BST) Not terrible. Basically, I'd have two skills. Banshee Wail (Bellow Costs Reduced to 5) and Forced Removal, successfully feeding dragging a survivor causes them to lose 3hp, 5hp if the building is ruined. --RosslessnessWant a Location Image? 09:23, 23 September 2010 (BST)
Suggestions up for votingDartsMoved to Suggestion talk:20101003 Darts --~~ Chief Seagull ~~ talk 08:37, 3 October 2010 (BST) Moaning ZombiesMoved to Suggestion talk:20101002 Zombie Moan Swiers 06:25, 2 October 2010 (BST) |