Developing Suggestions
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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
Symbol Tag
Timestamp: --Anarchomutualist says: The state is war, ⓐnarchy is order. 18:00, 30 January 2011 (UTC) |
Type: Flavor |
Scope: Spraycans |
Description: When graffiting "a bloodied eye" onto a wall in Borehamwood, an actual image of a bloodied eye showed up. Why not apply the same mechanic to Malton?
Spraypainting the following text will yield the following symbols:
|
Discussion (Symbol Tag)
A better approach would be for some sort of tags (say asterisks) to cancel the italics in spraying - so "*a hammer and sickle*" would come up as Someone has spraypainted a hammer and sickle here. instead of Someone has spraypainted a hammer and sickle here. 19:06, 31 January 2011 (UTC)
- Ooo, ooo! You know, I was always curious about the bloodied eye, and now that I saw it I don't like it. Bummer. Neither do I like the other images, they comlpletely break the look of the game (even with UDTool running). I'd like smaller, black-and-green (or something else, similar to the UD look) symbols instead, which look like they were actually painted on the wall (like the circle-a). Misanthropy has a nice idea, too. I'm fond of spraypainting... erhm, 'something'... all around town, having it merge with the block description would be plain AWESOME. ~m T! 04:21, 1 February 2011 (UTC)
- Yeah, the pictures I did were a little stopgap. I would assume that a finalized version would include include more..."blendy" pictures. Or maybe ASCII characters? Like if you type in, "a circle-a" it comes up as Someone has spraypainted a large Ⓐ here. without the italics. I believe that there are ASCII crosses, hammers and sickles, and a variety of other political/religious symbols to choose from. ----Anarchomutualist says: The state is war, ⓐnarchy is order. 14:07, 1 February 2011 (UTC)
Zombies attack in dark buildings
Discussion (Zombies attack in dark buildings)
This is my first suggestion so feel free to tear it to pieces hence why I'm posting it here :P I did some checking and didn't come across it anywhere else but I could have missed it just as easily. 05:15, 27 January 2011 (UTC)
Doesn't work in addition to the tangling grasp boost, as zombies would become more powerful in the dark. But it would make sense if they could smell HP / presence and condition of bodies, when the sniffer is a zombie. --VVV RPMBG 05:19, 27 January 2011 (UTC)
--Well that does make sense..it'd require him to basically undo some of his work. Unless he just made it so scent blood adds a 25% attack boost in the dark? 05:32, 27 January 2011 (UTC)
Its probably too powerful in its current form. --RosslessnessWant a Location Image? 17:50, 27 January 2011 (UTC)
- I wouldn't say zombies getting full attack power in dark buildings would be too powerful. There aren't a whole lot of them compared to the other buildings in Malton and most survivors prefer to stay in TRPs and Malls. As dark buildings are normally the last targets on the list they are still safer than the average building when a horde rolls in. Unless you'd say set up shop in RidleyBank but not much is going to save you there.. 04:47, 28 January 2011 (UTC)
- On the contrary, many suburbs are jammed with dark buildings. Especially central Malton. Lukinswood has just as many dark buildings as it has TRPs, Richmond Hills has nearly double the amount of darks as TRPs and South Blytheville has 12 dark buildings, more than any other suburb. Now while it may be true that your average squatting survivor will pick a PD or Hosptial over a Cinema or Bank or Club, the mobile survivor groups use them quite often, as do hostile survivor groups. Dark buildings have saved me many times while in an unsafe suburb. I don't think the current dark building system creates an imbalance at all. The tangling grasp update a few months back even tipped the scale a bit in zombie favor IMO but still left it mostly balanced. I say leave it alone. ~ 05:19, 28 January 2011 (UTC)
- I was talking as buildings in a whole but there are some suburbs where dark buildings make up 1/4-1/3 of the buildings present. My survivor alts sleep in dark buildings almost exclusively and it has saved me quite a few times so I know the safety they provide. Here's the thing..you aren't suppose to be safe anywhere when zombies get inside your building. Ah but I suppose I'm just an old player looking to make the game a tad more difficult. 13:06, 28 January 2011 (UTC)
- On the contrary, many suburbs are jammed with dark buildings. Especially central Malton. Lukinswood has just as many dark buildings as it has TRPs, Richmond Hills has nearly double the amount of darks as TRPs and South Blytheville has 12 dark buildings, more than any other suburb. Now while it may be true that your average squatting survivor will pick a PD or Hosptial over a Cinema or Bank or Club, the mobile survivor groups use them quite often, as do hostile survivor groups. Dark buildings have saved me many times while in an unsafe suburb. I don't think the current dark building system creates an imbalance at all. The tangling grasp update a few months back even tipped the scale a bit in zombie favor IMO but still left it mostly balanced. I say leave it alone. ~ 05:19, 28 January 2011 (UTC)
Yet another fire suggestion
Timestamp: --Anarchomutualist says: The state is war, ⓐnarchy is order. 02:46, 27 January 2011 (UTC) |
Type: New feature |
Scope: Buildings |
Description: When a generator is destroyed, a fire starts. There are five levels for a fire, going from one to five. A building on fire has this message added to its description: There is a [minscule/small/medium/large/blazing] fire in the building. A building on fire cannot be scouted as a safehouse, for obvious reasons. Every action taken in a flaming building takes away 1 HP per level of fire (like a location-based infection; a level 3 fire would take 3 HP per action), except with Fire Safety (see below). Fire increases by one level every 30 minutes. Once the fire passes level 5, the building is ruined. The fire stops, and has a 12.5% chance of spreading to each adjacent building.
A new item, Fire Extinguisher, would be found at Fire Departments, Mall Hardware Stores, and Fort Storehouses. Fire Extinguishers, when used, would have a 30% chance of reducing fire by one level. They are one time use only. Each successful use yields 5 XP. Firefighting (see below) would increase this change to 75%. The fire skill tree (Civilian class) would be:
And of course, the firefighting class would now get Firefighting on start. |
Discussion (Yet another fire suggestion)
I'm sure building fire is a dupe. I'll see if I can find it... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:56, 27 January 2011 (UTC)
- Yep, it's a dupe. Almost as old as the game itself. ~ 05:17, 27 January 2011 (UTC)
- Why thank you Vapor. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 06:04, 27 January 2011 (UTC)
- Yeah, I know. I'm trying to improve the concept by making a better version of Fire. ----Anarchomutualist says: The state is war, ⓐnarchy is order. 00:14, 28 January 2011 (UTC)
How do the levels grow? 02:57, 27 January 2011 (UTC)
- Meant to add that. ----Anarchomutualist says: The state is war, ⓐnarchy is order. 00:14, 28 January 2011 (UTC)
Does fighting fire grant XP? Fireman class already starts with axe profeciency. Don't take it away. How many uses does a fire extinguisher Have? Nail down the details and don't be too suprised if it is a dupe. I know for sure it has come up in DS before though it didn't leave it. I like the idea of burning buildings but this suggestion needs work. ~ 03:22, 27 January 2011 (UTC)
- Working on it. ----Anarchomutualist says: The state is war, ⓐnarchy is order. 00:14, 28 January 2011 (UTC)
Bank Vault
Timestamp: BlackAttack 19:21, 23 January 2011 (UTC) |
Type: New Building(subset) |
Scope: survivors |
Description: Fallout Inspiration! So banks are kinda of a dull building, so I think that once you enter a bank, you have the option to enter the bank vault. The vault, when sealed(takes one AP to open and close) will be extremely heavily barricaded. You cannot free run into or out of a vault. Zeds and other can either destroy(temporally) the vault door to open it, or they know the Vault lock combination(Can be changed with a vault encoder). This vault won't have any items, just a place for a group(they can share the vault combo amongst themselves) to rest or for other survivors to rest easy for the night, unless a whole group of zeds are "knocking" on the vault door. |
Discussion (Bank Vault)
Another EHB layer would make survivors nearly invincible against zombies, and it would especially make PKers/BHers virtually impossible to kill without a large zombie posse. If you want bonus protection, sleep in a death trap fort building (which already follows a similar principle, but isn't nearly as untouchable as the bank vault you'd suggest). -- Spiderzed▋ 19:27, 23 January 2011 (UTC)
- I'm going to agree with Spiderzed here. I still wish that bank vaults were good for something... ----Anarchomutualist says: The state is war, ⓐnarchy is order. 23:22, 23 January 2011 (UTC)
- As one of the few Dark building location types, Banks are very useful and not as dull as you suggest. In fact, I like to think of the vaults as the reason why the banks are dark. As Spidey, too overpowered. ~ 07:32, 25 January 2011 (UTC)
Suggestions up for voting
The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.
No suggestions from here are currently up for voting.