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
Sleep
Timestamp: --Scvideoking 22:47, 6 February 2011 (UTC)scvideoking |
Type: Tweak |
Scope: Survivors |
Description:A new in-game concept where it would take a lot of work but hear me out.A new button would appear at all locations.When asleep a survivor gains 1 AP per 15 minutes,but they get the same screen for when they run out of AP.there would be a button saying wake up instead of being able to do nothing.They are easier to hit by anyone.
-When in a building the description would list people asleep EX:Urbandead,Bob,sally,and tom are all asleep in various places of the building. These players would have an extra 20% chance to get attacked by all other urbandead players. what do you think? may be a dupe and my extreme and most sincere apoliges to the disscussion below me for necrotech adrenaline shots I didnt mean to delete you post |
Discussion (Sleep)
Tinkering with APs is generally a bad idea. Also, this one would only help survivors, and would always be the best option unless you sleeping in a mall with a lot of PKers running around or in immediate danger of being overwhelmed by zombies. -- Spiderzed▋ 23:57, 6 February 2011 (UTC)
Peer Reviewed Dupe. Also, I fixed your accidental deletion of the suggestion at the bottom. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 00:07, 7 February 2011 (UTC)
NecroTech adrenaline shot
Timestamp: BlackDragon2026 22:11, 6 February 2011 (UTC) |
Type: new item |
Scope: survivors |
Description: Another product created by NecroTech, this needle contains chemicals, hormones, and other fun stuff that opens up different synapses, and gives the user 5 AP's. However,each use of the shot degraded the persons health( -5 HP) and when it was discovered that overuse could lead to death, the FDA insisted that NecroTech install a simple blood reader on all adrenaline shots. The blood reader will see if the user has taken the shot in the last 12 hours, if so, then the item will not allow the shot to be administrated to the user. |
Discussion (NecroTech adrenaline shot)
Why do people never think of death-cultists when they propose health degradation as trade-off for AP boosts? Cultists want less health and moar APs all at the same time. -- Spiderzed▋ 23:55, 6 February 2011 (UTC)
Rejected and possible Dupe. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:58, 6 February 2011 (UTC)
THE JOURNEY BACK
Timestamp: Laffayette 01:51, 6 February 2011 (UTC) | ||||||||||||
Type: Skill Change | ||||||||||||
Scope: Brainrotters who wish to became fully human again | ||||||||||||
Description: The main goals of this suggestion are:
So, the suggestion: If a human with brain rot so wishes, he can go to a NT and receive a treatment (presumably, from a player with NecroNet Access) so that he can start a "quest" to lose brain rot The quest might be:
After the quest is completed, the player looses Brain Rot, and Flesh Rot becomes inactive till he buys Brain Rot again } Discussion (THE JOURNEY BACK)Hate the idea personally. You buy the rot you don't go back, it is a commitment for a reason. Besides most players who get the rot have a survivor alt or at least one that doesn't have the rot. 05:44, 6 February 2011 (UTC) I like the idea of a quest system but not if the only reward is that I get brain rot reversed. Also, the tasks presented seem more difficult than actually going to RRPs when you become dead and want to be alive again. ~ 07:18, 6 February 2011 (UTC) Having a huge (perhaps disproporcionate) cost to get rot reverse is kinda the point. Laffayette 07:28, 6 February 2011 (UTC) Makeshift WeaponsMakeshift Weapons
Discussion (Makeshift Weapons)See also: Dead Rising 2? 22:07, 1 February 2011 (UTC)
Not a dupe. Just worth pointing out. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:08, 1 February 2011 (UTC) No portable light sources - they are a huge can of worms that would need to be tackled on its own. (And even then, it would be better to let it be.) -- Spiderzed▋ 22:10, 1 February 2011 (UTC) I'll gladly drop the portable light source thing, because I can see where you're coming from Spiderzed. But I have to disagree with Misanthropy and Axehack, Dead Rising 2's makeshift weapons are quite over the top and most wouldn't be very practical. I'm simply refering to things that could just give you a temporary edge in a pinch, like making your punches do more damage. Or if nothing else, provide for a bit more flavor. As for Cap'n Silly's rejected idea, his suggestion seems to be more like perks than actually making a new weapon, I can see why it was rejected. I think that maybe if I bounced the idea around a bit, I could clean it up some. Besides the torch, is there any other problems? Pathetic Bill X February 2, 2010 11:47 I'd support the idea except the armored vest and zombie alarm they seem to strong. The make shift weapons would bring a little bit more humor to an aging game. Not to mention some interesting kill messages "Player### was speared by a javelin" or "PlayerXX head shot you with a makeshift battle axe". I don't see any of them would be used regularly in the long run because a fire axe is still the best melee weapon and you don't need any skills or tools to make it. Eventually they would fall into the same group as sports equipment weapons once the novelty wore off, relegated to flavor kills which isn't necessarily a bad thing. Also nail down what the encumbrance for those weapons would be as it would be an important factor. 04:02, 3 February 2011 (UTC)
Symbol Tag
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)
Zombies attack in dark buildingsDiscussion (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)
Yet another fire suggestion
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)
How do the levels grow? 02:57, 27 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)
Great idea. But annoying to have to carry an extra inventory item - perhaps minscule/small fires wouldn't require an extinguisher. Any bigger and you'd be told that fire is too big to put-out without extinguisher, or whatever. Also, would prefer if extinguishers ran out in a similar way to spray-cans, rather than being one use only. Otherwise, even a skilled-firefighter would require many 'guishers to put out a large fire = annoying to search for, and carry. Stinguishers would be a nice melee weapon addition too. Also fire should increase in size much slower. Every 30 minutes would suck. Perhaps the same rate as ruin-repair. And 3AP to attempt to put-out a fire sounds shitty. Changing % of success surely better than costing more AP. Also what would happen to someone sleeping in a burning building? -- ▧ : : : : : : : : : : : : : : : : 12:07, 6 February 2011 (UTC) Suggestions up for votingThe 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. |