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

  • 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

Semi-Dark Buildings

Timestamp: -- | T | BALLS! | 03:37 20 February 2011(UTC)
Type: Improvement
Scope: Buildings
Description: This would be a new classification for certain buildings. A Semi-Dark Building would count as Dark if it is Barricaded to Heavily Barricaded or higher and it has no power, due to light sources such as windows being blocked off by the Barricades. The following would count as Semi-Dark: Power Stations, Forts, Auto Repair Shops, Libraries, Museums, Police Departments, Schools, Warehouses, Railway Stations, Public Houses.

Some buildings, such as Churches, Malls (skylights), Tall Buildings, etc, are exempt due to having large high windows that can be left unblocked.

Discussion (Semi-Dark Buildings)

Makes sense but over complicates things and looks like the main effect would be to NERF Pkers. --Honestmistake 12:06, 20 February 2011 (UTC)

Pkers would also have more places to hide. Sleeping in a Semi-Dark building for protection, for any Survivor, would be a lot less certain though.-- | T | BALLS! | 21:23 20 February 2011(UTC)
It would probably work both ways. ----Anarchomutualist says: The state is war, ⓐnarchy is order. 22:05, 20 February 2011 (UTC)

Simplify it to say that any single-block building becomes dark if unlit and EHB. Multi-blocks stayas normal for the flavour reason you gave, which means PKers still have malls, stadia, mansions, power stations, and cathedrals to PK in freely. Strength is just an accident arising from the weakness of others 18:39, 20 February 2011 (UTC)

Yeah, sounds better.-- | T | BALLS! | 21:27 20 February 2011(UTC)

I'm not a fan of anythign that makes EHBitching any more annoying.--Yonnua Koponen Talk ! Contribs 18:58, 20 February 2011 (UTC)

but surely this reinforces the EHBing stuff is wrong? --RosslessnessWant a Location Image? 18:59, 20 February 2011 (UTC)
That's what I was thinking...-- | T | BALLS! | 21:23 20 February 2011(UTC)
But it's mainly newbs who don't understand the problems with it that do it, so this won't stop them.--Yonnua Koponen Talk ! Contribs 21:25, 20 February 2011 (UTC)
I could even see EHBitching happening to save from both zombies and PKers. And I'm not a fan of anything that makes things even safer for survivors in green suburbs than it already is. -- Spiderzed 21:29, 20 February 2011 (UTC)
I see what you mean by making things more safe for survivors, and I am against that fully. I still vote zombies with the scent blood skill get full attack rates in any building dark or not. Granted that's a whole new suggestion that was called "overpowered" in the discussion but it'd make me more open to the idea of semi-dark buildings. Also, just a thought, when a building becomes semi-dark from EHB cades only the search rate is degraded(-25%?). The idea is that large things like furniture to rebuild cades and the human form are still easily distinguished.       02:00, 21 February 2011 (UTC)
I hate everything about this idea. We do not need more dark buildings, nor do we need semi-dark buildings. IF this was - as I had hoped against hope that it was from the title - a suggestion about making Clubs/Banks/Cinemas semi-dark if the Genny is damaged (not dented), or running low on fuel, then maybe. Keep the other buildings as they are, regardless of whether it's Survivors or PKers getting the buff. --DTPraise KnowledgePK 03:05, 21 February 2011 (UTC)
No wait, I lied. Make this apply to every building inside a Fort. Anyone who lives in a Fort deserves whatever crap search-rates they get. Hell, make the Armory Double-Dark. But keep darkness away from everything else. --DTPraise KnowledgePK 03:12, 21 February 2011 (UTC)

Stamina

Timestamp: Peter Mason 20:39, 19 February 2011 (UTC)
Type: New Skill
Scope: Survivors (Maybe zombies)
Description: Instead of having a maximum of 50 AP, you can have 60. For zombies you could have a different name but the same idea by being able to move father distances. This skill would cost 175+ XP ( we can decide on a cost later, but it should definitely be greater than usual) and should fall under a miscellaneous or general category. I don't have a name for this skill. Right now, we can leave it at Stamina. If you have suggestions please leave them below.

Discussion (Stamina)

AP increasing skills are usually shot down pretty quickly. The game's done okay with 50 for the past 4 years or so, I don't see any need to change it now. -- Cheese 22:06, 19 February 2011 (UTC)

You want extra AP? Scout Safehouse already gives you 5 free actions a day in your designated safehouse, until you die or until the safehouse is ruined. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:39, 20 February 2011 (UTC)

Only if Zombies automatically get 75 AP to represent the extra 8 hours of activity they would have due to not having to sleep.--

| T | BALLS! | 03:41 20 February 2011(UTC)


Heal Over Time (modifided)

Timestamp: -- boxy talkteh rulz 09:22 18 February 2011 (BST)
Type: Healing change
Scope: Application of FAKs to survivors
Description: At the moment, First Aid Kits (FAKs) are a powerful tool for survivors in real time combat situations. If there is a survivor online with a full load of FAKs, there is no way that a single zombie can kill any survivor in that location (unless the online survivor is inattentive). All they need to do is continue to apply FAKs to the target survivor (even themselves) when they get anywhere near death. A zombie has no chance to keep up with the healing.

This suggestion would change the application of FAKs to limit the healing that can be done instantly. Instead of all healing being done at the instant that the FAK is applied, 1/5th of the potential healing would be dealt at the time, and the rest spread over the 4 following AP ticks.

  • 1 HP per tick when healed by unskilled survivors.
  • 2 HP per tick when healed by a survivor with the first aid skill.
  • 3 HP per tick when healed by a survivor with surgery, if they are in a powered hospital.

All XP will be credited to the healer at the time the FAK is applied, regardless of whether all HP are gained before the patient dies. This means that each FAK will have the potential to deal exactly the same amount of healing, and will gain the same XP as before, it's just that the healing takes time to take effect.

It is more realistic, and gives zombies a chance against healers in real-time situations.

Discussion (Heal Over Time (modifided))

Previous DS discussions can be found here. I'm just putting this up here to see if I've made any glaring errors, before putting it up for voting -- boxy talkteh rulz 09:25 18 February 2011 (BST)

How would the HP be displayed of a healing survivor? --RosslessnessWant a Location Image? 11:49, 18 February 2011 (UTC)

Ah yes. For survivors with diagnosis, it would show the actual HP, as well as "potential healing", but FAKs added to survivors who were already at max. potential healing would be uneffectual, and not consume the FAK. I think healing an already fully healed survivor consumes and AP, but not an FAK, at the moment... we should probably keep that as is... -- boxy talkteh rulz 13:59 18 February 2011 (BST)
Yeah, it does. As someone who recently made a newbie for kicks, I found it quite annoying to lose AP all the time by trying to heal someone who didn't need it. Shadok T Balance is power 23:52, 18 February 2011 (UTC)

How much screen clutter is this going to create (without any scripts, obviously).--Yonnua Koponen Talk ! Contribs 19:01, 20 February 2011 (UTC)


Mutations

Timestamp: ~Vsig.png 07:21, 16 February 2011 (UTC)
Type: Skills
Scope: High level characters (Zombie and Survivor)
Description:

NecroTech needs DNA samples from the dead, not the living.

[Name]'s skin shivers for a moment, and the contents of the syringe begin their slow, molecular work.

We know from these statements that the zombie infection, at least in part, works on a molecular level. Why else would NecroTech require DNA samples of the dead and then use syringes that require "molecular work" to function? It would stand to reason then that the process of continuously dying and being revived, one's DNA may start to adopt some...changes. Mutations would start to occur over time. How would this affect the denizens of Malton, especially those that have been quarantined for years? I think we'd see a lot of zombies with some human characteristics and some survivors with trans-mortal characteristics. Luckily for the mutants, this comes with some benefits.

Begining at level 40, characters would have a Mutations skill tree available to them. The skills available would have paired skill prerequisites from both survivor and zombie skill trees. The cost of each Mutation skill would be 150 and they would be available weather alive or dead.

The Skills

Let's start with the zombie mutation skills:

Death Grip + Axe Proficiency - Using strong hands, Zombie is able to grip onto and use axes. Axes deal 3 damage to players and barricades with a 40% accuracy (same as when used by survivors). This is not as useful in combat situations as clawing with Tangling Grasp, but does offer an improved accuracy when attacking barricades.
Digestion + Surgery - When biting or feeding on a corpse, zombie heals 8HP instead of 4HP.
Memories of Life + NecroNet Access - While inside powered NecroTech buildings, zombies are able to manufacture syringes(20AP) and revivify other zombies(10AP). Searching for syringes is still not an option.
Radio Operation + Death Rattle - Zombie is able to operate powered radio transmitters and handheld radio receivers. Broadcasting is still limited to a groaned form of speech.

So why would a zombie want to manufacture syringes and revive other zombies? Career zombies may want these skills as well, right? A brainrotted zombie would no longer need to rely solely on the living to be brought to life so they can bask in glorious mutation. In other words don't want to screw the zombies with brain rot out of a chance to participate.

So let's look at survivor mutation skills:

Knife Combat + Rend Flesh - The mutation gives the survivor knife-like claws on their fists. These appendages cause 3HP damage when used as weapons and have 50% accuracy. It's all the accuracy of knife combat, all the damage of an axe and none of the encumbrance of either.
Diagnosis + Scent Blood - In addition to HP values, survivor can also distinguish infected survivors from uninfected. Infected survivors HP level is shown in green.
Construction + Ransack - Mid level barricading (VSB 8-10) is boosted to an approximate 89% build rate. Higher and lower level barricading is not affected.
Freerunning + Lurching Gait - Survivor has a 50% chance of entering a building when freerunning into a ruined building. They also do not lose their footing when freerunning into ruins and so do not lose HP when they are forced to street level.

Discussion (Mutations)

I decided not to give the skills silly names but if people want to make suggestions I can add them to the bottom of the suggestion. I just don't want to commit to any skill names; the parining is what is important. The list is certainly not all inclusive. There may be some other pairings that make more sense and certainly this list I provided could use some tweaks. A few may be kind of inane or maybe even overpowered. I tried to balance them out. Both sides get a boost to barricades, healing and attacks. ~Vsig.png 07:21, 16 February 2011 (UTC)

Um, zombies reviving zombies? Thats a big no no for me. --RosslessnessWant a Location Image? 11:24, 16 February 2011 (UTC)

I'd rather have some skills/mutations that say make infections more deadly as a zombie or improve the first/melee combat for survivors. None the less I'm in support of a skill tree that is only available to high levels. The survivor "mutations" such as Freerunning + Lurching Gait, Construction + Ransack and Diagnosis + Scent Blood would be better placed as a "Veteran Skill Set" or something of the like as they seem to just be people learning to be more effective not really mutating. The same would go for any skills that improve fist/melee weapons combat. I'm not sure what could be done to zombies in a "Mutation" skill tree I like the Digestion + Surgery one though not a fan of the others listed.       11:57, 16 February 2011 (UTC) Hmmm.....

  • Digestion boost for eating live survivors only is a nice idea.
  • Zombies with MoL & NecroNet being able to try to revive themselves with a needle they already have, inside a powered NT and with a chance of fail = Maybe
  • I like the zombie radio use but would want to see MoL as another pre-req.
  • Diagnosis one is basically a dupe but i would/have voted for it.

All the rest are basically SPAM in my opinion --Honestmistake 12:13, 16 February 2011 (UTC)

Off topic, but Death rattle is a child skill of MoL. So the radio already has that as a requirement. XP Shadok T Balance is power 21:05, 16 February 2011 (UTC)
My OOPS. Been so long since I bought it that I forgot :( --Honestmistake 10:12, 17 February 2011 (UTC)

I certainly like the concept of combining skills - perhaps that idea alone can be taken to the vote with new ideas added afterwards as separate suggestions? Anyways, here's my tuppence worth on each of your ideas:

  • Death Grip + Axe Proficiency - reminds of that zombie from Resident Evil (I believe it's the very first one) which lurches towards the soldiers, broken ankle and all, dragging a fire axe behind him. This idea could work, although I'm not overly keen on it myself.
  • Digestion + Surgery - absolutely yes, although I would only have this effect when munching on living survivors. After all, fresh meat is healthier and more nutritious!
  • Memories of Life + NecroNet Access - I feel having zeds working as scientists is 'blurring the line' between survivor and zombie too much. A big no-no.
  • Radio Operation + Death Rattle - great fun, but perhaps each attempt to use the radio should come with a chance of failure. After all, even with memories of life a zombie would probably just randomly mash the buttons instead of getting it right each time like a pro radio DJ.
  • Knife Combat + Rend Flesh - mutant survivors? No way.
  • Diagnosis + Scent Blood - makes a lot of sense. To be honest I'm surprised this isn't already in the game, in the same way as Diagnosis can be used by zombies.
  • Construction + Ransack - doesn't really make sense, seeing as Construction and Ransack are polar opposites.
  • Freerunning + Lurching Gait - the "50% chance" bit is okay, but failure should still result in HP damage.

--~~ Chief Seagull ~~ talk 11:42, 18 February 2011 (UTC)


Heal Over Time

Moved back to userspace for reworking -- boxy talkteh rulz 12:51 17 February 2011 (BST)



Bull Rush

Timestamp: Feb. 10, 2011
Type: New Zombie Hunter Skill
Scope: Survivors
Description: So, I was thinking. There is only one zombie hunter skill. So much potential to add to that. One thing I was thinking about is the survivor being able to charge and "push" a zombie out of the building. The zombie has to be less than 13 hp and the door has to be left wide open. Its sort of like Feeding drag, except the survivor is pushing the zombie out of the building. Whether the survivor has to go out in the street with the zombie or not is open to discussion.

This might be useful if there is a large break and you desperately need to get zombies out of the building to decrease their numbers.

Discussion (Bull Rush)

Put a limit on a minimum number of zombies present before it can be used and I'm for it. If it can be used on lone ferals it's really overpowered, but as a tool versus hordes it should be alright. Just make it exactly the same as feeding drag (<13HP, door open), only versus zombies. Probably keep the survivor inside, but maybe bring them outside too? Like a rugby tackle. Maybe minimum five zombies present before it can be used? Strength is just an accident arising from the weakness of others 18:20, 8 February 2011 (UTC)

Maybe the limit should be for zeds inside AND outside. Not trying to make it OP, just to make it a decent counter to the beachhead tactic —The preceding unsigned comment was added by Laffayette (talkcontribs) 18:34, 8 February 2011.

How does one tell how much HP a zed has left without first attacking them? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 18:29, 8 February 2011 (UTC)

I'd support this if it was somewhat limited (as Mis said). Perhaps a 50% chance of success, but obviously accounting for the same conditions for feeding drag. Flavour-wise, it could be explained by the strength of a zombie as opposed to a regular survivor.--Yonnua Koponen Talk ! Contribs 21:05, 8 February 2011 (UTC)

I like Yonnua's add-on. But maybe make it possible on any number of zombies just less effective on lower numbers. Explanation could be that with fewer zombies it's easier for them to dodge your rush? Anyways balance is balance logical or not. Possibly do it as 1-5 zombies have a 30% chance 6-10 zombies have a 40% and 11 or more zombies have a 51% chance. Also just a thought if you fail on pushing a zombie out you take some health damage. Which could also depend on zombie numbers, not sure on the numbers that'd be fair but if you succeed the zombie also has to stand back up outside.       00:35, 9 February 2011 (UTC)
Variable percentage might work (like cadeblocking, but in reverse), but health damage and forcing the zombie to stand up are a bit sketchy, imo.--Yonnua Koponen Talk ! Contribs 08:30, 9 February 2011 (UTC)
Well charging into a crowd of zombies wouldn't end well in a real world zombie apocalypse but there wouldn't be a limitless source of generators either.. In any case. I'd say adding a tad bit of risk to doing it is fair. The standing up is just a thought, possibly have it so only 5AP without ankle grab is spent and 1 AP with ankle grab? As it's not quite as damaging for a zombie as getting shot to death.       04:29, 10 February 2011 (UTC)
Cool. It looks like this is getting support. I'm all for the percent being low with fewer zombies and increasing with zombie hordes. So, now what happens?

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.

Defile Graffiti Change

Moved to Suggestion:20110217_Defile_Graffiti_Change --

| T | BALLS! | 11:47 17 February 2011(UTC)