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

Omnivore

Timestamp: Jebidijed 8:22 AM, 6 April 2013 (EST)
Type: Offensive Zombie Healing Skill
Scope: Zombies/Survivors
Description: A child move of Digestion, Omnivore allows you to feed on the living. This can only happen if the harman that you want to feed on is at 15 HP or less. It does 5 damage per feeding, and heals the zombie the same amount. Coupled with Infectious Bite, it makes a zombie very dangerous.

Discussion (Omnivore)

Inconsistent - an unmoving body only grants 4HP. The weakness treshold for Feeding Drag is only 12-HP, so such an ability should get the same treshold. As for flavour, I like it that there is an incentive to bite a cornerd victim to death. I wouldn't tie it to a skill, though, as that penalizes newbies, who need weakened treats the most to level up. Just make a bite to-hit bonus against victims on less than 13HP an inherent part of Vigor Mortis. -- Spiderzed 16:21, 6 April 2013 (BST)

Hell yes. That is a great idea. No sarcasm. Allowing zombies to be slightly better at actually finishing people off would be incredibly welcome and not particularly OP. And since killing grants 10XP, it'd help newbies and also make the game more fun for them. I'm not sure about not tying it to a skill at all, since I think it may work better as simply changing Tangling Grasp so that it doesn't break if the target is under 13 HP as a result of their being close to death, though that may be more mild than what makes sense. Aichon 06:07, 7 April 2013 (BST)
I havn't noticed tangling grasp breaking at 13HP (breaks plenty of other times, though) -- boxy 10:04, 7 April 2013 (BST)
I've seen Tangling Grasp break at all different HP levels, both high and low, including under 13HP. Aichon 19:33, 7 April 2013 (BST)
The problem with making it a skill is that a new skill will rather be possessed by older characters than by newbs. Thus there would be an incentive for older zombies to finish the prey themselves rather than to leave it to the newbs, who need easy kills for the 10XP bonus. -- Spiderzed 14:41, 7 April 2013 (BST)
It's been my observation that unless they are acting as a group, almost all zombies always try to kill anyone they can. I've never seen a feral vet intentionally leave a survivor at 1-2HP in the hope that a newbie can finish them off, so I don't see how this changes anything. What it'll do is give the newbies and extra tool once they get the skill to finish the deed. Aichon 19:33, 7 April 2013 (BST)

I was expecting to see zombies gain HP from eating grass RMES.gif
This just neck lurch/digestion, +1 at lower HP. Needs a better name -- boxy 10:02, 7 April 2013 (BST)


wound

Timestamp: Soul kai 14:52, 4 April 2013 (BST)
Type: skill
Scope: zeds
Description:

Wound can occur if a zombie gets a hit with there hands on its victim the chance of this happpening is 5 percent of any claw attacks.

Wound is as its sounds is when a person is heavily injured and leaves a open wound on the survivors body.

When a zed is sucessful in wounding the survivor the hp will decrease by 1 hp for 5 turns. All attacks drop by 5 percent in accuracy until healed by a fak The skill must be purchased to use under the skill tree of rendered flesh.

A survivors wound can be reopened up if hit sucessfully again but only decreases HP for 5 turns as the target is already wounded till he or she has healed with a fak.

zed confirmation that survivor is wounded

You have rendered the flesh the survivor flesh and left a deep gash on his/her arm

survivor confirmation of being hit

your right arm has suffered major damage blood is spitting out of a gaping hole in your arm you find it hard to aim or focus causing -5 to your attacks the wound is bleeding heavily


after 5 turns

the wound has stopped bleeding but your arm is stiff and immobile and difficult to move.


after fak

after careful stitching and tending to your wound you feel the mobility return in your arm.


reopen wound

The zed has sensed your weak spot and rendered it open again blood drips to floor.


death from wound as walking

you fall to the ground/floor depending were you are and slowly bleed to death.

feral claws is what this will be offically.



Discussion (wound)

What is "wound"? So far we only know when it happens, but not what it is. Aichon 15:58, 4 April 2013 (BST)

So, as far as its mechanics go, it's basically a powered-up version of infection that anyone can afflict any survivor by random chance? Can't say I'm a fan of taking something that currently only occurs deliberately and at the cost of having to use a lower-accuracy attack and turning it into something that will happen with almost every single series of attacks anyone makes on anyone else. Plus, there isn't a description of if this is a skill that's purchased, what the "random chance" of it happening will be, or other such considerations. That said, I do kinda like the flavor of this suggestion, and the -5% accuracy isn't a bad idea either, when considered by itself. Aichon 21:03, 4 April 2013 (BST)

I'm slowly liking this more and more, but it's starting to get a bit complicated and feels like it needs to be trimmed back a bit and refocused. For instance, I don't see why there are so many different odds for inflicting wound, nor do I see a need for two skills, and how is a zombie supposed to mend their wound anyway? That said, you have some real gems in there that would make this a truly unique skill in the game, like your idea to limit the -1HP to five actions and also add in a -5% accuracy against the wounded survivor. So, let's see if we can cut/rearrange a little to make it better.

How about we drop the survivor skill entirely and make this a zombie-only skill? Call it "Raking Claws" or something and make it a sub-skill of Vigour Mortis or Rend Flesh that can inflict wounds after a hand attack against a survivor. We can add some flavor by saying that the wound is "bleeding" for the first five actions that the survivor takes, which costs them 1HP per turn, and that it's harder for them to move with the wound, which means they take a hit of -5% to their accuracy. A FAK can mend the wound at any time. And give the zombies a flat 5% chance of inflicting the wound, rather than an accuracy that changes. At 5%, it'll be infrequent enough to be a pleasant surprise when it happens, but not so infrequent that it'll be useless.

Doing it this way keeps it simple, makes it more specific, and doesn't force the survivor to burn through FAKs, though it does encourage them to FAK a bit more often. If you want to provide them even more incentive, however, you may consider making it easier for a zombie to re-wound a survivor whose wound merely stopped bleeding but was never healed with a FAK (e.g. give the zombie a 10% chance to wound, instead of a 5%). Aichon 21:25, 8 April 2013 (BST)


edited i have tweaked what you asked and see were your coming from i hope lol though some other ideas sparked while i was writing it its not perfect but its taking shape.--Soul kai 03:57, 9 April 2013 (BST)

I'd love to hear some opinions from other folks at this point. As for me, I'd prefer that it be 5% instead of 10%, since at 10%, a zombie that does 15 attacks will inflict wound something like 80% of the time, whereas at 5% it'll only happen around 50% of the time after that many attacks, making it something to enjoy when it comes around, rather than something to count on. Other than that, I'd maybe polish the text a bit, since I have a feeling people will have difficulty understanding it and will vote against it because they'll misunderstand or think it sounds too complicated, when it really isn't that complicated any more. Aichon 05:40, 9 April 2013 (BST)

Drunk

Timestamp: Soul kai 04:46, 4 April 2013 (BST)
Type: mechanic
Scope: survivors
Description: basicly as it suggests survivors get drunk from consuming to much beer etc character direction is completely backwards you hit forwards you go backwards right is left. left is right XD note you have to consume 6 beers for this effect lasts 3 turns more if you drink more lol.

and yes this can be changed to random direction if it suits

2 beers or wine " you feel a little more cheerful with a spring in your step

4 beers or wine " you body feels heavy and your swaying slightly.

6 beers or wine " you are dangerously swaying left and right as you walk your movements are confused. ( directions muddled)

8 beers or wine " you are steaming your eyes are glazed over and you are swaying dangerously around its hard to focus. ( baricaded strong become very hard to enter)

first attempt while steaming you hurdle over the first baricade only to knock yourself out you stumble back out holding your head.

accuracy is dropped by 10 percent when attacking

attack is increased by 1 point of damage for hands and hand weapons

Discussion (Drunk)

How long does it last in the first place? What indication would there be that it's occurring? Aichon 16:22, 4 April 2013 (BST)

k —The preceding unsigned comment was added by Jebidijed (talkcontribs) at an unknown time.

Also, if "actions are backwards" it would be pretty easy to figure that out and just do the opposite for the duration of the effect - maybe make it with an element of randomness instead? Also, the times when a survivor would drink that much alcohol are rare outside of specific RP events, because beer and wine are far less efficient for HP gain than FAKing are. Bob Moncrief EBDW! 17:42, 4 April 2013 (BST)

this is just giving beer and wine some side effects some people may get bored and whats a nice way to accidently stray into a horde lol ive did some modding--Soul kai 19:54, 4 April 2013 (BST)

Beers of wine? What? Jebidijed 8:19 AM, 6 April (EST)

I'm sure there are dupes, way back, for the finding -- boxy 10:21, 7 April 2013 (BST)

Oops, I misread that. The "f" and the "r" can look like each other when you speed through a sentence. Jebidijed 8:31 PM, 7 April (EST)

He corrected it, so you didn't misread anything. ;) Aichon 21:32, 8 April 2013 (BST)

correct i edited it --Soul kai 03:28, 9 April 2013 (BST)


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.


Crippling Grasp

by Soul kai at 14:23, 27 March 2013 (UTC)

NT syringes drop rate

by Hermite at 22:09, 30 March 2013 (UTC)

Add Rage to Malton

by Spiderzed at 16:49, 6 April 2013 (BST)