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
Graffiti only Defileable Once
Timestamp: Lpha 01:53, 20 April 2013 (BST) |
Type: Slight Change to Interface |
Scope: All zombies. |
Description: Today, the few new players who decide to start playing as zombies are often confused when they defile graffiti and after pressing that button, the button is still there. This leads to the frustrated player clicking on the button several times until that they realize that the grafitti has already been defiled and that they have now wasted several action points. While this is not that important, adding it will help lessen the confusion faced by most new players upon starting to play the game. While this may not singlehandedly help keep all of the new players who choose to play as zombies, it will help them keep a few action points. Although some say that a few action points are not that important in the long run, and they are somewhat right, losing a few action points to a problem in the interface may frustrate them enough to make them leave the game, depriving it of another player. Urban Dead is hard and complicated enough for new players without a button that sucks up action points like a vacuum cleaner on the zombie interface. |
Discussion (Graffiti only Defileable Once)
I think you're overstating a problem and ignoring the actual usefulness in being able to defile more than once. For instance, it's not uncommon for short messages to be almost entirely readable after defilement since they'll oftentimes only have 1-2 letters defiled. Being able to defile again means having a chance to make the message unreadable. As for the newbie issue, every time they press the button, the defilement changes. If they're confused about what the button does, it should be pretty obvious once they see that the red text is changing locations every time they press the button, thus eliminating their confusion immediately and forevermore. Worst case, they lose a few AP one time and only one time, whereas eliminating the button will mean that zombies are from now on incapable of being sure that they can properly render a message unreadable. —Aichon— 07:42, 20 April 2013 (BST)
- I see your point. Lpha 20:03, 20 April 2013 (BST)
Wooziness
Timestamp: 20:39 18 April 2013 (BST) Jebidijed | ||||||||||||||||
Type: Game Mechanic | ||||||||||||||||
Scope: Zombies + Survivors | ||||||||||||||||
Description: What I think is that zombies and survivors should feel a quite bit uncomfortable after being revivified 5 times, after taking about 40 damage, and after being fed upon. What it does is that it makes your hit chance 10% off and makes it more difficult to hit your target. This lasts for 8 AP until you regain your regular accuracy.
EXAMPLE MESSAGES: Revivified: As you stand up, alive once again, you feel slightly nauseated and want to lie down again as you were before. Taken Damage: You have been heavily beaten upon and are riddled with bruises, scrapes, and other various orifices. You feel woozy and want to rest for a while. Fed Upon: You feel blood running down your torso in various places, and you can see deep bite marks riddled upon your body. You would rather sit down to relax, rather than go any further. Discussion (Wooziness)I'd switch it to just be with revivification, and make it happen every time, rather than after 5 times. And make it wear off after 10 AP instead. Call it Revive Sickness or something. Anyone who's played WoW or some of the other MMOs is already familiar with the concept of "Rez Sickness" after dying in those games, and this would be similar in effect. —Aichon— 21:53, 18 April 2013 (BST) Grapple
Discussion (Grapple)So it's an op version of Feeding Drag for all characters? (Not sure which skill it resembles, but Feeding Drag seems to be the most like it.) Jebidijed 8:22 AM, 6 April 2013 (EST) 3:54 PM, April 15th 2013 (EST) In just about every zombie apocalypse story, including Urban Dead, the undead are the ones who are grabbing survivors, and the survivors are the ones trying to stay the hell out of biting range. Therefore: Door destruction
Discussion (Door destruction)So, if I understand this correctly, by making it impossible to barricade again until the damage is repaired, you're essentially giving every zombie in the game the ability to spend 5AP to essentially Ransack a building once from the outside, even if there are survivors still inside? No way. WAY overpowered. If the repair mechanics work the same as they do now, you'd have to clear every single zombie from inside the building before you could repair the damage, and that would mean that in the middle of a siege, any zombie at all could act as a perfect beachhead, thus eliminating the primary means by which the survivors stay alive during a breach. A better idea might be to simply make it cost them 5AP to get in, without any of that stuff about having to do repairs or breaking it down permanently, and even that idea is questionable. —Aichon— 17:48, 15 April 2013 (BST) From my point of view, it seems to me that this skill makes it so that zombies can just permanently disable barricades until the door is repaired. That makes as much sense as putting GRAVY on SKITTLES. Get the point? Jebidijed 8:22 AM, 6 April 2013 (EST) As Aichon and Jebidijed. This is basically Super Ransack and there's absolutely no reason why a destroyed door shouldn't keep you from blocking all entrances with random junk. If you're concerned about low-level zombies not being able to get into places, might as well do away with doors and Memories of Life altogether, which would solve that problem. --RadicalWhig 00:00, 16 April 2013 (BST) So you want me to remove the part about the barricades?ok,will do.thanks. any other faults?PayneTrain(NWO/FU) 18:33, 21 April 2013 (BST) Wounding Bite
Free running out of ruined buildingd
Discussion (Free running out of ruined buildingd)I've always liked it how it is. It's a nice balance, in that as zombies ruin a suburb, it gives survivors more of a chance to get indoors. Plus, doing it this way would effectively allow zombies to create clusters of buildings that are effectively pinatas. I.e. Surround an area of blocks that are EHB with ruins and suddenly no one can get into those buildings until the ruins are repaired or the EHB 'cades are broken down. While an interesting idea, I think it's a bit ludicrous that it could actually work. —Aichon— 18:03, 11 April 2013 (BST)
I like this. It makes a lot of in-universe sense, and it would prevent populated suburbs from completely shrugging off or even benefiting from (in the case of overcading) small-scale zombie attacks, which is a huge peeve of mine. However, I think you may want to nerf this from the "no free running at all" to a 50% chance of fall out of the building/50% chance to free run normally, or something along these lines, to keep this from being too frustrating in heavily ruined burbs. --RadicalWhig 23:40, 15 April 2013 (BST) 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. |