Suggestion talk:20080901 Feeding Drag in Large Buildings

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Revision as of 18:08, 2 September 2008 by Swiers (talk | contribs) (→‎Impractical)
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Galaxy125's Keep/Change Vote Discussion

Moving diagonally theoretically takes at least ~141% of the energy required to walk vertically or horizontally on a Cartesian grid. Therefore, in the event of multiple open doors, movement should be favored toward vertically or horizontally adjacent building blocks (as opposed to diagonal ones). Also, I don't think the game bothers remembering how you entered the building, so it might be easier to have (in the event of all doors being shut) the zombie drag the human toward the building block with the lowest barricade level, randomized as above if there is a tie. My vote is not conditional upon implementation of these terms, I just wanted to give you something to think about. -- Galaxy125 23:09, 1 September 2008 (BST)

Impractical

  1. Possible Keep What happens if the door has been shut? Are they dragged to the inside of block you entered from? --RosslessnessWant a Location Image? 21:31, 1 September 2008 (BST)
    Re: D'oh..knew I'd forgotten something. For this to fit and make sense, I'll have to say yes, you drag them to the square and get the error message as usual --Necrodeus T M! 21:44, 1 September 2008 (BST)
Impractical. The game doesn't keep track of your past movements. Besides, what if the corner you entered has a shut door, but some other corner was opened since you entered? That's one reason I don't like this- for it to work, it has to lets you "see" if the door in some other block is open. SIM Core Map.png Swiers 07:42, 2 September 2008 (BST)
So suggest zombies get something similar to fort dumping in multi-block buildings if that's what you need to float your boat. Don't, however, make false claims like malls are good feeding when the biggest problem with malls/multi-block buildings is that they aren't good feeding without a ruined corner. You know perfectly well how much of an advantage being able to see the other three corners is, you also know perfectly well how much better the search rates are and how much greater the chance is of an active barricader patching up a hole. Feeding drag means you get brought outside and that is the strategical loss to it, it's also why when it was first implemented it was almost never used, and still isn't, in mall siege scenarios; Actives are likely and basically ruin any such claims that malls are "good feeding", you're better off hunting NTs and PD/hospitals away from mall suburbs.--Karekmaps?! 08:39, 2 September 2008 (BST)
If a mall corner is open, but you moved to another corner to find food, then its almost certain you did so because the corner you entered was empty. If its not, you could just use feeding drag as normal (or not, if the door gets closed by actives). If it IS empty, you can ruin it, making the building a feral buffet. So, your argument that "malls/multi-block buildings ... aren't good feeding without a ruined corner" is entirely irrelvant to this suggestion; it will do NOTHING to improve that situation. Either you CAN use feeding drag, or there can be / is a ruined corner. SIM Core Map.png Swiers 19:08, 2 September 2008 (BST)