Developing Suggestions
Developing Suggestions
This page is for presenting and discussing suggestions which have not yet been submitted and are still being worked on.
Further Discussion
Discussion concerning this page takes place here. Discussion concerning the suggestions system in general (including policies about it) takes place here.
Nothing on this page will be archived.
Please Read Before Posting
- Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. There you can read about many idea's that have been suggested already, which users should be aware of before posting what could be a dupe, or a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles. There users can also get a handle of what an appropriate suggestion looks like.
- Users should be aware that this is a talk page, where other users are free to use their own point of view, and are not required to be neutral. While voting is based off of the merit of the suggestion, opinions are freely allowed here.
- It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
- With the advent of new game updates, users are requested to allow some time for the game and community to adjust to these changes before suggesting alterations.
How To Make a Suggestion
Format for Suggestions under development
Please use this template for discussion. Copy all the code in the box below, click [edit] to the right of the header "Suggestions", paste the copied text above the other suggestions, and replace the text shown here in red with the details of your suggestion.
===Suggestion=== {{suggestionNew |suggest_time=~~~~ |suggest_type=Skill, balance change, improvement, etc. |suggest_scope=Who or what it applies to. |suggest_description=Full description. Check spelling and be descriptive. |discussion=|}} ====Discussion (Suggestion Name)==== ----
Cycling Suggestions
Developing suggestions that appear to have been abandoned (i.e. two days or longer without any new edits) will be given a warning for deletion. If there are no new edits it will be deleted seven days following the last edit.
This page is prone to breaking when there are too many templates or the page is too long, so sometimes a suggestion still under strong discussion will be moved to the Overflow-page, where the discussion can continue between interested parties.
If you are adding a comment to a suggestion that has the deletion warning template please remove the {{SNRV|X}} at the top of the discussion section. This will show that there is active conversation again.
Please add new suggestions to the top of the list.
Suggestions
First Aid helps you find/assemble FAKs in Hospitals
Timestamp: | WanYao 04:39, 22 October 2008 (BST) |
Type: | search rates & skill buff |
Scope: | survivors |
Description: | Nerfing mall FAK rates was a great idea which I myself and others were screaming for on these pages a little while ago. It's a great change. However, most of us were also calling for a parallel increase in FAK search rates in Hospitals. This doesn't appear to have happened, thus IMNSHO FAKs and healing and newbie Scientists have been nerfed a bit too much.
Therefore, I'd like to propose that characters possessing First Aid gain a search % buff in Hospitals, in addition to its normal benefits. The exact amount is up for discussion, but I am thinking 10% right now: Hospitals should never be 50% like Malls were, not even close... Also, this could require Surgery, not just First Aid... But I actually wanna help newbies and Scientists a little with this. Discuss. |
Discussion (First Aid buffs FAK searches in Hospitals)
I don't know. This doesn't really seem that necessary. Malls weren't that huge of a FAK source for most people because not a whole lot get Bargain Hunting or Shopping very quickly and even when they do, I don't know of many who depended on malls for their main FAK source. The change was really only an inconvenience.--SirArgo Talk 04:45, 22 October 2008 (BST)
Nup. You just need to get out of the mindset that FAKs are a dime a dozen, now they are something of a rare commodity.--xoxo 05:40, 22 October 2008 (BST)
Argo... I relied on Malls a lot for FAKs. I mean how can you turn your nose at nearly 1 in 2 odds??? And I am pretty sure most people played the same way. Which is why this change was so welcome, overall... Especially considering that FAKs are easily the most powerful pro-survivor item after syringes. Now, J3D might have a point... However, the new drugstore nerf really does make survivors a lot less survivable... And it actually sorta buffs trenchcoating because "FAKing your way up the ladder" just got a lot less efficient... Though, if anything, in practice I think this is going to favour PKers more than anyone... Which is interesting: the last two big updates ended up being PKer buffs... It's also given a wonderful new idea for a death culting strategy, hmmmmmmnnnn............ --WanYao 05:56, 22 October 2008 (BST)
- I don't think it benefits trenchies, surely now they'll recognise the importance of FAKKing? --xoxo 06:02, 22 October 2008 (BST)
Malls really where a great source of FAK's and reducing their role as port of first (often only) call can only be a good thing. However my recent searches seem to suggest that Hospitals might actually be getting worse too. Yesterday i spent well over 20AP in an unpowered hospital with no success and my other survivor only found 2 in a powered hospital and a whole days AP. Could be bad luck I know but still...--Honestmistake 08:22, 22 October 2008 (BST)
- I think that's bad luck; my survivor spent 30+aps searching a autorepair and got nothing. Less than 10 ap on a hospital and I got 2 FAKs --Silisquish 01:44, 23 October 2008 (BST)
Wan, I think this is a good idea. It promotes spreading away from Malls. I think Kevan has upped the search rate in PDs recently to do the same thing, so you would be promoting a game change in accordance with Kevan's vision. If I am right, of course. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 08:58, 22 October 2008 (BST)
I'd say no to this on grounds that yesterday I searched an unpowered hospital and was getting a consistent 1 in 3 success rate. Search rates always fluctuate after an update, they need a lot longer to properly settle down before we start suggesting ideas related to it. -- . . <== DDR Approved Editor 09:32, 22 October 2008 (BST)
Heh... when I read "assemble FAKs" I thought you were going to suggest something like manufacturing a FAK for 10aps, sort of like manufacturing syringes. Anyways, I'm undecided. Healers already get a buff that was underappreciated: Surgery. Maybe now to counterbalance the lower search rates more people will have to go to hospitals to get healed for that 50% extra FAK effectiveness instead of healers coming to them and burning an extra FAK to heal a recently revived bodybuilder to full health. Also, since Kevan would want to control and tweak FAK/syringe search rates to balance the game better, if characters with First Aid get a boost in hospitals, he might use that boost as the base FAK search rate (since almost everyone has that skill), thus nerfing the % rate of those without said skill; so if he saw that hospital FAK search rates are too low he would boost it so people with the First Aid search bonus would get a search rate that he'd deem appropriate, (just like when determining syringe search rates he might assume that most NTs will be powered). So this would effectively be a nerf to people without First Aid...hhmmm does that last part make any sense? --Silisquish 01:52, 23 October 2008 (BST)
As I see it, First Aid would be improved by this. I'm sure Kevan realizes the search rates might need to be altered now, but this would be a good way to do it.--Pesatyel 05:50, 23 October 2008 (BST)
Players inside barricaded buildings can listen to others smashing it
Timestamp: | Janjones 01:01, 21 October 2008 (BST) |
Type: | Role Playing, Flavor |
Scope: | All players and classes |
Description: | I suggest that players inside a barricaded building could listen the noise made by players smashing and tearing down the barricades. Whenever someone attacks the barricades from outside (independent if the barricade is damaged or not), the people inside should receive a message like "You listen something pounding the barricades", just to add some sense of terror and expectation to survivors inside a building.Of course the message could be disabled just like Feeding Groans, flares etc. In order to avoid spam, there should be some kind of percentage to determine if the blow will produce noise or not (something between 15% and 25%, the same chances of damaging the barricades). |
Discussion (Players inside barricaded buildings can listen to others smashing it)
I think it makes some sense. But it should be a precentage chance to hear I think. I mean think about it. Sure, you can switch it off, but that would kinda defeat the purpose. But if you have it on that would be a LOT of spam in heavy attack areas.--Pesatyel 01:55, 21 October 2008 (BST)
- Good point about the percentage. Janjones 02:30, 21 October 2008 (BST)
What about people tearing down the barricades from the inside?--xoxo 07:19, 21 October 2008 (BST)
Given that a maxed out zombie can easily burn 50AP and not get through EHB's you are inviting a whole lot of SPAM and probably server lag. Also consider this... If a survivor is active he already has a chance to spot that his cades are falling and thus that there is an active zed outside this would just make it even easier to foil his dinner plans. To even attempt to balance this for the zed side you would have to notify them that they heard sounds of frantic searching coming from inside (not implausible) so that they have an idea how much activity is going on in the building they are attacking. --Honestmistake 08:49, 21 October 2008 (BST)
X Ray vision. No. -- . . <== DDR Approved Editor 10:49, 21 October 2008 (BST)
- Technically, but it is logical. You don't think people would hear someone banging on the walls/doors? And there IS precedent in the game.--Pesatyel 04:15, 22 October 2008 (BST)
- If survivors can hear people smashing cades from the outside then I'll be wanting groans to be heard inside buildings. You can't hear groans inside buildings, therefore no barricading noises. -- . . <== DDR Approved Editor 09:34, 22 October 2008 (BST)
- That was a novelty addition, don't forget. I think this suggestion may be supported more if it were limited soley to humans/zombies tearing down barricades from the inside. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 09:06, 22 October 2008 (BST)
Perhaps the spam level could be reduced by making it so that only noticable drops in barricade levels (VSB to QSB2+ for example) can be heard? --Blake Firedancer T E RNL? P.I.S.I.T. 09:18, 22 October 2008 (BST)
None of this addresses the problems with this type of suggestion. The main effect of this is to clearly flag something which is noticable to an active survivor anyway. Basically if it happened more than 5 minutes ago it is old news and a bit pointless to most players, if you are on-line and don't notice the cades dropping you deserve to die anyway and spoon feeding you the vital news that something is trying to get in will just make it that little bit harder for a zombie to get in. Not only this but if you are in a well defended stronghouse which zeds keep trying to get into you would be able to spot when they are most active and log in accordingly... what are you going to do to counter-balance that potentially zombie raping advantage? It may make sense but it would provide a very one-sided advantage, in any event seeing shadows inside lit buildings makes sense, smelling large crowds inside cramped insanitary buildings and hearing the screams of the dying are also realistic but potentially unbalancing features that are not in game... where do we stop? --Honestmistake 09:50, 22 October 2008 (BST)
I'm gonna sing the DOOM song, DOOM-DOOM-DOOM-DOOM... --Silisquish 01:38, 23 October 2008 (BST)
Expanding the search button
Timestamp: | KarandaDemon 20:08, 20 October 2008 (BST) |
Type: | Slight improvement to existing game function. |
Scope: | All players and classes. |
Description: | I suggest that a new expansion for the 'Search the area' button be added. This will, at the cost of 5AP or more (I haven't decided yet, as I think nothing definite should be established yet) allow the player to 'Search Thoroughly' in a building and will add a 10-20% chance (added to the exisiting percentage chance of finding something while searching) that the player will find an item.
NOTE: Actual number changes aren't definite, so any suggestions are welcome in discussion. |
Discussion (Expanding the search button)
Nice idea, but the numbers will need tweaked a little for sure. I'm not one of the search odds crunchers but it does seem a bit high to me. They can give you a bit more help than I can. I'm more of a mechanics and hit rates guy. -- Cheese 20:10, 20 October 2008 (BST)
Hmm, well, I haven't given definite numbers, because I ain't no cruncher either. I should outline that in the description as up for discussion. Just to be clear. :) --KarandaDemon 20:19, 20 October 2008 (BST)
Let see. Um. 10% chance of finding something (Random current rate) compared to 30% at 5 times the cost? 0.9 chance of finding nothing 5 times is about 0.59 (O.9 to the power of 5.) So the chance of finding something is 41% as opposed to 1x30% chance of finding something through this proposal. I think. Someone want to check that? --RosslessnessWant a Location Image? 20:33, 20 October 2008 (BST)
- Expected return for 5 AP spent searching for a 10% item, with no other items checked in your preferences is (1 x 0.9^5 x 0.1^0 x 0) + (5 x 0.9^4 x 0.1^1 x 1) + (10 x 0.9^3 x 0.1^2 x 2) + (10 x 0.9^2 x 0.1^3 x 3) + (5 x 0.9^1 x 0.1^4 x 4) + (1 x 0.9^0 x 0.1^5 x 5) = .50 items. Or the same as .1 (items/AP) x 5AP. No special voodoo needed. Expected return for 5 AP spent searching thoroughly for a 30% item is (1 x 0.7^1 x 0.3^0 x 0) + (1 x 0.7^0 x 0.3^1 x 1) = .30 items. Or the same as .3 (items/5AP) x 5AP. Again, no special voodoo needed. Under this suggestion for 10% items, searching thoroughly 10 times versus spending 50 AP searching would yield (on average) two fewer items. And that discrepancy will only grow as the search likelihood increases. The break-even point, incidentally, is where A = (A + B) / C. Under the above numbers (B = .2, C = 5) we can solve for A as .05. That means items found with search rates of less than 5% will be found more often when you search thoroughly. Again, that is just for the given numbers. -- Galaxy125 21:02, 20 October 2008 (BST)
- Man. Thats cool! --RosslessnessWant a Location Image? 21:03, 20 October 2008 (BST)
- So AP-wise it would be a better idea just to search normally? -- Cheese 21:07, 20 October 2008 (BST)
- Yeah, obviously, apart from hyper rare below 5% find items. Pay attention cheese! There may be a test. --RosslessnessWant a Location Image? 21:09, 20 October 2008 (BST)
- I'm not stupid. =p I did pass Higher maths. I'm just too lazy to read. -- Cheese 21:11, 20 October 2008 (BST)
- See what happens when you eat your Wheaties? Of course, my above numbers assume that you're searching for consumables. FAKs, etc. Things where you're dedicating 5 AP to the search rather than stopping once you find one. -- Galaxy125 21:13, 20 October 2008 (BST)
- Yeah, obviously, apart from hyper rare below 5% find items. Pay attention cheese! There may be a test. --RosslessnessWant a Location Image? 21:09, 20 October 2008 (BST)
- So AP-wise it would be a better idea just to search normally? -- Cheese 21:07, 20 October 2008 (BST)
- Man. Thats cool! --RosslessnessWant a Location Image? 21:03, 20 October 2008 (BST)
Quick vote? I think I also forgot to mention that the 'Search thoroughly' idea would exist alongside the existing Search function, if it were ever to come into effect.--KarandaDemon 22:53, 20 October 2008 (BST)
- Quick vote? Are you reading this? With what Galaxy says is this is a silly suggestion. Basically any further skills or changes in how searching happens need to be thought about a while to make things work. This will not help or work, and is not worth the time it would take to code it. - tylerisfat 23:23, 20 October 2008 (BST)
- According to your logic, the 20AP syringe manufacture is a bad idea, yet Kevan put it into the game? I believe this is an alright idea. With the perfect numbers, it could be accepted. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 09:10, 22 October 2008 (BST)
- No, those are two totally different things. Adding a fixed cost to manufacture something against the risk of getting the same item cheaper but with no guarantees is different then creating another search button that searches at a different rate, which is not actually any higher, but costs more. Its worthless, and sucks ap with no gain. - tylerisfat 20:46, 22 October 2008 (BST)
- According to your logic, the 20AP syringe manufacture is a bad idea, yet Kevan put it into the game? I believe this is an alright idea. With the perfect numbers, it could be accepted. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 09:10, 22 October 2008 (BST)
New Newspaper Article-Length of Pipe
Timestamp: | Kolechovski 19:21, 20 October 2008 (BST) |
Type: | New article |
Scope: | Newspapers |
Description: | I suggest a new article available to the newspapers floating around the city. As most people know, newspapers contain flavor and advice for newbies. We all know that eventually, survivors learned how to block the doors with a pipe and create a loose barricade. Maybe this info came from a batch of newspapers that was eventually discovered. The article can read as follows.
It’s a quarantine information pamphlet. Citizens who are unable to build barricades can still add a layer of protection to their safehouse by jamming metal pipes between door handles. |
Discussion (New Newspaper Article-Length of Pipe)
Not even role players bother reading newspapers anymore. and i don't think this justification really adds up. would someone need a newspaper to tell them to block the doors with pipe? this mixes realism with gameplay a little to blurred. thus, this is really not needed. - tylerisfat 20:44, 20 October 2008 (BST)
- I don't see anything wrong with suggesting things to put in newspapers. The point of reading them is NOT for roleplayers. It is to help newbies.--Pesatyel 02:35, 21 October 2008 (BST)
- I know! The main article describes an incident where a Kempsterbank resident was locked out of the house by his wife when she barred the front door with a lead pipe. You feel the urge to try this out for yourself. --Blake Firedancer T E RNL? P.I.S.I.T. 10:38, 21 October 2008 (BST)
- But the information gained from the newspapers is better gained metagame. I never read a newspaper when i was a newb. it seemed like a waste of AP. I think a better idea is a one time message the first time a newbie picks up a lead pipe about its uses. - tylerisfat 21:26, 21 October 2008 (BST)
- ALL game info should be available in game... its a simple principle and one we should encourage. Not everyone lives on this Wiki and the majority of players probably never visit. --Honestmistake 00:35, 22 October 2008 (BST)
- YES.--Jen 03:48, 22 October 2008 (BST)
- I agree. You should be able to play effectively without playing metagame. This is especially true for Zombie players who are the most dependant on the metagame for effective hoard gameplay (Flailing Gesture and Zombie Speak notwithstanding). This kills the roleplay element. Survivors should have more resources in game that they can turn to such as more info in newspapers, flyer drops, posters and maybe even a Malton Street Map (I appreciate Red Rum's excellent work but it would be great if this was in game).--Serpentine Green 12:22, 22 October 2008 (BST)
- Again, part of my statement said "I never read a newspaper when i was a newb. it seemed like a waste of AP. I think a better idea is a one time message the first time a newbie picks up a lead pipe about its uses." I never read a newspaper, even before i was on the wiki. Having to spend AP to learn mechanics sucks balls, and thats not how it should happen. - tylerisfat 20:48, 22 October 2008 (BST)
- I agree. You should be able to play effectively without playing metagame. This is especially true for Zombie players who are the most dependant on the metagame for effective hoard gameplay (Flailing Gesture and Zombie Speak notwithstanding). This kills the roleplay element. Survivors should have more resources in game that they can turn to such as more info in newspapers, flyer drops, posters and maybe even a Malton Street Map (I appreciate Red Rum's excellent work but it would be great if this was in game).--Serpentine Green 12:22, 22 October 2008 (BST)
- YES.--Jen 03:48, 22 October 2008 (BST)
- ALL game info should be available in game... its a simple principle and one we should encourage. Not everyone lives on this Wiki and the majority of players probably never visit. --Honestmistake 00:35, 22 October 2008 (BST)
XP for AP
Timestamp: | Serpentine Green 16:36, 20 October 2008 (BST) |
Type: | New game concept |
Scope: | All players |
Description: | I hope this won't get shot down just because it involves changing the crucial 50 AP max per day but remember that Kevan states "There may eventually be character skills which modify the maximum AP and its recharge rate, but the basic starting-character settings will remain the same".
Before anyone says DUPE I am aware that something similar has been discussed before. What I'm proposing, however, is by no means a way of permanently upping your daily AP quota. This will merely be a means of cashing in unwanted XP for AP at a ratio of 20 to 1. Here goes: Once per day, you may exchange 200 XP for 10 AP. Veteran players will have some reward for cashing in their surplus XP. 5000 XP will get whittled down fairly quickly if a player chooses to cash in 200 per day. Soon we'll all have the same amount of XP. Players can opt for believable character specialisation. While previously a military character, for example, will max out their military skills and then proceed onto the all the others (thereby creating a grunt that knows surgery and advanced laboratory operation) with this game mechanic in place a character may choose to expend XP on additional AP rather than skills that they do not want or are playing against type. In game terms, this new system can be described as "Concentration" to perform the skills you have learnt with greater efficiency. As you become more experienced (acquire more XP) you become more efficient at performing actions (more AP). I suggest the option only becomes available after reaching level 10 when you will have a defined character. The option to expend XP on AP would be available as a "Concentrate" button on the "Buy Skills" page. |
Discussion (XP for AP)
Pretty much any suggestion that involves AP for XP training gets shot down-as it gives older players a huge advantage over newbies (when they choose to "cash in" their XP)Linkthewindow Talk 21:29, 20 October 2008 (BST)
- I certainly agree that for a period of time, this mechanic is going to heavily benefit those players that have racked up a substantial amount of XP. However, within a few months everyone will have used up their bonus AP from their massive XP surplus and we will all be at the same level of XP, all attaining our bonus AP at a similar rate. This mechanic fixes the infinite XP problem as no one will want to hold onto it any more. If we still want a ranking system, we can have the character level up each time they use the function. That means the highest ranked XP player will become the highest levelled player. --Serpentine Green 11:56, 21 October 2008 (BST)
One of my 3 characters could trade in all 20,000 XP and gain nearly 2 weeks AP in one go.... how exactly is that fair?--Honestmistake 00:07, 21 October 2008 (BST)
- Actually, it says 200 XP once per day.--Pesatyel 02:08, 21 October 2008 (BST)
- Oops, my bad... still not a good mechanic given how many players have 10,000+ XP banked. Remember too that those extra AP could potentially be turned into extra XP thus fueling even more bonus AP!--Honestmistake 08:57, 21 October 2008 (BST)
- A person who has acquired 10,000 XP will have 50 days of +10AP per day. If you use your entire 500 bonus AP to gain more XP by, for a survivor example, attacking Zeds with the fireaxe at 40% (i.e. 1.2 XP per AP) you will gain 600XP from that extra 10 per day. This can converted into just 3 extra days of 10 AP so we see heavily diminishing returns.--Serpentine Green 11:56, 21 October 2008 (BST)
- Oops, my bad... still not a good mechanic given how many players have 10,000+ XP banked. Remember too that those extra AP could potentially be turned into extra XP thus fueling even more bonus AP!--Honestmistake 08:57, 21 October 2008 (BST)
I don't see a problem with giving perks to higher level players, to an extent. Why not? Because it would hurt new players? Maybe. The thing here though is maybe it should include a penalty of some kind.--Pesatyel 02:08, 21 October 2008 (BST)
- I agree. Veteran players deserve something other than recognition for their dedication. I’d like to point out that I have only been playing Urban Dead for a few weeks and my highest level character is at level 9. As a newbie, I do not consider this game play mechanic unfair any more than higher level characters being able to inflict more damage, have more HP, a greater hit percentage etc, etc.--Serpentine Green 11:56, 21 October 2008 (BST)
- I disagree. I think veterans should only get recognition. And I'd like to point out that I have 5 maxed out character with over 15k XP banked total. No Uses for Excess XP, please. Though I have to thank you for finally getting me to write that thing :). --Midianian|T|DS|C:RCS| 19:22, 21 October 2008 (BST)
- Ok, recognition. How? If "game affecting" XP expenditure is bad, why not other kinds?--Pesatyel 04:23, 22 October 2008 (BST)
- Midianian, your article is thought provoking and had me considering this suggestion further. This game mechanic does not lead you to choose XP gain over tactics. Where a player has acquired all the skills they want, the only way to spend XP is now to gain AP. If they use the tactically pointless hurt-heal method of XP gain, garnering 20XP would require a minimum 10AP (using fire-axe, searching and using FAKS- I’ve not worked this out exactly) and reward you with 1AP. Its simple economics- there’s no point in using AP to acquire XP to gain back AP because the returns are so small. AP would be much better spent used tactically with the extra AP an occasional bonus. Bragging rights are preserved by Levelling Up each time the function is used. See below a consideration for how to deal with the 50,000+ players.--Serpentine Green 08:39, 22 October 2008 (BST)
- Thanks for reading it. There actually is a point to using AP now to gain a smaller amount of AP that can be used later. Most of the players (well, survivors at least) play rather stationary, ie. they pick a suburb and stay there, come rain or sunshine. It's the sunshine part that causes the problems with this. Since there are no enemies around, there's no "smart" thing to use your AP on, so why not put it in store even if it is at a lossy ratio? It's still better than using the AP on "worthless" stuff like RP. That's partly what items are about. You use AP now to stock up, so that later on when you need the items, you won't have to. However, there's a limit to how much you can carry, but there isn't a limit to how much XP you can gather "for a rainy day".
- I didn't mean they should be able to spend XP to get recognition. This is recognition enough (in my opinion) for people with lots of XP. If they want more recognition, they should do something worthy of recognition.
- Don't get me wrong, this isn't nearly as bad as some of the other suggestions of this type, but I just think XP shouldn't be usable for something like this. --Midianian|T|DS|C:RCS| 14:43, 22 October 2008 (BST)
- Midianian, your article is thought provoking and had me considering this suggestion further. This game mechanic does not lead you to choose XP gain over tactics. Where a player has acquired all the skills they want, the only way to spend XP is now to gain AP. If they use the tactically pointless hurt-heal method of XP gain, garnering 20XP would require a minimum 10AP (using fire-axe, searching and using FAKS- I’ve not worked this out exactly) and reward you with 1AP. Its simple economics- there’s no point in using AP to acquire XP to gain back AP because the returns are so small. AP would be much better spent used tactically with the extra AP an occasional bonus. Bragging rights are preserved by Levelling Up each time the function is used. See below a consideration for how to deal with the 50,000+ players.--Serpentine Green 08:39, 22 October 2008 (BST)
- Ok, recognition. How? If "game affecting" XP expenditure is bad, why not other kinds?--Pesatyel 04:23, 22 October 2008 (BST)
- I disagree. I think veterans should only get recognition. And I'd like to point out that I have 5 maxed out character with over 15k XP banked total. No Uses for Excess XP, please. Though I have to thank you for finally getting me to write that thing :). --Midianian|T|DS|C:RCS| 19:22, 21 October 2008 (BST)
Hmmm... I think this might possibly work. But someone with 20,000xp would have 100 days of +10 aps. Still a little bit unfair. What if the skill needed to transfer xp to ap cost half your current xp? (Even if you had 2 xp and bought it, it wouldn't matter since you still need to spend 200xp to get the benefits of the skill) --Silisquish 07:07, 21 October 2008 (BST)
- Ok let’s try this. The function would require 200 XP or 10% of your total XP – whichever is the greater. The following is a list of starting XP with corresponding days of +10AP: (50,000XP: 40 days); (20,000XP: 31 days); (10,000XP: 25 days); (2000XP: 10 days). This means in 40 days, we’d all have the same XP. If we implement the level up system everytime the function is used, the higher XP players will be higher levels but the gap will have closed considerably.--Serpentine Green 08:39, 22 October 2008 (BST)
- Thatcould work too, but it's not quite what I had in mind; what I was trying to say was, to even be able to press that "convert 200xp to 10ap" button, you would have to buy a skill beforehand, and this skill would not cost a set amount of xp but a percentage of your current xp.
- Those with tons of xp would benefit greatly from this xp to ap conversion ability but would lose much xp to buy the required skill for it, and those that pay nearly no xp to buy the skill, still won't benefit from having bought the skill as you need to spend excess xp to get extra aps. --Silisquish 00:50, 23 October 2008 (BST)
No. Once people reach level 41 or 43 or wherever they choose to stop they should be no longer motivated by xp. this encourages trenchcoatery, people can play however they like but don't expect me to endorse a suggestion that encourages such a style of play.--xoxo 12:51, 22 October 2008 (BST)
- Ouch, you make a very strong case... --Silisquish 00:50, 23 October 2008 (BST)
- It is bad why?--Pesatyel 05:55, 23 October 2008 (BST)
New Class:Construction Worker
Timestamp: | Yungblood 23:23, 19 October 2008 (BST)Template:Yungblood 17:09 (EST) October 19 2008 |
Type: | New Civillian class |
Scope: | New Survivors |
Description: | What type of city doesn't have the construction worker cliche? well, this suggestion is to bring the construction worker to Malton. he starts off with the construction skill, and maybe a couple of toolboxes. this is just a another option for a variety of people. |
Discussion (New Class:COnstruction Worker)
You clearly have no understanding how the game works if you think someone needs multiple toolboxes. Also dupe, but Iscariot will have the link shortly. Please read the FAQ's and frequently suggested pages if you want to continue making suggestions here. Also, please spend some time researching the data involved with your suggestion, as it gives us something more to talk about. Please check Peer reviewed and Rejected to find out if its been suggested before. - tylerisfat 23:33, 19 October 2008 (BST)
- Annoying to zombies because survivors can keep on creating disposable alts that can cade a building and then meatshield, or repair a building thats 50+ap to repair without caring if their eaten afterwards. Annoying for survivors because zombies could create a few characters and overcade an entire suburb. --RosslessnessWant a Location Image? 23:57, 19 October 2008 (BST)
Zergers dream and also dupe. -- . . <== DDR Approved Editor 00:05, 20 October 2008 (BST)
Besides the ONLY difference between the classes is within the first 5 or so levels, so the game doesn't NEED new classes as they are all the same by level 6 anyway.--Pesatyel 01:07, 20 October 2008 (BST)
- Actually, this isn't true: I play scientists a lot, and getting them military skills is a bitch and usually takes me a LONG time... though, it's rarely a priority with my scientists, admittedly... However, this doesn't change the fact that this suggestion is uber-zerg-abusable... Also, check out MCWU if it's a lunchboxer you're lookin' to play ;P --WanYao 09:48, 20 October 2008 (BST)
- Of course its not 100% true. My point is that there are a handful of skills nearly all players go for (Free Running, Diagnosis, Body Building, Construction, Shopping and a combat related skill). Yes there is, of course, variation, partly based on what STARTING skill a player has and partly based on what the player has in mind for the character. But agreed, its relatively moot, as far as the suggestion goes.--Pesatyel 02:29, 21 October 2008 (BST)
It's a dupe anyway. Construction would be useless as a starting skill anyway-very limited XP growth potential. Linkthewindow Talk 02:14, 20 October 2008 (BST)
ZERGZERGZERGZERGDUPEDUPEDUPEDUPE--xoxo 04:29, 20 October 2008 (BST)
Okay, Okay, i guessed i missed that engineer class while I was looking it up, and im still fairly new to the game and wiki so i guess i missed most of these points. but i wanna make another point on how this is useless as a beginner skill. shopping is a nearly useless skill because most new civillians can't even get into a mall. so i thought it was a good idea because at least teh construction worker had some use, but you guys proved me wrong. Yungblood 7:56, 20 October 2008 (EST)
"Did I leave the gas on?......No."
Timestamp: | RosslessnessWant a Location Image? 15:32, 19 October 2008 (BST) |
Type: | Tweak. |
Scope: | Players of the game urban dead. |
Description: | You can't talk if you are the only player at a location in urban dead. I just think you should be able to. I mean, if you're a corpse you can still hear, so why not speak when you're somewhere special? Its not as if it would bother anyone. |
Discussion ("Did I leave the gas on?......No.")
I'm almost positive this is in game. Checking... yeah. I just talked to myself with corpses present. - tylerisfat 23:38, 19 October 2008 (BST)
- Iwitness[1] I also just checked it with a standing zed no chance to mrh?. appears you can/can't do it with reviving bodies only present. But not if you're on your lonesome. --RosslessnessWant a Location Image? 23:55, 19 October 2008 (BST)
- See how ive just screwed over an alt to prove myself? FOrgot he'd idled out in penny heights. --RosslessnessWant a Location Image? 23:59, 19 October 2008 (BST)
- That sucks! - tylerisfat 08:42, 20 October 2008 (BST)
- See how ive just screwed over an alt to prove myself? FOrgot he'd idled out in penny heights. --RosslessnessWant a Location Image? 23:59, 19 October 2008 (BST)
I've been meaning to bring this up for a while. You can't talk if you're the only one at a location, and you should be allowed to. Take this straight to voting, it requires no work. -- . . <== DDR Approved Editor 00:02, 20 October 2008 (BST)
You can talk to yourself if someone was at the location and moved away but then it tells you that you are talking to yourself (I think). Anyhow, I'd vote keep, we like talking to ourselves, oh yes we do. - User:Whitehouse 00:11, 20 October 2008 (BST)
Are you sure corpses can hear speech? Radios and groans, yes, but I don't remember ever hearing someone speak when I'm dead. But then again, I don't really pay much attention to what happens after I die... --Midianian|T|T:S|C:RCS| 00:15, 20 October 2008 (BST)
- Corpses can't hear speech, correct. -- AHLGTG THE END IS NIGH! 00:21, 20 October 2008 (BST)
- Correct. Making this pointles. --WanYao 09:49, 20 October 2008 (BST)
- Firstly it's flavourful. And would probably be the easiest implemented tweak ever. Secondly It would make the speak button static, and not another annoying box that moves around your screen. --RosslessnessWant a Location Image? 11:07, 20 October 2008 (BST)
- Correct. Making this pointles. --WanYao 09:49, 20 October 2008 (BST)
I would vote keep if you where going to take it up for voting. Good for roleplayers or people who like wasting AP :P. Linkthewindow Talk 02:16, 20 October 2008 (BST)
Yeah i agree. Voting thyme! --xoxo 04:31, 20 October 2008 (BST)
Keep!! Keep!! Imma like being crazy!!! =D -- Cheese 20:42, 20 October 2008 (BST)
Courthouses
Timestamp: | A Big F'ing Dog 15:24, 16 October 2008 (BST) |
Type: | Building |
Scope: | City |
Description: | Malton is a big city so it makes sense it would have a few courthouses. Kevan could replace a handful of buildings around Malton with a courthouse. So the Kahn Building would become the Kahn Courthouse.
Inside they could contain a few logical items like mobile phones, newspapers, and books. People would also be able to loot artwork like in a museum but the pieces would have a legal/governmental theme. "A painting of a distinguished judge", "a bust of Artistotle", "a reproduction of the Magna Carta", "a blindfolded statue of justice", "the city flag of Malton", etc. Available clothing could include judge's robes, police jackets, white shirts, ties, etc. What do you think? |
Discussion (Courthouses)
WARNING | |
This suggestion has no active conversation. It is marked for deletion in 5 days. |
--RosslessnessWant a Location Image? 18:54, 22 October 2008 (BST)
Can you guess what this link is to? -- . . <== DDR Approved Editor 16:05, 16 October 2008 (BST)
- Do you think suggesting that it basically becomes like a museum makes it different enough? The flavor thing of the building itself is the same, and who cares about the items, but that kind of art is a new idea.--A Big F'ing Dog 04:52, 17 October 2008 (BST)
- It's curious that the current suggestion system does not support revising PR'd suggestions. But if the suggestion system is a think tank for UD and Kevan, you would think we'd be able to better suggestions a posteriori, and to enable multiple possible implementations of a single suggestion depending upon need. -- Galaxy125 06:24, 17 October 2008 (BST)
- The suggestions system is in no way for the benefit of Kevan, it is not a think tank in any way. It is an outlet for you all to be creative/vent about issues of the game. Your opinion means fuck all. The system exists so that the wiki is not clogged up, not to assist the additions to the game. -- . . <== DDR Approved Editor 11:47, 17 October 2008 (BST)
- Kevan has stated time and again that not only does he does look through sugestions but that he also uses some for inspiration/additional detail. A number of notable updates first saw light as suggestions including pretty much everything in the last batch. Whether Kevan was already working on them or not is a moot point. They still appear to have been motivated in some way by community suggested ideas.... Of course giving suggestions a page of its own keeps some of the chaffe from Kevans door :)--Honestmistake 15:06, 17 October 2008 (BST)
- The system doesn't work though, I remind you that Ankle Grab came from Peer Rejected. -- . . <== DDR Approved Editor 15:09, 17 October 2008 (BST)
- How does a suggestion making it into the game prove the system doesn't work? If anything it proves that kevan reads and makes his own mind up regardless of whichever clique is currently dominating suggestion votes. Hell i think most things that go through suggestions and get into game are rejects but I bet all of them had supporters and a lot of the kill/spam voters were yelling stuff about how it would unbalance the game and kill all the (insert side) The biggest problem with suggestions is not whether or not Kevan reads em but how people vote. Can we agree that there is a tendency for large numbers of voters to vote only with their favoured side in mind, indeed many vote only based on how they feel that side should play or even what browser people should use??? --Honestmistake 16:06, 17 October 2008 (BST)
- I've been reading through a lot of the earlier suggestions, in part as I was looking for dupes of things the other day. And you know what? It seems people had a lot more FUN on the suggestions page back then. People could suggest major, major game-changing changes, and people would go, "that's kinda cool and interesting...why not?" But given how things changed since then, I wouldn't blame Kevan if he just read everything suggested, made up his own mind, and completely ignored the whole "peer reviewed" hoop, which now basically takes a miracle to jump through. --Jen 00:06, 18 October 2008 (BST)
- How does a suggestion making it into the game prove the system doesn't work? If anything it proves that kevan reads and makes his own mind up regardless of whichever clique is currently dominating suggestion votes. Hell i think most things that go through suggestions and get into game are rejects but I bet all of them had supporters and a lot of the kill/spam voters were yelling stuff about how it would unbalance the game and kill all the (insert side) The biggest problem with suggestions is not whether or not Kevan reads em but how people vote. Can we agree that there is a tendency for large numbers of voters to vote only with their favoured side in mind, indeed many vote only based on how they feel that side should play or even what browser people should use??? --Honestmistake 16:06, 17 October 2008 (BST)
- The system doesn't work though, I remind you that Ankle Grab came from Peer Rejected. -- . . <== DDR Approved Editor 15:09, 17 October 2008 (BST)
- Kevan has stated time and again that not only does he does look through sugestions but that he also uses some for inspiration/additional detail. A number of notable updates first saw light as suggestions including pretty much everything in the last batch. Whether Kevan was already working on them or not is a moot point. They still appear to have been motivated in some way by community suggested ideas.... Of course giving suggestions a page of its own keeps some of the chaffe from Kevans door :)--Honestmistake 15:06, 17 October 2008 (BST)
- Agreed. Basically the suggestion is to introduce a new theme of art, and give it through something other than a museum. It's definitely related to the other suggestion but only in one detail. --A Big F'ing Dog 14:52, 17 October 2008 (BST)
- Discussion concerning this page takes place here.
- Discussion concerning the suggestions system in general (including policies about it) takes place here. - tylerisfat 23:27, 19 October 2008 (BST)
- The suggestions system is in no way for the benefit of Kevan, it is not a think tank in any way. It is an outlet for you all to be creative/vent about issues of the game. Your opinion means fuck all. The system exists so that the wiki is not clogged up, not to assist the additions to the game. -- . . <== DDR Approved Editor 11:47, 17 October 2008 (BST)
- It's curious that the current suggestion system does not support revising PR'd suggestions. But if the suggestion system is a think tank for UD and Kevan, you would think we'd be able to better suggestions a posteriori, and to enable multiple possible implementations of a single suggestion depending upon need. -- Galaxy125 06:24, 17 October 2008 (BST)
Meh... to minor a theme, and not really in-genre... --WanYao 21:36, 18 October 2008 (BST)
Scavenger
Timestamp: | JTR 12:04,16 October 2008 (BST) |
Type: | Skill |
Scope: | Survivors |
Description: | Civilian skill,players are allowed to search body's that have died weeks early that have not showed sighs of life or unlife. |
Discussion (Scavenger)
WARNING | |
This suggestion has no active conversation. It is marked for deletion in 4 days. |
--RosslessnessWant a Location Image? 18:54, 22 October 2008 (BST)
Searching dead bodies is a frequently suggested idea, the idea of only allowing it on long dead bodies is possibly new though and would be a significant enough difference to make a dupe arguable. However I suggest you search through the past suggestion to read why this will probably be killed anyway!--Honestmistake 11:51, 16 October 2008 (BST)
Yes i know it was going to die but i had to try and thanks i'll go look. --JTR 06:00, 16 October
Umm... most people stand up right on the next day. Aaand long dead bodies aren't shown as they idle out after a week. --Midianian|T|T:S|C:RCS| 12:01, 16 October 2008 (BST)
- 5 days i think.--xoxo 12:01, 16 October 2008 (BST)
- Its something like that and this would obviously need to make a change in that arrangement... something like "there are 18 bodies here, 5 of them smell strange, 3 of them are obviously long dead" I can't be bothered searching the past versions (i reckon they are rejects) but the fact that you would be looting the body of a probably ex-player might make this worth consideration especially if it were tied to a chance of becoming infected as a balance. Most of those bodies are abandoned level 1's and this would be a zergers paradise if some limit was not included perhaps it only works for corpses over a certain level, no sense realism wise but gamewise it would avoid mass creation and abandonment of privates to provide easy ammo!--Honestmistake 12:08, 16 October 2008 (BST)
- Lying dead on the ground is a strategy I don't think should be punishable by having your long-kept items stolen. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 04:29, 17 October 2008 (BST)
- Pretty much. This would punish carrier zombies (who probably won't get Flesh Rot until the very late game, and don't want their flak jackets stolen) and people on vacation who can't check in for some reason. Linkthewindow Talk 12:01, 17 October 2008 (BST)
- The vacation thing is a valid point but easily negotiated by having bodies time out as normal and only become lootable after 30 days. In any event its not like its too big a deal if you lose your stuff as unless its a limited ed novelty you can just go find more.--Honestmistake 12:59, 17 October 2008 (BST)
- Pretty much. This would punish carrier zombies (who probably won't get Flesh Rot until the very late game, and don't want their flak jackets stolen) and people on vacation who can't check in for some reason. Linkthewindow Talk 12:01, 17 October 2008 (BST)
- Lying dead on the ground is a strategy I don't think should be punishable by having your long-kept items stolen. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 04:29, 17 October 2008 (BST)
- Its something like that and this would obviously need to make a change in that arrangement... something like "there are 18 bodies here, 5 of them smell strange, 3 of them are obviously long dead" I can't be bothered searching the past versions (i reckon they are rejects) but the fact that you would be looting the body of a probably ex-player might make this worth consideration especially if it were tied to a chance of becoming infected as a balance. Most of those bodies are abandoned level 1's and this would be a zergers paradise if some limit was not included perhaps it only works for corpses over a certain level, no sense realism wise but gamewise it would avoid mass creation and abandonment of privates to provide easy ammo!--Honestmistake 12:08, 16 October 2008 (BST)
Please, please, PLEASE read through Freq. Suggested... Thanks. --WanYao 21:36, 18 October 2008 (BST)
Advanced Diagnosis
Timestamp: | Srdestructiveche 03:26, 16 October 2008 (BST) |
Type: | Skill |
Scope: | Survivors |
Description: | A sub-skill of surgery, players with this skill will know how to operate advanced hospital equipment and will be able to detect infection in a hospital with power. |
Discussion (Advanced Diagnosis)
WARNING | |
This suggestion has no active conversation. It is marked for deletion in 6 days. |
--RosslessnessWant a Location Image? 18:53, 22 October 2008 (BST)
Why not just get whatever skill it is that lets you see infection? Some zombie one i think...--xoxo 04:43, 16 October 2008 (BST)
- I don't think that carries over if you are a survivor. Linkthewindow Talk 06:45, 16 October 2008 (BST)
- It doesn't but I am almost certain that this is a dupe anyway.--Honestmistake 11:52, 16 October 2008 (BST)
I'm under appreciated on this page. -- . . <== DDR Approved Editor 21:10, 16 October 2008 (BST)
- hug?--Silisquish 03:37, 17 October 2008 (BST)
- Only if you're pretty :D -- . . <== DDR Approved Editor 12:54, 17 October 2008 (BST)
- Big Hug...--Honestmistake 11:22, 17 October 2008 (BST)
- You look like a hobbit, so sod off :P -- . . <== DDR Approved Editor 12:54, 17 October 2008 (BST)
- I don't know, you try to be nice and what does it get you? *bites the troll in the ankles and runs off to rummage through someone elses belongings for a snack*--Honestmistake 13:00, 17 October 2008 (BST)
- You look like a hobbit, so sod off :P -- . . <== DDR Approved Editor 12:54, 17 October 2008 (BST)
It's pretty rare for someone to have an infection and not have at least some HP missing.--William Told 21:18, 16 October 2008 (BST)
- Yeah, so they get FAK-ed pretty quick anyway. This suggestion is a bit redundant :|. Besides, it's already a dupe. Linkthewindow Talk 21:40, 16 October 2008 (BST)
To be honest... with the much needed nerf to Mall FAK rates... I'd like to see something done to beef up Hospitals a little now... And/or Doctory skills... However, yup, this is a dupe and not a good idea... Basically, if someone is injured, heal them... Then you know if they were infected ;P --WanYao 21:39, 18 October 2008 (BST)
- Surgery already exists, that makes them basically as efficient as the old malls were, they really don't need more benefits.--Karekmaps?! 23:09, 18 October 2008 (BST)
- Wan, some people report a rise in hospital find rates over at the Search Odds page. Ether way, the find rate for malls is now 1:4 (the same as hospitals.) Linkthewindow Talk 00:39, 19 October 2008 (BST)
Blood-curdling Scream
Timestamp: | Midnight Reviver 04:58, 15 October 2008 (BST) |
Type: | Flavor text |
Scope: | Survivors low on HP, newbies looking for people to heal, baby-z's looking for a coup d'grace, |
Description: | I forgot if this was mentioned last year, but what about an announcement in buildings or on the street to the nearest 50 people when a human-player is brought down to 10 HP or less be it from a zombie attack, infection, or human attack? This will paint a bullseye on the victim as someone that needs immediate healing (or eating for up-and-coming zombies).
Alternatively, this also gives humans a slim chance to foil a parachute attempt, a possible PK attempt, or even help a dying survivor with a heal. This pop-up message will give people a chance to jump to someone's aid, save the dying player any AP cost to speak, and even reduce the number of IP hits it takes to heal someone in a crowded building (you can now heal a screaming person via the FAK drop-down menu instead of expanding the name list). |
Discussion (Blood-curdling Scream)
WARNING | |
This suggestion has no active conversation. It is marked for deletion in 6 days. |
--RosslessnessWant a Location Image? 18:52, 22 October 2008 (BST)
Forgive me if i misunderstand, but this seems to do exactly what diagnosis already does. Furthermore i don't want my page spammed with "john let out a blood curdling scream" "john died" etc etc.--xoxo 07:46, 15 October 2008 (BST)
- Dupe - Man i've always wanted to do that... --Iscariot but not really07:49, 15 October 2008 (BST)
How is this a dupe of Diagnosis? This actively notifies everyone present that someone is on low HP, a better dupe would be Feeding Drag as that notifies people that a survivor is on less than 13HP with an in game message!--Honestmistake 14:03, 15 October 2008 (BST)
- People's hit points are an in game message. The message (the information of how many hit points they have) is restricted to certain people (purchasers of the skill) in the same way other in game messages are restricted (feeding groans not being available to people in buildings). You people should know by now to trust me when I say it's a dupe. -- . . <== DDR Approved Editor 14:11, 15 October 2008 (BST)
- I do trust you, thats why I've started following your links. So far you have not dissapointed... I have not seen you make a valid dupe call yet ;)
- The HP display is in game info but that is not the same as an in game event message, they are in fact fundamentally different. To argue this is not the case would be to argue that events like character death, body dumps, barricades falling and hell even taking damage are dupes as you already get notified of these things if you bother to look at the screen properly. I mean, well done for trying and everything but do you think you might be able to find a real dupe next time? --Honestmistake 14:23, 15 October 2008 (BST)
- Tell you what, you put this up for voting and I'll remove it on the grounds of being a dupe of diagnosis and then you can take it to A/VB and we'll see who wins. -- . . <== DDR Approved Editor 14:45, 15 October 2008 (BST)
- I'm not putting it up for voting... I'd wold vote kill because it would annoy me as a zed, be ignored by me as a survivor, be bloody useless to almost everyone outside of 2 or 3 very specific cases and in any event it is a partial Dupe of Feeding Drags message!--Honestmistake 14:53, 15 October 2008 (BST)
- Iscariots right. Having Diagnosis means that you see the health of 50 people around you, on a street or in a building. The only difference is this would mean that it was free instead of a skill. It dupes the same effect but makes it available to all. Unless its supposed to be a new skill, which makes it the exact thing as diagnosis, but coming from the injured rather then those around. - tylerisfat 21:09, 15 October 2008 (BST)
- Nowhere in the suggestion does it say it shows actual health. This suggestion gives an in game message that such and such a survivor has just reached 10HP (or less) By the time the players gets that info it could be several hours old and thus several hours out of date.... Hell most of the time the next entry on your log will probably be that he is dead! As far as I can see the suggestion is for a game mechanic change rather than a new skill.
- Diagnose on the other hand is a skill and provides constant, up to date information on every survivor present. It does not give you some sort of alert in your log at any time and does not require a trigger event to function... These are pretty significant differences from the suggestion.
- In comparison Feeding drag at least has some similarities. Most notably that it gives all players present a heads-up that a survivor is badly wounded. However that still isn't really a dupe because it operates in a totally different way, namely is triggered by an active players choice/action and is tells you the survivors rough HP's only because they are a function of the skill that triggers the notification. Go read the Dupe rules and tell me where I am wrong because if I am I would really like to stop having this argument.--Honestmistake 22:45, 15 October 2008 (BST)
- I'm not saying they're exactly the same, but the serve the same purpose, that of identifying another players wounds. Why would someone need a skill to see how healthy they are if they don't need a skill to see that they dipped below a certain level? We're this in the game, it would significantly reduce the importance of diagnosis, as it serves the same purpose. - tylerisfat 22:59, 15 October 2008 (BST)
- They really don't serve the same purpose at all. This would serve to annoy everyone (see Galaxy's comment below) whilst almost never being useful. Diagnosis on the otherhand is one of the most useful skills in the game given that it easily and unfailingly shows you who is hurt and how badly.--Honestmistake 11:59, 16 October 2008 (BST)
- Bahaha HM/iscariot's exchange brought me the lulz. <3 talk:Sugg :D --xoxo 04:52, 16 October 2008 (BST)
- I second that. --Honestmistake 11:58, 16 October 2008 (BST)
- I'm not saying they're exactly the same, but the serve the same purpose, that of identifying another players wounds. Why would someone need a skill to see how healthy they are if they don't need a skill to see that they dipped below a certain level? We're this in the game, it would significantly reduce the importance of diagnosis, as it serves the same purpose. - tylerisfat 22:59, 15 October 2008 (BST)
- Nowhere in the suggestion does it say it shows actual health. This suggestion gives an in game message that such and such a survivor has just reached 10HP (or less) By the time the players gets that info it could be several hours old and thus several hours out of date.... Hell most of the time the next entry on your log will probably be that he is dead! As far as I can see the suggestion is for a game mechanic change rather than a new skill.
- Iscariots right. Having Diagnosis means that you see the health of 50 people around you, on a street or in a building. The only difference is this would mean that it was free instead of a skill. It dupes the same effect but makes it available to all. Unless its supposed to be a new skill, which makes it the exact thing as diagnosis, but coming from the injured rather then those around. - tylerisfat 21:09, 15 October 2008 (BST)
- I'm not putting it up for voting... I'd wold vote kill because it would annoy me as a zed, be ignored by me as a survivor, be bloody useless to almost everyone outside of 2 or 3 very specific cases and in any event it is a partial Dupe of Feeding Drags message!--Honestmistake 14:53, 15 October 2008 (BST)
- Tell you what, you put this up for voting and I'll remove it on the grounds of being a dupe of diagnosis and then you can take it to A/VB and we'll see who wins. -- . . <== DDR Approved Editor 14:45, 15 October 2008 (BST)
I can see it now. *shoot* *scream* *FAK* *shoot* *scream* *FAK* *shoot* *scream* *FAK* *shoot* *scream* *FAK* ad nauseum. Please, this isn't necessary. Survivors have wonderful in-game communication options, and need reasons to use them. -- Galaxy125 00:17, 16 October 2008 (BST)
For a less spammy and already PRed version, see horrific Handling Swiers 20:20, 19 October 2008 (BST)
Barricade Decay
Timestamp: | KOOKY 12:09, 11 October 2008 (BST) |
Type: | Improvement. |
Scope: | Barricades. |
Description: | Change In Game Mechanic.
RP Reason: Barricades in dark buildings that are not constantly repaired by survivors decay over time. This would mean that every 12 hours all barricades in dark buildings would lose one level of barricade, eg go from Very Heavily Barricade to Heavily Barricaded. This is deliberately quite a big gap to create the atomosphere of survivors desperately trying to maintain barricades. Whilst since it only effects dark buildings, (Banks, Cinemas, Clubs and Fort Armouries) and then only if they have no generator it wont be cripperling to survivors. |
Discussion (Barricade Decay)
WARNING | |
This suggestion has no active conversation. It is marked for deletion in 5 days. |
--RosslessnessWant a Location Image? 10:03, 18 October 2008 (BST)
No! Epic Survivor Nerf!--Mianthadore 13:20, 11 October 2008 (BST)]
- Look, first of all please don't respond like that again, it is hardly constructive. Secondly, of course it is a change, however I think it is a good change, yes it will make UD harder for survivors, that is the point, but hard does not equal bad. Hard often equals funner. If you think that UD should be easy, and that playing a survivor should be easy then I believe you are wrong. Personally I have the best time playing a survivor when its about 60% red and orange suburbs, and even though of course being a survivor I want 'Every last zed dead', as a player I couldn't think of anything worse. --KOOKY 13:50, 11 October 2008 (BST)
Interesting idea, but dark buildings are quite uncommon. I don't think it's a survivor nerf as EHB-VSB in 24 hours isn't THAT bad (and thats assuming no-one is recading,) and dark buildings are a massive nerf for zombies anyway. Linkthewindow Talk 22:28, 11 October 2008 (BST)
- It would be EHB-HB in 24 hours. -- kooks 11 October 2008 (BST)
Why? why would this happen? If it takes the zombies doing something to cause the building to become ransacked and ruined, then why should it require to effort for the cades to start collapsing? no thank you. - tylerisfat 23:53, 11 October 2008 (BST)
- I don't quite understand your response. But if you are saying it is not realistic, well that is abit silly, considering this is a game about zombies..and that it is entirely realistic that barricades would collapse if not looked after properly. -- kooks 11 October 2008 (BST)
- yawn* the "zombie's aren't real" counterargument is bullshit. WITHIN THE CONTEXT of the game, zombies ARE real. And Maltron is SET IN THE REAL WORLD, therefore the mechanics of reality ARE REAL. And, no, it is NOT "entirely realistic" that barricades would collapse on their own.--Pesatyel 00:18, 13 October 2008 (BST)
- Yeah. What pesatyel says sums it up. And Kooks, what i was saying is... this suggestion doesn't make sense, within the context of the game in place. The things that give the game its structure does not lend itself to the barricades just collapsing. Your suggesting that within a 12 hour period that things skillfully constructed just spontaneously start collapsing, regardless of how much effort that it currently takes zombies to knock those same barricades down. Thus, this suggestion is crap, thats all there is too it. You can argue the specifics of "Its not that much, its a reasonable set of numbers" or whatever, but it still plainly doesn't make sense, nor does it aide or add to any game play. So it will not pass, nor should it pass. Its not even workable. - tylerisfat 08:43, 13 October 2008 (BST)
Allowing barricades to decay fully isn't realistic, as the vending machines, chairs, desks, etc. will still be there and would need to be moved out of the way. However, the game already contains the idea that barricades contain "levels." If barricaded above VSB+2, then survivors can't enter, and all that jazz. This suggestion stands a greater likelihood of passing if barricade decay was restricted to a certain level. Like, from the upper area of Barricade...decays go to the minimum barricade level of their strength at a rate of a level per 12 hours. -- Galaxy125 20:35, 12 October 2008 (BST)
- Mmm, good point, I thought about whether there should be a minimum point where it stops decaying, perhaps QSB +2. I'm not really concerned with it passing, I would prefer it to be a good suggestion, rather than "dumbed down" so that it passes. --kooks 12 October 2008 (BST)
- Just to clarify, "Dark Decay (Galaxy125's change)" would reduce VSB+2 to VSB (or EHB+2 to EHB, or LiB+2 to LiB) in 24 hours in dark buildings, but no further decay. Loosely barricaded dark buildings would not decay. EHB+4 would go to EHB in 48 hours. In terms of flavor, this would be because the darkness of the buildings prevents the materials from being stacked in a stable manner unless the constructor puts on the "final touches" which bring it up to the next strength level. Like, a nail or two in the right place. The point of this would be simply to help balance the dark building survivor buff. -- Galaxy125 01:44, 13 October 2008 (BST)
- Oh, and although no hard data exists on barricading in dark buildings (at least in the wiki), we can extrapolate that (if the building remains dark prior to rebarricading) rebarricading up to EHB+2 from EHB would require at least 10 AP, on average. From VHB to VHB+2 would require at least 5 AP. From HB to HB+2 would require at least 3 AP, on average. Et cetera. So implementing my change would punish survivors who keep dark buildings at EHB more heavily than those who keep them at VSB. -- Galaxy125 01:44, 13 October 2008 (BST)
- Just to clarify, "Dark Decay (Galaxy125's change)" would reduce VSB+2 to VSB (or EHB+2 to EHB, or LiB+2 to LiB) in 24 hours in dark buildings, but no further decay. Loosely barricaded dark buildings would not decay. EHB+4 would go to EHB in 48 hours. In terms of flavor, this would be because the darkness of the buildings prevents the materials from being stacked in a stable manner unless the constructor puts on the "final touches" which bring it up to the next strength level. Like, a nail or two in the right place. The point of this would be simply to help balance the dark building survivor buff. -- Galaxy125 01:44, 13 October 2008 (BST)
Not quite an "EPIC SURVIFOR NERV," but nerf-y enough to not have a chance at passing--/~Rakuen~\Talk I Still Love Grim 20:42, 12 October 2008 (BST)
- I don't really understand whats wrong with it being nerf-y. It also isn't anywhere as nerf-y as I would like it to be, ideally I would like to see decay effecting all buildings from levels say ehb-vsb. However, since it only effects dark buildings it only effects four building types, and only if they don't have a generator. --kooks 12 October 2008 (BST)
Think about it this way, how often does the stuff on your bookshelf, for example, just "fall over" of its own accord? It doesn't. SOMETHING has to cause it to fall. The point of the Construction skill is that you are knowledgeable in HOW to stack crap so it DOESN'T fall apart. Otherwise any asshole could do it without a skill (hmmm....). If stacked objects are left unnattended for a prolong time...they will stay stacked UNLESS they physically deteriorate (organic matter decomposing, metal material rusting, etc.). And I might add that the Construction skill already compensatates for "weakness" whe building the barricade (above VS).--Pesatyel 00:18, 13 October 2008 (BST)
- Put it this way, Malton has been quarantined for two years, its incredible that there are still beds, chairs and other objects left in Malton, after all when a barricade is destroyed persumably so is the furniture, does IKIA airdrop furniture into Malton? Anyway, it doesn't need to be 100% realistic, it just needs to be realistic enough so that you can suspend your disbelief, which was what I was getting at with my earlier comment about zombies. Does it really take six or so shotgun blasts to kill someone? No. Does it take around 17 axe blows to kill someone? No. Does it matter? No. --Kooks 16:53, 13 October 2008 (BST)
not needed... addresses no problem or "hole" ... feh. --WanYao 10:29, 13 October 2008 (BST)
- Its clearly marked as an improvement, designed to you know, improve UD.--Kooks 16:53, 13 October 2008 (BST)
Zombies don't really care about dark buildings because of their nerfy-ness and because they aren't resource buildings that need to be held. If you are going to make barricades decay naturally then where is the incentive for zombies to play? I know that attacking barricades sucks, but if they can stand around and let them rot why even bother wasting the AP to attack them? As Wan ^^^. P.S. statements like Look, first of all please don't respond like that again, it is hardly constructive. usually invite more "non constructive" comments because people realize it bothers you. --– Nubis NWO 11:09, 13 October 2008 (BST)
- It isn't so much designed at zombies as it is designed at survivors, it is mean to make it harder for survivors to keep the barricades up.--Kooks 16:53, 13 October 2008 (BST)
- Yes, but it is lowering the cades on pointless buildings. Buildings that no one really cares about.--– Nubis NWO 01:16, 14 October 2008 (BST)
- And what the hell suburbs are you looking at? Tapton? In the real thick of things, barricades barely do there job as is, in attempting to retake suburbs. Even with highly mobile, highly connected strikes it is nearly impossible to stay alive in one suburb for more then a day or two. Adding this is would just be an annoyance, and thats all. - tylerisfat 03:22, 14 October 2008 (BST)
- Yes, but it is lowering the cades on pointless buildings. Buildings that no one really cares about.--– Nubis NWO 01:16, 14 October 2008 (BST)
"Ignore this Voice"
Timestamp: | Swiers 19:52, 5 October 2008 (BST) |
Type: | improvement |
Scope: | radios / radio broadcasts |
Description: | Net to every radio broadcast and speech, there would be a button that says "Ignore this Voice". The code for the button would contain an "encrypted" version of the broadcaster's user ID, or other reference that the server could use but which would NOT reveal the broadcasters ID. Clicking the button would ad that user ID to a list stored on the server for your character; if an ID is on this list, you never hear radio broadcasts or speech from that character. As a player, you would never be able to see this list. The list would have a limited length (50 voices or so) and adding new voices "to the top" would bump old ones of the bottom. In your settings, you would have the option to have the list active (ignoring those voices & their broadcasts), inactive (listening to all voices & broadcasts you can normally hear), or to clear the list completely as you change your settings. |
Discussion ("Ignore this Voice")
WARNING | |
This suggestion has no active conversation. It is marked for deletion in 6 days. |
--RosslessnessWant a Location Image? 10:00, 18 October 2008 (BST)
So if i'm ignoring a player its as if they aren't even talking? - tylerisfat 22:30, 5 October 2008 (BST)
- Yep. It would have exactly the same effect as the "ignore contact" setting in the contacts list, except the character is not a contact, and you don't even need to know who they are- just that anything said by that voice isn't worth listening to. Swiers 23:06, 5 October 2008 (BST)
Heck, why not? The only problem with this is what if you meet the player later on, become friends, and never realize that you have them radio-blocked? Perhaps there should be a (player-set) expiry. Spam which is obviously coming from the same person could be set to dodge this. Linkthewindow 23:14, 5 October 2008 (BST)
In order for this idea to work it would need to be kept very simple so i'm against Link's expiry etc. Also, the people you wanna block are douche bag's who spend all their ap spamming the radio (speaking of which is real gamer still at his lulz?) so it's not really an issue anyway. I quite like the idea assuming it's logistically possible. Although you should only be able to ignore them over the radio, if they talk to you in person you shouldn't be aware that it's the same person and should hear their comments as normal (explantion = people sound dif on the radio or whatever).--xoxo 00:39, 6 October 2008 (BST)
Yeah... we need this. --WanYao 20:12, 6 October 2008 (BST)
Wan's right, bring this on somehow. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 05:54, 8 October 2008 (BST)
Are you going to submit this Swiers? It's been a while. Linkthewindow Talk 22:30, 11 October 2008 (BST)
This is a good idea --A Big F'ing Dog 18:27, 15 October 2008 (BST)
Suggestions up for voting
Door and Barricade Buttons Switch Places
Suggestion is up for voting. Discussion moved to Suggestion talk:20081008 Door and Barricade Buttons Switch Places. --Midianian|T|T:S|C:RCS| 09:52, 8 October 2008 (BST)
Wear and Tear
Suggestion is up for voting. Discussion moved to Suggestion talk:20081008 Wear and Tear.--RosslessnessWant a Location Image? 18:41, 8 October 2008 (BST)
Useless use for the Crucifix
Suggestion is up for voting. Discussion moved to here. Linkthewindow Talk 11:19, 17 October 2008 (BST) Note: This was William Told's suggestion. He forgot update this section and move the talk across, so I did it for him.
Save Monroeville
Suggestion is up for voting. Discussion moved to here. Linkthewindow Talk 11:31, 17 October 2008 (BST) As above, this was Super Nweb's suggestion. He forgot to move the discussion across.