Developing Suggestions
Developing Suggestions
This section is for presenting and reviewing suggestions which have not yet been submitted and are still being worked on.
Nothing on this page will be archived.
Further Discussion
- Discussion concerning this page takes place here.
- Discussion concerning the suggestions system in general, including policies about it, takes place here.
Please Read Before Posting
- Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. You can read about many ideas that have been suggested already, which users should be aware of before posting what could be a dupe: a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles.
- Users should be aware that page is discussion oriented. Other users are free to express their own point of view and are not required to be neutral.
- It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
- After new game updates, users are requested to allow time for the game and community to adjust to these changes before suggesting alterations.
How To Make a Suggestion
Adding a New Suggestion
- 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.
{{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, etc. Basically: What is it? and Is it new, or a 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 you spelling and grammar.
Cycling Suggestions
- Suggestions with no new discussion in the past two days should be given a warning notice. This can be done by adding {{SDW|date}} at the top of the discussion section, where date is the day the suggestion will be removed.
- Suggestions with no new discussion in the past week may be removed.
- If you are adding a comment to a suggestion that has the warning template please remove the {{SDW|date}} at the top of the discussion section to show that there is still ongoing discussion.
This page is prone to breaking when the page gets too long, so sometimes suggestions still under discussion will be moved to the Overflow page, so the discussion can continue.
- Suggestions in Overflow: No suggestions currently in overflow.
Please add new suggestions to the top of the list
Suggestions
Burning Building
Timestamp: Cookies and Cream 02:17, 13 August 2009 (BST) |
Type: Attack, Item/Skill |
Scope: Humans, Zombies. |
Description: We can already soak each other in fuel, then light it with a flare. So why don't we do it to buildings? When you attack with a fuel can, you can choose to attack the building. It will take 3-4 successful fuel attacks to fuel soak a building, but once soaked, you have to get a successful flare hit as well. you can only burn buildings with no other people in it. Once burning, the building will stay burning for 10 hours, after which it becomes Ruined. The building, while burning, will function like a constant flare, giving you a message telling you that a building is burning X and Y away. This is where the new item/skill comes in. You can find Fire Extinguishers in Fire Departments, Office Buildings, Necrotechs and wherever else you might find a Fire Extinguisher. At start, you have a 25% chance of extinguishing some fire. The fire must be extinguished 3-4 times. The new skill, Firefighter Training, is under Fire Axe Proficiency, and gives you another 15% to your chance to extinguish the fire. |
Discussion (Burning Building)
This can only be used by survivors to grief other survivors. Don't make survivor only skills that help the zombie cause -- boxy talk • teh rulz 02:24 13 August 2009 (BST)
- BTW, a constant message about a burning building will just add to message spam for everyone in the area on every page refresh -- boxy talk • teh rulz 02:25 13 August 2009 (BST)
A couple questions I ask to you and which you may also want to ask yourself:
- What flaw in the game does this suggestion solve for?
- Does this suggestion encourage Players attacking Players? If so, it violates Don't Reward Players for Playing Out of Character of the Suggestions Dos and Do Nots
- What would happen if 1000 players did this at once, as per Multiply it by a Billion?
You caught me right after a Hatsune Miku Caramelldansen video, so I'm in a particularly good mood, but this suggestion does have some core flaws to it. Make sure you've read the appropriate material before posting a suggestion, and if you have, then don't forget to apply it thoroughly to all parts of your idea. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:26, 13 August 2009 (BST) EDIT CONFLICT!
It works like a constant flare? What does that mean? Anyone going in will take 15 damage per AP they spend in there?--Pesatyel 03:12, 13 August 2009 (BST)
- It means that it would give "you a message telling you that a building is burning X and Y away" -- boxy talk • teh rulz 03:57 13 August 2009 (BST)
Dupe--Orange Talk 03:26, 13 August 2009 (BST)
- Incorrect. Just having "fire" in the title does not qualify it as a dupe.--Pesatyel 03:39, 13 August 2009 (BST)
Lelouch, I didn't think a flaw was needed to suggest something, No, it doesn't encourage PvP (how would it?) and if 1000 players did this, we would have....1000 burning buildings! Boxy and Pesatyel, obviously this is DEVELOPING SUGGESTIONS. This was not my final version. And Boxy, if you had read it, you would have seen that it can only be done while no people are in the building. Cookies and Cream 04:20, 13 August 2009 (BST)
- Where did he make any mistake regarding the conditions it can be done in? He just said it's a survivor thing (as zeds can't use flares) that only griefs other survivors/helps the zombie cause. And yes, it's developing suggestions, you don't have to point it out. It's also known as the place where we poke holes in developing suggestions to make them better or explain why they don't work if they're fundamentally flawed. --Bob Boberton TF / DW 04:23, 13 August 2009 (BST)
- I'm over my music video, on a sugar low, depressed that summer's ending, and miffed at the dismissal of my objections, so here it goes: You obviously did NOT read SDaD because your idea fails several of their basic criteria; this encourages survivors to target survivors because only survivors can instigate this action, and only survivors suffer from the ruining of a building. This fails multiply it by a billion, because of 1% of this game's player were to death-cult this strategy they could burn Malton in a day. This idea is stupid, useless, broken, overcomplicated, grieftacular, spamtacular (thanks to your "constant" messages), and fundamentally flawed. In short: Your idea sucks, it can't be saved, drop it now and next time I'm in a good mood thank your lucky stars and take the kind hints so I (and indeed we) don't have to bust out my/our ass-kicking boots. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:47, 13 August 2009 (BST)
- I DID read it. I also says it burns for "10 hours". So does that mean people can't go in and we have to use fire extinguishers from outside? If you didn't notice THIS is the whole piont of DEVELOPING SUGGESTIONS to develop them. That thought came to mind when I read it, so why should I not comment on it? Are people "immune" to the effects of the fire (as it ONLY burns the building)? If so, then this is strictly a PK grief tool.--Pesatyel 04:27, 13 August 2009 (BST)
In all honesty you are not putting out a house/building/tower fire with a "fire extenguisher" You would look like a damn fool if you tried to fight with one of those damn things. And since there is a 0 tolerence for cars/trucks and shit you wont be getting a fire truck either. Lets spice it up a notch with a little addition and some subtraction. If a building cathes fire, it burns for ten hours and THEN it turns into a wasteland. I mean lets be honest guys, you survivors wont be putting out fires lol.--Agunin_Anoven 04:41, 13 August 2009 (BST)
- He's not suggesting we end the game.-Pesatyel 04:56, 13 August 2009 (BST)
What purpose does this serve apart from allowing survivors to ruin buildings (which is detrimental to the survivor cause)? - User:Whitehouse 07:59, 13 August 2009 (BST)
Gender
Timestamp: Yonnua Koponen Talk ! Contribs 21:42, 12 August 2009 (BST) |
Type: Flavour |
Scope: profile |
Description: I was just looking at the suggestion below's comments, and it got me to thinking. Why don't we add a tab to the profile where we fill out gender. Just like, a tab or something. If it isn't filled out, gender doesn't show up, if it is, it shows up on the users profile. Useful if your name is ambiguous of gender. |
Discussion (Gender)
Why can't the survivor description accomplish this? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:18, 12 August 2009 (BST)
- There's only so much that fits in that box, you can barely squeeze in a basic personality/objective if you want to keep a nice format and not resort to txt typing... Simple things like gender take up space, if they're are things most people are likely to have (e.g. gender/age) then a simple field is very useful. --Kamikazie-Bunny 23:30, 12 August 2009 (BST)
Having a field for gender has two concerns for me:
- 1) If we have a field for gender people might start asking for things like age, height, weight, motto, sexual orientation etc. While I don't think this is a bad thing the question is where does it end, I don't want 5 pages of fields (that I will be compelled) to fill out for flavour.
- 2) A field could be abused, yes people will put male, female, hermaphrodite, eunuch and various things '4 teh lulz' but I'm sure it's not hard to thing of ways to abuse it.
- --Kamikazie-Bunny 23:23, 12 August 2009 (BST)
- Well, to solve concern #2, I meant a drop down list. Either Male, Female or Don't show. Fair enough on the first one, but a simple Boolean field to determine gender for odd names on its own probably wouldn't push this. If there really is that much concern, then we can always reject those suggestions as they come.--Yonnua Koponen Talk ! Contribs 23:27, 12 August 2009 (BST)
- Best to have Male, Female, Other, Don't show just to cover the outsiders and non-organic things roaming malton.--Kamikazie-Bunny 23:33, 12 August 2009 (BST)
- Fair enough.--Yonnua Koponen Talk ! Contribs 23:37, 12 August 2009 (BST)
- --Kamikazie-Bunny 23:23, 12 August 2009 (BST)
Extreme "meh" :p -- boxy talk • teh rulz 02:15 13 August 2009 (BST)
"Male" and "female" (or "other") don't take a lot of space in a description. Especially if most of the descriptions you see are "nondescript".--Pesatyel 04:32, 13 August 2009 (BST)
Starting Clothes
Timestamp: Degree7 21:57, 8 August 2009 (BST) |
Type: Clothes |
Scope: Starting characters |
Description: Okay, here's another suggestion that I hopefully think might go down better under discussion than my rifle one. I'm not too sure if this has been discussed before though. Anyway....
My idea was that when you create a new character and have chosen the class and name and password and all that, it also gives you the option to choose the clothes you start out with. After all, it would only make sense that you would get to wear the military clothing when you pick a military class, instead of having to travel all the way to a fort if you want to acquire them. This would negate the effect of encountering a soldier who's wearing a fireman's helmet or a lab coat, and would add some realism to the game. This is just something that has always irked me at times. The options on what clothes you want to wear would take place when you first pick your class and character, with the little drop down clothing menus. Obviously, if you picked to be a firemen, you wouldn't be able to choose a doctor's apparel or a policeman's unless you go to a hospital or police station, where you can still change your clothes. |
Discussion (Starting Clothes)
Firemen start in fire stations and are therefore limited to only picking fireman clothing at first. Same for doctors and police in their respective locations. --DANCEDANCEREVOLUTION-- 11:51, 11 August 2009 (BST)
- Ditto; it's not like it's hard to just get Free Running and stroll on over to a FD, PD, or Hospital, and we don't want to give people rare fort/mansion-wear wherever they go just because they picked a certain starting class. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:28, 11 August 2009 (BST)
I do agree with the military personnel starting off with army clothes by default, although by precedence, everyone starts off naked and there's no real need to change the rules for one classes' benefit. --DANCEDANCEREVOLUTION-- 15:35, 11 August 2009 (BST)
- I think this is a good idea. It would improve the flavor and role-playing merits of the consumer, military and zombie classes. If the other classes can already start out by choosing the type of clothing appropriate to their clothing, why not give everyone the option? How about this for the starting selections of clothing:
- Cop, Firefighter, Lab Assistant and Doctors all select their clothing from the type of building they start in.
- Consumers select from Mall clothes (no Mall shirts)
- Military selects from Fort clothes (no dog tags)
- Zombies select from Tower clothes (all clothes start out torn and tattered)
- I think this is a good idea. It would improve the flavor and role-playing merits of the consumer, military and zombie classes. If the other classes can already start out by choosing the type of clothing appropriate to their clothing, why not give everyone the option? How about this for the starting selections of clothing:
--GANG Giles Sednik CAPD 02:08, 12 August 2009 (BST)
- As it is, fort clothes are relatively rare or at least specialized items that can only be obtained from a functioning fort in survivor hands; letting anyone who starts out as a military class get it for free kind of removes the significance and uniqueness of these items... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:26, 12 August 2009 (BST)
- It's not like clothes are even mandatory or serve a purpose. But I don't see how they can be considered specialized items as they offer no benefits. Also, this suggestion is not only limited to one class, as civilians also lack the ability to choose any consumer based clothes from the start. To me, regulating the clothing would kind of straighten out the realism of the game out a bit, but wouldn't negate the effect of people still being able to come up with wacky combinations of clothes that they can identify themselves with.--Degree7 11:07, 12 August 2009 (BST)
- As it is, fort clothes are relatively rare or at least specialized items that can only be obtained from a functioning fort in survivor hands; letting anyone who starts out as a military class get it for free kind of removes the significance and uniqueness of these items... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:26, 12 August 2009 (BST)
Why do we really need selecting? If your a firefighter, you start with "firefighter" related clothes.--Pesatyel 03:20, 12 August 2009 (BST)
I'm pretty "meh" with pointless flavour suggestions, but if you have to put this suggestion up, I'd suggest that the classes get generic <class specific> clothing. If you want to choose your clothing, just go to the buildings, it's not that difficult. It would be good for zombies, to save them having to get a revive to put something on, although I'm not sure what type of clothing a corpse should start off with. This may require new users to nominate a sex, so they get either skirts or trousers? -- boxy talk • teh rulz 13:55 12 August 2009 (BST)
- I think Giles Sednik outlined his idea for it pretty well. You wouldn't need to pick a gender, as no matter what clothes you choose, you can still fill out your character description and describe whether your a male or a female. But the problem with traveling to the buildings is a lot of players start out really far away from the forts and it's usually quite risky to travel about five suburbs across while still having to stop in a VSB building if you don't have free running.--Degree7 21:22, 12 August 2009 (BST)
- ...That's the point; the clothes are difficult to get, and therefore meaningful. Furthermore, at the end of the day, what problem with Urban Dead does this address? If you're just adding complexity for the sake of complexity, it's not likely to go well. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 21:36, 12 August 2009 (BST)
- Look, it's not like choosing clothes from a drop down menu is complicated. It just adds flavour. I don't think people would have issues over military classes wearing their respective clothes, it just makes sense. It's not as if military clothing is rare or unique anyway. And this idea wouldn't be restricted to military either, but for zombies and consumers as well.--Degree7 01:59, 13 August 2009 (BST)
- The only thing that really makes clothes even slightly interesting, is that you have to find out where the ones you want are located, and then go and find a building that is in survivor hands to get them -- boxy talk • teh rulz 02:17 13 August 2009 (BST)
- I'd have to disagree. I'd imagine beginning players would be quite excited to be able to pick their clothes at the start. It would cement a sense of identity in their character if they picked military, zed, or consumer and could pick their apparel to boot.--Degree7 06:17, 13 August 2009 (BST)
- To answer your question Lelouch, the problem with Urban Dead this addresses is the clothing inequity between starting classes. Right now only certain random classes start out with access to the type of clothing appropriate for their character. So if you chose consumer, zombie or military, you're getting screwed (in a very minor way). But flavor is flavorful baby.
- Also, as boxy pointed out, there is some interest and pride in unique clothing items. That's why dog tags and mall shirts would still only be available by finding the right building. This retains the pride of wearing "unique" apparel.--GANG Giles Sednik CAPD 06:23, 13 August 2009 (BST)
- Seems you're better at explaining this than I am, Giles.--Degree7 07:55, 13 August 2009 (BST)
- I'd have to disagree. I'd imagine beginning players would be quite excited to be able to pick their clothes at the start. It would cement a sense of identity in their character if they picked military, zed, or consumer and could pick their apparel to boot.--Degree7 06:17, 13 August 2009 (BST)
- The only thing that really makes clothes even slightly interesting, is that you have to find out where the ones you want are located, and then go and find a building that is in survivor hands to get them -- boxy talk • teh rulz 02:17 13 August 2009 (BST)
- Look, it's not like choosing clothes from a drop down menu is complicated. It just adds flavour. I don't think people would have issues over military classes wearing their respective clothes, it just makes sense. It's not as if military clothing is rare or unique anyway. And this idea wouldn't be restricted to military either, but for zombies and consumers as well.--Degree7 01:59, 13 August 2009 (BST)
- ...That's the point; the clothes are difficult to get, and therefore meaningful. Furthermore, at the end of the day, what problem with Urban Dead does this address? If you're just adding complexity for the sake of complexity, it's not likely to go well. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 21:36, 12 August 2009 (BST)
Chainsaw
Timestamp: Kite 10:43, 8 August 2009 (BST) |
Type: New Weapon |
Scope: Humans and Zombies |
Description: Well my idea here is that it would be an ammo-fed melee weapon. It would only be useful with fuel cans, otherwise it only does 1 damage, zombies will be able to use this, but if they did, even if it is fueled would only do 1 damage.
Chainsaw: Effects: None. Encumbrance: 15% Can be found in - Mall-Hardware Stores 5%, Factories 1%, Junkyards 3%, and Warehouses 0.5%. Lighted Search rates - Mall Hardware Stores 7%, Factories 2%, Junkyards 4%, and Warehouses 1%. Base damage per hit: 1 Base to hit %: 10% Upgraded to hit: 30% Skills which upgrade to hit %: Hand to Hand Combat Special abilities: When fueled does 3 more damage. Zombies cannot use the extra 3 damage.
Reload: Takes one AP to fuel Chainsaw with Fuel. Fuel is taken from the inventory when used. Ammo Limit: The chainsaw can be loaded with 20 Ammo max. Ammo use: Uses one ammo for every attack, successful or not. Even if you only used 4 ammo and the Chainsaw still had 16 ammo if you fueled it the Fuel Can will still count as used and will be removed from the inventory. Note: If there's a generator in the building and you want to reload the Chainsaw, not the generator, then you click the Chainsaw button in the inventory. |
Discussion (Chainsaw)
I'm pretty sure that chainsaws are a pretty old and recurring dupe. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 17:24, 8 August 2009 (BST)
This is weaker than a fire axe when you have it fully advanced. So really, it's just another useless weapon.--Yonnua Koponen Talk ! Contribs 17:28, 8 August 2009 (BST)
- Yep, but that's not such a problem. It would be a flavour type weapon, and one that fits the zombie genre well. Unlike new guns, this wouldn't dilute search rates, and it's ammo is something that many players carry anyway, to fuel generators. I'm pretty sure it's been suggested before, however -- boxy talk • teh rulz 03:51 9 August 2009 (BST)
Well we have this in Peer Review. So, the question is, is THIS version better or different enough? The only real thing this one has going for it is higher fuel capacity and the ability to use it "unpowered". Another thing, hand to hand only provides +15%, not 20%.--Pesatyel 05:32, 9 August 2009 (BST)
This game has long needed a chainsaw so I applaud the effort... that said I am not sure I like this one as it just doesn't do enough damage. I am sure someone suggested one with a variable damage (1-5?) a while back which to me seems a good way to reflect the devastating and uncontrollable potential of a chainsaw. --Honestmistake 00:42, 10 August 2009 (BST)
Chainsaw would a nice addition.
Name | Dmg | Enc | Acc | Acc+1 | Acc+2 | Zombie use? |
Fire Axe | 3 | 6% | 10% | 25% | 40% | N |
Knife | 2 | 2% | 20% | 35% | 50% | N |
Chainsaw | 1+3=4 | 15% | 10% | 30% | N/A | N |
Is the above correct?--Maps 14:01, 13 August 2009 (BST)
- If yes, then a chainsaw with hand-to-hand combat would be as powerful as a fireaxe with axe proficiency giving 1,2 average damage per AP. But the drawback would be having to fuel it once or twice as you are attacking. I still like it.--Maps 14:22, 13 August 2009 (BST)
Lab Experience Improvement?
Timestamp: Mooman72v2 06:42, 7 August 2009 (BST) |
Type: Skill Change |
Scope: Players with Lab Experience Skill |
Description: Here's the Idea: Since players with Lab Experience aparrently know how to use the revivification syringes, why can't they help other players do it? My idea is that if someone without Lab Experience (Which I will now start referring to as LE to save time) has some revivification syringes, why couldn't someone with LE help the other person do so. First, there will be a setting for the players with LE: Auto-Help with syringes? ()yes ()no ()ask first
Anyways, when a person without LE who has some revivification syringes is in the same building or block with a zombie and a person with LE, thye could ask the person with LE to help with using the syringes. The person with LE, depending on their setting, will either help, not, or ask when the person logs in. The person who is helping will use 1 or no AP, while the person without LE will use the full 10 AP. The XP from said zombie will be split so that both players recive 5 xp. There could also be a small to medium chance that the person being helped will not understand the instructions, and waste the syringe or not use it. Only one AP will be used in this case. |
Discussion (Lab Experience Improvement?)
Why? --Bob Boberton TF / DW 07:35, 7 August 2009 (BST)
- So folk can more easily clear buildings with low level zergs? --Honestmistake 08:22, 7 August 2009 (BST)
Useless, overcomplicated, and game-breaking; did you even read the Suggestions Dos and Do Nots? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:38, 7 August 2009 (BST)
Aside from the fact that I think it is a bad idea, how would the "ask first" option work? What if the person with the syringe left the area before the person they asked help from logged in? --Uberursa 19:16, 7 August 2009 (BST)
As Honestmistake mentioned this would present serious zerging problems. Also, you have to consider that it is "fun" for players to level up and buy the skills to do things. If you follow this line of reasoning we would have level 42 players helping newbs fire off shotguns and search more efficiently for ammo and perform surgery and ransack buildings etc.--GANG Giles Sednik CAPD 19:43, 7 August 2009 (BST)
iPhone App (2.0)
Timestamp: ChiTownBear 09:13, 4 August 2009 (BST) |
Type: Game Extension? |
Scope: players with iPhones and iPod touches |
Description: Just a simple, easy to use iPhone app. There could be a city made just for the app users. Also, the app would be able to stay logged into all of our accounts so that we lazy iPhone/iPodtouch users won't have to remember our passwords, nor will we have to log out to switch characters. Since the game is free, the app should probably be free too. |
Discussion (iPhone App (2.0))
There was a group of players who, early on, were dis-satisfied with Urban Dead, so they made their own game called Nexus War. There is your answer.--Pesatyel 10:29, 4 August 2009 (BST)
- Nexus war wasn't made by a group of players. And they definitely weren't dissatisfied.-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 17:30, 4 August 2009 (BST)
- Obviously I wasn't aware of that, but its moot. He doesn't want to play Urban Dead (which is, basically, what he's saying in his suggestion) he can make his own game.--Pesatyel 04:09, 5 August 2009 (BST)
- He doesn't want to go through all that work; he wants kevin to do it for him. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:10, 5 August 2009 (BST)
- Obviously I wasn't aware of that, but its moot. He doesn't want to play Urban Dead (which is, basically, what he's saying in his suggestion) he can make his own game.--Pesatyel 04:09, 5 August 2009 (BST)
Again (and again), this is for in-game suggestions. Program your own ap thats compatible with UD, if you're so inclined. --ϑϑℜ 10:34, 4 August 2009 (BST)
THIEF | |
This user has stolen a template from Lelouch vi Britannia! He is not amused. Feel free to point, laugh, and generally mock anyone other than Lelouch who posts this. |
- As DDR; your idea didn't work the first time and it won't work the second. You were told all of this the first time you posted it, but obviously forgot or ignored all of it; for further evidence of ignorance, this idea is almost a carbon copy of the ridiculous facebook suggestion below. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:52, 4 August 2009 (BST)
You want an app for your lPhone or your OrangeBerry or whatever? You make it. Don't ask Kevan to; there are plenty of other things he could be doing than interacting with hardware he may or may not have and a smelly company. --Bob Boberton TF / DW 16:51, 4 August 2009 (BST)
The only thing redeeming about the last version was the fact that you pathetic iusers were paying for it. Now that it's free, it's completely useless to the rest of us.-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 17:30, 4 August 2009 (BST)
- Whoa guys, settle down. You act like I'm committing some crime against humanity. To DDR- Where should I suggest this? To Lelouch- I don't know what suggestion you were reading, but this isn't the same as the last one. This is, in fact, the version 2.0 that one of you guys suggested that I should make. To all the haters-
- What do you have against iPhones?
- Just because it doesn't benefit you doesn't mean it is a bad idea.
- I don't know how to make an app, and it isn't my place to make one for someone else's game.
- Don't bring Kevan into this. You aren't Kevan. This is a discussion between players. --ChiTownBear 20:56, 4 August 2009 (BST)
- Tell me why we want Kevan creating a thing that does not benefit the game in any way? - User:Whitehouse 21:41, 4 August 2009 (BST)
- It would bring more players to the game, and people who don't go home for days at a time still would be able to play. As for how it benefits people without iPhones or iPod touches, it doesn't, but it doesn't hurt them either. It would benefit the people who can use it, and it won't affect the people who can't. Also since we are already conjecturing about what Kevan would think, wouldn't he love the idea because more players would mean more donations? --ChiTownBear 21:53, 4 August 2009 (BST)
- Perhaps he wouldn't love the idea - he'll have to learn a new coding language to cater to a very small portion of the UD community. Anyway, I'm not Kevan, so this isn't really for me to say. And besides, there's already a browser on the iPhone. Unless Kevan's got the extra time to learn a new coding language and actually code the thing (which is probably easier said then done, since it's an MMO,) there isn't much point. Unless you can be bothered learning to code yourself, just use the browser. Linkthewindow Talk 22:07, 4 August 2009 (BST)
- It would bring more players to the game, and people who don't go home for days at a time still would be able to play. As for how it benefits people without iPhones or iPod touches, it doesn't, but it doesn't hurt them either. It would benefit the people who can use it, and it won't affect the people who can't. Also since we are already conjecturing about what Kevan would think, wouldn't he love the idea because more players would mean more donations? --ChiTownBear 21:53, 4 August 2009 (BST)
- Well, you can play it perfectly fine as is, you just have to zoom in, asking for an app that is not needed seems unnecessary. I know this because I have an iTouch and have played Urban Dead on it quite a few times. Moving on, this could affect players without iPhones/iTouches. You might have noticed that Kevan doesn't update the game that often, if Kevan begins to use time that he would normally use upgrading the current city on building this app and a new city instead, it would actually mean even fewer updates, which is negative for those players not using iPhones/iTouches. As for more donations, it's possible that there would be more, I really don't know anything about donation statistics. - User:Whitehouse 22:06, 4 August 2009 (BST)
- AFAIK, donations are more a "beer fund" then an actual source of income. Even then, this game would just produce enough money to cover the server costs. Linkthewindow Talk 22:08, 4 August 2009 (BST)
- Well, you can play it perfectly fine as is, you just have to zoom in, asking for an app that is not needed seems unnecessary. I know this because I have an iTouch and have played Urban Dead on it quite a few times. Moving on, this could affect players without iPhones/iTouches. You might have noticed that Kevan doesn't update the game that often, if Kevan begins to use time that he would normally use upgrading the current city on building this app and a new city instead, it would actually mean even fewer updates, which is negative for those players not using iPhones/iTouches. As for more donations, it's possible that there would be more, I really don't know anything about donation statistics. - User:Whitehouse 22:06, 4 August 2009 (BST)
- One, I (because I can't speak for everyone) don't have anything against iPhones in particular. I'm not "against" iPhones, I'm "for" equal access to the game and tools. First you were suggesting unfair advantages for them and now you're suggesting something that's basically a lot of work for a little fix. As for point 4, it IS all about Kevan, because if this is to be done, he'll either have to do it or at least approve it. And of course, because I don't like your silly suggestion, that means I must hate you. Pfft. Oh, and you're committing crimes against reason and common sense. --Bob Boberton TF / DW 22:14, 4 August 2009 (BST)
I can't see any harm in this suggestion myself. Sure it is not for the current game but nor are those suggestions we get for Monroe only, or for "hardcore" cities and they can be discussed here... Now to why this is a bad idea.... basically it boils down to: Why should Kevan bother going through all the (probable) legal hoops required to make an App for a specialist platform if he is not going to make some sort of profit? Obviously that is for him to decide as would any actual details... That really means that this is less a suggestion than a request and that it should in fact be on Kevans user page. For what its worth though I think it could be a pretty good idea and I don't even own an I-Phone. --Honestmistake 22:10, 4 August 2009 (BST)
- First off, I want to say thank you for making valid points. That being said, maybe it could cost 99 cents? I don't know how much a server costs, but the game supports all of its players now on only donations (I also don't know how much is donated, but I'd imagine it isn't much). If it can do that then couldn't the server and beer be easily paid for if all the app players paid one dollar? I just don't use the browser on the iPhone because its a pain to zoom in and out, and its easy to accidentally click the wrong button. In my opinion, making those inconveniences go away is definitely worth a dollar. I'm not a computer person, but isn't coding a browser based game the same as coding an app based game? And about Kevan, 1. where is his user page and 2.(just for some closure) shouldn't we just be establishing whether the players think it is a good add on or not, and let him decide if he wants to go through the trouble of making it? As for there being fewer updates, I guess that could be true, but no suggestion is perfect, right? --ChiTownBear 22:55, 4 August 2009 (BST)
This idea is an Epic Fail for the following reasons:
- It needlessly wastes time and real-world money; suppose all you want, but you can't guarantee it will be made back.
- It only benefits people with iPhones, who can already play normal UD just fine.
- This suggestion doesn't even go here; it is not an improvement to Urban dead, it's a completely new game, and it wouldn't even help browser players at all.
If you want an iPhone app, then, as I said before, get a team together and make one; for further information, please see my above template. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:33, 4 August 2009 (BST)
- Afterthought: You don't even have to take our word for it, although that is what this entire page is about. Take it to voting if you want; I'll grab some chess pieces and call my Knightmare pilot. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:38, 4 August 2009 (BST)
So this app would be free? nice i would use it.--Agunin_Anoven 00:24, 5 August 2009 (BST)
- I agree with your point about people answering for kevan, but if you want to talk to kevan go to his site and email him yo.--Agunin_Anoven 00:27, 5 August 2009 (BST)
- Good idea, I didn't know kevan had a site. --ChiTownBear 03:01, 5 August 2009 (BST)
I'm severely confused. You can go onto the net on an iPhone. Why do people need an ap for it? --ϑϑℜ 03:28, 5 August 2009 (BST)
- You don't, and when we told ChiTown that, he went and suggested a whole new city just for iPhone users in an attempt to "fix" his idea. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:03, 5 August 2009 (BST)
- What stupidity. The extra cities Borehamwood and Monroeville had such poor numbers when it was free and accessible to any browser-compatible hardware, so he wants to make one thats only accessible to paying users and only on an iPhone. --ϑϑℜ 04:24, 5 August 2009 (BST)
- What he should be asking for is a simple interface change when the server detects that it's an iPhone/iTouch that is being used (servers can actually detect that), not that any interface change is going to help much because the simple fact is that the iPhone/iTouch screens are too small for easy access without using the zoom function, the very thing he seems to be wanting to avoid. - User:Whitehouse 04:32, 5 August 2009 (BST)
- If all he does is argue against people regarding the validity of his suggestion, he might as well take it to voting right now. --ϑϑℜ 04:35, 5 August 2009 (BST)
- I thought the whole point of Developing Suggestions was to stop suggestions like this making it to voting. Now I'm confused :( - User:Whitehouse 04:39, 5 August 2009 (BST)
- What made you think that? It is MUCH easier to get it taken to voting then spam and/or dupe it forever.--Pesatyel 06:20, 5 August 2009 (BST)
- That gives it the added bonus of making sure it never gets off the ground again. --ϑϑℜ 11:52, 5 August 2009 (BST)
- I wasn't being serious. Now that you guys mention it, that does seem to be a method for getting rid of bad suggestions, but it does kinda go against the whole idea that we're meant to be improving the suggestions :p - User:Whitehouse 15:00, 5 August 2009 (BST)
- DS is designed to allow suggestions to get input to tinker with the mechanics, until a majority of the community thinks its been made the best it can be. That process can't happen if the user refuses to a) accept the suggestion is bad or b)refuses to allow the suggestion to get modified in any way. If a user won't allow either a) or b) to happen they might as well save us the stress and put their suggestion up for voting. It isn't our fault they don't want our... "help". --ϑϑℜ 15:10, 5 August 2009 (BST)
- I wasn't being serious. Now that you guys mention it, that does seem to be a method for getting rid of bad suggestions, but it does kinda go against the whole idea that we're meant to be improving the suggestions :p - User:Whitehouse 15:00, 5 August 2009 (BST)
- That gives it the added bonus of making sure it never gets off the ground again. --ϑϑℜ 11:52, 5 August 2009 (BST)
- What made you think that? It is MUCH easier to get it taken to voting then spam and/or dupe it forever.--Pesatyel 06:20, 5 August 2009 (BST)
- I thought the whole point of Developing Suggestions was to stop suggestions like this making it to voting. Now I'm confused :( - User:Whitehouse 04:39, 5 August 2009 (BST)
- If all he does is argue against people regarding the validity of his suggestion, he might as well take it to voting right now. --ϑϑℜ 04:35, 5 August 2009 (BST)
- What he should be asking for is a simple interface change when the server detects that it's an iPhone/iTouch that is being used (servers can actually detect that), not that any interface change is going to help much because the simple fact is that the iPhone/iTouch screens are too small for easy access without using the zoom function, the very thing he seems to be wanting to avoid. - User:Whitehouse 04:32, 5 August 2009 (BST)
- What stupidity. The extra cities Borehamwood and Monroeville had such poor numbers when it was free and accessible to any browser-compatible hardware, so he wants to make one thats only accessible to paying users and only on an iPhone. --ϑϑℜ 04:24, 5 August 2009 (BST)
Please stop saying EPIC FAIL LOLZZZZZZZZZZZZZZZZZZ. Believe it or not it actually isn't funny Cyberbob Talk 11:55, 5 August 2009 (BST)
- Actually, its the primary method for getting rid of suggestions period.--Pesatyel 04:34, 6 August 2009 (BST)
- I wasn't saying it to be funny; I was attempting to describe how colossally flawed this concept is. The internets r srs business. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:27, 5 August 2009 (BST)
Dear idiot, you can use Safari on an iPhone well enough to play Urban Dead. I know this because my self and one DanceDanceRevolution once used a display iPhone in a Vodafone store to log into a friend/group members *cough gomerpyle cough* profile, added brain rot and then jumped out of a building. If we can do this, you can play urban dead.--CyberRead240 15:24, 5 August 2009 (BST)
- We told him that the first time, and he decided to "improve" his suggestion by asking for a whole city just for iPhone users. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:27, 5 August 2009 (BST)
Although I agree with the majority of the opinions above I'm going to try be a bit more helpful... Your main issues appear to be the effort of logging in with different profiles and the screen size (specifically having to zoom in)...
- Suggestions for improving
- Increase the default zoom level for your browser/Urbandead.com.
If you can't do this then I suggest you take this up with the iCrap Team. --Kamikazie-Bunny 23:40, 5 August 2009 (BST)
Firstly, I'd like to say, having recently bought an ipod Touch, I believe this is a good idea in principle. However, it really isn't worth Kevan's time to code it when he could be spending that time writing updates for the game which benefit a much wider audience. A better idea would be to simply make the urbandead site more iphone-friendly so it's easier to use in the browser.--The General T Sys U! P! F! 11:43, 11 August 2009 (BST)
Birthday Loot!
Timestamp: BlackDeath3 22:19, 3 August 2009 (BST) |
Type: Special Flavor Event |
Scope: Everybody! |
Description: It's a fairly simple idea, and arose when I looked at the UD homepage and read the part about UD being four years old. I know that other games do this as well. Players can submit their birthdate into their profile, and on their birthday, they receive special birthday loot! It could come with a random assortment of useful items and weapons, and even a little birthday card, but it would just be a cool little flavor event that happens once a year. The alert message could say something like:
"Although it feels like just another day in post-apocalyptic Malton, it isn't. On your casual search through the ruin and rubble of Malton, you find something unexpected... Happy Birthday <insert username here>!" You could find a crate or bag of some sort, possibly left over from a helicopter drop, long buried from before the outbreak, or however you would like to rationalize it. You could crack it open with a crowbar, axe, gun, or some sort of weapon, and watch your loot spill out in a sea of foam packing peanuts! Zombies could find this as well, and maybe keep the items in case they revive. Or the zombies could just smash it to pieces to receive their birthday present - XP! Of course, players would have only one chance to set their birthday, and then it is locked to prevent abuse of this feature. You wouldn't even need to put in your birth year if you didn't want to, just the month and day. It wouldn't need to be viewable to the public, in the event that you care. It would just be there for your once a year birthday loot! Anyone with helpful suggestions, add-ons, whatever, they are welcome. And as for the inevitable flame... I brought my shield :) |
Discussion (Birthday Loot!)
- What about the poor maxed-out career zombies? They have little want of XP or items. -- RoosterDragon 22:29, 3 August 2009 (BST)
I tried to include zombies as well, because I think everybody should get something out of this. I've never had a high-level career zombie, so if you know of something that would benefit that audience, feel free to throw it in :) BlackDeath3 22:31, 3 August 2009 (BST)
- Perhaps a random ultra-rare zombie flavor item? In fact, you could make a whole array of clothing and accessories that are only accessible via birthday troves; it would be random which one you get, and you would only get one per trove. Players who smash open their trove would get zombie/death-centric items while players who open it (which can happen regardless of state) would get survivor stuff; or, you could just make it all cross-state (AKA gold watches, party hats, hypno-glasses...etc.) Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:49, 4 August 2009 (BST)
My first thought was "flavor item". But that just seems boring, unless it is a clothing item (something others can see). My other thought (between "flavor item" and clothing) was some minor bonus like +5% to hit for that day.--Pesatyel 04:51, 4 August 2009 (BST)
- I was thinking random super-rare birthday-only flavor clothing or accessory as well. It doesn't break the game and it gives people something to look forward to; it also rewards long-time players. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:54, 4 August 2009 (BST)
I like those ideas, of the flavor items. And, if you were to get some special, random item, it would give you a feeling of exclusivity, to have an item that one cannot just come by on their own, but must chance upon on their birthday. It would reward the long-time players, and their collection of these birthday items could slowly grow year by year! BlackDeath3 10:22, 4 August 2009 (BST)
Just make sure it is flavour items, or clothing of some sort, not weapons. Nothing game-changing. --ϑϑℜ 10:36, 4 August 2009 (BST)
I see no problem with throwing in a few, actual items, seeing as how it would be no different than finding a supply crate on July 3rd, or Christmas, or Easter. But the flavor is a nice idea. -- BlackDeath3 10:57, 4 August 2009 (BST)
- Yes it is the world of difference, because crates happen to 1% of the population and this will happen to everyone at their own specified time. --ϑϑℜ 11:00, 4 August 2009 (BST)
Zombies and survivors can change into clean clothes on their birthdays! its a birthday suit! --RosslessnessWant a Location Image? 10:54, 4 August 2009 (BST)
- My character's already in his birthday suit... --ϑϑℜ 10:55, 4 August 2009 (BST)
Too cutesie, and invokes teh hand of god -- boxy talk • teh rulz 11:12 4 August 2009 (BST)
- Doesn't every suggestion? It's not like anyone else is in a position to implement anything we approve. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:54, 4 August 2009 (BST)
- No, other suggestions may make "god like" changes to the game, but they usually don't involve Kevan magically, and regularly, zapping gifts into existence for a specific person, depending upon the date that someone was born. I mean, how believable is it that you just happen to find a birthday card and pressies, on the 1 in 365 days that it is actually your birthday? Crappy flavour, and it doesn't fit with a zombie apocalypse -- boxy talk • teh rulz 16:30 4 August 2009 (BST)
- But haven't we always said that gameplay takes precedence over flavor? An unlimited supply of fuel and generators isn't realistic or in-genre, and kevin wouldn't have to do anything other then program it in as he would any other idea. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 17:19, 4 August 2009 (BST)
- All those things are axioms of the game. They need to be in place for it to work indefinitely, and be balanced. Birthday cards and free goodies, beamed to you out of nowhere, on your "special day" is another thing altogether... and don't get me started on the party hats, chrismas trees and lights -- boxy talk • teh rulz 00:47 5 August 2009 (BST)
- Not to mention various date specific items already in game like the party hats and christmas trees. I like the idea of some minor "special" items (not more than 1 per birthday though) maybe a "BOOMSTICK" shotgun that does 12 damage but can't be reloaded or a clip of armour piercing ammo or (as its your birthday) a Katana that breaks after a few hits? Nothing game breaking but something a little bit special for a slight boost. The zombie equivalent could be special flavour text and a slight boost for an few attacks "Striking the barricade you manage to dislodge a huge section.... it seems to be a special day!" or "you claw at survivor bob for 4 damage and rip out his still beating heart... he dies screaming while you feast!" Again a very slight and limited duration bonus which is more fun for the flavour than the extra bit of damage...--Honestmistake 17:45, 4 August 2009 (BST)
- Multiplied times a billion, that could potentially have huge impacts on the game; people might even make throwaway characters to get those overpowered chances/items. Plus, not every player is a fanatic hardcore trenchcoater; flavor clothing and accessories are fun and don't break the game. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 17:50, 4 August 2009 (BST)
- No one is going to create a billion characters and then level them enough that any attack is going to have any real chance to hit (well maybe a zombie zerg looking for a cade bonus?) A survivor getting an extra 4 damage from 2 shots is not going to be game breaking as a once a year special and a zombie scoring claw kill on a 4 or less hp target is again not going to register in stats... Both would be fun though and could perhaps be made less zergable by requiring a confirmed e-mail address? --Honestmistake 18:00, 4 August 2009 (BST)
- Or, we could just not give people superpowers on their birthday? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:38, 4 August 2009 (BST)
- ignoring armour on 6 shots, doing an extra 2 damage on 2 shots or having the potential to cause 4 damage with a claw in a very narrow time window and circumstance are not "superpowers. Haing a chance to remove 2 levels of cades in 1 blow is hardly super either (though its a lot closer) However I have a better way to do this.... just make it a special bonus for accounts that have paid for the IP boost. Its a nice, low impact gift for those that support the game and if multiplied by a million I will expect a royalties cheque from Kevan :) --Honestmistake 19:39, 4 August 2009 (BST)
- We shouldn't give more gifts to donaters. They have enough with the 300-hit limit. And suppose a group all set their birthdays for the same day? A group like the dead could take over the city in a day with these bonuses. So really, it'd have to just be flavour.--Yonnua Koponen Talk ! Contribs 20:50, 7 August 2009 (BST)
- ignoring armour on 6 shots, doing an extra 2 damage on 2 shots or having the potential to cause 4 damage with a claw in a very narrow time window and circumstance are not "superpowers. Haing a chance to remove 2 levels of cades in 1 blow is hardly super either (though its a lot closer) However I have a better way to do this.... just make it a special bonus for accounts that have paid for the IP boost. Its a nice, low impact gift for those that support the game and if multiplied by a million I will expect a royalties cheque from Kevan :) --Honestmistake 19:39, 4 August 2009 (BST)
- Or, we could just not give people superpowers on their birthday? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:38, 4 August 2009 (BST)
- No one is going to create a billion characters and then level them enough that any attack is going to have any real chance to hit (well maybe a zombie zerg looking for a cade bonus?) A survivor getting an extra 4 damage from 2 shots is not going to be game breaking as a once a year special and a zombie scoring claw kill on a 4 or less hp target is again not going to register in stats... Both would be fun though and could perhaps be made less zergable by requiring a confirmed e-mail address? --Honestmistake 18:00, 4 August 2009 (BST)
- Multiplied times a billion, that could potentially have huge impacts on the game; people might even make throwaway characters to get those overpowered chances/items. Plus, not every player is a fanatic hardcore trenchcoater; flavor clothing and accessories are fun and don't break the game. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 17:50, 4 August 2009 (BST)
- But haven't we always said that gameplay takes precedence over flavor? An unlimited supply of fuel and generators isn't realistic or in-genre, and kevin wouldn't have to do anything other then program it in as he would any other idea. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 17:19, 4 August 2009 (BST)
- No, other suggestions may make "god like" changes to the game, but they usually don't involve Kevan magically, and regularly, zapping gifts into existence for a specific person, depending upon the date that someone was born. I mean, how believable is it that you just happen to find a birthday card and pressies, on the 1 in 365 days that it is actually your birthday? Crappy flavour, and it doesn't fit with a zombie apocalypse -- boxy talk • teh rulz 16:30 4 August 2009 (BST)
I wasn't suggesting nuclear warheads, maybe just a couple little items as a birthday thing. And sure it doesn't exactly make sense, but neither does being able to die infinitely and indefinitely. The reason that you can die and still come back to life is because it makes the game FUN, and I think that a little birthday loot would add a little fun as well. It's not like Kevan would have to individually, manually gift thousands of people their gifts everyday, I'm sure he could automate that. -- BlackDeath3 20:51, 4 August 2009 (BST)
- I agree with this suggestion so long as it delivers only delicious flavor on your birthday and not items. Items are for really just for survivors, and you have to consider encumbrance yadda yadda.--GANG Giles Sednik CAPD 20:00, 7 August 2009 (BST)
Yeah, OK... I'm all for the flavor :) BlackDeath3 07:03, 8 August 2009 (BST)
Give Power Stations Use
Timestamp: Justinbronze 20:04, 2 August 2009 (BST) |
Type: Building Addition/New Item/New Skill Set |
Scope: Power Stations |
Description: Ever wonder why Malton has Power Stations if they don't provide power? This suggestion will change all of that! My suggestion is,Power Stations can provide power to a building, lighting it up like a generator, only no refuel need for the building. The catch however, The Power Station must be powered by a generator, fueling the generator in the Power Station provides 48 hours of power before refueling is needed (unlike the usual 125 hours.), and in order for the building to receive power from the Power Station, the 2 must be connected by a extension cord, which is my idea for a new item. Extension cords can be found in Warehouses (7%), Factories (4%), and Power Stations (21%). Extension cords are primarily rubber, so they can't be destroyed,unless a zombie with the Memories of Life Skill Unplug, which I suggest could be slightly higher in XP cost like 125, unplugs the extension cord, it then disappears, but anew one can be re-attached. A new skill set would be introduced called Electrician, which allows you to plug in extension cords,XP cost,50 for scientists, and 75 for other survivor classes. Those with the Electrician skill can access another skill Unplug for 100 XP ( XP cost is that high for obvious PKer reasons.) You must be outside to attach extension cords, and extension cords can be attached to powered buildings to provide power to neighboring buildings, not just attach them to the Power Station. 1 extension cord can cover 1 block.
Flavour Text: Survivor: You attach an extension cord to the building. You attach an extension cord to another, extending the cord further. You attach an extension cord to the building, the lights go on inside. For some deluded reason, you unplug the extension cord, the lights in the building you unplugged it from go out. <---May need to have alts because more than one building may go out, and I added deluded because only a PKer would unplug them. Zombie: You are on Random Location Street there is an extension cord running through here. You are outside The Random Building. An extension cord runs through the street and connects to the building. You Unplug the extension cord, the lights go out in the building you unplugged it from. <--- This will need to be altered as more than one building may go out. |
Discussion (Give Power Stations Use)
Some light reading: PR_Buildings:_Specific_Types#Power_Stations --Bob Boberton TF / DW 20:11, 2 August 2009 (BST)
As Bob, If you let this out into the mainstream there is a good chance you will be deluged with kill and Dupe votes to the point of absurdity. It needs something else to set it apart from the rest... I may have an idea,if I think you can use it I'll post it later. -Devorac 01:18, 3 August 2009 (BST)
It's a dupe. Leave Power Plants alone; they don't power entire suburbs; they don't have infinite fuel reserves lying around; they don't have an infinite supply of repair parts; the only thing they actually do is serve as WTFcentaur nests and breeding grounds. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:16, 3 August 2009 (BST)
- In fairness, the rest of Malton seems to have an infinite supply of everything. It's just well hidden.
- I think this suggestion is toothless however, cords running outside would last no time at all. The makeshift "power grid" they would make wouldn't stay intact long enough to power anything a block away, let alone any further. -- RoosterDragon 04:17, 3 August 2009 (BST)
Alright, Justin here is one of the better ways I can see your idea -At least a butchered version of it- working is this. First off, ditch the power station thing. Maltons power stations have been dead for 3 years with only rats to run maintenance on them, no way in hell is setting a genny in it and flippin a switch going to turn them on again, cause a catastrophic explosion maybe, generate stable power... no. The part of your Idea I really liked was the generators and extension cords. If you add the extension cord item which will allow you to plug the cable into a genny and into another building (as long as the building is unruined) and power it. For this to work you would have to keep the cables vulnerable, and the life of the genny could be halved for every cable inserted. (120 hours, no cables- 60 hours, 1 cable- 30 hours, 2 cables- 15 hours, 3 cables.) I think you should be able to only plug in 3 cables to any one genny for realism purposes, as well as preventing morons from causing gennies to drain in seconds by placing a ba-zillion cables on. So I think you might be able to get this Idea to survive, if you can omit power stations and just go with gennies and cables. Hope this helps you to re-form you suggestion. -Devorac 07:48, 3 August 2009 (BST)
- Er, why would we even want this needless over-complication of the power system in UD? "One genny, one building" too easy to understand and balance? --Bob Boberton TF / DW 07:57, 3 August 2009 (BST)
- It might not be a dupe, but it's certainly unbalanced, unrealistic, needlessly complicated and useless all at the same time. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:11, 3 August 2009 (BST)
- *Sighs* It is a cool idea though if you only needed a brief bit of power, pity that it would be so ineffective in practice, probably why I like to stick with suggestions where I can use hard math to back them up. -Devorac 18:57, 3 August 2009 (BST)
- Hmmm, adding extension cords to factories would dilute search rates in factories which are the best source of generators for survivors who don't hang out in Malls. Aside from that, the cost to purchase a skill should be on the same level as all other skills in the game thus far. And I agree with the naysayers about powerstations already being dead and done.--GANG Giles Sednik CAPD 20:10, 7 August 2009 (BST)
- *Sighs* It is a cool idea though if you only needed a brief bit of power, pity that it would be so ineffective in practice, probably why I like to stick with suggestions where I can use hard math to back them up. -Devorac 18:57, 3 August 2009 (BST)
Remove crucifixes
Timestamp: Orange Talk 18:19, 2 August 2009 (BST) |
Type: Equipment change |
Scope: Everyone |
Description: Crucifixes are useless. Wire cutters were useless. Wirecutters were removed because of their uselessness, So crucifixes should be removed from the game. |
Discussion (Remove crucifixes)
I support this because it will presumably boost wine search rates in churches. Also, what's with every single church in Malton being a Christian one? --Bob Boberton TF / DW 18:23, 2 August 2009 (BST)
- Just for semantics, Churches are Christian places of worship. Therefore all churches are Christian. Other religions don't have churches, they have temples, or mosques, or synagogues, etc. But the point of more ethnically diverse buildings stands. Of course, how often do you see all manner of religious buildings in your city centre?--Yonnua Koponen Talk ! Contribs 21:36, 2 August 2009 (BST)
I'm in. --Haliman - Talk 18:27, 2 August 2009 (BST)
- But then how would we make useless suggestions and bash organized religion? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:51, 2 August 2009 (BST)
- The same way we do now. We wait for someone to make a suggestion about adding them in, or with some new bit added on to that, then we flame them.-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 18:53, 2 August 2009 (BST)
I was going to say why don't we make a clothing item instead. Then I looked and found the game already yas "a crucifix necklace" (and a few other religious related ones). So yeah, having this one also is redundant.--Pesatyel 19:31, 2 August 2009 (BST)
Seems fair. Plus im somehow drawn to the word uselessness --RosslessnessWant a Location Image? 19:38, 2 August 2009 (BST)
- Change your name to uselessness. Do eeet.-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 20:56, 2 August 2009 (BST)
- The programming alone would be effortful. --RosslessnessWant a Location Image? 21:17, 2 August 2009 (BST)
- I'll do it for you.-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 04:07, 3 August 2009 (BST)
- The programming alone would be effortful. --RosslessnessWant a Location Image? 21:17, 2 August 2009 (BST)
The flavour is fine just the way it is, useless is good -- boxy talk • teh rulz 11:31 4 August 2009 (BST)
There is a difference between the Wire Cutters and Crucifix. Wire cutters had a use, which then became voided when that use was no longer needed. Crucifixes have never had a use. --Blake Firedancer T E RNL? P.I.S.I.T. 11:44, 5 August 2009 (BST)
- And your point is....?--Pesatyel 04:44, 6 August 2009 (BST)
- Kevan removed the wire cutters as their intended use (cutting wire fences) was no longer useful. Crucifixes have never had an intended use (aside from RP'ing) and as such cannot be removed for not being useful, as they were never useful in the first place. Wire Cutters were obsolete. Crucifixes are not obsolete as they still do what they did before: Nothing. --Blake Firedancer T E RNL? P.I.S.I.T. 05:08, 6 August 2009 (BST)
- As above --DOWN WITH THE 'CRATS!!! | Join Nod!!! 05:38, 6 August 2009 (BST)
- Kevan removed the wire cutters as their intended use (cutting wire fences) was no longer useful. Crucifixes have never had an intended use (aside from RP'ing) and as such cannot be removed for not being useful, as they were never useful in the first place. Wire Cutters were obsolete. Crucifixes are not obsolete as they still do what they did before: Nothing. --Blake Firedancer T E RNL? P.I.S.I.T. 05:08, 6 August 2009 (BST)
I actually wonder what percentage of players even have one in their inventory.--Pesatyel 04:44, 6 August 2009 (BST)
I would support this. I want to keep crucifixes alive for the fun of it, but they are just useless and I wouldn't care if they went. --ϑϑℜ 08:11, 6 August 2009 (BST)
- All of you crucifix bashers are going to be very sorry when the vampires take over.--GANG Giles Sednik CAPD 20:12, 7 August 2009 (BST)
- I'm not gonna let these damn vampires beat me. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 05:25, 9 August 2009 (BST)
Bull Rush
Timestamp: Fixxxer 09:41, 1 August 2009 (BST) |
Type: New Skill |
Scope: A new skill that survivors might use directly against zombies |
Description: A problem I have noticed as a survivor is when barricades come down and zombies come in and wreck a little havoc, but then run out of AP and just stand around, forcing the survivors to either barricade the zombies in with them or leave the building un-barricaded with the doors wide open in the hope that the zombies will decide to go for a stroll outside. With this skill, a survivor would potentially be able to charge a zombie and bull rush it out of the building through an open door, rather than having to attack it until it drops and then boot the body outside. I would suggest a 30% chance of success, with a 70% chance that the survivor loses his grip on the zombie, which stays indoors while he ends up out in the street. Either way, I would suggest that the survivor end up outside as well, though with an open door and no barricades, he could rush back inside and begin barricading. I would also suggest that this action consume 2AP (one for grabbing the zombie and one for shoving it through the door).
The key thing to note here is that this is only possible in an un-barricaded building with the doors standing open. This is meant as a sort of emergency action to (hopefully) get a zombie or two out of the building so it can be safely barricaded or repaired, not as a combat maneuver to injure the zombie. |
Discussion (Bull Rush)
Now that you got this here, I suggest you withdraw your actual suggestion. There should be instructions for it around here somewhere. :/ -- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 09:44, 1 August 2009 (BST)
Fair enough. I'm interested in dialog that explains why this skill would be so bad. Thus far, I've been told that it's bad because it costs less overall AP than shooting the zombie until it falls down, then dumping the body. However, I would point out that you get no AP for using this skill AND that it has a limited actual usefulness because it can only be used inside a building that has no barricades and the doors are open. Lastly, it doesn't cost the zombie any AP, so it doesn't have to use up AP before it starts tearing your barricades down again. Fixxxer 09:57, 1 August 2009 (BST)
- So? Your average high-level human won't care about lack of XP anyway, so that doesn't really matter. As I said on the page, it pretty much nerfs shooting and CR-ing as whenever you want to kill a zombie, the zombie will be inside a unbarricaded building with open doors. The whole point of killing a zombie is not to kill it per se, but to remove it from the building so you can start barricading again with no penalty. This skill allows you to remove a zombie without having to search for any items.
- Thanks, however for taking the criticism on the suggestion page well (and not throwing a fit like other users do.) With a bit more practice, you'll be making peer reviewed suggestions in no time :). Be sure to read FS and S/DDN before submitting again ;).
- Finally, you withdrew your suggestion wrongly - you don't simply blank the page, you've to to add a template (and not blank the page.) I'll fix it for you now. Linkthewindow Talk 10:49, 1 August 2009 (BST)
- I appreciate that. Thank you. --Fixxxer 20:27, 1 August 2009 (BST)
Silly harmanz with silly suggestions. If you bull rush me, I will be eating your face.--Agunin_Anoven 10:13, 1 August 2009 (BST)
- How very, very helpful. --Fixxxer 10:40, 1 August 2009 (BST)
- You get used to it soon enough. We're all just one big hateful family around here. :) -- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 10:56, 1 August 2009 (BST)
At the very least, such a skill would need to require the zombie to be brought down to low HP before being bullrushed out of the building, the same way that only survivors at 12 or less HP can be dragged out of wide open buildings. But I think that has been suggested before -- boxy talk • teh rulz 13:15 1 August 2009 (BST)
- That sounds fair. If the zombie is below X number of hit points, you have a chance at pushing it outside. What if we further took Devorac's advice into consideration, but instead of giving a bonus for having the Bodybuilding skill, we made Bodybuilding a requirement to get Bull Rush in the first place? --Fixxxer 20:27, 1 August 2009 (BST)
- There's already a dupe for that, although it never went the full voting time... was headed for spam -- boxy talk • teh rulz 09:02 2 August 2009 (BST)
Hmm... what about this, You can only bullrush a zombie that has less HP than you do, and it will cost an extra 1 (possibly 2 for balance reasons) AP per ten health the zombie has (minimum of 1 extra AP cost), plus another AP if the zombie has rotting flesh. I think this reflects that the zombie is struggling instead of just placidly being led away. This also helps to slightly level out the huge difference between rushing, and killing the zombie with a conventional weapon. Also after the survivor has performed this move he/she should also be outside with said zombie, so add another AP to get back inside. It is also possible to reduce the cost of the rush if the survivor had the bodybuilding skill, as that would -if this really happened- be quite helpful. -Devorac 19:00, 1 August 2009 (BST)
- Too helpful; Zombies are players too, and giving survivors to insta-remove any zombie without preparation makes any weapon useless. Either this would nerf every survivor tool against zombies in existence, or it would be useless; those are the only two outcomes. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 20:50, 1 August 2009 (BST)
- *Shrugs* I agree... but it's still a fun concept. -Devorac 21:14, 1 August 2009 (BST)
First of all, I think this might be a dupe. Looks familiar. Secondly, to the author use a colon to indent your post if your responding to someone, its helpful. I'll see if I can find the dupe.--Pesatyel 21:36, 1 August 2009 (BST)
At the very least, I'd want to see a 10% chance per zombie outside that the harman doing this could not move further for at least 24 hours, without accumulating any AP as the horde would dogpile him and the one he tackled would not let go. It would be like a desperation move to save his fellow survivors, and would effectively kill his sorry ass. Otherwise, this is ridiculous. Even with the modifications I've mentioned it's wildly overpowered in favor of survivors. I doubt anything can salvage this crap suggestion.--Necrofeelinya 12:32, 2 August 2009 (BST)
It costs a fortune in zombie AP (usually a collaborative effort as well) to get inside the average UD building, so any action which removes them this simply is not on. --Papa Moloch 21:49, 2 August 2009 (BST)
FaceBook Application
Timestamp: —The preceding Template:Wikipedia comment was added by Supertrooper101 (talk • contribs) 06:11, 1 August 2009. |
Type: Game Play |
Scope: {{{scope}}} |
Description: I beleive it would bring more players, ideas, and donation money to the site if it was some how linked into or through facebook. Face book has a HUGE base of users who only own a facebook for the time consuming of applications. Now wether u plan on just linking it through or even a special Mini Facebook Battle With its own map, charcters, weapons, and ect.. i for one beleive it would take off very quickly due to the fact that many of ur curent users undoubtly have a facebook and would be very willing to help the expansion of it across facebook to new users. I would love to see a new facebook type urban dead from u guys, cause u have created a game so simple but yet so addictive, i think its time to step it up to the next level. Thank you for ur time! i really hope u think about this one! :D |
Discussion (FaceBook Application)
I don't like how this uses "u" and "ur" instead of, you know, actual words. --Bob Boberton TF / DW 07:34, 1 August 2009 (BST)
u didnt sign ur pst you n00b. gb2fb-- High Overlord and Lead Conspirator of the Administrative Rebellion. Want help? 08:35, 1 August 2009 (BST)
So basically a mini-game on Facebook that promotes the main game? I don't use Facebook at all, but since this will just be a promontion for the game, why not just make some UD-related images that people can stick on their profile. Promotes the game, without the time and effort this would involve. And Boberton is right, chatspeak is bad. It's not a lot more effort to type two extra letters, and makes your suggestion look a lot more professional and readable. Linkthewindow Talk 08:38, 1 August 2009 (BST)
I suggest that this user learns how to fucking spell "you" instead of "u", Take your dumb oneth grader spelling style back to school. Not only is spelling "you" like "u" not cool, it kills babies. as for the suggestion, ya sure whatever, facebook and myspace need ud like soo much dude fuck ya dude give em some ud and let em play it. ud man.--Agunin_Anoven 10:19, 1 August 2009 (BST)
For the second time this week: This page is for suggesting ways to improve Urban Dead, not for suggesting new apps for your qPhones or Stalkerbook. If you want a mini Urban Dead for Facebook or think it's a good idea, then get a team together, talk copyright with Kevan, and make one yourself. Please, for the love of Kevan and the suggestions process as a whole, read the Suggestions Dos and Don'ts before you post... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:36, 1 August 2009 (BST)
Using facebook to expand the UD player base is a good idea but making it into an app you can play through just isn't my cup of tea, it's browser based, not a Facebook/iPhone/.exe/.deb/ application. --Kamikazie-Bunny 17:11, 1 August 2009 (BST)
Okay, I'm sorry that I'm not giving you any useful feedback here but hey. First off you apparently missed the line of the wiki that said "your suggestion is only as smart as you make it sound". Second, as you are suggesting something in a mildly professional atmosphere DO NOT UNDER ANY CIRCUMSTANCES USE CHATSPEAK! It makes you look like not only a goober, but a goober who doesn't really care enough to make his idea clean and well polished looking. Third, Spell check everything. The misspelled words were even worse than the chatspeak, they completely derailed me from the idea itself. Sorry if I sound harsh, but still, when you post here this is supposed to be a testing ground for real suggestions. You post something that looks like that as a suggestion and they will rip you apart with kill votes so fast your head will still be spinning next week, and a portion of them would vote kill for no other reason than the fact that your spelling/grammar are... sub-par. -Devorac 19:10, 1 August 2009 (BST)
Good idea. Might increase participation. Sorry all the other respondents seem to care more about formalities and your spelling than the game.--Necrofeelinya 12:37, 2 August 2009 (BST)
- Careful Nf, he might not get the sarcasm. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:53, 2 August 2009 (BST)
- He wasn't being sarcastic. And to an extent, he's right. He'd be more right if the suggestion was good in any form. --ϑϑℜ 11:02, 4 August 2009 (BST)
Survivor Bite Change
Timestamp: --Papa Johnny 22:41, 28 July 2009 (BST) | ||||||||
Type: Oddity change | ||||||||
Scope: Survivors | ||||||||
Description: Simple - When a survivor attacks with "bite" on a zombie that is infected, the survivor has a chance of becoming infected. It wouldn't modify the hit% for the attack or affect the zombie in any way beyond the normal 1 damage being dealt to it.
Discussion (Survivor Bite Change)Survivors can't bite. Simple as that. Cookies and Cream 22:55, 28 July 2009 (BST)
Well I guess they are biting rotting flesh which probably isn't too good for their health. - User:Whitehouse 23:09, 28 July 2009 (BST) I actually like this suggestion. It takes kind of a sick mind to think something like this up, and I can appreciate that. But I think that survivor bites should be part of the regular attack dropdown, not something requiring a "link with the correct attack code". How many hidden tools do Wiki users need? Oh, and I think there should be an accompanying message letting the player know about the potential consequences.--Necrofeelinya 07:06, 29 July 2009 (BST) Survivors shouldn't be able to infect themselves, which is all this suggestion seems to be good for, getting an infection so that you can parachute into a barricaded building -- boxy talk • teh rulz 07:10 29 July 2009 (BST)
YES - Need I say more? --Kamikazie-Bunny 16:55, 1 August 2009 (BST) Art as weapons
Discussion (Art as weapons)It may be a dupe already, but currently I love the idea, but some of the art is different to others, so the paintings should break at different rates as sculptures, yeah? --ϑϑℜ 09:23, 28 July 2009 (BST) or just make 1 specific museum peice do as much damage as a fire axe. like whatever the rareist museum peice to find is.--Agunin_Anoven 10:22, 28 July 2009 (BST) I don't particularly see anything wrong with the idea, although you may get some people voting it down for being "useless flavor", oxymoronic though that may be. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:04, 28 July 2009 (BST) First 25% is way too high. The art objects aren't designed for "swinging" being large/unweildy/heavy/etc. Secondly, this isn't useless flavor, its JUST flavor. The game already has 8 or 9 weapons people don't use except for flavor. Thirdly, this could, potentially, promote PKing. Imagine some ass comes in and takes YOUR artwork and smashes YOU with it.--Pesatyel 02:51, 29 July 2009 (BST)
Its funny too, this is, technically, a dupe.--Pesatyel 07:27, 29 July 2009 (BST)
Nerf Mobiles
Discussion (Nerf Mobiles)First thing to start you off - perhaps should only work for mutual contacts so people you don't know can't spam you. --Bob Boberton TF / DW 05:36, 24 July 2009 (BST)
Extremely abusable. Someone could log in via a proxy, send 160 messages, then use their standard IP and play the game. It should cost AP. While that doesn't solve the problem, it limits it somewhat. - User:Whitehouse 11:52, 24 July 2009 (BST)
How would zombies text each other? O__O --RahrahCome join the #party!11:54, 24 July 2009 (BST)
Nerf? Don't you mean buff mobiles? No zombie texting... please. It's just so out of character/genre -- boxy talk • teh rulz 15:38 24 July 2009 (BST)
I've always wanted a Nerf-o-mobile. --Midianian 17:31, 24 July 2009 (BST)
Part of the atmosphere of Urban Dead is the sense of isolation and inability to easily coordinate; alas, that genie is already out of the bottle, and no amount of pushing will get it back in. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:17, 25 July 2009 (BST)
I like the sentiment and mechanics of this, but ultimately I don't think people will go for it. External boards allow all sorts of stuff the game would never do (like pictures) and don't tax the UD server. You do have a good point about the newb problem - we have advantages they don't - but that also applies for all the in-game skills, like faster walking, free running, hitting what you shoot at, etc. That's just how it is, and although I don't necessarily like everything about that, nobody stays a newb forever. Anybody who really cares about blow-by-blow contact and strategic warfare will seek out the channels everyone else uses to communicate. I'm not trying to discourage you - I just think you're facing some pretty tough hurdles. -George Zip ◆◆◆ 02:39, 25 July 2009 (BST)
Wait, I don't see why "only some people" can use outside resources to augment playing the game. You mean to tell me if I meet some people in the game with whom I would like to organize that I can't get in touch with them out of game unless I'm a certain level in game or what?--Pesatyel 20:28, 26 July 2009 (BST)
I have no idea why nobody else has been commenting, but I personally am way down for this. UD definitely needs better in-game communication. I've used boards and forums to metagame before but I've always thought that ideally you'd be able to do all that communication in-game. Even this suggestion wouldn't make that happen, but it would allow the more casual members to organize effectively without all that mucking about with forums. But I would much rather see the number of PM's per day limited rather than the number of available contacts to PM, though (maybe 20 or so per character per day?). This would cut down on the inherent spam problem, as well as limit the greatest possible number of people you could PM at a time, while not restricting the number of possible people you could contact. I see how zombie<->survivor communication can be used both productively and for harassment. So what I would suggest is that there should be (gasp!) a checkbox in the settings menu to toggle PM's from the other side of the life barrier. Also, an option to PM all contacts of a certain color at once would be good; this would use up as many of the day's PM's and IP hits as there are people of that color in the list, naturally. Wee, wall of text.--Idly Hummingbird 03:15, 5 August 2009 (BST)
Suggestions up for votingInfected BloodThis suggestion is now up for voting. Its discussion has been moved to its talk page. Road FlaresThis suggestion is now up for voting. Its discussion has been moved to its talk page. Contacts List ImprovementThis suggestion is now up for voting. Its discussion has been moved to its talk page. |