Developing Suggestions

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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.
  • If you decide not to take your suggestion to voting, please remove it from this page to avoid clutter.
  • 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

  • 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 your 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.


Please add new suggestions to the top of the list


Suggestions

Blam, blam! Gunshot.

Timestamp: -- Bucz 11:39, 11 September 2009 (BST)
Type: Loud!
Scope: Z&H
Description: We do not have silenced weapons so... Why not implement a gunshot sound? When someone shots, it can be heard in radius of 4 clicks, for example. Silent when shot indoor. That would attract zombies and could inform survivors that something is happening. Still it does not dupe flares because the range is smaller. And using flare is a clear signal, gunshots would just indicate a battle. And would add some climate...

Discussion (Blam, blam! Gunshot.)

This idea is like soviet communism: it looks great on paper, but doesn't play well in reality. If you implimented this, people who had been away for 24/h would log in to see every shot fired within four blocks; too much screen spam. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 13:33, 11 September 2009 (BST)

True, therefore it could be made in less spamish way. For example, it woild just indicate: You hear gunshots in the north. You hear gunshots in the north east. it is difficult to identify exact position of a gunshot, though. Descriptions and again ... and again... would not apply to it. So, maximum amount of messages that you would receive is 8, in case there is a big gunfight around. And if so, it is sensible that you hear it and can react. Sounds better? -- Bucz 18:34, 11 September 2009 (BST)
No, because that's just useless. Any time more than a single gun-based attack occurs (and often then), you'll probably have at least 8 shots going off. This means that if you log off for 24 hours and someone shoots azombie an hour after that, you'll have no way to hear any other shots for the next 23 hours. It's either spamtacular or useless, since gunshots are usually found huge amounts, or not at all. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:45, 11 September 2009 (BST)

Well there is this in Peer Rejected.--Pesatyel 02:55, 12 September 2009 (BST) Also this.--Pesatyel 03:04, 12 September 2009 (BST)

See, this would make sense in a normal, zombie-free suburb. Of course you'd hear the gunshots. But when you take into account that Malton really is a warzone, gunshots wouldn't at all be out of the norm. Hell, it'd probably be more alarming to not hear gunshots, if anything. But, thanks for the thought. RinKou 06:36, 12 September 2009 (BST)


Sweet dreams...

Timestamp: -- Bucz 10:55, 11 September 2009 (BST)
Type: Flavour
Scope: Human, maybe Zombies
Description: When you log in after more than 12 hours, It might happen that your character has fallen asleep. So when you log in, in the description you sometimes could get a random message like: You were dreaming that you were a zombie, You were dreaming about a new shotgun, You were dreaming about cherry pudding... 200 random short messages, that would be crated by wiki users on some "dream suggestion page" how about it?

Discussion (Sweet dreams...)

Just to start the discussion... what a marvellous idea! Bravo me! -- Bucz 18:40, 11 September 2009 (BST)

I think it's a dupe, can anyone back this up? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:46, 11 September 2009 (BST)

Actually, characters fall asleep when they run out of AP.--Orange Talk 19:03, 11 September 2009 (BST)

Exactly, the point is to add the dream description from time to time. The conditions, 12h as I said, or 0 AP as Orange says, and what sounds good for me, might be discussed later. -- Bucz 01:02, 12 September 2009 (BST)

Text Spam.--Yonnua Koponen Talk ! Contribs 10:36, 12 September 2009 (BST)

Assuming for a moment that this is not a humorous suggestion, you would probably want to put a little tick box that would allow a player to turn this off. Or something. -- Uberursathis bear wants honey 16:08, 12 September 2009 (BST)

Flavour is good. I propose the chance of it happening be small though (2% per night maybe) and the number of dreams be very large, so as not to begin to irritate players with the repetitive messages. The option to turrn it off might be good as well. Maybe a random windfall of 10XP to go along with some dreams? Though that will probably annoy someone somewhere. --Anotherpongo 14:40, 13 September 2009 (BST)

Sleeping should not teach you how to leap between buildings or diagnose medical injuries. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:12, 13 September 2009 (BST)
"You dream you are standing in sort of sun-god robes on top of a pyramid while thousands of naked women throw little pickles at you. You gain 10XP"! Funny, but really now... Lelouch is right, You can't learn how to do surgery by dreaming. Other than that I think it would be cool, I'm all in favor of flavor.-Devorac 17:14, 13 September 2009 (BST)

Weather indicator

Timestamp: Bucz 20:17, 9 September 2009 (BST)
Type: Environment, Gameplay
Scope: H & Z
Description: A short text would be added to the description to the environment, like "The sun is shining", "Quite cold today", "Foggy". It would change once a day. A script would check a real weather in some place of the real (without zombies) world and set up a text upon the real weather there.

It would not affect a game itself, just would add some Role Play... Only if fog appears, in The City would appear also fog (that mechanism is already implemented).

Zombies are dead and cold, so they would not get indicators related to the temperature.

Discussion (Weather indicator)

This same idea has been put forth before. --Bob Boberton TF / DW Littlemudkipsig.gif 20:28, 9 September 2009 (BST)

Nice flavour.--Maps 20:35, 9 September 2009 (BST)

Yeah, but it just never got around to being implemented. :c --Bob Boberton TF / DW Littlemudkipsig.gif 21:16, 9 September 2009 (BST)

Not that difficult to implement it, though. At lest in the basic form. Just weather, without day/night stuff.-- Bucz 23:05, 9 September 2009 (BST)

With or without day/night, it'd be fairly easy, yeah. --Bob Boberton TF / DW Littlemudkipsig.gif 23:09, 9 September 2009 (BST)

Here http://www.timeanddate.com/worldclock/results.html?query=providence for example it is all given almost ready to use. -- Bucz 09:12, 10 September 2009 (BST)

If the AUTHOR is interested, I have just made a simple tiny script that returns real weather descriptions based on the page that I have just sent. Exemplary descriptions: Passing clouds, warm. Passing clouds, cool. Scattered clouds, chilly. Scattered showers, cool. Fog, mild. Passing clouds, cool. Scattered clouds, refreshingly cool. Broken clouds, warm. Please contact in case you are interested. I would be delighted to help. Bucz 18:28, 10 September 2009 (BST)

Suggestions_Dos_and_Do_Nots#Arguing_for_Your_Suggestion, bullet two. That said, putting it to a vote will probably get it duped. --Bob Boberton TF / DW Littlemudkipsig.gif 20:43, 10 September 2009 (BST)

Thanks for remembering the rules, no arguing, just suggesting that I can help : ) -- Bucz 10:50, 11 September 2009 (BST)

Modification: weather would affect the gameplay itself. If there is a fog - a fog in the game appears. if there is hot or extremely hot, all the zombies infect by their bite. What do you think about it? -- Bucz 19:13, 11 September 2009 (BST)
Too game-breaking; weather should just be weather. We don't need wierd buffs or spontaneously appearing/disappearing infections because the sun is out somewhere... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:20, 11 September 2009 (BST)
You don't want the weather to affect game play? I'd imagine it would depend on the conditions, but be something minor. "Very hot" days, for example, the scent skills could be "improved" by 1 square.--Pesatyel 02:48, 12 September 2009 (BST)
Nobody needs spontaneous infections... at least he is not a zombie : ) Good idea with the scent. And the message indicating it: The smell of the bodies is unbearable or something like that. The point is that those special effects would appear from time to time, 10-20 days a year I suppose. Rules of the game wouldn't change drastically every day : ) -- Bucz 10:16, 12 September 2009 (BST)
Or maybe we shouldn't give weird nonsensical buffs?--Yonnua Koponen Talk ! Contribs 10:37, 12 September 2009 (BST)
I'm not saying infections. I just think we could come up with some minor weather effects. I don't think a 1 square increase to the scent skills would be very significant. The question is double. What happens in the other weather conditions? And what are the affects for zombies AND survivors? A hot day may increase scent range, but what does it do for survivors? Or even SHOULD it do anything for survivors?--Pesatyel 21:32, 12 September 2009 (BST)
No, because it shouldn't do anything for zombies.--Yonnua Koponen Talk ! Contribs 21:48, 12 September 2009 (BST)
So weather should NOT affect the game. Gotcha.--Pesatyel 05:42, 13 September 2009 (BST)

No AP log-in cost

Timestamp: Bucz 20:07, 9 September 2009 (BST)
Type: AP
Scope: Humans and Zombies
Description: First of all, I know that AP suggestions might be dropped quickly, but nevertheless I post It.

When you log in, you loose one AP. Try to log-in, log-out and ten log-in again. From time to time I would like to know if my character is still standing or if someone had replied to me without loosing 1AP. In case I would like to check it 4x daily, I loose 4AP.

Technically, it would be achieved just by adding AP = AP + 1 when logging (am I right?). Other thing is that the traffic would increase. If the server would be able to handle current refresh rate x 2 I think that it should not be any problem, in case that we assure somehow (suggestions?) that most of the people won't click refresh every 3 seconds.

Discussion (No AP log-in cost)

No you don't lose an AP from logging in - if you are, something may be wrong with your browser, though I find even that suspect. The IP hits limit already exists to control how much server bandwidth a player eats, and you can refresh by hitting the "graffiti" or "speak" button with no text entered into them. Failing that, there are some UI mods that add a refresh button, and failing that, just go to your profile and hit "back to the city." --Bob Boberton TF / DW Littlemudkipsig.gif 20:11, 9 September 2009 (BST)

?zoom. Refresh button built in. ;) --RahrahCome join the #party!08:00, 11 September 2009 (BST)

Dupe of in game. ;D --DANCEDANCEREVOLUTION-- 15:55, 10 September 2009 (BST)

This has pretty much been answered, search for 'actions via question marks' and compare it to your log in code to find out what's going on. IP limit is different to AP and one is not dependant on the other. Personally I think certain things are wrong with the implementation of the IP limits, but that's a different gripe. To recheck your surroundings without performing an action or installing an add-on I recommend pressing Buy Skills and then Back To City. Just remember which character you're playing, I've almost bought Brain Rot with a few characters when I was half asleep at my computer. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 21:40, 12 September 2009 (BST)


Trap Runner

Timestamp: Cookies and Cream 23:05, 8 September 2009 (BST)
Type: Skill
Scope: Huamsn and Zombies
Description: For anyone who actually knows, I took the name from a great PS1 game. Anyway. This makes 2 new skills. Trap Runner, which is a sub-skill of Free Running, and Trapper, which can possibly be a Zombie Hunter skill or just a Military skill.

Trapper allows Humans to create different traps by using a combination of both Items in their Inventory and items found in the building, with different flavor depending on where you set your Trap e.g. You set up an elaborate Fire Axe trap on the door. The next person to enter from the street will set it off. Or Taking your pistol, you set up a Trap to fire it at the next person who enters from the outside. Whenever a Zombie enters through the door, their message would be something like A Human Trap is set off as you enter. You take X amount of damage. There is a 75% chance that the player entering the building will be affected by the trap. Not being affected would give you a message along the lines of As you enter the building, a Trap is set off. Fortunately, it is misaimed, and you aren’t hurt. This would use up the Trap, and there is only one Trap per building. Traps can only be set in certain buildings. I haven’t thought of which ones, so please suggest some. It would cost 10AP to set up a Trap. Possible Traps include: A Fire Axe Trap – Does 3 Damage, Needs a Fire Axe. A Pistol Trap – Does 5 Damage, Needs a Pistol. Shotgun Trap – does 6 Damage, Needs a Shotgun. Mêlée Trap – does between 1 and 4 damage, Requires a Mêlée Weapon. In Short: • 10 AP to create Trap. • Useable only once, then destroyed. • Only in Certain buildings. • 75% Chance of working.

Trap Runner increases the chance of avoiding the Trap by 50% when entering by Free Running, and 25% when entering from the street. Avoiding the Trap when you have Trap Runner provides a message of Thanks to your battle hardened reflexes, you avoid the Trap set in the building.

Discussion (Trap Runner)

No auto-attacks that can do damage without warning. --Bob Boberton TF / DW Littlemudkipsig.gif 23:17, 8 September 2009 (BST)

It is also a dupe.--Pesatyel 04:46, 9 September 2009 (BST)

Auto-attacks are a pretty big no, sorry. Plus, survivors are pretty overpowered as it is, they don't really need another upgrade, so. RinKou 07:45, 9 September 2009 (BST)

I hate item-combining suggestions. --DANCEDANCEREVOLUTION-- 15:57, 10 September 2009 (BST)

This is a dupe of various trap suggestions, I've even seen Shotgun traps in my day. The problem is the nature of the beast, there are no NPCs in this game, there are no ways of taking damage (infection excepted) without doing it yourself or having another player in the same square as you and open to attack.

The other problem is the nature of targeting, just a guess, but I'm betting our suggester doesn't want this to hurt helpful, white hat wearing survivors. Inanimate lumps of metal don't differentiate between good and evil, light and dark and democrat and arsehole.

The major problem as regards the status quo is that it could force zombies to mega horde to gain a breach in certain buildings or risk being killed on entry and be removed by ?dump bots, I'm looking at certain malls and forts while I say this. Forcing players to exclusively work together or achieve nothing forces the game into a boring stasis, see Nexus War. UD is the champion of the feral and the lone survivor, suggestion shouldn't hurt them. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 21:47, 12 September 2009 (BST)

Oh god no! I'm gonna assume that only one trap can be rigged to a door otherwise this idea is even more silly.Auto attacks, NPC's are a big no no. -- Alex1guy 10:19, 13 September 2009 (BST)


Slight gesture change

Timestamp: Gat 17:40, 7 September 2009 (BST)
Type: zombie
Scope: eh? whats the difference between type and scope again...
Description: Just a few slight changes to the UD flailing gesture taunts and such...

1. zombies can point at that dead corpse on the ground, doesn't seem like a big deal and I couldn't find it...

2. zombie can point a graffiti on the wall, also not a big deal but still has its usefullness

Discussion (Slight gesture change)

I agree with this suggestion. Also, scope is who or what it effects, and type is flavour / skill, etc. For you, it would be flavour.--Yonnua Koponen Talk ! Contribs 17:50, 7 September 2009 (BST)

Why not? :-) --Matthewbluewars /New City\ 20:13, 7 September 2009 (BST)

Don't see any harm. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 00:37, 8 September 2009 (BST)

Wait, can zombies point to a specific corpse? If so, that could affect anonymity... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 00:38, 8 September 2009 (BST)

Graffiti part is a dupe. --Midianian 08:39, 8 September 2009 (BST)

I really haven't seen a zombie point at anything but the barricades, actually... Though, in any case, there isn't anything wrong with it. Even if specific corpses could be pointed at. No affect on anonymity, since they're not really zombies at that point. Just corpses, heh. RinKou 07:47, 9 September 2009 (BST)

I broke into an NT building and pointed at myself a lot (along with some Mrh? and such) to indicated I wanted a revive. As for pointing at specfic corpses, if Bob is on my contact list, I can see him as a corpse, right?--Pesatyel 09:07, 9 September 2009 (BST)

As zombies cannot even open doors, it would be hard for them to write something with sense. But, maybe they could just spray over existing graffiti erasing the old one and leaving unreadable gibberish? With 10% that they spray themselves instead of the wall... :) Bucz 15:49, 10 September 2009 (BST)

You didn't read the suggestion, did you? This has nothing to do with zombies creating graffiti, only being able to gesture towards it. --Bob Boberton TF / DW Littlemudkipsig.gif 15:53, 10 September 2009 (BST)

Zombies can point at corspes that are on their contact list, I'm pretty sure, and if they can't, who cares about zombie anonymity because they can already point at live zombies on their contact list. As for the better part of the suggestion (the graffiti), it's a shame it's a dupe, I would have liked to see it implemented. --DANCEDANCEREVOLUTION-- 15:59, 10 September 2009 (BST)

More important than pointing at the graffiti would be Blood Smear for zombies.... -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 21:48, 12 September 2009 (BST)

Zombie Hunter Skill Trees

Timestamp: Matthewbluewars /New City\ 15:39, 6 September 2009 (BST)
Type: New skills
Scope: Survivors and Zombies
Description: There should be some new zombie hunter skills:
  • Tactics - allows you to spraypaint 3x3 charts, with a 5 character per square limit.
    • Deep Reconnaissance - if you have binoculars, you can use a "Deep Recon" button, giving you an estimate (random margin of error up to 10%) of the number of players (zombies and humans, no difference given) outside.
      • Seige Warfare - you can now throw melee weapons outside of the building, attacking a random player (zombie or survivor). Hit rate is (2*number of players outside)%. However, any future area-of-effect weapons cannot be thrown.
        • Battle Engineering - now this or any other "explosives" can also be thrown outside of buildings, if they're implemented.
  • Espionage - knowledge of secret tactics allows you to use the following skills:
    • Cryptography - allows you to broadcast and listen on frequency 25.90 MHz (currently unused).
      • Caches - knowledge of secret weapons caches increases search rates in PDs and Armouries by >1%.

Discussion (Zombie Hunter Skill Trees)

It will totally unbalance the game. And the "Infiltration" makes the game almost impossible for newbies. With it, high-level characters will barricade buildings to HB, letting zombies and newbies outside.--Orange Talk 15:58, 6 September 2009 (BST)

Ok, get rid of Infiltration. --Matthewbluewars /New City\ 20:09, 7 September 2009 (BST)

No idea why these all have to have Zombie Hunter as a prerequisite. You need to spell out the attack percentages and damage rates for thrown weapons. I suspect that Molotov Cocktails haven't been implemented for a reason... no area of effect weapons. Caches is simply a search percentage buff -- boxy talkteh rulz 16:12 6 September 2009 (BST)

Ok, how about attack rate is (2*number of players outside)%? --Matthewbluewars /New City\ 20:09, 7 September 2009 (BST)

Some of these have some potential for use. Tactics sounds difficult to code, but could be an interesting idea. Cryptography might be nice for some high-end broadcasting, making it more free of spam and propaganda. Cache would be nice in moving the game away from malls, but I really recommend that you drop the NT search boost, Necrotechs are vital enough as is, and syringes are just as common as they need be, especially with the behind the screen fiddling that Kevan does. Villard

It's all broken; every text rapist in the game would just buy Crypt, and making mini-malls all over the map is sooper dooper OP. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:44, 6 September 2009 (BST)
But then they could only pick on other people with Crypt, and anyone with Crypt could technically see it. --Matthewbluewars /New City\ 20:09, 7 September 2009 (BST)
Are you not getting it? All of this is either useless or overpowered. It doesn't matter if another OP pro-zombie suggestion could be used to cancel it out, a basic skim of the voting guidelines shows that we are voting on this suggestion, and this suggestion alone. It's an Epic Fail.(and I do mean that in a non-offensive literal sense as shorthand for the giant template I don't feel like dropping in here) Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:52, 8 September 2009 (BST)

for every skill you give to humans, you must equally give one that counteracts it for zombies, that being said most of these sound a bit too trenchcoaty in my opinion... --Gat 06:33, 7 September 2009 (BST)

Suggestions don't have to take that into account really. The metagame will change over time, the question is, can these skills improve the game in some way, assuming they are inserted into the proper metagame, with other zombie skills? Villard —The preceding unsigned comment was added by Villard (talkcontribs) 16:41, September 7, 2009.
Really?....Wow.--Pesatyel 06:46, 8 September 2009 (BST)

What is it with you and multi-suggestions? You DO know what that means right? Apparently not since you CONTINUE to do it. If you suggest 3 skills at the same time and I like only 1 of the three....how do I vote?

  • Tactics: Please clarify.
  • Siege Warfare: No attacking through barricades.
  • Battle Enginnering: Don't connect suggestions.
  • Espionage: Basically a "do nothing" skill?
  • Cryptography: Probably the only "real" skill.
  • Caches: 1%? For weapons only or for "any" items found in said locations?

So, as said, the only viable skill is Espionage, thus I'd probably have to vote kill (or spam) as all the others are crap.--Pesatyel 06:52, 8 September 2009 (BST)



Boxing Gloves

Timestamp: ~Dr Frank (t) (DF) [P] (Sb) 12:00, 4 September 2009 (BST)
Type: New Weapon
Scope: Survivors
Description: This is a new item, and basically, a melee weapon. It has a 2% encumbrance. They can be found in Mall Sports Store, Mansion, School, Stadium, Barracks and Junkyard. Undecided on search rates.

Deals 2 damage per hit and has a 15% base chance of damage. Accuracy is affected by the Hand to Hand survivor skill.

Discussion (Boxing Gloves)

I thought it would be interesting to see boxing gloves in the game. I know that there are a lot of other melee and household weapons but I thought that this would add an interesting flavour. It also has a slightly more base hit chance than your regular fist. This does not affect the punch, character description, clothes description or anything else and is simply a new weapon in the inventory. I need some help regarding locations and search rates. Oh, and on the offhand side I took this screenshot. --~Dr Frank (t) (DF) [P] (Sb) 12:00, 4 September 2009 (BST)

Personally, I don't feel the need for these. Brass knuckles would have been more interesting. Besides, I'm not sure if boxing gloves do more damage then bare knuckles anyway. The Mad Axeman 14:32, 4 September 2009 (BST)

They don't. Boxing gloves were invented to increase the surface area, and thus cause less damage to the face than hitting with bare knuckles. Also, this dilutes search rates in PDs, which is never a good thing.--Yonnua Koponen Talk ! Contribs 15:27, 4 September 2009 (BST)
That was pretty much what I suspected. The Mad Axeman 13:39, 5 September 2009 (BST)

Dupe. And brass knuckles make more sense than boxing gloves anyway. As Yonnua said, boxing gloves are designed to do less damage.--Pesatyel 04:48, 5 September 2009 (BST)

I don't know, if I were out punching zombies I'd rather wear the gloves than not. Anyway this wuz just an idea for flavour. --~Dr Frank (t) (DF) [P] (Sb) 11:53, 5 September 2009 (BST)

How did you know that I was thinking of creating an Iron Mike Tyson character who runs around threatening to eat people's babies and only uses punches and bites? This suggestion would have been perfect for that! Just make it so that it takes 1 AP to equip or unequip boxing gloves, and when you're equipped with them you can't use any other items or attack with any other weapons. That would pretty much take this puppy out of dupe status in my opinion, and survivors could even start arranging boxing matches in-game. Perfect!--Necrofeelinya 03:44, 6 September 2009 (BST)

I think that would do it; it's not like fists are a common weapon at the moment anyway... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:46, 6 September 2009 (BST)

Mutually Exclusive Class System

Timestamp: Harrison Hatchet 15:03, 2 September 2009 (BST)
Type: Class Redesign
Scope: Future city in UD
Description: I have some ideas about redesigning the class system for a future UD city. My rationale is that classes as currently implemented become meaningless as you advance in levels. Every high-level character has all, or almost all, skills. Instead, classes should be specialized and interdependent. One character shouldn't be able to do everything. Below are some more details.
  1. All survivors would start as civilians.
  2. Most of what we now consider must-have skills would be classified as civilian (free running, basic hand-to-hand combat, basic firearms combat, diagnosis, construction).
  3. After the civilian has acquired some prerequisite number of civilian skills, he/she can choose to become either military or scientist and have access to the chosen class's skills.
  4. All zombie skills would be off limits, though there might be a Dual Nature class. A Dual Nature class would have a limit on total number of skills and have some distribution limit (e.g., maximum of 20 skills, with no more than 13 in either survivor or zombie skills).
  5. If you change your mind, you should be able to change classes, forget all skills of the old class, and get back some (not all) of your spent experience points.

Discussion (Mutually Exclusive Class System)

Why? What problem does this solve, and what end does this serve other than breaking the game, deleting everyone's skills, and violating a crapload of the basic Suggestions Dos and Do Nots? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:38, 2 September 2009 (BST)

It's also incredibly dupish, and completely nerfs survivors. To make this even reasonably fair, zombies would only be able to bite or claw. Otherwise, it's complete spam.--Yonnua Koponen Talk ! Contribs 18:42, 2 September 2009 (BST)

I can see what you're getting at here, and other games have implemented a similar system. However, the nature of the game rather dictates the current structure and the change really wouldn't work now that it's been around so long. In conclusion, it's not actually a bad idea but it would only really work if it was implemented at the start of the game. At this stage of the game, survivors would all be up in arms over losing their skills and it would never pass voting.--The General T Sys U! P! F! 19:30, 2 September 2009 (BST)

I did say a future city, not Malton or the others. There are three cities, so there might be others in the future, right? So no one would lose skills, it would be this way at the start, etc. etc. Zombies could have classes too, though I don't have any concrete ideas. --Harrison Hatchet 22:06, 2 September 2009 (BST)

Both of the other cities were promotional. I'd wager that if they make a movie of Pride and prejudice... and zombies, then that will be made in to a city. Other than that, I don't see a need for more cities. Furthermore, it's just not that good an idea overall.--Yonnua Koponen Talk ! Contribs 22:13, 2 September 2009 (BST)

Yes to implementing this in another city. In Malton? No.--Maps 13:43, 3 September 2009 (BST)

Agreed... on a side note, if you want to play like that, go play DND or scroll wars --Gat 04:07, 5 September 2009 (BST)

Things similar to this are often discussed by people designing theoretical cities for UD, I know I did way back. Your problem is Malton is open beta, so you'd have to have a new city to test this in (similar to perma-death in MV and BHW) or a new game to try it in. I outlined something similar to a programmer I knew when we were considering something similar. It's never going to fly here though, this is about alterations to the current game, not whole new ones. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 21:53, 12 September 2009 (BST)


Survivor Rescue

Timestamp: Goudy 01:45, 1 September 2009 (BST)
Type: New Military Skill
Scope: Survivors
Description: Sleeping outside due to no AP is something no survivor wants to do. With this skill survivors are able to carry other survivors that are outside of course with a penalty of needing about 2 or 3 AP to move around while carrying them. If the survivor is logged in then he would reject the option of being saved. This could help newbies that find themselves outside with no AP. Of course the person saving would gain some XP

Discussion (Survivor Rescue)

This is one hell of a dupe. --Bob Boberton TF / DW Littlemudkipsig.gif 02:11, 1 September 2009 (BST)

Fireman's carry made it into peer reviewed as I recall, so first DON'T FIX WHAT ISN'T BROKEN DAMNIT!. And second No leading people around, really. What's to stop a group of pkers from ripping people out of safe houses at 5 AP a person? (1 to pick up + 3 Move + 1 to put down) I'm pretty sure that the thought of throwing living people out of buildings for 5 AP is making every zerger within a mile salivate. Getting XP for it makes zero sense example. Begin example... *Huff, puff, drag* *gains enough XP for a level* Hey! Now that I've carried joe bob in circles for six hours on my back I can do surgery! Really, that makes no sense. -Devorac 02:26, 1 September 2009 (BST)

well maybe for bodybuilding --Bob Boberton TF / DW Littlemudkipsig.gif 02:27, 1 September 2009 (BST)
Devorac said:
What's to stop a group of pkers from ripping people out of safe houses at 5 AP a person?
It would be quite simple to only allow survivors to drag in, in the same way that zombies can only drag out -- boxy talkteh rulz 11:34 1 September 2009 (BST)

Please read the documentation before operating the machine, i.e. freq suggested and dos and don'ts--WanYao 02:55, 1 September 2009 (BST)

Well ok i see why it is a bad idea now; I've seen it in some movies in which Character faints and when he/she wakes up she is inside a building or somewhere save and thought it'd be cool to see here. Of course i know this game is no movie. Goudy 03:16, 1 September 2009 (BST)

Combat revived zombies often "sleep outside" so that they wake up un-dead, and feed the horde at the same time. It would be annoying to be carried inside in these situations. Such a suggestion at the very least would require the "dragee" to be able to opt out of being dragged inside -- boxy talkteh rulz 11:34 1 September 2009 (BST)

I hate to use this term, but it's true: this is way too abuseable. Maybe if it was like Boxy suggested, a skill that allows survivors to drag other survivors into a building. Foxtrot 12:36, 1 September 2009 (BST)

If it only allows you to drag someone into a building then it is a complete dupe of Firemans carry, which did make it to peer reviewed.-Devorac 17:42, 1 September 2009 (BST)

Change this so it allows survivors the option to "RESCUE" another survivor who they have seen dragged out but only while the cades are down and if that survivor is on their contact list. EXAMPLE: You log on to see that survivor "Dead Meat" was dragged out 17 minutes ago and the cades are still down. You add him to your contact list and now have the option to "Rescue" him for 1AP. IF (big if) he is still alive and the cades remain down you drag him in; however the chance of doing so should be modified in exactly double the chance of the zombies blocking cading attempts. Usefull but very limited... could also use further input cos I am half pissed ( HAPPY BIRTHDAY ME :D ) and have probably missed loads...--Honestmistake 20:43, 2 September 2009 (BST)


Catacombs in Cemeteries

Timestamp: Brain Flakes 20:53, 31 August 2009 (BST)
Type: Building change
Scope: Cemeteries
Description: Since you can enter in exit buildings, you should be able to enter and exit Cemeteries. The outdoor description should remain the same, but the indoor description should read, You are underneath ____ Cemetery in the catacombs. Since catacombs are underground, you cannot find items in them or Free Run from them. Catacombs have no doors.Catacombs could be the safe point for Zombies they could have a breather while they are looking to be revived if they were players or were infected also dead bodies could be found in catacombs dead bodies= more zombies hense a more difficult level for the survivors. The zombies could be spawned from catacombs instead of just on the street to make the game more realistic. Just a suggestion it's my first obviously.

Discussion (Catacombs in Cemeteries)

Need more info here. What do catacombs do? Why would anyone use them? etc.--The General T Sys U! P! F! 21:30, 31 August 2009 (BST)

Pointless extra hiding place for survivors.--Yonnua Koponen Talk ! Contribs 21:33, 31 August 2009 (BST)
I'm not sure what the author was intending...he appears to want some new flavor text. --Brainguard 21:48, 31 August 2009 (BST)

What?"also dead bodies could be found in catacombs dead bodies= more zombies hense a more difficult level for the survivors": You know, zombies are players too, right?--Orange Talk 00:02, 1 September 2009 (BST)

I think this guy was a newbie, but you could interpret that to mean that new zombies spawn in the catacombs. --Brainguard 01:38, 1 September 2009 (BST)

Sometimes think it would be nice to have a few hundred rambling NPC zombies wandering malton with no directive, But most of those times I've been sniffing glue. -Devorac 02:46, 1 September 2009 (BST)

This is Malton, not Paris... Doesn't fit the "story", really, imo --WanYao 02:56, 1 September 2009 (BST)

If you suggested crypts with search rates for shovels in them, (and shovels as a new pointless flavor melee weapon)... In any case, spending time around here before posting's probably a good idea. Just so you can get the ins and outs of the whole game/suggestions thing. RinKou 07:11, 1 September 2009 (BST)

I like the concept for some reason, but I'm not clear on the details. Can they be barricaded? Are they dark? Can they be lit? are these in every cemetery or just in some? What can you find in them? Personally, I think they it should be so you cannot barricade them, so it may provide some basic protection for new survivors and zombies in green suburbs. -- Uberursathis bear wants honey 15:35, 4 September 2009 (BST)


Stabilization

Timestamp: --Johnny Yossarian 02:29, 29 August 2009 (BST)
Type: Survivor skill
Scope: People over level ten w/ 'doctor' tree
Description: Using whatever is handy, you can now stabilize your infections for 5 AP, ending damage after 25-30 turns.

Basically, this would allow infections only half of their normal lifespan, depending on whether or not you have Bodybuilding. You stabilize an infection so that, while it still does normal damage (1 hp per turn) after 25-30 turns it will end completely instead of hounding you till death. So no: If you're already low on HP this won't help you very much, but if a zombie infects you and doesn't hurt you any further, this is an quick fix, but at a cost:

First of all, it costs 5 AP to use: Definitely not as easy to use as a FAK, and plus you're still damaged for 25-30 turns.

Second ,(and third), you need the full doctor tree of First Aid, Surgery, and Diagnosis: And, you have to be at least level 10. I was considering putting this under Zombie Hunter skills, but it seemed to fit better here. You also CANNOT use this skill on others, only yourself.

Flavor: (after stabilizing) You halt the spread of your infection, but it still hurts badly.

After 12-15 turns: Your infection is starting to ache a little less now.

After 25-30 turns: Your infection has been completely stabilized.

How does it sound? Worth a real suggestion?

Discussion (Stabilization)

No. Because for half, even a third of the AP you spend before the infection cures, you could find the nearest Hospital, search, and heal yourself. If you added a 10 hour cap for the infection to cure as well as the 30ap, it could work, but personally I think 25-30ap is way too much. That's 30HP before it even fixes itself. Most people get revived with 30HP and an infection, what then? --DANCEDANCEREVOLUTION-- 02:43, 29 August 2009 (BST)

No. You can use 4 AP searching for a FAK and 1 AP to use it. You gain 5 HP and you cure your infection, 15 HP if you are in a powered hospital. Your suggestion is WAY underpowered. No one would use 5 AP just for getting their infection "Stabilized", and losing 30HP. Searching for a FAK

  • 10 turns for searching -10AP -10HP
  • 1 turn to use it -1AP +10HP
  • Something else -39AP

60HP

Using your skill

  • 1 turn to use -5AP
  • Something else -45AP -30HP

30HP --Orange Talk 02:46, 29 August 2009 (BST)

Actually, the "normal lifespan" of infection is UNTIL CURED. So if you get infected and then die (via the infection or not) then get revived, your STILL infected. In fact, your infected while as a zombie, you just don't take damage. Your also forgetting that most players will heal each other for the XP. You don't get XP for curing an infection, but if your infected that probably means your down 4 HP so someone WOULD get the 5 XP for healing you (and curing your infection at the same time).--Pesatyel 04:43, 29 August 2009 (BST)

Sorry, but it's a no from me. I think this is a pretty useless idea - if you are infected, you are going to have taken a fair bit of damage anyway (from the zombie that infected you). Even with this, 30 HP is most probably still going to be enough damage to kill you, and even if not, doesn't this go against the point of an infection, a typical zombie one especially? It just wears off over time? Yeah, it's a no from me, but thanks for taking the time to suggest. - Foxtrot 18:57, 30 August 2009 (BST)

Infection is so feeble as it stands. Stop trying to nerf something that that is cured with a few AP's worth of searching and one to apply the FAK. --WanYao 21:16, 30 August 2009 (BST)

Im most likely to be infected after Ive just been revived. At this point my health is at 30hp anyway. As such stablilisation will do nothing to save me. --RosslessnessWant a Location Image? 11:51, 31 August 2009 (BST)

Mm. As noted, it's a lot more efficient to use a FAK. For this to be a viable tactic, infection'd have to be only surgery-removable or something. Which is a suggestion that'll get shot down pretty quickly anyway, so. Thanks for putting some thought into it, though. RinKou 07:14, 1 September 2009 (BST)


Hunger strikes

Timestamp: Kamikazie-Bunny 15:22, 28 August 2009 (BST)
Type: Item & Effect
Scope: All Players
Description: Oh for the woe of a box of shreddies!

All players

For every 100AP a player spends they gain a level of hunger, each level of hunger removes 5HP from their maximum HP. There are 4 levels of hunger:

  • 1 - Slightly hungry (Max HP = 45/55)
  • 2 - Hungry (Max HP = 40/50)
  • 3 - Very Hungry (Max HP = 35/45)
  • 4 - Starving (Max HP = 30/40)

Hunger level appears beneath your name/HP/XP/AP in the form "You are {Hunger level}." only if you have a hunger level. Your hunger level is reduced back to 0 if you are killed/die/revived in either zombie or survivor form, the exception being if you are killed as a zombie by a zombie.

Survivors

Survivors can reduce their hunger level to 0 by eating 'Canned Food'. 'Canned Food' (*enc 2%) can be found in the following buildings:

  • Malls - Malls will also have a new area to search called 'food court' if the survivor has the shopping skill.
  • Mansions - Kitchens
  • Stadiums - Snack Stalls
  • Fort storehouses
  • Cinema - Snack stalls
  • Hotels - Restaurant
  • Pubs - Pub Lunch
  • Schools - Canteens

Zombies

Zombies can reduce their hunger by 1 level by biting a survivor. If the zombie has digestion their hunger level is reduced to 0.

Discussion (Hunger strikes)

Clock.png WARNING
This suggestion has no active discussion.

It will be removed on: 6 September 2009 at 23:06 (BST)

No.--Yonnua Koponen Talk ! Contribs 15:25, 28 August 2009 (BST)

Care to elaborate? Also just realised zombies can avoid hunger by killing each other, will try correct this. --Kamikazie-Bunny 15:26, 28 August 2009 (BST)
No, I think what I said covers this adequately.--Yonnua Koponen Talk ! Contribs 17:08, 28 August 2009 (BST)

Yeah, make Malton even more of a living hell for new zombies. That'll totally fly. --Bob Boberton TF / DW Littlemudkipsig.gif 15:53, 28 August 2009 (BST)

Actually, its easier for zombies to ease hunger than survivors. --Brainguard 16:03, 28 August 2009 (BST)
While I agree in part about how this will make it harder for new zombies the main argument for new zombies having difficulties is they die on a daily basis and have to stand up (which negates this) and the effort taken to get through barricades. This would only affect a new (or any) zombie after they have been active for 100 AP (two days) without dying by survivor hands which is (IME) quite rare. --Kamikazie-Bunny 16:07, 28 August 2009 (BST)
Uh-huh. It's really easy with our beloved RNG for new zombies to A) even get to targets in the first place and then B) make them use their crappy 10%/20% bite attack to relieve hunger. --Bob Boberton TF / DW Littlemudkipsig.gif 16:25, 28 August 2009 (BST)
I know the RNG can be a bitch but bites are actually best for gaining XP and causing damage if the Zombie only has 1 or 2 zombie combat skills... --Kamikazie-Bunny 16:38, 28 August 2009 (BST)


Better than my old idea. Though there should also be a Thirst rating that affects maximum AP (zombies would not be affected) Here's my idea for thirst-related items:

There would be a new Mall store called a "Food Court".

  • Water Heater - Factories, Power Stations, Mall Hardware Stores, and Fort Storehouses. Can be installed in buildings, only works in powered buildings. In a watered building, survivors have the options to "Drink Water" (cures Thrist), "Fill Canteen" (fills 1 of the user's Canteens) and "Wash Clothes" (removes blood and fuel form clothes). Can be attacked, and has these damage levels: 'dented', 'battered', 'damaged', 'leaking', and destroyed.
  • Canteen - Fire Departments, Warehouses, Mall Sports Stores, Fort Storehouses. Appears as either "Canteen (Full)" or "Canteen (Empty)". If you use a full Canteen, it cures thirst but empties the Canteen (can be filled fo 1AP in powered buildings with Water Heater).
  • Fast Food - Cinema, Bar (Pub), Mall Food Court, Hotel, Fort Barracks. Cures Hunger, but, due to the diuretic nature of soda and grease of fast food, has a 50% chance of causing Thirst.

--Brainguard 16:59, 28 August 2009 (BST)

It's a good idea, but again, not for Urban Dead. A more realistic zombie sim, probably, but as far as this game is concerned, adding this would completely change the game. RinKou 16:07, 28 August 2009 (BST)

I know it would be a big change however I'm not sure any of us know what kind of game Kevin wants urbandead to develop into. If the 'realism' isn't going to be advanced then I agree this shouldn't be added. However I hope that if this gets suggested you vote keep if you still believe this is a good idea so that Kevin is more likely to notice it if this is the direction he wants the game to head. --Kamikazie-Bunny 16:16, 28 August 2009 (BST)

It's not actually a bad suggestion, as far as hunger suggestions go, but it simply isn't suited to Urbandead. If I wanted to deal with this sort of thing then I would go and play The Sims.--The General T Sys U! P! F! 17:12, 28 August 2009 (BST)

lol nice. Yeh an while we're at it we can get jobs and worry about our hygiene and go to the bathroom, yadda yadda. And the sims have zombies, too. The perfect criticism HA!--GANG Giles Sednik CAPD 18:29, 28 August 2009 (BST)
The Sims - Zombie Apocalypse... Now THAT I would like, give the sims guns and the ability to barricade, throw in the compulsory zombies and tell me that's not a game you'd play. --Kamikazie-Bunny 18:48, 28 August 2009 (BST)

I'm going to stay neutral on this because I'm in a good mood... This idea has been suggested many times in different ways, I have no qualms with food and such but it, in all suggestions, makes certain areas death zones and others zombie-free... Why don't we just put in some money for people to spend at Mczeds? XD --Gat 19:31, 28 August 2009 (BST)

No. Adding a hunger meter hasn't worked for any game, ever, (The Sims and its various ripoffs being exempt) and this is no exception. Too many new items would be implemented for something that will not be fun, innovative, or more than anything but an annoyance. The realism argument makes no sense either: If this were a realistic game, every police department would have long since ran out of guns and ammo, every FAK would have been consumed, and zombies wouldn't exist in the first place! --Johnny Yossarian 01:24, 29 August 2009 (BST)

There is one thing to consider that hasn't been brought up. Zombies with Digestion can feed on corpses.--Pesatyel 04:33, 29 August 2009 (BST)

Yes, but only if the zombie hunger aspect goes away.--Maps 07:50, 29 August 2009 (BST)

I'm sorry, but this is a game. This really isn't fun, I don't want to crippled by starvation. - Foxtrot 19:14, 30 August 2009 (BST)

Ugh. --WanYao 21:17, 30 August 2009 (BST)

I like the idea, but most other people don't. How about making it flavour, like clothing? That would allow people who don't want to spend time with it to ignore it, but allowing serious roleplayers to have to worry about being hungry. User:Armpit_Odor/sig 23:06, 30 August 2009 (BST)


Beta-Ville! (Thats not the sanctioned title, just something I'm kicking around the office in my head)

Timestamp: Devorac 06:22, 27 August 2009 (BST)
Type: New Testing City (NTC)
Scope: All Enormous Suggestions
Description: How many times have you seen a suggestion that has amazing potential, that is amazing potential to either be amazingly cool, or to break the system in a truly amazing fashion, but the catch is you have no idea until the suggestion is implemented what will happen!

Now most of the time you can make an informed hypothesis about the probable effect of a particular change, and on little things you will be correct almost all of the time. For instance The "Just a Knife" suggestion, it only changed the name of a thing, this means that the effect will be near nil. Now let's say we are to consider the Augmented fear that's under discussion now, that one can pan out in a great number of ways some good, some bad, some that really don't make much difference and only addd complication. Now instead of being forced to either ditch it completely or implement it, why not create a city where large scale suggestion could be tested without breaking any of the other burbs?

In this new testing city (Reffered to as NTC from here on) Kevan -or a particularly motivated team sanctioned by kevan- could implement new suggestions in full scale tests without hurting malton. This allows for suggestions to be refined further than they could be before by putting them under live-fire conditions, the residents of the NTC should probably mostly be suggesters themselves (if you know how to make something then you'll probably be better at ripping it to shreds as well) to help stress testing and so that they can provide experienced, intelligent *Eyes several people* feedback.

I know every experienced Suggester here has/had something they would love to get testing for, but if we decided to test everything then the coding alone would be more demanding than mass genocide. So there would have to be a set of fairly rigorous conditions first, it would have to be of sufficient scope that beta-testing in the NTC would be worthwhile, and it would have to be passed by a sufficient majority of people willing to test it -willing to test, way different from voting keep. I would vote kill on most of the SMG suggestions i've seen, but there are a few i'd like to test out the intricacies of- so that if it is implemented there will be people to use it and provide sufficient feedback.

Alright, your thoughts, wants, etc

Discussion (Beta-Ville! (Thats not the sanctioned title, just something I'm kicking around the office in my head))

Sounds good to me! Of course I wouldn't have to do any of the coding for it or pay for the servers but hell yes I'll show up and test stuff.--GANG Giles Sednik CAPD 07:54, 27 August 2009 (BST)

I like it, but it's a little idealistic, this could potentially give Kevan hours and hours of work with little payoff... In the end, Kevan knows what he will want to implement, and that's all that matters. --DANCEDANCEREVOLUTION-- 08:06, 27 August 2009 (BST)

It would be a team sanctioned by Kevan. That way, they could show him what worked and what didn't. --Brainguard 15:06, 27 August 2009 (BST)

Finally the idiot trenchie can see that his suggestions are retarded, the whiny zombie can see how stupid it is to exterminate survivors, and the suggestion page aristocrats can be unthroned. --Brainguard 15:05, 27 August 2009 (BST)

It'd probably suffer from the same problems as Boringwood and Moronville - lack of participants. Sure, we might get a few hundred, but that's hardly representative of the ~25,000 in Malton. Also, I'd bet that certain players would stop using this NTC if something undesirable (to them) were to be implemented there. Well, if a ZL suggestion were implemented, it'd be a ghost town in no time. --Bob Boberton TF / DW Littlemudkipsig.gif 15:29, 27 August 2009 (BST)

There's plenty of precedent for changing the rules mid-game in Monroeville, so this is effectively a dupe of in-game. All that's required is for Kevan to reopen the city and start tweaking the rules to try various options. It would, of course, be slow going, as you'd want to test each change individually and give each of them a while to show their effect before implementing another, but it'd be worth it, I think.--Necrofeelinya 15:51, 27 August 2009 (BST)

You could make it only the size of one or two 'burbs so that it wouldn't be hard to code. It would have a Fort, a Mall, some typical buildings and TRPs, and an "Army testing ground" (empty blocks where new weapons could be found and tested). --Brainguard 00:10, 28 August 2009 (BST)

Good idea, that both makes it so you don't have to code as much, plus you don't have to have as many people to run effective tests. If malton is 10 by 10 then how about 3 by 3, or 4 by 4?-Devorac 00:48, 28 August 2009 (BST)
I'm thinking it wouldn't just be the coders playing - anyone could join, too. The TRPs and Mall would be to test the effect on full-scale seiges. --Brainguard 03:12, 28 August 2009 (BST)
Remember:Too much better than climaxville!!..Betaville is the Fictional City of another game...try to change ir later...And sound ok for ...Is only a city for test of people can enter?---(x)AlvaromesaTalk | Bacardi |MPD | Malton Public Radio 04:14, 28 August 2009 (BST)
People can enter. And here's my idea for the "Army Testing Complex", which would be used to test prototype items:
Testing Ground Testing Ground Testing Ground Testing Ground 'Testing Ground
Testing Ground Testing Ground Testing Ground Testing Ground 'Testing Ground
Shooting Range Shooting Range Shooting Range Shooting Range Shooting Range
Silo Guard Tower Road Hangar Secret Research Facility
  • Testing Ground - empty blocks
  • Shooting Range - tall buildings for testing sniper-related suggestions
  • Silo - where prototype weapons could be found
  • Guard Tower - PD, just for flavor
  • Hangar - where new vehicles could be found
  • Secret Reaseach Facility - where new medical and NT items culd be found

New items would first only be available in the Testing Complex. Once proven to be bug-free, they would be tested in the rest of Beta-Ville for balance. --Brainguard 16:19, 28 August 2009 (BST)

Good idea in theory but I don't see it as practical. --Kamikazie-Bunny 15:37, 28 August 2009 (BST)

Okay the idea of special buildings for the items, I don't like at all. The items should be found 'as they would be naturally found if implemented in malton.' That gives you a bit more accurate idea of how this will work, the point is not for this to be flooded with trenchies who want to test automatic shotguns, but for suggestions to beta tested on a small scale world that replicates malton. If the NTC is going to be 4-by-4 then there should be two forts and two malls (bit unbalanced, but we would need at least one that survivors can access at all times for testing) so if your SMG is found in an armory you go grab it from an armory not from a silo. If your Black powder rifle is found in a museum THEN IT IS FOUND IN A MUSEUM, and not in strange facilities, Etc. Zombies who beta should have the opportunity to start with one of the new zombie skills, survivors should have the opportunity to start with a new item. All big changes (hunger/fear/motorcycles/mutant space goats) would be implemented on one particular quadrant. This prevents weird feedbacks between different ideas, allowing you to test multiple ideas at the same time, just in different areas allowing you to preserve the purity of your tests. -Devorac 20:37, 28 August 2009 (BST)

Ok, get rid of the special buildings for items. The tesing complex would just be a TRP. There would be no fort below it. The resources of the buildings in it:
  • Shooting Range - ammo and flak jackets.
  • Silo - same items as Fort Storehouse.
  • Guard Tower - same items as Fort Barracks.
  • Hanger - same items as Fort Vehicle Depot.
  • Secret Research Facility - same items as NecroTech.

--Brainguard 02:33, 30 August 2009 (BST)

Betaville sounds fun.--Maps 20:41, 28 August 2009 (BST)

Here's an idea for the news update for Betaville: The military has set up a new live-fire training and testing facility and is looking for soldiers, citizens, and scientists to staff it (Signup link for survivors). NecroTech has been collecting specimens to fill the facility (Signup link for zombies). There be two seperate signup pages, one for survivors and one for humans. --Brainguard 02:33, 30 August 2009 (BST)

Meh, sorry, no - it's not something I see being public. Gives Urban Dead too much of an open-source feel. Perhaps if it was only accessable by members invited specifically by Kevan, but otherwise, no, sorry. - Foxtrot 19:23, 30 August 2009 (BST)

As long as the amounts of survivors and zombies are limited to keep people from filling it with thousands upon thousands of characters. User:Armpit_Odor/sig 23:14, 30 August 2009 (BST)

brainguard, NO. Down, Stay would you kindly?. There would not be a public opening, the public might not want to play in a burb with ever changing rules and items, where you can't be sure that anything will be at all the same as the second before. The opening would be on a wiki page, open to all willing beta testers who know full well what they are getting themselves into. And there would be a cap on the number of people able to join total. -Devorac 05:25, 31 August 2009 (BST)

Alright then, man. This is a good idea. If Kevan doesn't take this up, I could always have a look at programming a city for us (I can't make any promises though). - Foxtrot 12:16, 31 August 2009 (BST)

-both eyebrows raise- I'm impressed, if you could do that then most of us suggesters would be in your debt. -Devorac 02:51, 1 September 2009 (BST)
Yeah, I could definetely program one. Only problem is finding an online web server with a functional MySql database. I won't lie, I don't know much about web servers. - Foxtrot 22:49, 2 September 2009 (BST)
Not that you could get an accurate beta-ville without Kevan's precise code for the game. --Bob Boberton TF / DW Littlemudkipsig.gif 23:15, 2 September 2009 (BST)
We can always ask him. -Devorac 01:12, 3 September 2009 (BST)
We know how the mechanics work. As long as they function the same, it doesn't really matter how they are programmed. - Foxtrot 03:05, 4 September 2009 (BST)
I don't know if this is Important, but I Random Page a LOT, and I swear I once saw the coding for Urban Dead...Not Sure though it could be something to look for...Cookies and Cream 15:03, 8 September 2009 (BST)

Climaxville

Timestamp: BlueSpurt 00:43, 27 August 2009 (BST)
Type: New city.
Scope: Cool people.
Description: So we all know that Malton sucks balls. It's boring and everything is destroyed. Therefore, I say we open a new city - Climaxville. The city would be administrated by DanceDanceRevolution, Boxy and Devorac and that Kevan guy or whatever he's called would pay for the servers and shit. This way, when a good suggestion comes along, the guys can like, put it in their city right away and make the city awesome and whatso. The city would hold home to many cool and unique places including: the Wikipedia Building, Burger King and Bill Cosby's House. So, what do you think?
  • Moved this to Developing Suggestions. I feel it must ripen before advancing any further in it's path to glory.*

Discussion (Climaxville)

Your basis is bad, and you should feel bad. --Bob Boberton TF / DW Littlemudkipsig.gif 00:53, 27 August 2009 (BST)

While I appreciate being made administrator of a new city, I don't think that you should give that to someone who joined the wikipedia group less than a month ago. Also I would like to say, WHAT THE HELL ARE YOU THINKING??!

  • Creation of a new area as a testing grounds for new ideas= awesome idea one that I will have to champion of your just going to be sarcastic.
  • You being bitter because the majority of your ideas have died in flames= understandable.
  • You doing something stupid to get back at people= Not the best maneuver, it not only makes you look like a dick but it also makes people equate "new testing city" with that sarcastic idea that a bitter suggester made.

Think hard, roll with the punches, and use developing suggestions with either the purpose of providing pleasure or to add constructive input. -Devorac 01:29, 27 August 2009 (BST)

RE: I'm sorry? I'm not just going to be sarcastic, I don't understand what's up with everybody. It's not an attack at anyone...

Meh, fuck off you vandalizing troll; no one gives a shit about the fact that you're getting butthurt because your suggestion sucked. Try either learning to take criticism or making suggestions that don't suck in the future. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:36, 27 August 2009 (BST)

RE: I really don't care about suggestions I make. I can take criticism, what has that got to do with anything? Will someone fucking explain what I've done wrong? This was supposed to be a humorous suggestion...
Yeah, it was "humorous" until you started pissing all over the suggestions system with it, breaking anti-spam rules, and trying to falsify evidence to cover it up. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:29, 28 August 2009 (BST)
What did you do wrong? This area is not FOR humorous suggestions. Also, if YOU don't "care about your suggestions", why should we? And if we don't why are you wasting everyone's time (not to mention the limited space on this page) with stuff no one will care about?--Pesatyel 05:59, 28 August 2009 (BST)

Wow. I'm trying to decide whether or not this is the worst "new city" suggestions I've ever read.--Pesatyel 04:47, 27 August 2009 (BST)

I thought that this was a humorous suggestion...-- Uberursathis bear wants honey 06:04, 27 August 2009 (BST)

Please not let the children made more suggestion...next time we are going to fight zombie Pokemons--(x)AlvaromesaTalk | Bacardi |MPD | Malton Public Radio 04:19, 28 August 2009 (BST)

You lost me at "the guys can like,". --Kamikazie-Bunny 15:39, 28 August 2009 (BST)

This would be the ONLY TIME IN MY FUCKING LIFE when I would vote SPAM. --Brainguard 01:45, 1 September 2009 (BST)

Meh, if it came up I'd still just vote kill, gotta stick to your guns. (not to mention your axes, knives, flares, Etc. -Devorac 02:41, 1 September 2009 (BST)

Suggestions up for voting

Ripoff of Boxing Gloves, stolen from Dr Frank

This suggestion is now up for voting. Its discussion has been moved to its talk page.

Food

This suggestion is now up for voting. Its discussion has been moved to its talk page.

"Stand Up" Revisited

This suggestion is now up for voting. Its discussion has been moved to its talk page.