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.
- 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
- 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 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
Encumbrance change (Yes ZL your comics had an effect on a pro survivor)
Timestamp: Devorac 04:38, 22 September 2009 (BST) |
Type: Tweak |
Scope: Survivors |
Description: I have recently been reading through peoples profiles and such, it is as informative as it is amusing most of the time. Most recently I read through a series ofComics written by Zombie Lord, most of them are fluff (funny fluff though), however one of them made me feel rather guilty about about my abuse of something that I have long considered to be on the edge of good taste to use.
Now every moderately experienced survivor probably knows about this but I'm going to say it anyway, 100 Percent encumbrance is not the absolute maximum. A "smart" survivor can pack their inventory so as to extend space by up to 18%, doesn't seem like a lot, but think about it... That's 9 Clips/syringes/FAKs that you can carry if you pack in the right way. I discovered this little trick when I was level 4 and was stocking up on ammunition in a PD so I could gain a few levels. How it works is simple, you pack your lightest items in first and then work your way up in orders of weight, then when your at 98% encumbrance you pick up a generator, which puts you at 118% encumbrance. This works because the system only stops you from picking up items when you are at or past 100%, this allows you to abuse it in such a way that you can add almost one fifth to your inventory size. I say let 100% full be 100% full. No 102%, no 110%, and sure as hell no 118%. I've used this tons of times, but it really isn't right. Changing it won't wreck the encumbrance system, and it will only effect the older hands who know about the bug, no hurting the new blood. Let me know what you think |
Discussion (Encumbrance change (Yes ZL your comics had an effect on a pro survivor))
I'm against it. Carrying a toolbox, flak jacket, knife and the obligatory FAKs and needles is heavy enough, this mechanic would require me to then drop stuff if I needed to replace a generator, then find it again, then drop it again when I need a new generator. Surely it's not too hard to rationalise a sudden burst of adrenaline giving someone a temporary boost to their overall strength while they lug something vital around before it's too late. 05:03, 22 September 2009 (BST)
- "A sudden burst of adrenaline"... We are living in a city with zombies, who try to eat our brains. We are living in buildings that have been torn apart and rebuilt clumsily a hundred times, we sleep beside people who may kill us or we may kill every night. With all of that going on I don't think you will get an adrenaline rush because it's dark so you can carry a generator around if you are already carrying a flak jacket, a knife, a toolkit, 20 First aid kits, and 18 needles. Besides, it's not a temporary boost when you've gone to a mall to stock up, I have carried around 118% encumbrance across 4 suburbs because I had to go somewhere and I wanted to be prepared, that is neither temporary, nor can it conceivably be adrenaline when there is no abnormal (abnormal to the circumstances that is) pressure. Devorac 05:23, 22 September 2009 (BST)
- Eh, I still see it as punishing the mule who has to carry all the vital pro-survivor stuff, when you should be targetting the guy who's got a few dozen shotguns in his 'pocket'. I can rationalise my over-100% encumbrance, as I still see it as that rush you get when you know you've got to lift something heavy (seriously, go grab your washing machine. I'll wait. You could lug it a bit but you couldn't take it with you forever, right? Well I'm only ever moving a genny a few blocks in-game), but if you want to fight the limit-breaking exploit, then increasing the weight of shotguns or pistols would be the best way to go about it. 05:33, 22 September 2009 (BST)
This just seems rather minor (and maybe a little petty). I can carry 6 generators if I want to. Realistically, obviously not. But how is carrying that one extra generator REALLY going to matter? At best, you might do better to allow those with Body Building to carry that extra 18%, but I think that might be a dupe AND probably moot as a skill doesn't dictate rarity.--Pesatyel 05:43, 22 September 2009 (BST)
118%? You're out by a few hundred of the highest encumbrance I've seen. -- . . <== DDR Approved Editor 05:44, 22 September 2009 (BST)
- Yes, but that's with supply crates, right? They're hardly commonplace enough for eveyone to have opened one to take them over 100%.--Yonnua Koponen Talk ! Contribs 07:23, 22 September 2009 (BST)
While it does seem like a rather minor change, I think it's certainly a bug that probably should have been resolved a long time ago. If you're in a factory and you're already at 98%, finding a generator should give you a message, "You find a portable generator, but you don't have enough space to carry it, so you leave it here." --Maverick Talk - OBR 404 06:51, 22 September 2009 (BST)
- Or maybe we shouldn't nerf survivors?--Yonnua Koponen Talk ! Contribs 07:23, 22 September 2009 (BST)
- Yeah, but IS it a nerf? If yoru at 98% and you can't pick up that last generator or shotgun, oh no! Drop and/or use some shit.--Pesatyel 07:31, 22 September 2009 (BST)
- Personally, I always do. I never leave my account with over 100% overnight, and I'll only go over 100% when I have to. But the thing is, I do have to. Survivors always have to, because that is what makes them level to zombies in the game. After purchsing skills, zombies have everythign they need to be as good, or even better, than survivors. Survivors, on the other hand, have to keep a good 80% encumbrance at all times if they want to maintain their potential. Personally, I never go below 80%, and I don't go in to this practice of keeping FAKs on me at all times. Hence, I die daily. I'm usually around 90%, and with a couple of syringes, I'm already getting close to the limit. If I need to provide a generator for a building, then I don't want to ahve to drop all of my necessary equipment, get a generator, take it to the building, go back, get fuel, take that to the building, then go search for all the stuff I dropped again.--Yonnua Koponen Talk ! Contribs 07:36, 22 September 2009 (BST)
- The problem you're having there is that you're trying to do everything. Survivors should specialize, that's why survivors work in groups. If you're carrying a bunch of guns and ammo, you should only need 1-2 needles and 1-2 FAKs. You're not meant to be a one-person army. And considering the fact that most people consider this encumbrance issue a glitch/bug, the natural solution is to FIX IT. --Maverick Talk - OBR 404 08:01, 22 September 2009 (BST)
- I agree that it is unrealistic to go above 100% encumbrance. However, the amount of stuff survivors carry is crazy to begin with. If you were carrying a generator there's no way you could jump across a rooftop. Realistically 1 generator = 100% encumbrance. But the game should be fun, not real. In reality a single shotgun blast to the face should kill you and 10 syringes are not as heavy or cumbersome as a portable generator. The encumbrance is just designed to balance the amount of stuff you can carry, not to be real. And with 118% encumbrance you can't restock on other supplies so there's a trade-off.--GANG Giles Sednik CAPD 10:34, 22 September 2009 (BST)
- Yes, but that has as much to do with survivor organization and the fact that supplies are unlimited. Eventually, your supplies are going to run low and you'll have to go searching again. It depends entirely on what "role" you play. There is, really, no "necessary equipment" that you can't spend a few minutes collecting so that argument is specious.--Pesatyel 03:59, 23 September 2009 (BST)
- The problem you're having there is that you're trying to do everything. Survivors should specialize, that's why survivors work in groups. If you're carrying a bunch of guns and ammo, you should only need 1-2 needles and 1-2 FAKs. You're not meant to be a one-person army. And considering the fact that most people consider this encumbrance issue a glitch/bug, the natural solution is to FIX IT. --Maverick Talk - OBR 404 08:01, 22 September 2009 (BST)
- Personally, I always do. I never leave my account with over 100% overnight, and I'll only go over 100% when I have to. But the thing is, I do have to. Survivors always have to, because that is what makes them level to zombies in the game. After purchsing skills, zombies have everythign they need to be as good, or even better, than survivors. Survivors, on the other hand, have to keep a good 80% encumbrance at all times if they want to maintain their potential. Personally, I never go below 80%, and I don't go in to this practice of keeping FAKs on me at all times. Hence, I die daily. I'm usually around 90%, and with a couple of syringes, I'm already getting close to the limit. If I need to provide a generator for a building, then I don't want to ahve to drop all of my necessary equipment, get a generator, take it to the building, go back, get fuel, take that to the building, then go search for all the stuff I dropped again.--Yonnua Koponen Talk ! Contribs 07:36, 22 September 2009 (BST)
- Yeah, but IS it a nerf? If yoru at 98% and you can't pick up that last generator or shotgun, oh no! Drop and/or use some shit.--Pesatyel 07:31, 22 September 2009 (BST)
Not broken. Like rising from a headshot with only 1ap, it's a quirk of the game that adds some interesting tactical considerations -- boxy talk • teh rulz 11:31 22 September 2009 (BST)
100% should be 100%. I'd vote Keep.--Maps 18:16, 22 September 2009 (BST)
- Agreed. Bring this to voting. --Matthewbluewars /New City\ 20:51, 22 September 2009 (BST)
- You know, it's usually practice to not put up spam suggestions.--Yonnua Koponen Talk ! Contribs 20:54, 22 September 2009 (BST)
- What are you talking about? --Matthewbluewars /New City\ 20:57, 22 September 2009 (BST)
- You know, it's usually practice to not put up spam suggestions.--Yonnua Koponen Talk ! Contribs 20:54, 22 September 2009 (BST)
Going over the limit is actually pretty useless except for during long periods of downtime. I have a Roftwood medic who used to top up on medkits before picking up a generator, reaching 118%; the problem with that approach is that I was then unable to resupply after a heal until I had dropped the generator or used 9 medkits. Going overweight has its own unique advantages and disadvantaged, and I see no serious reason to alter the game just because someone gets to carry an extra generator for a while... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 20:36, 22 September 2009 (BST)
- I concur. If over 100%, and you need to perform an action which requires a new item, you are forced to drop items, as if they'd been dropped instantaneously anyway.--Yonnua Koponen Talk ! Contribs 20:40, 22 September 2009 (BST)
World War Z
Timestamp: Matthewbluewars /New City\ 02:12, 22 September 2009 (BST) |
Type: New city based on movie |
Scope: ...Ummm...the new city... |
Description: Template:Wikipedia by Max Brooks is going to be adapted into a movie. There is a supposed viral marketing website, itstartswiththeflu.com, which says it will come out September 8, 2010. So there should be a city based on WWZ, Template:Wikipedia (from the Battle of Yonkers).
First of all, there would be no NecroTechs. To avoid the Yonkers city from becoming all zombie, players could reset their accounts after death. It would not delete their accounts, but instead let them choose a new starting class and start again at a random class-specific building. All zombies would start out with Infectious Bite and Vigour Mortis. To reflect Brooks canon, doors would not have to opened (zombies could just bang them down) and the revised zombie skill tree would be: Infection is now incurable., and Bites are 15% more accurate. Zombies recieve extra XP when the infectee dies. And on a side note, all poetry books should include Daniel 12; 1-13 (taken from a hidden message on itstartswiththeflu.com). |
Discussion (World War Z)
As much as I like the idea of a new city, I'm not keen on both sides having a permanent death feature. One or the other would be better - either scrambling for revives to limit the time as zombies, which are vulnerable to headshot kills; or, far more preferable, keeping the zed population rising while the survivors dwindle. Both will just bring the map to a standstill, especially if one group gets organised enough to make big RTS massacres and wipes multiple players out of the game at a time. Plus, Romero's upcoming "Island of the Dead" would probably be a more interesting setting than another big city. 02:20, 22 September 2009 (BST)
Given that it's a year away, and every other tie-in city we've had has been within a month of release, how ridiculous do you think this is?
Also removing VM from the starting skill slot seriously fucks zombies rather than partially like the current system.
Where's Digestion gone?
The reset after death thing is hideously anti-zombie, who can't hide away behind impenetrable barricades like survivors. The reset idea will make no difference, what zombie player after struggling against the disadvantage of the mechanics and class is going to want to do it all over again because Rambo McTrenchie has jumped out from behind his Up-The-Arse level of barricades to shoot you, insult you and headshot you? It's like the old headshot, except worse.
There are people on this page who have played on perma death servers, some of us ran hordes on them, and we're all going to tell you the same thing. But you're not going to listen are you? You're just going to alter something slightly and ask us the same question again.
Let me explain it very simply: Don't suggest things for classes or play styles that you are not intimately familiar with.
Basic game fact: Survivors have massive advantages and are easy to level and play, zombies are hard mode. Don't make it harder for the few dedicated players that make this game worth playing, or they're all likely to leave and then you're playing Urban Tag-You're-It with PKers. -- . . <== DDR Approved Editor 02:52, 22 September 2009 (BST)
- Made all the changes you requested. --Matthewbluewars /New City\ 20:56, 22 September 2009 (BST)
You might want to take a look at the other cities for research. Why would this necessarily be different from them (as in permadeath or rearranging the skills tree)?--Pesatyel 03:28, 22 September 2009 (BST)
Infection is a pretty useless skill if your accuracy is 20%...--Orange Talk 03:38, 22 September 2009 (BST)
- It's actually an abysmal 10% without Vigour Mortis. --Bob Boberton TF / DW 07:10, 22 September 2009 (BST)
- I love World War Z. I actually think a text based zombie game relating to that book would be totally boss, but you'd have to REALLY mess with the UD engine to make it like WWZ. The real power of zombies in those stories is their infection, fearlessness, and persistence. You'd need the following game mechanics: zombie players don't fear death, infection = imminent death, and zombies can work through almost any barricade. This game would be totally different than UD but I'm willing to at least discuss the game mechanics if anyone can think of a way to make it work.--GANG Giles Sednik CAPD 10:54, 22 September 2009 (BST)
- Most zombies don't fear death. as they can just stand up. Make infection incurable? Easily done, A survivor standing in a fully lit hospital could probably survive forever. And zombies already can work there way through any barricade. The only real change would be to players themselves. Saying that permdadeath cities are unsustainable by design. Monroeville especially. --RosslessnessWant a Location Image? 11:12, 22 September 2009 (BST)
- Ever listen to the audio book? Too bad it wasn't unabridged. But I say, Urban Dead can be EASILY turned into World War Z. You just give all zombies to the following skills: Scent Trail, Infectious Bite, Vigour Mortis, Neck Lurch, Death Grip, Rend Flesh, Tangling Grasp and Feeding Groan (that is the one issue I have with Brook's stories). Make infection incurable, no NecroTech and, the clencher, make all zombies AI. It is that last factor, taking the player out of the zombie that will be the only way to do a "proper" version.--Pesatyel 03:43, 23 September 2009 (BST)
- I love World War Z. I actually think a text based zombie game relating to that book would be totally boss, but you'd have to REALLY mess with the UD engine to make it like WWZ. The real power of zombies in those stories is their infection, fearlessness, and persistence. You'd need the following game mechanics: zombie players don't fear death, infection = imminent death, and zombies can work through almost any barricade. This game would be totally different than UD but I'm willing to at least discuss the game mechanics if anyone can think of a way to make it work.--GANG Giles Sednik CAPD 10:54, 22 September 2009 (BST)
Giving people infectious bite is dumb, it doesn't aid in XP gain at all so the rare times they see a human, it'll be impossible to get XP. --DANCEDANCEREVOLUTION-- 11:14, 22 September 2009 (BST)
- Unless the infection is made incurable and the zombie who infects recieves kill xp when the victim dies. However to make this even slightly feasible headshot would have to be a % based chance rather than automatic and the zombies should start with Vigour, Infectious bite and Digestion... lurching gait should not exist rfor this theme. --Honestmistake 12:42, 22 September 2009 (BST)
- Actually neither should free running.--Honestmistake 12:42, 22 September 2009 (BST)
That, OR, you could have a fun game... Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 20:40, 22 September 2009 (BST)
Junkyards Don't Have Walls
Timestamp: RosslessnessWant a Location Image? 19:02, 20 September 2009 (BST) |
Type: Environmental Change |
Scope: Junkyards. |
Description: Junkyards Don't Have Walls. They have wire fences. So why can't they be seen though? Heres how it would work. If your standing in a neighbouring square the minimap displays all characters on that page as if they were standing outside. If bob was standing inside with one zombie and there was another 2 zombies outside it would show bob and three zombies. If you are standing on the junkyard square you would get 2 lines of text. For Example if you were outside it would state ".....Standing here are 2 zombies, through the fence you can see Bob (60hp) and a zombie." This would be reversed for the survivor and zombie inside. Please now call this xray. |
Discussion (Junkyards Don't Have Walls)
Pretty good idea. But, knowing the people on the DS page, this discussion will soon turn into an ad hominem argument. --Matthewbluewars /New City\ 19:03, 20 September 2009 (BST)
- Ha-ha. --Bob Boberton TF / DW 19:07, 20 September 2009 (BST)
- I don't know if you saw, but I got a shitstorm for suggesting playing cards. I had posted some preemptive arguments, and I got a shitstorm. --Matthewbluewars /New City\ 19:10, 20 September 2009 (BST)
- You got a shitstorm for being an enormous asshole and telling everyone they were trolls because they didn't like you.--Yonnua Koponen Talk ! Contribs 19:14, 20 September 2009 (BST)
- I didn't mean to do that. I actually just meant to call those who used the "SPAM!!! OMG !!!1!!" argument. Sorry for the misunderstanding. --Matthewbluewars /New City\ 19:19, 20 September 2009 (BST)
- Perhaps instead of throwing your teddy out the pram, you'll instead take some time to read the standard arguments up there, look at the archives and take some time to learn the game before you decide to 'fix' it. I've just read that new city thing of yours, you've never played a zombie have you? -- . . <== DDR Approved Editor 19:24, 20 September 2009 (BST)
- He's like the survivor equivalent of zombie lord. He should change his name to surivor lord, have an obnoxious blue signature, and start some stupid biased comic.--Yonnua Koponen Talk ! Contribs 19:26, 20 September 2009 (BST)
- It's just a game, but here's the reason my new city doesn't just screw over zombies:
- Of the two travel networks, one of them has a 50 encumbrance limit and the other is accessable to zombies.
- Hunger and thirst screw over survivors more than zombies.
- Explosives can do harm to the survivor cause as easily as it can help it.
- --Matthewbluewars /New City\ 21:31, 20 September 2009 (BST)
- Your city makes it nigh on impossible for zombies to level, which you'd have known had you actually gone out and played one rather than assuming you knew more about this game than someone who's been playing for years and organising major events and arguing baseless points. -- . . <== DDR Approved Editor 21:35, 20 September 2009 (BST)
- Oh, the XP system. Yeah, I'm gonna change that soon. --Matthewbluewars /New City\ 22:40, 20 September 2009 (BST)
- Continue this discussion to User_talk:Brainguard/New_City. --Matthewbluewars /New City\ 23:09, 20 September 2009 (BST)
- Oh, the XP system. Yeah, I'm gonna change that soon. --Matthewbluewars /New City\ 22:40, 20 September 2009 (BST)
- Your city makes it nigh on impossible for zombies to level, which you'd have known had you actually gone out and played one rather than assuming you knew more about this game than someone who's been playing for years and organising major events and arguing baseless points. -- . . <== DDR Approved Editor 21:35, 20 September 2009 (BST)
- Perhaps instead of throwing your teddy out the pram, you'll instead take some time to read the standard arguments up there, look at the archives and take some time to learn the game before you decide to 'fix' it. I've just read that new city thing of yours, you've never played a zombie have you? -- . . <== DDR Approved Editor 19:24, 20 September 2009 (BST)
- I didn't mean to do that. I actually just meant to call those who used the "SPAM!!! OMG !!!1!!" argument. Sorry for the misunderstanding. --Matthewbluewars /New City\ 19:19, 20 September 2009 (BST)
- You got a shitstorm for being an enormous asshole and telling everyone they were trolls because they didn't like you.--Yonnua Koponen Talk ! Contribs 19:14, 20 September 2009 (BST)
- I don't know if you saw, but I got a shitstorm for suggesting playing cards. I had posted some preemptive arguments, and I got a shitstorm. --Matthewbluewars /New City\ 19:10, 20 September 2009 (BST)
There's also presumably a lot of ... junk in a junkyard, which would obscure vision. It's not a big flat empty wasteland surrounded by a fence, it's mounds of junk surrounded by a fence. --Bob Boberton TF / DW 19:07, 20 September 2009 (BST)
- You have a point, but the walls aren't made of junk. You're standing on a pile of junk, which I assume is the reason you can Free Run out of Junkyards. --Matthewbluewars /New City\ 19:10, 20 September 2009 (BST)
- Junk? In my junkyard? --Haliman - Talk 19:11, 20 September 2009 (BST)
- It's more likely than you think.--Yonnua Koponen Talk ! Contribs 19:14, 20 September 2009 (BST)
- Junk? In my junkyard? --Haliman - Talk 19:11, 20 September 2009 (BST)
I am standing in a junkyard, how many friends can you see? Also this will confuse the minimap for newbies, they'll think there are street treats, spend their two AP to move and find that there's no foodz. -- . . <== DDR Approved Editor 19:20, 20 September 2009 (BST)
- Iscariot wins. --Matthewbluewars /New City\ 19:22, 20 September 2009 (BST)
- In said junkyard where would the survivors be? In front of the cars, or standing on top of them? Because I could probably see them in both those places. The confusing minimap for newb survivors is a fair point though. --RosslessnessWant a Location Image? 19:35, 20 September 2009 (BST)
- Either in junkyard buildings or hiding in any number of places (imagine those cars stacked 3 high, I bet that'd obscure vision pretty well). --Bob Boberton TF / DW 19:37, 20 September 2009 (BST)
- What he said. Think Scrapheap Challenge, watch that show and spot where they are when they're building. -- . . <== DDR Approved Editor 19:41, 20 September 2009 (BST)
- Inside the building created as their base. Of course whilst there how would they know the current barricade level of the hole in the fence. MY GOD! Why isn't Malton entirely realistic? Why has no one mentioned how this would be totally opposed by all survivors in the perma death cities. Sometimes I just need to kill my own suggestions. (Walks away shaking his head.......)--RosslessnessWant a Location Image? 19:51, 20 September 2009 (BST)
- What he said. Think Scrapheap Challenge, watch that show and spot where they are when they're building. -- . . <== DDR Approved Editor 19:41, 20 September 2009 (BST)
- Either in junkyard buildings or hiding in any number of places (imagine those cars stacked 3 high, I bet that'd obscure vision pretty well). --Bob Boberton TF / DW 19:37, 20 September 2009 (BST)
- In said junkyard where would the survivors be? In front of the cars, or standing on top of them? Because I could probably see them in both those places. The confusing minimap for newb survivors is a fair point though. --RosslessnessWant a Location Image? 19:35, 20 September 2009 (BST)
I think your missing a fundamental aspect. Junkyards can't be "seen through" because they can be barricaded, meaning there are building and/or other obstructions.--Pesatyel 20:09, 20 September 2009 (BST)
As Pesatyel says, most junkyards have some sort of building (be it a caravan or a brick warehouse) however They are almost always pretty shoddy and I see no good reason not to change the description to say "you see movement in/out side" Not exact numbers but a definite 'ping' to reflect the open nature of the locations--Honestmistake 23:21, 20 September 2009 (BST)
- Heh. The links to those two pictures make a pretty convincing argument that you could be in a junkyard and not see anything on the outside. You got some 'splaining to do.--GANG Giles Sednik CAPD 00:50, 21 September 2009 (BST)
Well you could give a percentage chance of seeing in/out, bout you have the same problem as EVERY x-ray suggestion. I agree junkyards could be "modified" a bit, but most of it has to do with the fence and we have yet to see a "fence" suggestion people won't immediately spam.--Pesatyel 04:48, 21 September 2009 (BST)
Glass Shards
Timestamp: Cookies and Cream 13:50, 20 September 2009 (BST) |
Type: Infection; possibly new item. |
Scope: All Players |
Description: When you hit someone with a bottle, it smashes. If the person you hit has 20HP or less, they get glass shards in their wounds. Glass shards do 1HP damage. The 1HP damage stacks with infection. It would be displayed if they have Diagnosis.
Possible part: Tweezers (or something similar) can be found in Hospitals. Tweezers are used to pull out glass shards. If glass shards aren't pulled out, then your damage continues. If you are FAKked before having your glass shards pulled out, then after 5AP you will get an infection. |
Discussion (Glass Shards)
The possible bit is my favourite. Cookies and Cream 13:53, 20 September 2009 (BST)
This suggestion is useless for most players. What does this add to legitimate player's experience? All it does is give griefers another tool to use against low HP survivors, and even then a griefer would have difficulty finding someone, as most survivors patch up ASAP when damaged. It also requires some suspension of disbelief. Wouldn't most First Aid Kits have something with which to remove glass shards or similar? Wouldn't many survivors carry tweezers around in case they or a friend got splintered on a barricade or something? --Anotherpongo 14:49, 20 September 2009 (BST)
Pointless, spammish, incomplete suggestion.--Yonnua Koponen Talk ! Contribs 15:07, 20 September 2009 (BST)
Yeah. And say this was implemented, and I highly doubt it will, how if you have more than 20 HP do bottles became magically indestructible? That part makes little sense.--SirArgo Talk 16:37, 20 September 2009 (BST)
- No, but you can only get glass stuck in you if you have less than 20hp.--Yonnua Koponen Talk ! Contribs 16:42, 20 September 2009 (BST)
- Still makes little sense. Does something magical exist that makes your skin impenetrable above 20 HP?--SirArgo Talk 16:55, 20 September 2009 (BST)
- Little sense? this makes no sense.--Yonnua Koponen Talk ! Contribs 19:14, 20 September 2009 (BST)
- The argument is that, when your that low on HP you have lots of cuts/injuries on your body the glass can get stuck in. The glass is more likely to get imbedded IN the cut then just on the surface of the skin.--Pesatyel 20:15, 20 September 2009 (BST)
- Still makes little sense. Does something magical exist that makes your skin impenetrable above 20 HP?--SirArgo Talk 16:55, 20 September 2009 (BST)
Useless and grieftacular. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 20:22, 20 September 2009 (BST)
- At least it is something relatively new/different.--Pesatyel 04:53, 21 September 2009 (BST)
Wouldn't tweezers be included in a FAK? If you look at what this does, it just bumps the damage of a bottle to 4. Plus I'm not sure how the "infection" affect works. But even then this is too powerful.--Pesatyel 04:53, 21 September 2009 (BST)
Not only will this likely affect less than 1% of UD players (who attacks with a bottle?), but the mechanics are needlessly complicated. Interesting flavour, but wholly unnecessary. --Maverick Talk - OBR 404 06:57, 22 September 2009 (BST)
- Well, taking the suggestion as is, this would put the damage per AP equal to a maxed knife (1.0) with the bonus of the "infection" and the only drawback being the "one shot" aspect.--Pesatyel 03:50, 23 September 2009 (BST)
High Variance Attack for Zombies
Timestamp: Anotherpongo 15:53, 19 September 2009 (BST) |
Type: Attack |
Scope: Lone, Low AP Zombies |
Description: New attack "Savage", requiring skill of same name, child skill of Rend Flesh. It would do 15 damage (12 damage vs. flak jacket) at 7% hit rate giving 1.05 damage / AP (0.84 with flak jacket), making it no more effective than hands with Rend Flesh + Vigour Mortis. Death Grip would give the attack a 9.5% hit rate giving it 1.425 damage / AP (1.14 with flak jacket), making it slightly less effective than hands with Rend Flesh, Vigour Mortis and Death Grip. It would however have a much higher variance, making lucky lone zombies with few AP to spare more dangerous, particularly to low HP survivors, and allowing zombies to get extra XP from kills in a similiar manner to survivors with flare guns. Tangling Grasp would have no effect on this attack.
|
Discussion (High-Variance Attack for Zombies)
15 damage? What the hell? What on earth is a zombie going to do which parallels being hit by a flare gun?--Yonnua Koponen Talk ! Contribs 15:55, 19 September 2009 (BST)
- Hmm, well the big problem here is that, as you may know, the RNG isn't exactly random. For those who subscribe to groove theory, the ability to land 15HP of damage rather consistently would be very powerful indeed.--GANG Giles Sednik CAPD 15:59, 19 September 2009 (BST)
- Giles: That is a problem with the RNG rather than this suggestion. Koponen: Higher variance, as I said. --Anotherpongo 16:04, 19 September 2009 (BST)
- There are a great deal of things a zombie could do to deal 15 damage, rip out your throat, do an amateur appendectomy, rip out a few feet of intestine, you know... gory wicked messy zombie stuff. personally I can't see this getting a lot of use, my survivor never carries a flare gun for any reason, and my zombie usually sticks to claws over anything else. I don't know if it will be used but I'm willing to try it. -Devorac 16:16, 19 September 2009 (BST)
- Try answering my question.--Yonnua Koponen Talk ! Contribs 16:51, 19 September 2009 (BST)
- This attack is more likely to deviate from the average damage making it more useful in a situation where the average damage is not sufficient but less useful in a situation where it is. It allows a lone zombie without sufficient AP to kill using claws or bite more chance of killing or severely injuring a survivor. It makes lone zombies breaking into poorly fortified safehouses that bit more dangerous. It may also allow zombies some extra XP from "overkill" damage. I hope that answers your question, if it doesn't please rephrase it, as I'm not sure I understand it fully. --Anotherpongo 17:46, 19 September 2009 (BST)
- How would a zombie do the damage? Answer the question, stop just explaining what your suggestion does.--Yonnua Koponen Talk ! Contribs 17:56, 19 September 2009 (BST)
- My apologies, I did not understand your question. A zombie could damage internal organs, sever limbs, etc. --Anotherpongo 19:43, 19 September 2009 (BST)
- And they would need a skill to attack people in this manner, why? It's what they're already doing, and there's no reason one attack should suddenly do 15 damage.--Yonnua Koponen Talk ! Contribs 20:39, 19 September 2009 (BST)
- My apologies, I did not understand your question. A zombie could damage internal organs, sever limbs, etc. --Anotherpongo 19:43, 19 September 2009 (BST)
- How would a zombie do the damage? Answer the question, stop just explaining what your suggestion does.--Yonnua Koponen Talk ! Contribs 17:56, 19 September 2009 (BST)
- This attack is more likely to deviate from the average damage making it more useful in a situation where the average damage is not sufficient but less useful in a situation where it is. It allows a lone zombie without sufficient AP to kill using claws or bite more chance of killing or severely injuring a survivor. It makes lone zombies breaking into poorly fortified safehouses that bit more dangerous. It may also allow zombies some extra XP from "overkill" damage. I hope that answers your question, if it doesn't please rephrase it, as I'm not sure I understand it fully. --Anotherpongo 17:46, 19 September 2009 (BST)
- Giles: That is a problem with the RNG rather than this suggestion. Koponen: Higher variance, as I said. --Anotherpongo 16:04, 19 September 2009 (BST)
I like the look of it but (its a big but) flare guns are the comparable survivor attack and need searching for which makes their use somewhat rare. A zombie with this would be able to do it at whim.... Perhaps making this a kind of critical hit that is only possible once you take the skill. Instead of choosing to make such an attack the system would just check against a suitably low percentage as to whether this triggers instead of a normal attack. Oh and I think 15 damage might well be a bit OTT, maybe 10damage and some suitably nasty flavour text instead --Honestmistake 17:34, 19 September 2009 (BST)
- This attack is no more damaging on average than other attacks available at the same skill level, and it is deliberately less powerful than flare gun attacks to account for that searching. However, I do like your "critical hit" idea. --Anotherpongo 17:44, 19 September 2009 (BST)
- Umm, it isn't weaker than flare gun attacks?--Yonnua Koponen Talk ! Contribs 17:56, 19 September 2009 (BST)
- It is because it is less accurate and requires a skill to use, however...
- The problem with weakening it a bit to balance searching is that I can still always use it as my last attack or 2 each day. while the numbers balance out in the long run the tactical ability to choose when to try this makes it much, much more valuable than those numbers would suggest. --Honestmistake 18:01, 19 September 2009 (BST)
Ridiculously OP; We all know the RNG isn't perfect, and I don't want to be nailed by four of these in quick succession... Any serious zombie break-in already spells inevitable doom for the survivors inside, so why bother with something so potentially game-breaking? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 17:58, 19 September 2009 (BST)
- I did have the idea of making it so that its accuracy reduced with every zombie present nearby, possibly (but not definitely) by 1% per zombie down to a minimum of 2.5%. Would that improve it? I'm also open to the idea of somehow adding conditions its use, but I'm not sure how that could be implemented. And yes, you could use it for your last couple attacks... and occasionally get lucky. That's the whole point; it makes being a low HP survivor when a lone feral knocks down the cades that bit more risky. It makes playing as a zombie occasionally that bit more rewarding. --Anotherpongo 19:41, 19 September 2009 (BST)
You're just not getting it, are you? |
Lelouch vi Britannia 21:52, 19 September 2009 (BST) |
- Haha, yeah, everyone knows internet memes are excellent substitutes for logical arguments. Your arbitrary judgement as to the validity of my suggestion is totally reasonable. --Anotherpongo 22:43, 19 September 2009 (BST)
- Yeah. I may not be a fan of the suggestion either but using that template for every suggestion you don't like weakens its meaning.--SirArgo Talk 02:48, 20 September 2009 (BST)
- Ya'know, I thought of that Argo, but what am I supposed to do when there are three totally fail-tacular suggestions on the page? I probably didn't need to do it for the facebook one, but it had so much fail... If you've got another way that I can tell idiots that their pretty suggestions are unfixably broken and that I won't waste any more time with them, then by all means let me know; I'd appreciate the diversity. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:28, 20 September 2009 (BST)
- Well, that's just, like, your opinion, man. :S I recognise that the RNG isn't perfect, but I'd consider it isn't really a fault with this suggestion. Assuming the RNG was perfect, this would do no more damage on average than any other attack available at a similar skill level. Still, you do have a point, but I wouldn't consider the suggestion "fundamentally flawed". --Anotherpongo 11:58, 20 September 2009 (BST)
- Ya'know, I thought of that Argo, but what am I supposed to do when there are three totally fail-tacular suggestions on the page? I probably didn't need to do it for the facebook one, but it had so much fail... If you've got another way that I can tell idiots that their pretty suggestions are unfixably broken and that I won't waste any more time with them, then by all means let me know; I'd appreciate the diversity. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:28, 20 September 2009 (BST)
- Yeah. I may not be a fan of the suggestion either but using that template for every suggestion you don't like weakens its meaning.--SirArgo Talk 02:48, 20 September 2009 (BST)
12 damage against flak.--Pesatyel 03:42, 20 September 2009 (BST)
Good idea.--Maps 07:26, 20 September 2009 (BST)
- I felt that it was implicit, but I'll put it in just to clarify. Thanks. --Anotherpongo 11:57, 20 September 2009 (BST)
I like the idea. However, I do not pretend to have intrinsic knowledge of playing a career zombie character. So... TL/DR, but if some of the career zombies find worth in this suggestion, my vote would support them. --Maverick Talk - OBR 404 07:00, 22 September 2009 (BST)
Ballistics Training
Timestamp: Misanthropy 15:02, 19 September 2009 (BST) |
Type: New skill |
Scope: Humans |
Description: Anyone who's been searching for ammunition knows the situation - multiple guns with one or two bullets in each, and a few spare clips/shells. In theory, you should be able to reload all your weapons, but due to the way the bullets are distributed amongst them, you can't. Ballistics Training would be a Military class skill, to reflect the real-life practice of manually loading a magazine. Acquiring the skill would add a button to the interface on the game (alongside the 'barricade', 'enter/exit' type action buttons) reading "Sort ammunition". Using this button would cost 1 AP per partially-loaded pistol, and would reshuffle the ammunition in your guns so that it fills as many as possible, leaving only one (or none) partially-loaded. For example, having six pistols with two bullets in each would mean the "Sort ammunition" button would leave you with 6 less AP, two fully loaded pistols and four empty ones. It'd be a life-saver for people who tend to stock up on ammunition one day with the intent of going shooting with full AP another day, and would also lessen encumbrance for those who do so. Due to the low-capacity nature of shotguns, this would only affect pistols. |
Discussion (Ballistics Training)
This sounds pretty good. How would it work if you had a mix of shotguns and pistols? Would the shotguns be loaded as well? Also, is there an option to only sort some of your ammo if you want to ration your AP or is it an all or nothing proposition?--GANG Giles Sednik CAPD 15:25, 19 September 2009 (BST)
- It says no shotguns, and I'd wager that there's no way to do some. All or nothing.--Yonnua Koponen Talk ! Contribs 15:29, 19 September 2009 (BST)
PR_Weapon#Redistribute_Ammunition --RosslessnessWant a Location Image? 15:31, 19 September 2009 (BST)
- That was way back in 2005 but it is still a good idea... I actually think this version is better. The higher AP cost and the not working for shotguns make it a lot more balanced given how useful it would be not having so many half loaded pistols. --Honestmistake 17:38, 19 September 2009 (BST)
- Yes, the AP cost was a consideration. Basically, I see the only efficient uses for it to be stocking up before leaving for a while, so the AP cost is negated by the whole "stock up now, spree in a few days" mentality; or when encumbrance is getting to be a serious concern which is deemed worthy of spending half a dozen AP to ease. It's a streamlined, narrower and more balanced version of the earlier idea. 18:23, 19 September 2009 (BST)
I'm still wondering why Kevan hasn't implemented a system like Jorm used for NW, where you could unload weapons and create individual bullets. When you had enough bullets, they automatically became a new clip. Shotguns would work in basically the same way, only you can unload them now. There really isn't anything to change in that regard, since each shell is loaded individually. RinKou 19:32, 19 September 2009 (BST)
- Complexity, server load and the fact that weapons aren't exactly rare in UD like they are in NW. -- . . <== DDR Approved Editor 19:45, 19 September 2009 (BST)
- Weapons are anything but rare in Nexuswar.... unless you are talking about the magical ones.Basically I think it boils down to being a change that Kevan never got round to and just hasn't really paid attention to rather than it being overcomplicated, unbalanced or server killingly code heavy, --Honestmistake 01:49, 20 September 2009 (BST)
- Weapons are rare unless you're trading with player that have been levelling for months or in a group that has a safe full of crap. I'd be happy to try an experiment with you, I'll create a UD character, you create a NW character we'll disallow joining groups and receiving gifts and we'll race to see who can find 5 shotguns fastest. Do you want to see where weapons are harder to find? -- . . <== DDR Approved Editor 01:58, 20 September 2009 (BST)
- Pretty safe to say that you will find em faster in UD than NW but that still doesn't make em rare. I am willing to bet that I could find at least one in my 1st day and a good few more by day 3 or 4. --Honestmistake 23:30, 20 September 2009 (BST)
- Weapons are rare unless you're trading with player that have been levelling for months or in a group that has a safe full of crap. I'd be happy to try an experiment with you, I'll create a UD character, you create a NW character we'll disallow joining groups and receiving gifts and we'll race to see who can find 5 shotguns fastest. Do you want to see where weapons are harder to find? -- . . <== DDR Approved Editor 01:58, 20 September 2009 (BST)
- Weapons are anything but rare in Nexuswar.... unless you are talking about the magical ones.Basically I think it boils down to being a change that Kevan never got round to and just hasn't really paid attention to rather than it being overcomplicated, unbalanced or server killingly code heavy, --Honestmistake 01:49, 20 September 2009 (BST)
Why would it be a skill? It isn't that difficult to unload/load bullets (hence why the suggestion has been in PR for 4 years).--Pesatyel 03:38, 20 September 2009 (BST)
- Grab a few pistol clips, empty them out, fill them up again and see if they work right. It's not reloading guns, it's refilling clips in a way that doesn't jam the gun. 21:35, 20 September 2009 (BST)
The skill should be under the Basic Firearms Training tree. [-NOT SIGNED-]
I think this skill is different enough from the one that passed PR to warrant a vote. I agree that it should not affect shotguns at all, and the increased AP cost was going to be my first suggestion before I read it (glad you thought that far ahead!). I think this is pretty solid. --Maverick Talk - OBR 404 07:10, 22 September 2009 (BST)
Making UD Available on Facebook
Timestamp: Chronocalamity 09:35, 19 September 2009 (BST) |
Type: Added Community |
Scope: All Players and Protental New Players |
Description: This idea is most likely the biggest bit of nonsense you will ever hear but hear me out.There is alot of people that use community sites like facebook and myspace just for the games and right now facebook does not have any zombie genre app that could ever rival UD. If UD as made avalible on Facebook I have no doubt that Its player base would expand to new great numbers.
Player Expansion is not the only thing that can be gained here, with added support for facebooks gifting and recruitment system all players could build real traceable Clans/Groups and protental bonuses could be implicated. A example bonus could be if you were fighting with clan mates (Zombie or Survivor) then you and your mate would get some sort of hit rating/exp/loot bonus. Lets face it, in real life it is much more easier to do something with help. |
Discussion (Making UD Available on Facebook)
Is not having an organised team of people who can revive you, finish off that final zombie or barricade your suicide repair enough of a bonus? Why unbalance the game with perks? --RosslessnessWant a Location Image? 10:20, 19 September 2009 (BST)
No. Here's why:
- Doing this will make it seem like the only way to get things done is by having both a UD character and a facebook page.
- This will nerf PKers, as you'll be able to track all their alts using facebook. Even their helpful ones.
- It could hurt zergers, but only the stupid ones.
- We'll get every stupid Tom, Dick and ZombieKisser255990 from facebook playing at the same time, which may cause the server to have a heart attack.
- It's unfair to people who don't have facebook.
- Metagaming provides most of those benefits anyway.
- That's what this here wiki's for.
- I hate facebook. Really.
Pick any of those reasons. They all apply. --Blake Firedancer T E RNL? P.I.S.I.T. 12:04, 19 September 2009 (BST)
- I'm going to ignore the section on 'perks' because that's just dumb and a dupe of various horde/leader suggestions. However those reasons you put up are just dumb, behold:
- How is this different to IRC or forums now? I can get lots of things done solo, it just takes some basic thought.
- How is this any different to IRC, the forums or the wiki now? Hell, I can ask most PKers where their characters are and they'll tell me, this argument is nonsensical.
- You don't get to reject things based on server load, go back and read the basic documents at the top of the page.
- How is it unfair? How is different to MOB using IRC against one solo survivor in a building?
- People shouldn't have to meta game. If you want to play a game where you need to be in a meta to get even the smallest thing done, fuck off to Nexus War, the basic premise of this game is you versus the apocalypse.
- The wiki's to provide a resource, not to co-ordinate, hang out or to inform people of how your night out went.
- So do I, but what does that have to do with this debate?
- There is nothing wrong with the idea of creating an official portal from Facebook to this game, the only problem with this suggestion is the perks section, which is dumb.
- Think for a second, we get more people playing, different people playing, an easier method of communicating between people who don't want to or can't use IRC and did I mention more fucking people?
- Facebook (as well as all the other similar sites) is most people's introduction to the internet now-a-days, making it easy for these people (I know grandparents on Facebook) to join the game is a good thing. I fucking hate Myspazz and Facesitter, but that doesn't change the fact that this could be highly beneficial to the game. Get over your prejudice before you rant on this page again with an army of straw men. -- . . <== DDR Approved Editor 19:27, 19 September 2009 (BST)
- The 'unfair' arguement was in reference to the perks part of the suggestion, so thus ignoring the perks part (which is incredibly flawed and will get spammed) means you do not get to criticize that arguement. Also, my issue isn't with getting new players into UD, moreso getting more stupid people into UD. Lastly, I've always believed that the wiki was not just to serve as a resource for the game, but also those who play it. --Blake Firedancer T E RNL? P.I.S.I.T. 23:36, 19 September 2009 (BST)
I have a Facebook account, but there is no way I would even begin to go for something like this. I like to keep my personal life just like that. I don't need people from another clan/group that I may not like finding me on there and then giving me problems on there too. I already have enough real life issues to deal with without having to hear from people I may or may not like. --DBHT 12:11, 19 September 2009 (BST)
Also a semi-dupe. It came up on DS a month or so ago, and was destroyed in flames.--Yonnua Koponen Talk ! Contribs 15:00, 19 September 2009 (BST)
- There's nothing wrong with giving people a facebook option to play urbad dead for those who will use the option. But it shouldn't come with any bonuses. The game is bonus enough. And if you don't want people stalking you through facebook don't link your account to the game.--GANG Giles Sednik CAPD 15:28, 19 September 2009 (BST)
- As Yonnua. This is suggested a lot and never passes DS.
- Kevan's had a facebook for two years, and that's as long as I've known him. The thought would have crossed his mind before. --DANCEDANCEREVOLUTION-- 17:13, 19 September 2009 (BST)
You know; I don't think I have ever seen any mention of a "face Book" version.... I think it would actually be a good idea if it were possible though as a hell of a lot of people do use face book just for games. I agree with Giles about not gaining any bonus's though. --Honestmistake 17:43, 19 September 2009 (BST)
|
Lelouch vi Britannia 18:03, 19 September 2009 (BST) |
The problem with Facebook app games is that they all encourage massive invites in exchange for arguably unfair advantages. The developers want more players so they can increase their chances of donations (which, in this case, also gives arguably unfair advantages). UD has always been a game where no player has a real definite edge over another (which is also something of a downside, since there's no class rock paper scissors since everybody's basically exactly the same after level 20). An interesting thought, but ultimately, one that just wouldn't work with this game. A new one, though, probably. Just be sure to make it so that people who have no qualms adding 5000 people to their Facebook account dominate the game. RinKou 19:29, 19 September 2009 (BST)
- How is this different to The Dead etc.? -- . . <== DDR Approved Editor 20:56, 19 September 2009 (BST)
Injured Zombie Revival
Timestamp: Blake Firedancer T E RNL? P.I.S.I.T. 11:25, 17 September 2009 (BST) |
Type: Gamplay adjustment |
Scope: Survivors, zeds |
Description: As it is, zombies always take 10AP to revive with a syringe. With this suggestion, I propose that it be changed to X AP, where X is the zombie's current health, up to a maximum of 10 AP.
This probably won't affect revive ques that much, but it will encourage zombies to feed on humans, lest they get revived during sieges. |
Discussion (Injured Zombie Revival)
So taking a zombie all the way down to 10 HP leaves a full revive cost? At that point, it's more efficient to kinfe the sucker to death... I'm not saying I support this suggestion, but it's still pretty weak at the moment. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 13:30, 17 September 2009 (BST)
This won't do a whole lot, usually when (smart) players get a zombie down to under that threshold, they're going to kill them anyway. Not only that, but you're still going to get situations where player A does 50 points worth of damage to a zombie and then player B comes along and wastes all their effort with a revive. --Bob Boberton TF / DW 15:41, 17 September 2009 (BST)
Mechanics dictate tactics, not vice versa. -- . . <== DDR Approved Editor 15:54, 17 September 2009 (BST)
If you were going to combat revive a zombie why would you damage it first? The combat revive is the cheapest way to remove a zombie from a building (Assuming a good scan routine and lack of brain rot) --RosslessnessWant a Location Image? 15:58, 17 September 2009 (BST)
I think everybody has pretty much stated all the reasons why this is a [dumb] idea. Most survivors are either going to CR (in which case they don't care how much HP the zombie has), or they will note that the zombie's health is low enough to just kill it and save the needle. While Iscariot make a valid point in that implementation of a mechanic like this could lead to new survivor tactics--like the dedicated medic of a group being able to use more than 5 needles in a day--I think overall this idea won't pass in voting. --Maverick Talk - OBR 404 09:27, 18 September 2009 (BST)
Wait your saying I can't revive a zombie if has 11 or more HP? And you don't think this will "effect revive ques that much"?--Pesatyel 04:11, 19 September 2009 (BST)
- No, you can still revive zombies at 10HP or more at the regular 10AP cost. I'm just saying that if they're down to 9HP or less, the AP revive cost is their HP, e.g. 5AP to revive a 5HP zombie, etc. However, given the feedback, I'm thinking that perhaps having it so that for every 5HP the zombie has lost, the revive cost goes down by 1AP. 45-40HP - 9AP revive cost, 40-35HP - 8AP cost etc. --Blake Firedancer T E RNL? P.I.S.I.T. 07:40, 19 September 2009 (BST)
- Much better. --Matthewbluewars /New City\ 14:54, 19 September 2009 (BST)
- Like combat reviving isn't already ridiculously stronger than any other method of zombie-removal? Why are we buffing CRs, and what's to stop Mrh? cows from mauling each other to 5 HP and getting 10 revives for the AP cost of one? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:12, 19 September 2009 (BST)
- Trenchies looking for a couple more XP, rotters wanting to screw with the system.--Blake Firedancer T E RNL? P.I.S.I.T. 23:38, 19 September 2009 (BST)
- Potential annoyances, but it's still ripe for abuse. Also, why are buffing CRs, I ask again? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:36, 20 September 2009 (BST)
- What do trenchies and rotters have to do with anything? The combat reviving AP cost was bumped to 10 for a reason. Mrh?-Cows don't really DO anything at the revive point but stand around hoping to get revived eventually. If they could attack each other to make the revive more likely to occur, why wouldn't they? In other words, its all about getting revived as soon as possible.--Pesatyel 03:15, 20 September 2009 (BST)
- Lots of single-digit-hp zombies that want to be breathers clustered at the revive points? You know those idiots that want to post zombie kill counts in their profiles would be all over that. And I for one would go out of my way to park a rotter in/near a revive queue and claw these idiots to death so they can't be revived when the needle man comes by. Both kinds of people would be a major problem for people that want to get clawed down to 5 hp or so hoping for easier revives. --Mold 06:28, 21 September 2009 (BST)
- Trenchies looking for a couple more XP, rotters wanting to screw with the system.--Blake Firedancer T E RNL? P.I.S.I.T. 23:38, 19 September 2009 (BST)
- Like combat reviving isn't already ridiculously stronger than any other method of zombie-removal? Why are we buffing CRs, and what's to stop Mrh? cows from mauling each other to 5 HP and getting 10 revives for the AP cost of one? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:12, 19 September 2009 (BST)
- Much better. --Matthewbluewars /New City\ 14:54, 19 September 2009 (BST)
CR as a weapon is already overpowered as all hell, not that I ask it be removed, we can work around it. But trying to power it up by making it even more cost-effective is just insane. --Mold 06:28, 21 September 2009 (BST)
Voluntary Character Deletion
Timestamp: Necrofeelinya 16:53, 16 September 2009 (BST) |
Type: Okay, I typed here. Now what? |
Scope: All players |
Description: "Obviously I can make new characters for the future and to complete the piece I wanted to do, however it has cost me character name that I quite liked, and I the owner apparently get no say over this. Unlike Nexus War I can't delete this guy and then have the same name again."
Iscariot brought up a valid point, if not the one he was making a suggestion about. Some players might want to reuse names, or just accumulate too many characters they won't use again. Why not implement a voluntary character self-delete feature so players can reuse character names and rid the database of old characters they won't be using anymore? It'd be a button on the settings page, not the regular player action interface, and if you pressed it you'd get two warnings, each very explicit, telling you you're about to delete your character and what the ramifications are. If you proceed with character deletion, the character is erased and you're forwarded to the UD main page. It's not necessarily a crucial feature, as I assume abandoned characters are regularly deleted anyway, but it might be convenient for instances where players are attached to a particular name and want to switch cities or just start over with it. |
Discussion (Voluntary Character Deletion)
It took you longer to type that than it did for me to find this. -- . . <== DDR Approved Editor 16:57, 16 September 2009 (BST)
So, my PKer who's KOS on the rogues gallery decides to delete himself. User B comes along, and enters my PKer's name for their name. My character has been deleted, so they can use it. They're walking around Malton, and are continually attacked by Bounty Hunters, for no real reason. --Yonnua Koponen Talk ! Contribs 16:58, 16 September 2009 (BST)
- If the RG then proceed to make allowances for this, my PKer who's KOS can now delete himself, and start a new account, with no Bounty. Flawed, as all character deletion.--Yonnua Koponen Talk ! Contribs 16:58, 16 September 2009 (BST)
- Just note that bounty hunting is an external system. But you are of course right that character relations could become rather confusing if this were implemented. - User:Whitehouse 21:04, 16 September 2009 (BST)
- So it shouldn't be considered? It's an integral part of the game, so should be considered with all relevant suggestions.--Yonnua Koponen Talk ! Contribs 15:46, 17 September 2009 (BST)
- It's not an integral part of the game at all, one could play this game for years and have nothing to do with it. What it is is a database that originated and is still controlled by a group with questionable alt policies who run add-ons universally denounced as cheating devices. Why should we be considering the RG again? -- . . <== DDR Approved Editor 15:57, 17 September 2009 (BST)
- I'm referring to Bounty Hunting as a whole, not just the RG. Playing Urbandead, unless as a dedicated zombie who is never alive, and rarely metagames, will result in you encountering Bounty Hunters at some point.--Yonnua Koponen Talk ! Contribs 16:08, 17 September 2009 (BST)
- What you're referring to is kill lists, let's not try and obfuscate that with political language. Kill lists are a player invention, like revive points. Neither should dictate the game updates in any way. I point you, somewhat reluctantly, to Nexus War. There you can delete and recreate characters and there doesn't seem to be any major problem with 'misidentification'. The staggering coincidence that would have to happen, I pick a name, mass up hundreds of kills on the name, delete and then a newbie has to create a character with the exact same name? You're more likely to win the lottery.
- I'm referring to Bounty Hunting as a whole, not just the RG. Playing Urbandead, unless as a dedicated zombie who is never alive, and rarely metagames, will result in you encountering Bounty Hunters at some point.--Yonnua Koponen Talk ! Contribs 16:08, 17 September 2009 (BST)
- It's not an integral part of the game at all, one could play this game for years and have nothing to do with it. What it is is a database that originated and is still controlled by a group with questionable alt policies who run add-ons universally denounced as cheating devices. Why should we be considering the RG again? -- . . <== DDR Approved Editor 15:57, 17 September 2009 (BST)
- So it shouldn't be considered? It's an integral part of the game, so should be considered with all relevant suggestions.--Yonnua Koponen Talk ! Contribs 15:46, 17 September 2009 (BST)
- Just note that bounty hunting is an external system. But you are of course right that character relations could become rather confusing if this were implemented. - User:Whitehouse 21:04, 16 September 2009 (BST)
- Your notion that 'the bad people' will delete their characters in order to escape 'justice' is a straw man. What do you think they do now? People who don't want RG bounties are free to create new characters to replace old ones because it's a player invented system that Kevan, and the rules, couldn't care less about. -- . . <== DDR Approved Editor 16:17, 17 September 2009 (BST)
- I agree with your argument about them just creating new characters. But on your other points, I'll have to disagree. Firstly, I don't see PKers as an unfair or "Bad" class. I actually play predominantly PKer (In the sense that my main alt used to be a PKer, and my secondary alt is a PKer.) Anyway, say this gets implemented. I then get my character, 'Roger Federer', to commit several horrific murders in and around the stadiums. I delete the account. A few months later, around the time of Wimbledon or another grand slam, a player thinks that getting Roger Federer as a RP alt would be fun. They get him a tennis racket, and head over to one of the stadiums, to find that they are immediately killed by bounty hunters. Finally, I'd say that Metagame things are always considered in game changes, e.g. Kevan boosting syringe search rates because of the Dead, or nerfing syringes because of On Strike.--Yonnua Koponen Talk ! Contribs 16:36, 17 September 2009 (BST)
- You are of course forgetting the wonderful piece of information on everyone's profile, 'Created on'. The newbie's would be different to yours, thus giving him a straight alibi to any of the 'crimes' committed before that date. The Dead situation wasn't a meta thing at all, it was the ingame reduction in survivor numbers that did it, not the fact that a new group had shown up wanting to break the game. One does not equal the other. You'd be surprised at the number of experienced players who always have a new character on the go. Most do it for the fun of the challenge of starting from scratch, those characters then get loaded up with supplies, taken to certain places in Malton and idled. You know, in case someone starts a new group we want to join. Given that it's not against the game rules, new host bodies are more likely than you think.... -- . . <== DDR Approved Editor 16:44, 17 September 2009 (BST)
- I agree completely in that aspect. But do you really think that the typical bounty hunter's going to check the profile of someone they've heard is a PKer?--Yonnua Koponen Talk ! Contribs 18:30, 17 September 2009 (BST)
- Your typical reviver might not scan before reviving, should we remove Brain Rot? -- . . <== DDR Approved Editor 05:10, 18 September 2009 (BST)
- No, because if they don't scan, that hurts them. If this is implemented and a bounty hunter doesn't check the profile, it hurts The other person. If there are problems to be gained from not checking, they should always be at the expense of the party that doesn't check.--Yonnua Koponen Talk ! Contribs 07:18, 18 September 2009 (BST)
- It hurts a player because another player is working off.... a kill list, we're right back to the whole point that kill lists don't not, will not and should not even enter the equation with updates. Also, by not checking the list first, you are harming yourself, come shoot my death cultist some time to find out why. -- . . <== DDR Approved Editor 09:07, 18 September 2009 (BST)
- There is No reason why Kill lists shouldn't be considered when making suggestions. They are something which make up essentially the basis of the game for the two smaller survivor factions; PKers and Bounty hunters, and should therefore be considered in the process. What's more, it isn't just BHers and PKers who use kill lists. Zombies use them two. And anti-Zombie groups do. Most groups use kill lists. It's just another slice of the cake.--Yonnua Koponen Talk ! Contribs 13:28, 18 September 2009 (BST)
- Zombies use them? Who? What? When? Zombies use kill lists? Yeah, because there are people that zombies shouldn't be killing.... The fact is only a small proportion of the game uses them, survivors generally don't kill other because they're surviving, zombies kill anything they want, death cultists and PKers don't give a damn whether you have a record or not, if they want to kill you, they will. The only people that do care about these things are bounty hunters. The game updates are not being dictated to by meta tools and certainly not by one used only by a minority of the game's population. -- . . <== DDR Approved Editor 22:26, 18 September 2009 (BST)
- There is No reason why Kill lists shouldn't be considered when making suggestions. They are something which make up essentially the basis of the game for the two smaller survivor factions; PKers and Bounty hunters, and should therefore be considered in the process. What's more, it isn't just BHers and PKers who use kill lists. Zombies use them two. And anti-Zombie groups do. Most groups use kill lists. It's just another slice of the cake.--Yonnua Koponen Talk ! Contribs 13:28, 18 September 2009 (BST)
- It hurts a player because another player is working off.... a kill list, we're right back to the whole point that kill lists don't not, will not and should not even enter the equation with updates. Also, by not checking the list first, you are harming yourself, come shoot my death cultist some time to find out why. -- . . <== DDR Approved Editor 09:07, 18 September 2009 (BST)
- No, because if they don't scan, that hurts them. If this is implemented and a bounty hunter doesn't check the profile, it hurts The other person. If there are problems to be gained from not checking, they should always be at the expense of the party that doesn't check.--Yonnua Koponen Talk ! Contribs 07:18, 18 September 2009 (BST)
- Your typical reviver might not scan before reviving, should we remove Brain Rot? -- . . <== DDR Approved Editor 05:10, 18 September 2009 (BST)
- I agree completely in that aspect. But do you really think that the typical bounty hunter's going to check the profile of someone they've heard is a PKer?--Yonnua Koponen Talk ! Contribs 18:30, 17 September 2009 (BST)
- You are of course forgetting the wonderful piece of information on everyone's profile, 'Created on'. The newbie's would be different to yours, thus giving him a straight alibi to any of the 'crimes' committed before that date. The Dead situation wasn't a meta thing at all, it was the ingame reduction in survivor numbers that did it, not the fact that a new group had shown up wanting to break the game. One does not equal the other. You'd be surprised at the number of experienced players who always have a new character on the go. Most do it for the fun of the challenge of starting from scratch, those characters then get loaded up with supplies, taken to certain places in Malton and idled. You know, in case someone starts a new group we want to join. Given that it's not against the game rules, new host bodies are more likely than you think.... -- . . <== DDR Approved Editor 16:44, 17 September 2009 (BST)
- I agree with your argument about them just creating new characters. But on your other points, I'll have to disagree. Firstly, I don't see PKers as an unfair or "Bad" class. I actually play predominantly PKer (In the sense that my main alt used to be a PKer, and my secondary alt is a PKer.) Anyway, say this gets implemented. I then get my character, 'Roger Federer', to commit several horrific murders in and around the stadiums. I delete the account. A few months later, around the time of Wimbledon or another grand slam, a player thinks that getting Roger Federer as a RP alt would be fun. They get him a tennis racket, and head over to one of the stadiums, to find that they are immediately killed by bounty hunters. Finally, I'd say that Metagame things are always considered in game changes, e.g. Kevan boosting syringe search rates because of the Dead, or nerfing syringes because of On Strike.--Yonnua Koponen Talk ! Contribs 16:36, 17 September 2009 (BST)
- Your notion that 'the bad people' will delete their characters in order to escape 'justice' is a straw man. What do you think they do now? People who don't want RG bounties are free to create new characters to replace old ones because it's a player invented system that Kevan, and the rules, couldn't care less about. -- . . <== DDR Approved Editor 16:17, 17 September 2009 (BST)
It doesn't matter; it's a dupe, people. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:47, 17 September 2009 (BST)
- I got escalated for taking that view to its logical conclusion. -- . . <== DDR Approved Editor 05:10, 18 September 2009 (BST)
- Dupe or not doesn't mean it can't or shouldn't be discussed. Dupes are abused enough as it is.--Pesatyel 04:01, 19 September 2009 (BST)
The ONLY benefit is being able to reuse a name. Is that really a significant enough "benefit"? All the bounty hunter/PKer/kill list stuff IS relevant. After all if I see an target named "Bob" am I REALLY going to waste time checking their profile to see if is is the "Bob" I'm looking for when this IS the only ONE Bob? Bob is going to get whacked for being named "Bob". That having been said, the basic argument is more that there, apprantly, aren't enough names to go around. Other than that, who is it going to benefit to get to "reuse" a name? At best, I don't think a player should be allowed to delete the character they created. However, if a character hasn't been played in like 4 months, maybe.--Pesatyel 04:08, 19 September 2009 (BST)
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)
Hey bucz, do you mind if I take this revise it a bit then give it back to you? I have a few ideas for it, and I really do like what it says but Rinkou makes an excellent point. -Devorac 20:42, 16 September 2009 (BST)
Currently the only sound mechanic we have is feeding groan, in its current form you can only hear that outside, so why would gunshots be audible inside? They may be louder, but surely in a city as gun heavy as malton most survivors have long since tuned them out? --RosslessnessWant a Location Image? 16:01, 17 September 2009 (BST)
- ...helicopters? -- . . <== DDR Approved Editor 16:03, 17 September 2009 (BST)
- You see? This is what I'm talking about. People on DS who actually know game mechanics. Helicopters. Although presumably they'd drown out the gunfire. Kevan and his inconsistent nonsense. --RosslessnessWant a Location Image? 09:00, 18 September 2009 (BST)
- Helicopters are the loudest thing in the game, they can be heard indoors through barricades, groans can't. -- . . <== DDR Approved Editor 09:03, 18 September 2009 (BST)
- Talking of which, if i feeding groan inside a building, other zombies get the message (...nearby) IF im inside a building and someone groans directly outside do I get the message? --RosslessnessWant a Location Image? 09:08, 18 September 2009 (BST)
- I'd reckon not, but a test may be in order. I have a spare zombie down near Fort Feral. -- . . <== DDR Approved Editor 22:30, 18 September 2009 (BST)
- Talking of which, if i feeding groan inside a building, other zombies get the message (...nearby) IF im inside a building and someone groans directly outside do I get the message? --RosslessnessWant a Location Image? 09:08, 18 September 2009 (BST)
- Helicopters are the loudest thing in the game, they can be heard indoors through barricades, groans can't. -- . . <== DDR Approved Editor 09:03, 18 September 2009 (BST)
- You see? This is what I'm talking about. People on DS who actually know game mechanics. Helicopters. Although presumably they'd drown out the gunfire. Kevan and his inconsistent nonsense. --RosslessnessWant a Location Image? 09:00, 18 September 2009 (BST)
I don't think you comprehend the number of gunshots that you would hear in an active area. Too much gunshot message spam... and it's a dupe anyway -- boxy talk • teh rulz 05:14 20 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 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 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 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 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, because it shouldn't do anything for zombies.--Yonnua Koponen Talk ! Contribs 21:48, 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)
- 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)
- 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)
- Bucz, I'd like a copy of that script. Just post on my talk page. --Matthewbluewars /New City\ 22:13, 14 September 2009 (BST)
Does anyone actually read that shit after the first few times of playing? I would think most people log in, see if they are still alive, and then go do what they are going to do. -- #99 DCC 22:55, 13 September 2009 (BST)
- That's the reason for including some kind of in game affect.--Pesatyel 04:05, 14 September 2009 (BST)
If (big if) there was a thirst or hunger related game change then maybe hot weather makes hunger/thirst come faster, and cold weather makes it go slower. --Matthewbluewars /New City\ 22:11, 14 September 2009 (BST)
- If there was a giant ice cream in the middle of Malton then maybe hot weather makes the ice cream melt faster, and cold weather makes it melt slower. If you are butthurt because no one likes your suggestions, don't connect them with other suggestions to get them passed. --Orange Talk 22:32, 14 September 2009 (BST)
- Ja man, he be speakin' wisdom. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:30, 14 September 2009 (BST)
- I'm not trying to get anything passed. I just wanted this to be on the record. --Matthewbluewars /New City\ 21:00, 18 September 2009 (BST)
- Record? You do realise this page isn't archived? -- . . <== DDR Approved Editor 22:27, 18 September 2009 (BST)
- If this goes to voting it will be. --Matthewbluewars /New City\ 14:56, 19 September 2009 (BST)
- So all your looking for is a dupe result? What is the point?--Pesatyel 03:06, 20 September 2009 (BST)
- If this goes to voting it will be. --Matthewbluewars /New City\ 14:56, 19 September 2009 (BST)
- Record? You do realise this page isn't archived? -- . . <== DDR Approved Editor 22:27, 18 September 2009 (BST)
- I'm not trying to get anything passed. I just wanted this to be on the record. --Matthewbluewars /New City\ 21:00, 18 September 2009 (BST)
- Ja man, he be speakin' wisdom. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:30, 14 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 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. -- . . <== 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)
Anonymous Wikier, I really dont care if it hits a White Hat Survivor. In Fact I'd probably laugh at them. Iscariot, the trap is only activated by one enterer. And Alex, yes, just one trap to a door and one to...where ever you enter with Free Running. Cookies and Cream 10:17, 17 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 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.... -- . . <== DDR Approved Editor 21:48, 12 September 2009 (BST)
- I think it would be hilarious if blood was implemented, and somehow turned the tide, so that zombies won the game permanantly. All that held them back was the inability to smear blood on walls...--Yonnua Koponen Talk ! Contribs 07:20, 18 September 2009 (BST)
- Blood has been implemented.... -- . . <== DDR Approved Editor 07:47, 18 September 2009 (BST)
- Blood smear has not.--Yonnua Koponen Talk ! Contribs 07:53, 18 September 2009 (BST)
- Blood has been implemented.... -- . . <== DDR Approved Editor 07:47, 18 September 2009 (BST)
- I think it would be hilarious if blood was implemented, and somehow turned the tide, so that zombies won the game permanantly. All that held them back was the inability to smear blood on walls...--Yonnua Koponen Talk ! Contribs 07:20, 18 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.
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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. -- . . <== DDR Approved Editor 21:53, 12 September 2009 (BST)
I would consider this interesting in a new city (especially given that Romero's got a new film in the pipeline...), but I don't see any need or desire for it in the Malton map. It's an interesting idea, but ultimately unwise for the main game. 05:04, 18 September 2009 (BST)
They have a system like that in Quarentine 2019, and I stopped playing that game in...two days. I agree with your want for specialization, but I think the proper system would be specialized XP. --Matthewbluewars /New City\ 00:08, 20 September 2009 (BST)
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