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
Signal Strength
Timestamp: Jack S13 T! PC 15:59, 13 October 2009 (BST) |
Type: Item Imporvement |
Scope: Cell Phones |
Description: Currently Cell phones are only usefull in suburbs with an active phone mast. Often Causing huge blackout areas in secure communications(aproximately 50% of the City at any given time). You must be in a suburb with an active phone mast to send or recieve text messages.
The Signal Streght improvement would allow players with a cell phone greater use of the item and would work as follows. There would be 3 "Signal Strengths" with descriptive text:
This improvement would increase the usefullness of an item, and i feel add to role play opportunities, while staying perfectly in genre. Perhaps even adding to the viscousness of the city and being able to tell how dangerous, or how decayed the city is around you. all feedback is appreciated! |
Discussion (Signal Strength)
Better yet, get a Satellite Phone. It always works, it doesn't limit your messages, it doesn't take any AP to use, and it never takes up any inventory space. 'Nuff said.--GANG Giles Sednik CAPD 17:06, 13 October 2009 (BST)
- Adbot.--xoxo 17:22, 13 October 2009 (BST)
- Personally, I consider the DSS on the same level as the DEMON network.--Yonnua Koponen Talk ! Contribs 19:30, 13 October 2009 (BST)
Notebook
Timestamp: Kamikazie-Bunny 12:42, 13 October 2009 (BST) |
Type: Interface Addition/Item |
Scope: Non-Meta/Roleplay Survivors, |
Description: :Item
Notebook - Enc. 0%, Cannot be dropped, All players are automatically given one upon account creation/implementation. Clicking on this updates your notepad (cost = 0/1AP tbd).
The notepad is a text box approximately the same size as the minimap directly beneath it. It cannot be viewed by any other players and its primary purpose is for jotting down notes (obviously) this could range from radio frequencies to current objectives or anything else the user would like. Once you have written in the notepad clicking on the notebook in your inventory saves/updates the notepad.
Many players do not use the wiki when they play and try to keep meta-gaming to a minimal. For these players taking notes is important, UrbanDead is a vast game and it is near impossible to remember everything about it. Paper notes and computer files can be lost. By adding an in game notebook players have the opportunity to jot down critical information that can be of use to them. For those players who do meta-game it can be inefficent to spend 5-10min looking up a radio-frequency & building co-ordinates when the game itself can only be played for 5min. It also gives the ingame character a reason to know and remember most of the stuff their player has learned from the wiki or players notes. |
Discussion (Notebook)
Use your computer. If you really think there's a chance the file will be deleted, put it on a USB. If you think the USB will be crushed, use an external hard-drive. If you think the hard-drive will explode, put it on a blank CD. If you think the CD will snap, write it in a notebook. If you think that the notebook will spontaneously combust, then you may have realised that there's a higher chance of Kevan's system losing it.--Yonnua Koponen Talk ! Contribs 16:23, 13 October 2009 (BST)
Very easy to do with a little Greasemonkey. --Bob Boberton TF / DW 19:21, 13 October 2009 (BST)
Password Change Option
Timestamp: —Aichon— 20:34, 12 October 2009 (BST) |
Type: Interface/settings change |
Scope: All players |
Description: Currently, there does not exist a means to change the password for a character. This can be problematic if a player's character gets "hacked" or if a player simply wishes to better secure their account by changing the password from time to time. I would propose that a typical password change option be added to the Settings page. It would prompt for your current password, your new password, and then for you to confirm your new password. In addition, a "veto" e-mail message would be sent to the e-mail address that is on file whenever you change either your password or e-mail address. This e-mail message would provide a link (valid for a few days) that could be used to undo any changes that might have been made by malicious parties accessing your character's account. |
Discussion (Password Change Option)
Just to point out the obvious, I'm sure we can all envision scenarios where the "bad guys" could still take over someone else's account or someone could get locked out of their account. That said, this solution isn't meant to be a catch-all, complete solution, but rather an improvement over what we have right now. I've tried to make it as simple and unobtrusive as possible, with the hope that we can either come up with a few more details to make it better now, or else that it can be improved upon further down the road. It should work as it is though. —Aichon— 20:40, 12 October 2009 (BST)
This would certainly useful - I can name three players I've known from my history with UD who simply lost control of their characters and had to start over. Not only is it bad for the player - the need to regain all your skills is really painful - but also bad for that character's reputation and the reputation of any groups or organizations they belong(ed) to. Kevan's likely too busy or unable ("how do I know whose account this really is") to manually change passwords for those with compromised accounts, so an automated system would be a huge boon. Even then, there's the concern of someone getting your password and then changing it to lock you out... perhaps an e-mail confirmation or a secret question as well? --Bob Boberton TF / DW 21:03, 12 October 2009 (BST)
- I apologize for not being clear enough in the description. With the example you gave, someone wouldn't be able to lock you out unless they compromised your e-mail account as well, since you'd receive a "veto" e-mail that would let you undo their changes and regain control of the account (essentially, it's a non-confirmation link, letting UD know that the changes were illegitimate and should be rolled back). As the description says, the veto e-mail messages get sent whenever someone changes your password or e-mail address. Ideally, this allows normal users to change their passwords without the hassle of confirmations or secret questions, while preventing the bad guys from taking over the account permanently unless they compromise the e-mail account as well. Let me know if I can rephrase the suggestion somehow to make it all more clear. —Aichon— 22:15, 12 October 2009 (BST)
- Which is nice - and I'm not very smart today - but there are also several people I've known who take month-long breaks and the like. They tend to be common in a game like this one where some players just get fatigued. Having your account stolen during such a break would offer no recourse... You can't feasibly solve every case, but then again, this would solve most of the already uncommon account theft issues. I'm for it. --Bob Boberton TF / DW 22:38, 12 October 2009 (BST)
- Yep, you're spot-on correct in that this doesn't solve everything, but it does help with a lot if the situations. Also, in regards to the newest example you mentioned, keep in mind that with people taking a break from the game, they'd also have to take a break from their e-mail in order to be completely compromised, otherwise they'd still get the veto message. But yes, if an attacker knew that someone would be away from computers for a period of time, they could wait until the person was gone and compromise the account then. Admittedly, this suggestion, as it is, does not provide a solution to that problem, though I'm up for incorporating other people's ideas so that it does. —Aichon— 22:47, 12 October 2009 (BST)
- Which is nice - and I'm not very smart today - but there are also several people I've known who take month-long breaks and the like. They tend to be common in a game like this one where some players just get fatigued. Having your account stolen during such a break would offer no recourse... You can't feasibly solve every case, but then again, this would solve most of the already uncommon account theft issues. I'm for it. --Bob Boberton TF / DW 22:38, 12 October 2009 (BST)
- I like the idea. I had wondered why UD did not already have some kind of automated password change function already established. We should move this along to Peer Review quickly if unless there is a good argument against it. --Maverick Talk - OBR 404 10:29, 13 October 2009 (BST)
- It's a good idea. No system is perfect, so don't worry about getting this system perfect. However, I'd propose it works this way: when the suggestion is implemented, the first time you log into your account it asks for an email address. Then an automated system sends a verification link to your email. From then on, there would be a "forgot password?" link on the main page when you log in. That could be used to recover/reset your password if needed. This would cut down on zergs, as accounts would actually be linked to an email and would have to be verified. A small measure, but surely worth it to thin the zerg herd a bit.--GANG Giles Sednik CAPD 17:13, 13 October 2009 (BST)
- Regarding recovering passwords, Kevan already has a password recover feature set up. As for cutting down on zerging, I like the idea. That said, there are cases, such as with myself, where the same e-mail address is used for multiple characters, yet zerging doesn't occur since the characters are kept separate, as per the rules. Introducing some way to curb zerging via e-mail address is a good idea, but is a large enough one that it should probably be its own suggestion. —Aichon— 19:20, 13 October 2009 (BST)
- I'll probably push it up for review sometime later this week. While I would love to rush it through, I'd rather that we have the best idea possible, so vetting it through the Developing Suggestions discussion is a part of the process that I don't want to cut short. —Aichon— 19:20, 13 October 2009 (BST)
- It's a good idea. No system is perfect, so don't worry about getting this system perfect. However, I'd propose it works this way: when the suggestion is implemented, the first time you log into your account it asks for an email address. Then an automated system sends a verification link to your email. From then on, there would be a "forgot password?" link on the main page when you log in. That could be used to recover/reset your password if needed. This would cut down on zergs, as accounts would actually be linked to an email and would have to be verified. A small measure, but surely worth it to thin the zerg herd a bit.--GANG Giles Sednik CAPD 17:13, 13 October 2009 (BST)
Hunger & Thirst Redone
Timestamp: Matthewbluewars /New City\ 20:59, 10 October 2009 (BST) |
Type: Condition, new items, new mall store |
Scope: Survivors |
Description: Surivors have a "Hunger" level from 0 to 5. Hunger starts at 0, and goes up 1 level for every 100 AP spent. Survivors have a certain chance of Free Runs failing, equal to (Hunger*2)%. Hunger is cured by eating (see below).
There is also a Thirst level from 0 to 5. It rises every 75 AP. For every additional level of thirst, 2 HP is taken off your max HP. Thirst is cured completely by drinking water (see below). There is a new Mall store called a Food Court. These are the items related to Hunger and Thirst:
|
Discussion (Hunger & Thirst Redone)
Why? --Orange Talk 21:33, 10 October 2009 (BST)
That "why" comment really nails the main issue. No justification is provided for why this is a good idea. Is it to fix balance? Change the dynamic? Introduce realism? Make things more fun? As for other issues, here are some questions I'd pose. Why does grease exist? How is the extra burden to encumbrance and AP justified for survivors? Why do foods cure only one level of hunger? Why can't canteens hold more than one drink of water? Why are only those buildings the ones with sources of water/food (e.g. why not schools with their cafeterias)? How much encumbrance would these items cost? How would the levels be displayed to the player? Again though, we need a justification, since otherwise this is just an extra burden on survivors that makes the game more of a grind and less fun, which is not a good thing. —Aichon— 21:54, 10 October 2009 (BST)
- My intentions are to add another level to seige warfare. Survivors having to stock up on food and water is much more realistic. --Matthewbluewars /New City\ 15:45, 11 October 2009 (BST)
No thank you. Just go play Shintolin. 21:55, 10 October 2009 (BST)
This idea still sucks. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:38, 10 October 2009 (BST)
Random survivor nerf. --Bob Boberton TF / DW 00:18, 11 October 2009 (BST)
You forgot the other stuff associated with eating. Zombies could attack you when your incapacitated taking a shit. Then you have to add toilet paper as an item. And trying to flee with your pants around your ankles causing you to move for 3 AP (and no free running, of course).--Pesatyel 04:22, 11 October 2009 (BST)
This has been suggested time and again, and it has been spammed time and again. No reason to break the trend now, is there? --RahrahCome join the #party!18:07, 11 October 2009 (BST)
Builder's Eye
Timestamp: KainYusanagi 13:29, 8 October 2009 (BST) |
Type: New Skill |
Scope: Everyone |
Description: A skill off of Construction that allows you to see the relative barricaded state of any -lit- building, so you can scan in a 3x3 section rather than a 1x1 section as it is currently for checking barricade status. This ability would be functional for zombies as well, letting them see where entry points to the Free Running Network are more easily as well. How to impliment I thought that a italicized and bracketed (VHB) for Very Heavily Barricaded, etc. would be the appropriate format (often used in buildings when stating what the barricading policy is anyways). |
Discussion (Builder's Eye)
Overpowered for strafe-cading.--Yonnua Koponen Talk ! Contribs 16:06, 8 October 2009 (BST)
Seems a bit over powered... especially with a 9x9 grid, it also extends your viewing range beyond that of binoculars, you should change it so you can only see the status of buildings in the current 3x3 grid. Definitely keep the lit status requirement, currently that's the best thing about it. --Kamikazie-Bunny 16:11, 8 October 2009 (BST)
Just a bad idea. You could add a skill that shows where all survivors and zombies inside and out are for a 9x9 block, it would probably have a similar effect to this. In case you can't tell, that was sarcasm; this is a bad idea that doesn't need to get any more overpowered. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:37, 8 October 2009 (BST)
Sorry! It was a bit late when I posted this, so I wasn't thinking when i wrote 9x9. I meant 3x3, the same view that we get normally in the minimap, which is -9- squares in area. I usually get them mixed up but catch myself... Apparently I didn't here. I'm modifying the description to reflect what I had actually meant. The entire reason I thought of this idea was because of the issues I have had as a relatively new player in being able to find reasonable shelter even with Free Running, because I don't have the maps of Malton memorized off the top of my head as some of the older players seem to. >.>;-KainYusanagi 05:11, 9 October 2009 (BST)
You lazy? If you want intel on buildings, spend AP to get it by going there. Oh, and incorporating a way to see exact cade levels is touchy (vsb vs. vsb+2 is pretty big, overcading prevention, etc.). --Bob Boberton TF / DW 05:37, 9 October 2009 (BST)
- Not to mention that this would help mainly overcaders.--Yonnua Koponen Talk ! Contribs 07:16, 9 October 2009 (BST)
I like some of it. I think the biggest problem with the issue is as BobBoberton pointed out--showing specific barricade levels makes the skill far too overpowered. Take that out, and keep it limited to lit buildings in a 3x3 area and I think you have a more solid, non-broken idea. --Maverick Talk - OBR 404 07:55, 9 October 2009 (BST)
Simple enough, and done, Maverick. Bob: It's nothing about being lazy. I've spent several day's worth of 50 AP blocks just trying to find a safehaven because most of the buildings have no openings nearby, which is really a downside for any non-Military/Firefighter type class that's starting out; Lack of a decent weapon and skill to open a hole in a barricade (scientists, here's looking at you) means either you get lucky and get ignored/no zombies close enough, or you get lunched... Sorry for not wanting to be frustrated with the game trying to look about for refuge without being able to actively tell if a building is barricaded. Regarding overcading- Honestly, everywhere is already at VHB or greater except for very few squares which are either being actively maintained by survivor groups or where the barricades have been torn down/ruined by zombies. I've taken the time to travel across most of Malton, and sadly that's the state it's in already. This may help people who are overzealous about overcading, but it'll help people who are trying to find refuge even more. If giving an exact level is too much, then just a general sense might work? LB++ and down is (Open) VSB++ to LB++ is just (Barricaded) and VHB and higher is (Blocked)? -KainYusanagi 13:59, 9 October 2009 (BST)
- If you have Entry Point, issues, why not check the suburb's page on the wiki? It has the UBP and a list of entry points clear for all to see, and most people generally abide by those guidelines. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:17, 9 October 2009 (BST)
- How will this suggestion help starting off scientists? It's a sub-skill of construction. It's easier for a scientist to find a crowbar than to gain 200XP.--Yonnua Koponen Talk ! Contribs 20:00, 9 October 2009 (BST)
- Good luck actually hitting the barricade and dealing damage at it. I thought that at first myself and ended up spending more AP doing that then it took to find a safehouse, most times. And the reasoning for Scientists: Because they don't have a decent starting weapon/weapon skill and as such are a bit hindered in their ability to pry/attack/defend. To those calling it over-powered still- Perhaps add in the need to have binoculars to make it require a "reagent" of sorts?-KainYusanagi 22:51, 9 October 2009 (BST)
- Or, you could just do the crowbar thing. Because, you know, that works with all classes, and doesn't take 200XP (and binoculars) to use.--Yonnua Koponen Talk ! Contribs 08:06, 10 October 2009 (BST)
- Good luck actually hitting the barricade and dealing damage at it. I thought that at first myself and ended up spending more AP doing that then it took to find a safehouse, most times. And the reasoning for Scientists: Because they don't have a decent starting weapon/weapon skill and as such are a bit hindered in their ability to pry/attack/defend. To those calling it over-powered still- Perhaps add in the need to have binoculars to make it require a "reagent" of sorts?-KainYusanagi 22:51, 9 October 2009 (BST)
At best, you might do ok if you could focus the binoculars on a nearby building to see the level. But something overly general like this? It IS overpowered.--Pesatyel 05:26, 10 October 2009 (BST)
- The problem with that, though, Pesatyel, is that that still spends the AP you'd have spent to move to that location anyways. The idea of this skill is to negate the AP cost to investigate the barricade state of nearby buildings so you don't have to run around willy-nilly trying to find a place to crash. You're saying it's still too general an idea... Maybe restrict it the same as Binoculars to high buildings; Thus it acts as a direct buff to binoculars, and still remains relatively limited in usability. If so, it could be divorced from Construction and renamed Eagle Eye. As for the "Crowbar thing"... Maybe it's just RNGH8, but that 20% chance to actually hit the barricades? Hasn't worked very well for any of my characters at all.-KainYusanagi 08:13, 10 October 2009 (BST)
- Of course, but your missing the point. Your idea is OVERPOWERED. When you first "use it" your saving 8 AP by automatically knowing. Then, moving on the diagonal to maximize, you save 5 AP for EVERY move. And my binocular idea WAS restricted to tall buildings as that is the only place you can use them.--Pesatyel 20:01, 10 October 2009 (BST)
- The problem with that, though, Pesatyel, is that that still spends the AP you'd have spent to move to that location anyways. The idea of this skill is to negate the AP cost to investigate the barricade state of nearby buildings so you don't have to run around willy-nilly trying to find a place to crash. You're saying it's still too general an idea... Maybe restrict it the same as Binoculars to high buildings; Thus it acts as a direct buff to binoculars, and still remains relatively limited in usability. If so, it could be divorced from Construction and renamed Eagle Eye. As for the "Crowbar thing"... Maybe it's just RNGH8, but that 20% chance to actually hit the barricades? Hasn't worked very well for any of my characters at all.-KainYusanagi 08:13, 10 October 2009 (BST)
You know what might be a better solution? This Suggestion:20070620 Foreman --RosslessnessWant a Location Image? 10:21, 10 October 2009 (BST)
- And that one is already in peer review.--Pesatyel 20:04, 10 October 2009 (BST)
How about this idea. Pressing a button marked [scan] (or something), you spend an AP to scan a nearby location's barricade then your given the option of moving to that location for 0 AP as part of the same action.--Pesatyel 20:18, 10 October 2009 (BST)
Flak Jacket Nerf
Timestamp: Kamikazie-Bunny 18:06, 3 October 2009 (BST) |
Type: Balance/Flavour |
Scope: All Players |
Description: Inspired by the suggestion discussion below, anthropometrics, mechwarrior and probability and statistics.
Flak Jacket
Body Armour
No more players wearing body armour on their heads. Considered increasing the % to 90 but looking for input first. |
Discussion (Flak Jacket Nerf)
WARNING | |
This suggestion has no active discussion.
It will be removed on: 14 October 2009 |
Oh dear. *runs away from flame war John Ibans 18:16, 3 October 2009 (BST)
I'm going to raise two obvious points here:
- Nerfs Flack Jackets
- Why?
Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:23, 3 October 2009 (BST)
- Actually it doesn't nerf anything. It doesn't DO anything.--Pesatyel 18:28, 3 October 2009 (BST)
- Yes it does, it basically makes FJs only have a 60% chance to work. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:41, 3 October 2009 (BST)
- Oops, my bad. CNR. I was looking at his kill shot thing not the fact he reduced it from 80 to 60. I'm just curious what makes him thing ANYONE would go for this.--Pesatyel 18:51, 3 October 2009 (BST)
- From 100 to 60.--Yonnua Koponen Talk ! Contribs 18:55, 3 October 2009 (BST)
- Oops, my bad. CNR. I was looking at his kill shot thing not the fact he reduced it from 80 to 60. I'm just curious what makes him thing ANYONE would go for this.--Pesatyel 18:51, 3 October 2009 (BST)
- Yes it does, it basically makes FJs only have a 60% chance to work. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:41, 3 October 2009 (BST)
You DO realize what your suggesting is pointless, right? Think about it. You said KILL SHOT. Let's say you have 8 HP and a flak jacket. If I hit you with a shotgun, you die and I earn 20 XP. First, the remaining 2 HP "lost" to the flak jacket are irrelevant as you are STILL DEAD and you can't be at "negative HP" as, when you stand up you will be at full. Second, I earn XP on the damage of the weapon, NOT the damage sustained by the target.--Pesatyel 18:28, 3 October 2009 (BST)
- That part of the suggestion is to clear this up "You fire at the zombie for 10 damage. Their flak jacket absorbs 2 points of damage. They take a Headshot and die." --Kamikazie-Bunny 15:08, 7 October 2009 (BST)
- So you did all this to, basically, change the wording for when a zombie takes a headshot?--Pesatyel 04:24, 11 October 2009 (BST)
Everybody is going to vote kill on this. It completely kills the flak jacket, for no real reason. Suggestion:20081105_Flak_Jacket_Update - 18:35 3 October 2009 (BST)
Suggestion:20070902 Flak Jacket Change Raises similar issues, and with Flesh Rot becoming more common, the people this most hurts are dual natured players and those trying to avoid PK'ing. --RosslessnessWant a Location Image? 18:40, 3 October 2009 (BST)
So, if I'm to understand the "issue" correctly, some flavor text suggests that people wear Flak Jackets on their heads, so we should change the mechanics of Flak Jackets to make Flesh Rot more appealing to zombies? Sounds like a logical fallacy to me. I don't have a problem with making Flesh Rot more appealing, but this isn't the proper way to do it, and no other valid reason is proposed here for nerfing Flak Jackets. —Aichon— 18:47, 3 October 2009 (BST)
- See My Previous Flak Jacket Update for what I would consider a better way of doing that. Most zombies don't want the Flak Jacket to be nerfed because it means that the have to buy Flesh Rot for better protection and then they feel forced to play as a zombie, survivors feel they are more likely to become victims of PKers (even though it works against PKers as well); in 90% of fights it's a case of who attacked first regardless of having a jacket, with the FJ it just means they need to use more AP. --Kamikazie-Bunny 15:08, 7 October 2009 (BST)
Yeah, I'd be opposed to this. It's an unnecessary change that won't make a big enough difference to be worth the hassle, the coding and the added random factor. 18:59, 3 October 2009 (BST)
I like this, for the simple reason that people seem to think that flak jackets are worthwhile in the first place. -- . . <== DDR Approved Editor 07:42, 5 October 2009 (BST)
- It's actually not a bad idea and it would make flesh rot more interesting. But I'd say the flak jacket would have to work more like 90% of the time. 1 in 10 shots getting through for full damage would be enough of a boost. The percentages could always be changed in the future, assuming this change was implemented, which it wouldn't =( --GANG Giles Sednik CAPD 12:53, 5 October 2009 (BST)
- In retrospec a higher inital % would of been better when putting this here. I've upped it to 80% but will probably raise it higher again assuming people consider the PKer threat substantial enough (it actually works against PKers as well; zombies... if your not happy with 80% but Flesh Rot). --Kamikazie-Bunny 14:47, 7 October 2009 (BST)
- Let's take a quick poll. All those in favor of Flack Jacket nerf with 90% chance to absorb damage say 90. Those who favor 80% say 80. And if you think it's a dumb idea altogether say dumb. I'll start: 90.--GANG Giles Sednik CAPD 16:55, 7 October 2009 (BST)
- 70 but introduce helmets to the armoury for a flat bonus of 25% (enc about 5?)--Honestmistake 17:20, 7 October 2009 (BST)
- Dumb as nuts, as his next one probably will be. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:11, 7 October 2009 (BST)
- Giles I raised it to 80% because the FJ blocks 20% of damage, Body building adds 20% damage and FAKs heal 20% of HP on avg. so I followed the trend, I'll Happily raise it to 90% if more people agree but currently you're the only one. Lelouch - Don't worry I'm trying to work on some unique "Pants on head retarded" suggestions to do with flak jackets. They're not for you though, they're for Kevan, if he sees lots of suggestions on Flak jackets he's more likely to look through them and implement one... and it's likely to be a nerf. --Kamikazie-Bunny 16:05, 8 October 2009 (BST)
- 70 but introduce helmets to the armoury for a flat bonus of 25% (enc about 5?)--Honestmistake 17:20, 7 October 2009 (BST)
- Let's take a quick poll. All those in favor of Flack Jacket nerf with 90% chance to absorb damage say 90. Those who favor 80% say 80. And if you think it's a dumb idea altogether say dumb. I'll start: 90.--GANG Giles Sednik CAPD 16:55, 7 October 2009 (BST)
- In retrospec a higher inital % would of been better when putting this here. I've upped it to 80% but will probably raise it higher again assuming people consider the PKer threat substantial enough (it actually works against PKers as well; zombies... if your not happy with 80% but Flesh Rot). --Kamikazie-Bunny 14:47, 7 October 2009 (BST)
If it was to have a % chance of working I would like to see damage for flak coming into the game too. Say, let it drop in effectiveness on a 1% for 1 damage stopped. --Honestmistake 17:20, 7 October 2009 (BST)
Flaks are fine the way that they currently work, don't fuck with them. --Papa Johnny 17:40, 7 October 2009 (BST)
- Second. --Bob Boberton TF / DW 19:18, 7 October 2009 (BST)
More details
Timestamp: John Ibans 21:39, 1 October 2009 (BST) |
Type: Flavour, greater detail |
Scope: Available to all |
Description: It seems that zombies wandering the town have two attacks, "crush shoulder", and "bite shoulder". While I sure don't mind that, I would like more detail, such as "You flail at USERNAME's chest, causing 3 damage" or "You bite USERNAME's back, causing 4 damage, they become infected". The simple statement is that I would like more zombie attacks (randomly selected) that all do the same amount of damage, but attack different body locations (even striking the head would be cool)
In addition, I think this can also be expanded to survivours, wuch as "you strike a zombine in the chest with your fire axe, causing 3 damage" or "you fire at a zombie's leg, causing 10 damage. Their rotten flesh absorbs 2 damage". Mechanics: Well, randomness. I don't know exactly what language Urban Dead is written in, but I imagine that broadening the extent of described attacks would take a bit of monotinay away from constant crushing and biting shoulders. This proposal would not change damage or anything else, just the text. |
Discussion (More details)
So, basically adding some additional, random flavor text for zombie attacks? I like the idea. Seems simple to implement and adds a bit of variety to an assault on a survivor. —Aichon— 22:13, 1 October 2009 (BST)
Why does putting a pistol round in a zombie's face do the same damage and level of injury as shooting his foot? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:35, 1 October 2009 (BST)
- Why does every firearm ever fired automatically hit a flak jacket? Urban dead is a game of such questions. I enjoy the flavour, as long as its zombie only. --RosslessnessWant a Location Image? 22:46, 1 October 2009 (BST)
- Classist. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:54, 1 October 2009 (BST)
- Entirely. Surely all you survivors are aiming at the head anyway? --RosslessnessWant a Location Image? 08:43, 2 October 2009 (BST)
- You shoot Bob the Zombie for 5 damage. Their flak jacket absorbs 1 point of that damage. They take a Headshot and die.
- Obviously, flak jackets cover every part of your body. ?:I --Bob Boberton TF / DW 19:30, 2 October 2009 (BST)
- Entirely. Surely all you survivors are aiming at the head anyway? --RosslessnessWant a Location Image? 08:43, 2 October 2009 (BST)
- Classist. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:54, 1 October 2009 (BST)
I see only one issue, and it's kind of minor. If this is giving random body parts, it'll be using the same mechanic as the hit rate %. If you know about Groove Theory, that might be a problem. If people see that Head hits are more successful that leg hits, then they may find out what the current interval is. --Yonnua Koponen Talk ! Contribs 07:06, 2 October 2009 (BST)
- The other issue I see is that while some of us like the added flavour, how many people pay that much attention to the damage messages beyond confirming whether or not you actually hit your target? Don't get me wrong--I'd vote Keep if this goes to voting--but I feel that it would be wasted programming for all the appreciation it would get from the average UD user. --Maverick Talk - OBR 404 07:19, 2 October 2009 (BST)
- You mean that, for instance, if the current interval is 8 seconds with a window of 1 second, there's the possibility that "head" hits would occur during the first .5 seconds of the window and "leg" shots would occur in the second .5 seconds, clueing the player in to where they are landing within the window? Seems kinda unlikely to me, and is certainly a minor edge case, as you said. More likely is that people who try to use Groove Theory would only see the same flavor text over and over again while they're in that groove, which isn't really an issue since using grooves is not supported gameplay practice. —Aichon— 08:25, 2 October 2009 (BST)
- According to kevin, it's patched anyway. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:28, 2 October 2009 (BST)
- Kevan just changed the system by which it works. He didn't completely erase the potential for abuse. if you read to the bottom of the talk, there's conjecture about a new groove.--Yonnua Koponen Talk ! Contribs 19:11, 2 October 2009 (BST)
- Yeah, it's not fixed at all. In truth, I can confirm that it's working and is fairly simple to abuse. Since I became aware of the concept last week, I've already figured out the interval for FAK searches and for zombies using Claw (e.g. I went about 19/20 and 22/24 in successfully finding FAKs in my last two restocking runs), and am hoping I can come up with some reproducible results that I could pass along to Bug Reports or Kevan at some point soon. I'd love to see the RNG fixed, to be frank, since I know that there are others who have doubtless researched this at length and are capable of abusing it to the extreme. In the meantime though, and speaking from a small bit of experience, I don't think that the flavor messages would have much impact on people abusing Groove Theory, though I could very well be wrong. —Aichon— 23:28, 2 October 2009 (BST)
- Last time I checked it the groove was well and truly obvious and working. -- . . <== DDR Approved Editor 07:43, 5 October 2009 (BST)
- Yeah, it's not fixed at all. In truth, I can confirm that it's working and is fairly simple to abuse. Since I became aware of the concept last week, I've already figured out the interval for FAK searches and for zombies using Claw (e.g. I went about 19/20 and 22/24 in successfully finding FAKs in my last two restocking runs), and am hoping I can come up with some reproducible results that I could pass along to Bug Reports or Kevan at some point soon. I'd love to see the RNG fixed, to be frank, since I know that there are others who have doubtless researched this at length and are capable of abusing it to the extreme. In the meantime though, and speaking from a small bit of experience, I don't think that the flavor messages would have much impact on people abusing Groove Theory, though I could very well be wrong. —Aichon— 23:28, 2 October 2009 (BST)
- Kevan just changed the system by which it works. He didn't completely erase the potential for abuse. if you read to the bottom of the talk, there's conjecture about a new groove.--Yonnua Koponen Talk ! Contribs 19:11, 2 October 2009 (BST)
- According to kevin, it's patched anyway. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 18:28, 2 October 2009 (BST)
Well, the simple thing would be to just NOT include "head" in the random target flavor text. "Head" already has a special mechanic (headshot) which would supercede this flavor text (unless the headshot mechanic changes). The main problem with the idea is that it isn't JUST "flavor text". If I attack you and hit your hand, it could (and probably would) be argued that it should have some "effect" beyond just doing standard damage.--Pesatyel 01:59, 3 October 2009 (BST)
- And along the same lines, "foot" and "hand" just wouldn't be included in the random text. John Ibans 15:01, 3 October 2009 (BST)
- Your missing the point then. "Hand" was just an example. If I injure you ANYWHERE on the arm or leg it would have essentially the same effect. People would argue that a leg wound would slow you down. WHERE on the leg wouldn't matter.--Pesatyel 18:16, 3 October 2009 (BST)
- I think a better system would be to ignore body parts. You gouge... or You tear, Claw, Swipe, rend, scratch grab. --RosslessnessWant a Location Image? 18:36, 3 October 2009 (BST)
- Agreed. It just looked like the discussion was headed in the direction of specific locations.--Pesatyel 05:34, 5 October 2009 (BST)
- I think a better system would be to ignore body parts. You gouge... or You tear, Claw, Swipe, rend, scratch grab. --RosslessnessWant a Location Image? 18:36, 3 October 2009 (BST)
- Your missing the point then. "Hand" was just an example. If I injure you ANYWHERE on the arm or leg it would have essentially the same effect. People would argue that a leg wound would slow you down. WHERE on the leg wouldn't matter.--Pesatyel 18:16, 3 October 2009 (BST)
Extra flavor to make things a little more interesting? Sounds good. --Papa Johnny 17:41, 7 October 2009 (BST)
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It will be removed on: 14 October 2009 |
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