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
Freerun in regards to tall buildings tweak
Timestamp: Devorac 20:26, 16 October 2009 (BST) |
Type: Tweak |
Scope: Ruined tall stuff |
Description: Okay earlier today I noticed something strange... In malton you can throw yourself out of one of the windows of a tall building and die instantly, however if you attempt to freerun off the same building and land on a ruin you only sustain 5 HP of damage, a mite strange.
So with this change if you try to freerun off a tall building onto a ruin square you die (Or get very big boo boos whatever you decide), it's a simple tweak but one that could have some interesting tactical ramifications. Alright tell me what you think... |
Discussion (Freerun in regards to tall buildings tweak)
Personally, I think you could improve this idea by removing it.--Yonnua Koponen Talk ! Contribs 20:36, 16 October 2009 (BST)
- Okay... Not likely without additional support, but I appreciate your honesty. -Devorac 20:41, 16 October 2009 (BST)
- But seriously, this is a terrible idea. Most people don't know if they're in a tall building or not when they step outside. Say somebody's inside a building which is both tall and landlocked. Say the surroundign buildings are ruined. They have no choice but to stay inside or die?--Yonnua Koponen Talk ! Contribs 20:52, 16 October 2009 (BST)
- I know, those were the tactical ramifications I talked about. A zombie horde can ruin the area around the building and effectively pin the survivors down as long as the barricades are above VSB. But I see your point, this could get very frustrating for new people... So let's say 25 Damage instead of instant death? This is free running we're talking about anyway, it can't get much stranger. -Devorac 20:57, 16 October 2009 (BST)
- Let's say 5 damage. Because free running makes sense.--Yonnua Koponen Talk ! Contribs 21:46, 16 October 2009 (BST)
- I know, those were the tactical ramifications I talked about. A zombie horde can ruin the area around the building and effectively pin the survivors down as long as the barricades are above VSB. But I see your point, this could get very frustrating for new people... So let's say 25 Damage instead of instant death? This is free running we're talking about anyway, it can't get much stranger. -Devorac 20:57, 16 October 2009 (BST)
- But seriously, this is a terrible idea. Most people don't know if they're in a tall building or not when they step outside. Say somebody's inside a building which is both tall and landlocked. Say the surroundign buildings are ruined. They have no choice but to stay inside or die?--Yonnua Koponen Talk ! Contribs 20:52, 16 October 2009 (BST)
I had always just assumed they were free running between lower floors of those buildings (how else would people free run from a ruin to a tall building? Certainly not by jumping from the ruined roof to the roof of the skyscraper!). As Yonnua mentioned though, people don't note when they're in tall buildings anyway, so this seems like a quick and easy way to ensure extra injuries with little notification to the player (i.e. not fun). Plus, the fact that they could get into the building but not out makes little sense. —Aichon— 23:06, 16 October 2009 (BST)
- Good point Aichon. Yonnua, at what point did free running make sense? I've always told people it was a form of quantum jump, thats why people occasionally end up in shintolin :P -Devorac 23:26, 16 October 2009 (BST)
Free running is pretty stupid, but would making its behaviour even dumber really improve it? Only if it was made so stupid it became hilarious. How about if someone falls to their death like this in a block with anyone standing outside (survivor, zombie, or both), they land on that person (or a person chosen at random, if there are more than one), killing them as well? If anyone's still alive in that block after the landing, they receive a message along the lines of "A careless free runner and an innocent bystander collided violently, showering you with an explosion of gore. (X hours and Y minutes ago)" and their clothes get one step bloodier. --Mold 00:41, 17 October 2009 (BST)
Zombie Climb-over
Timestamp: Leoofvgcats 00:42, 16 October 2009 (BST) |
Type: Barricade Negation |
Scope: ...If you mean who it affects...zombies i guess? |
Description: Alright, before you all blast away at the fact that this is a "cade negation" suggestion, please just read this. We all know right now, the only ways for a zombie force to succeed in a siege is
1)smash down the cades 2)have spies on the inside (mostly PK) to kill resistance. But mostly it's just "smash down the cades". And as long as the humans have 24/7 recading, this siege could take forever, and will take away the incentive from humans to move from building to building (except for ammo). What if, for 100XP (or more), a zombie could learn the skill "Climb". Now I'm sure everysingle one of you is imagining the horrors of cades being useless as the zeds scale the walls in seconds. I assure you, this is not the case. Even with "Climb", zombies have to spend 5AP to climb into the windows of a building or over the barricades (more AP for each level of barricade. The numbers can be changed if it's too small/big). This skill will only work for multi-block buildings (Malls, Stadiums, Mansions, maybe Forts etc), as these are the most sieged places. If single block buildings fell to this skill, the skill of Barricading will have almost little to no effect. And besides, bigger buildings have more entrances/windows, and survivors can't keep up with all of them... xD And even then, the zombies only have a 10-30% chance of making it up there. If they fail, they fall down, and who knows maybe even sustain 10-20Hp damage. This way, it'll discourage zombies hordes from using this as a base tactic, rather than sideshow trick. So that way, things are more interesting in sieges (as you know, survivors are outnumbering zeds in UD, and that just takes the fun away from a zombie SURVIVAL), AND it's somewhat balanced. Remember, numbers and details can be changed based on public opinion, it's the main idea that I'm offering. |
Discussion (Zombie Climb-over)
You haven't been in many sieges. As the volume of players involved increases, zombies get the upper hand. They tear down cades faster, get inside, make it harder to cade, and eventually kill off a corner to ruin it, at which point the siege is almost certainly over. --Bob Boberton TF / DW 01:54, 16 October 2009 (BST)
Dupe! :D--Orange Talk 02:12, 16 October 2009 (BST)
This one really doesn't work either way. Either you balance it so that zombies don't get in often, meaning that they spend 35AP for a poor chance of climbing an EHB barricade (i.e. not fun since you're punished, plus it's basically worthless), or you balance it to be fun for zombies, in which case you'd only need a small group of zombies to overtake even the most stalwart of siege defenses and establish a beachhead. If anything, I think that sieges need to be rebalanced in favor of the survivors, since zombie interference is overpowered has no defense against even a small group of attackers that coordinate. —Aichon— 05:19, 16 October 2009 (BST)
You can do multi-AP actions with less AP than required and end up in the negatives, you know. What's to stop a horde from doing other things all day, then all making the attempt with their last AP and those that get in draining AP as bullet sponges? Multiply it by a billion, how many zombies get in? I'm all for stomping breathers flat but this is just a broken way to do it. --Mold 05:57, 16 October 2009 (BST)
Way too complex for little-to-no actual addition. 14:45, 16 October 2009 (BST)
Music store
Timestamp: Dr yep 20:28, 15 October 2009 (BST) |
Type: Resource |
Scope: Search |
Description: In honor of the character Tallahassee, from Zombieland, add music stores to the malls and allow players to find banjos that can be played/used as weapons. Other instruments too--who couldn't use a little live music in times like these? Busking is discouraged. |
Discussion (Music store)
Dupe.--Yonnua Koponen Talk ! Contribs 20:40, 15 October 2009 (BST)
I do believe "Music, Music, Music!", or a suggestion with a similar name, went to Peer Reviewed. It talked about instruments also, but in much more detail.--RahrahCome join the #party!20:58, 15 October 2009 (BST)
- Which I still maintain is a dupe of Suggestion:20071027 Instruments --RosslessnessWant a Location Image? 22:14, 15 October 2009 (BST)
- I didn't think the "Music, Music, Music!" one let you play them?--Yonnua Koponen Talk ! Contribs 09:21, 16 October 2009 (BST)
- Just checked, you could play them here's the link Suggestion:20090411 Music! Music! Music! Cookies and Cream 10:56, 16 October 2009 (BST)
- Oh, I thought they were weapons. Which it turns out they weren't at all.--Yonnua Koponen Talk ! Contribs 11:49, 16 October 2009 (BST)
- Just checked, you could play them here's the link Suggestion:20090411 Music! Music! Music! Cookies and Cream 10:56, 16 October 2009 (BST)
- I didn't think the "Music, Music, Music!" one let you play them?--Yonnua Koponen Talk ! Contribs 09:21, 16 October 2009 (BST)
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)
- NOTE: ^ Hyperbole ^ .--Yonnua Koponen Talk ! Contribs 22:00, 13 October 2009 (BST)
- You're not allowed to think it's cheating, then you'd be agreeing with me. -- . . <== DDR Approved Editor 04:00, 14 October 2009 (BST)
- I think this is the best idea ever.--Yonnua Koponen Talk ! Contribs 07:22, 14 October 2009 (BST)
- NOTE: ^ Sarcasm .--Yonnua Koponen Talk ! Contribs 15:50, 15 October 2009 (BST)
- I think this is the best idea ever.--Yonnua Koponen Talk ! Contribs 07:22, 14 October 2009 (BST)
- You're not allowed to think it's cheating, then you'd be agreeing with me. -- . . <== DDR Approved Editor 04:00, 14 October 2009 (BST)
- NOTE: ^ Hyperbole ^ .--Yonnua Koponen Talk ! Contribs 22:00, 13 October 2009 (BST)
I actually think this might be too much of a buff. What about just linking signal strength to the amount of fuel left in the mast building? When the genny powering the building has low fuel, then there is weak signal in that suburb. Seems less complex while still keeping some of the realism that you're looking for. --Maverick Talk - OBR 404 07:25, 14 October 2009 (BST)
- Really? it's pretty simple when you boil it all down, if your in a burb with an active mast, than you can send AND recieve, if your adjacent to a suburb with one then you can only recieve, and if there is no adjacent suburb with a working mast than your SOL. and wouldn't linking the signal strength to the ammount of gas just further limit it's usefullness, and needlessly complicate things? sort of like the "Dim Lights" suggestion that was spammed all to hell? and as for being a buff, all it does is allow survivors, and only ones with cell phones that ar mutual contacts better ability to communicate over distance without the use of meta gaming...
- am I allowed to defend my own suggestions? hahaha god i love wiki drama--Jack S13 T! PC 14:52, 15 October 2009 (BST)
- I thought it was overpowered, but after some consideration I decided that it's probably not a big deal; the only problem I can see with this is that a single communications-based player could hang out in a green zone and PM people in red zones (that are working-NT adjacent) to check forums/irc/etc. and thus bypass the inability to respond. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:49, 15 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)
The first "oh noes nexis is gun and i cryed" suggestion is actually the most reasonable one? There's not a lot of reason to say no to this, the only question I'd have is just how many people actually use theirs in NW. I never did, and given the set up of its meta I can't imagine a lot of people past the first year did either. Give me more than a 'could be useful'. -- . . <== DDR Approved Editor 04:04, 14 October 2009 (BST)
- I'm with Iscariot on this one. I didn't play NW for very long, but I don't think people used the feature much. And honestly, any suggestion brought up for discussion (and voting) SHOULD be useful. If it's a could be useful suggestion, then it needs work. --Maverick Talk - OBR 404 07:13, 14 October 2009 (BST)
- Ummm... contrary to what you may think I have NEVER played nexus wars, the closest I have came to nexus wars was a quick look at their wiki a couple of years ago after someone mentioned it here and peaked my interest. The fact that nexus wars is apparently gone and the timing of my suggestion is purely coincidental. --Kamikazie-Bunny 23:41, 14 October 2009 (BST)
I actually did use mine in NW... not often but I did use it. Even if it was only ever used by 10% of players in UD it would not harm the other 90% (beyond notes like "Kill player X on sight) so I can't think of any reason not to say yes. --Honestmistake 11:25, 14 October 2009 (BST)----
- Having said that you should look for Dupes... probably a pretty old one! --Honestmistake 11:25, 14 October 2009 (BST)
- I normally do a quick look for dupes but I'm not exactly the dupemeister! --Kamikazie-Bunny 23:41, 14 October 2009 (BST)
Whether or not people used it in Nexus War, Yonnua pretty much summed it up for Urban Dead.--Pesatyel 03:14, 15 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)
We really need an account/character system like NW. It's simple, easy, helps detect cheating and grants players control of things like donations. However the amount of coding and integration to go from the current system to this one would probably make it prohibitive. -- . . <== DDR Approved Editor 04:05, 14 October 2009 (BST)
- Sorry for not knowing what it is, but NW? I'm curious what it is now. —Aichon— 05:14, 14 October 2009 (BST)
- NW was Nexus War, another browser game made by a former member of this community, the leader of MOB, Jorm. It was recently closed down after quite a few years of being a red stain on his bank account. The system over there was that each user had a single account and logged into that account to access their characters (three free characters and more if donated for). Players had enhanced control over their characters such as a credit system to allow control of donations (something UD doesn't) and deletion of characters. Due to the way NW's group system worked it was also much easier to use this set up to detect cheats (players could not have two characters in the same group, if a player was accused of zerging or alt abuse then this could be proven that this was their character by a group leader for one of their current groups could invite the other alt, a message that they couldn't join because of the first character acted as proof). Because it was a single account, there were also much better safeguards, including requiring an email address to create an account. This obviously makes password recovery needed only once and a mere formality. -- . . <== DDR Approved Editor 05:29, 14 October 2009 (BST)
Doing some quick looking up, I discovered this old peer reviewed suggestion that seems to cover very similar territory to the suggestion I have here. I'm afraid I'm kinda new around the wiki, so I'm not too sure of how to proceed at this point. Is this suggestion dead in the water, or does the extra part it has about the veto message distinguish it enough that it should continue? I'm not interested in wasting people's time, so if this is a dupe of a suggestion that's already been accepted, we might as well kill it now. —Aichon— 23:22, 14 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)
- It's not bad... simple and clean and gives something closer to what I was thinking about than Foreman. It's really the moving all over the city without a point of reference trying to find a place to be safe issue/Finding locations wheer people will be going to be safe to rip into them that I was trying to find a ready solution to, so as to prevent a buff to either side over the other. I'd still think it'd be better to have it be all squares around the one you're currently in, as it doesn't take that much time to scan, but that's me.-KainYusanagi 01:44, 14 October 2009 (BST)
- No, it is bad. They're all bad. Go outside, right now, look at three houses/buildings, now tell me which ones are locked from 20 yards away. The fact is, you went outside, you left your safe house, now you deal with the consequences of not ensuring you have a means back to safety. Don't ask the game to do it for you. -- . . <== DDR Approved Editor 04:09, 14 October 2009 (BST)
- Locked? What is locked in the context of Urban Dead (as in you can't LOCK anything)? It about BARRICADES. And, yes, I believe you could go outside right now and see which houses are barricaded. How? Because there is shit in the windows blocking your view inside, be it nailed up boards or stacked up furniture. The context of needing MoL to open the doors is for simplicity. Reality says your stacking up barricade material in front of ALL means ingress, not just doors (point of fact, in the genre, zombies are almost always more likely to get in through breaking windows than any other means of breaking in). In fact when you hit the close door button, it says you "close all the doors in the building", not just the "front" door. I'm not saying the idea is a good one (even my alternative), I'm saying your argument is bad.--Pesatyel 04:35, 14 October 2009 (BST)
- I was referring to which buildings to which you could gain access. I could revise and say which buildings have heavy furniture behind their curtains or mirrored glass or garden hedges. The fact is you can't tell which buildings you could gain access to in the real world, or burglars would be caught less and it's a massive failure in logic to say that you could in the games by stacks of rubble, if everywhere isn't covered in rubble and broken decorations then no zombies have been there for four years. It doesn't change the crux of the argument which is that survivors (yes it's them again) wanting the game to do things for them so they don't have to take responsibility for their bad choices. I guarantee they haven't looked at this from a zombie scouting perspective or they'd be screaming that it's not trans-mortal at the top of their lungs. -- . . <== DDR Approved Editor 04:47, 14 October 2009 (BST)
- Actually, when i'm a zombie I don't look for people running about on the street, because they are generally too few and far between. I look for weak points in barricades or extremely strong points so that I can then work to break down said barricade and get at the juicy, warm, living center that's usually behind those EHB walls. It also help you see which building would be the easiest to attack with intent to ruin to disrupt Free Running travelling and at least costing travellers a few AP to continue, if not more.-KainYusanagi 09:00, 14 October 2009 (BST)
- Maybe I'm way off base, here, but I think a personal anecdote of doing the wrong thing on purpose doesn't justify an overpowered suggestion. If you want to know everything that's going on around you without investing anything in the information, join DEM and download their little group cheat tools. Come to think of it, imagine what a DEMON-like automated hivemind tool would be like with this suggestion in play... --Mold 16:28, 15 October 2009 (BST)
- Actually, when i'm a zombie I don't look for people running about on the street, because they are generally too few and far between. I look for weak points in barricades or extremely strong points so that I can then work to break down said barricade and get at the juicy, warm, living center that's usually behind those EHB walls. It also help you see which building would be the easiest to attack with intent to ruin to disrupt Free Running travelling and at least costing travellers a few AP to continue, if not more.-KainYusanagi 09:00, 14 October 2009 (BST)
- I was referring to which buildings to which you could gain access. I could revise and say which buildings have heavy furniture behind their curtains or mirrored glass or garden hedges. The fact is you can't tell which buildings you could gain access to in the real world, or burglars would be caught less and it's a massive failure in logic to say that you could in the games by stacks of rubble, if everywhere isn't covered in rubble and broken decorations then no zombies have been there for four years. It doesn't change the crux of the argument which is that survivors (yes it's them again) wanting the game to do things for them so they don't have to take responsibility for their bad choices. I guarantee they haven't looked at this from a zombie scouting perspective or they'd be screaming that it's not trans-mortal at the top of their lungs. -- . . <== DDR Approved Editor 04:47, 14 October 2009 (BST)
- Locked? What is locked in the context of Urban Dead (as in you can't LOCK anything)? It about BARRICADES. And, yes, I believe you could go outside right now and see which houses are barricaded. How? Because there is shit in the windows blocking your view inside, be it nailed up boards or stacked up furniture. The context of needing MoL to open the doors is for simplicity. Reality says your stacking up barricade material in front of ALL means ingress, not just doors (point of fact, in the genre, zombies are almost always more likely to get in through breaking windows than any other means of breaking in). In fact when you hit the close door button, it says you "close all the doors in the building", not just the "front" door. I'm not saying the idea is a good one (even my alternative), I'm saying your argument is bad.--Pesatyel 04:35, 14 October 2009 (BST)
- No, it is bad. They're all bad. Go outside, right now, look at three houses/buildings, now tell me which ones are locked from 20 yards away. The fact is, you went outside, you left your safe house, now you deal with the consequences of not ensuring you have a means back to safety. Don't ask the game to do it for you. -- . . <== DDR Approved Editor 04:09, 14 October 2009 (BST)
Suggestions up for voting
Bikers Store
Moved to Suggestion:20091009 Bikers Store Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:09, 9 October 2009 (BST)
Dim Lights
Moved to Suggestion talk:20091008 Dim Lights -- boxy talk • teh rulz 09:13 8 October 2009 (BST)