Developing Suggestions

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Developing Suggestions

This section is for presenting and reviewing suggestions which have not yet been submitted and are still being worked on.

Nothing on this page will be archived.

Further Discussion

  • Discussion concerning this page takes place here.
  • Discussion concerning the suggestions system in general, including policies about it, takes place here.


Please Read Before Posting

  • Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. You can read about many ideas that have been suggested already, which users should be aware of before posting what could be a dupe: a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles.
  • Users should be aware that page is discussion oriented. Other users are free to express their own point of view and are not required to be neutral.
  • If you decide not to take your suggestion to voting, please remove it from this page to avoid clutter.
  • It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
  • After new game updates, users are requested to allow time for the game and community to adjust to these changes before suggesting alterations.

How To Make a Suggestion

Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
  • Substitute the text in RED CAPITALS with the details of your suggestion.
{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change, etc. Basically: What is it? and Is it new, or a change?
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
  • Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past two days should be given a warning notice. This can be done by adding {{SDW|date}} at the top of the discussion section, where date is the day the suggestion will be removed.
  • Suggestions with no new discussion in the past week may be removed.
  • If you are adding a comment to a suggestion that has the warning template please remove the {{SDW|date}} at the top of the discussion section to show that there is still ongoing discussion.

This page is prone to breaking when the page gets too long, so sometimes suggestions still under discussion will be moved to the Overflow page, so the discussion can continue.


Please add new suggestions to the top of the list


Suggestions

Melee Wep Maintanance/Decay

Timestamp: Ouchness! 20:48, 17 October 2009 (BST)
Type: Weapon Decay
Scope: Melee Weapons (or even ranged)
Description:

I think it's safe to say that all(?) melee weapons in UD are infinite use, except for cues and beer bottles, and beer shouldn't be wasted on hitting things anyways.. I understand that this is evened out by their low rate of damage in comparison to firearms, but still...


After playing UD for a while and using melee weapons only, I decided to do a little test in real life, just for the sake of science:

Using a Ski Pole, I repeatedly thwacked by little brothers on the heads as my character would have done to zombies in the UD world, and sure enough, after 15 or so thwacks, the ski pole slowly deformed, and soon broke. The baseball bat didn't fair so well either, lasting only 30, and the fire ax rounded in at 48.

This suggestion is actually asking two things

1) Aside from the fire ax, knife, and crowbar (all of which can easily be found, the pipe shouldn't count as a weapon, cuz it doesn't do 5h1t), do any of the other melee weapons have any use at all?

2) Wouldn't having melee item decay put a little more fun into the game?


I mean, seriously, who hasn't seen a zombie movie where the main character charges at the zombie with a BaseballBat/wrench/ax/elephant after they've run out of ammo, only to have the melee weapon break/fail/lost? It puts suspense into the whole situation.

I'm suggesting that, at random (like 1-3% with each attack made), the melee item, like spray cans, will "run out". If you hit a zombie/human and it's your unlucky day, you'll recieve something like this:

As you swing your *weapon* and make contact, you hear a loud cracking sound, and realize your *weapon* has broken in half.


If you have a gun/other melee weapon, you'll use that. If not, then it's time to crack your knuckles and play Rocky.

As alot of people have mentioned, this game is becoming human biased. On a regular day without firearms I can just walk outside with my trusty fire ax and chop some morning wood of zombies...about one or two A DAY. People with firearms can't even do that on an every day basis, thanks to time wasted at PDs looking for bullets before they can go give zombies some Lead-in-Head.


So basically, every time you use an "infinte use" melee weapon and hit, the chances your weapon will break next time you hit is increased by 1-5% (we'll work on numbers later).

However, there's a way to negate this.

If you have a toolbox (I'm hesistant to put the requirement of Construction in this one), you can click on the Toolbox, and for 3AP, it'll repair all melee weapons you have, taking their chances of breaking back down the the starting 1%.


Alright, let the flaming begin....

Discussion (Melee Wep Maintanance/Decay)

Inconsistent logic. Why do zombies claws and teeth not break? --RosslessnessWant a Location Image? 20:53, 17 October 2009 (BST)

And this already happens to the Pool Cue --RosslessnessWant a Location Image? 20:54, 17 October 2009 (BST)

And the pipe can be used for barricading.--Pesatyel 21:01, 17 October 2009 (BST)

Proof of testing please. Complete documentation of this beating of other people with implements please. Also this is a dupe older than On Strike. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 20:57, 17 October 2009 (BST)

Well, it was hard to get documented proof, since this experiment was done on the fly. But i do have a picture.

File:Http://www.crestock.com/uploads/blog/halloween/blood.jpg


Although there wasn't enough of my brother left to fully write up a report. - --User:Ouchness!/Sig

Whilst the beatings were being meted, did you scream "For Science!" ? --RosslessnessWant a Location Image? 20:59, 17 October 2009 (BST)

So, basically, what your suggesting is making the crappy melee weapons nobody uses even MORE unused?--Pesatyel 21:01, 17 October 2009 (BST)

So... Shintolin? When I fall, I'll weep for happiness 21:27, 17 October 2009 (BST)

The question here is: Why? By the way, anyone who claims survivors are overpowered has obviously never spend a month trying to clean up a red zone. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:03, 17 October 2009 (BST)

I've been through every suburb in Malton, all colours, with a level five character. They're overpowered. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:35, 17 October 2009 (BST)
Walking through the city is completely different to beign resident in a suburb Iscariot. If you honestly think that survivors are overpowered, you're a pretty rookie player really.--Yonnua Koponen Talk ! Contribs 22:39, 17 October 2009 (BST)
Walking? Try repairing buildings in every type of suburb. Survivors are overpowered. Though since I disagree with you I must be a rookie, it's not like I've done 'some things' in this game.... -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:43, 17 October 2009 (BST)
Moving from suburb to suburb always makes the game easier. If a giant horde moves from suburb to suburb, they destroy every mall they come across. If an equally large horde is resident, they are eventually overcome by the survivors there. Movign aroudn makes the game a hundred times easier for anyone. If you can't see the difference between stayign still and movie, YES, you are a rookie.--Yonnua Koponen Talk ! Contribs 22:45, 17 October 2009 (BST)
Lone Survivor > Feral..... Hordes >>> Organized Survivors. Zombies are overpowered just like survivors, only a different way. Face it, big hordes like the MOB and the RRF are virtually unstoppable, no matter how survivor groups organize themselves. Which is a shame, since I miss the days they were actual sieges...--Umbrella-White.pngThadeous OakleyUmbrella-White.png 22:50, 17 October 2009 (BST)
Hence, survivors are not overpowered, they are equally powerful in different ways.--Yonnua Koponen Talk ! Contribs 22:53, 17 October 2009 (BST)
They are overpowered. Go join 404 and learn how to be effective survivors. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 23:16, 17 October 2009 (BST)
Don't. Deny. The power of the big hordes. I'd like some screen's and stories where 404 successfully defended a mall, or virtually any building from the RRF/MOB. Or just give me a example the last time survivor actually won a siege. Well? And don't dare to blaim survivor inefficiency, cause you that just a farce. Sure there are the brainless trenchies, but there is no tactic out there that will win you a siege against said hordes, and you know it. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 23:26, 17 October 2009 (BST)
Have you read No More Heroes? Or are you still on the Zerg Liste for cheating? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 23:35, 17 October 2009 (BST)
Going completely off-topic to avoid actually adding something to a discussion. Classic. Want a cookie? --Umbrella-White.pngThadeous OakleyUmbrella-White.png 23:39, 17 October 2009 (BST)
Actually it's completely on topic that you feel the need to cheat, it brings the tactics you are using into question. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 23:40, 17 October 2009 (BST)
Actually not, since this has nothing to with how you think I play the game, since I was talking how the game was played in general. Your dwindling away from the subject by making personal attacks like that. Big hordes, they cannot be stopped, that's what I said. Are you going to contribute some arguments Izzy, or would you rather continue to throw some more mud towards me? --Umbrella-White.pngThadeous OakleyUmbrella-White.png 23:47, 17 October 2009 (BST)
Why, oh why do idiots shorten my username? It has plenty to do with the question, cheats often don't have valid views on tactics given their tactics were flawed in such a way that they felt the need to cheat in the first place. Are you still on the Liste? Or do I have to check myself? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 23:55, 17 October 2009 (BST)
Yeah I'm done talking with you, you've just proven to be completely incapable of a having a normal discussion. Should have known. For the record, Statement is : Big organized hordes are practically unstoppable in sieges, and no survivor tactics will stand against them. My personal play-style (misperceived by you) has nothing to do with this at all. You're making attacks against the person instead of his arguments. Goodbye Iscariot. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 00:08, 18 October 2009 (BST)
Survivors are overpowered in the most optimal of situations, such as just happening to be online when an active horde tries to break in. I have an arghazzm every time this happens, because I love to abuse them with my FAKing. It is rather rare, and zombies do have that remarkable ability to not go away ever, but hrm. --  AHLGTG THE END IS NIGH! 00:16, 18 October 2009 (BST)
I tend to agree. There's an odd paradox in place where one survivor is overpowered when faced with a zombie, but a group of survivors facing a group of zombies is not. Essentially, the "strength" of a group of zombies scales faster relative to the size of the group than the strength of survivors. Aichon 00:59, 18 October 2009 (BST)
Part of of that is the fact that the group of zombies has ONE goal, generally. To kill the group of survivors (side goals include ruin and destroying equipment, both of which are aids to the main goal anyway). Survivors have outs. They don't HAVE to stick around. They can free run away when the going gets tough. Zombies don't usually leave as that is where the XP is. Survivors have other means. Anedotal evidence is this. My friend just made level 6 almost exclusively by healing. I think when she first started, she attacked a couple of characters until she got revived. She's been leveling by healing ever since. THAT isn't overpowered (and I'm directing that comment to the general discussion not specifically you)?--Pesatyel 03:09, 18 October 2009 (BST)
I've been levelling my monroeville zombie up without any impediment for the past month, just by attacking another zombie. That zombie is now maxxed, from just a couple of weeks more than me. Zombies have perfectly adequate ways of gaining experience. And if a survivor does just leave a seige, they do so severly hindered. There is no overpowered side.--Yonnua Koponen Talk ! Contribs 10:21, 18 October 2009 (BST)
"Severly hindered"? What does that mean? How many live combats and how many times has your Monroeville character been attacked? Also you missed what I was I was saying. I didn't say zombies can't level. I said the survivors can level faster and easier by means other than how zombies have to do it. When I told my friend about healing, she found 6 to 8 FAK in her FIRST search. With hits like that, you'd be gaining a new skill roughly every 3 days and never even seeing a zombie.--Pesatyel 21:24, 18 October 2009 (BST)
My zombie's getting a level a day, and I won a live fight with a survivor when I was at level 3. Severely hindered means that the more buildings go out in a surburb, the more likely the survivor is to be screwed. Mall goes down, then they have to make runs between hospitals, necrotechs and PDs. If any of those go down, survivors are pretty much screwed, and the suburb is lost.--Yonnua Koponen Talk ! Contribs 21:29, 18 October 2009 (BST)
Does it really matter, I say to all involved? The purpose of this section is to discuss whether making all weapons break randomly at a given % rate is a good idea. I think most of us can agree that it is not. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:51, 18 October 2009 (BST)
Oh yeah, it's a dupe of ZL.--Yonnua Koponen Talk ! Contribs 07:14, 19 October 2009 (BST)
Seriously Isc; it's rediculously easy to just run across Malton fixing up buildings. Try actually staying in one place and trying to revive an entire infrastructure from the dead while holding off constant hordes of unvanquishable zombies. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:13, 17 October 2009 (BST)
Thank fuck you're here to suggest that, it's like I never thought of doing that in the years I've played this game. Oh, wait.... -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 23:16, 17 October 2009 (BST)
Thinking=/=doing. lern2internets. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:32, 17 October 2009 (BST)

This isn't Diablo 2, and you sure ain't Charsi. --Mold 22:57, 17 October 2009 (BST)

No. While there are some weapons that are naturally breakable on use, semi-properly maintained items will not break so long as their basic structure does not support it. Pipes, Fire Axes (remember, fire dept. fire axes are not wooden handled) combat knives, and the like all will not snap or break unless horribly abused in ways unavailable in game. Any survivor, insane or no, will maintain their weapons appropriately between uses. This idea is fail.-KainYusanagi 23:50, 18 October 2009 (BST)

Your post was fail, but I fixed it for you. In the future, two enter keys = new line unless you're indenting your reply with a colon. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:46, 19 October 2009 (BST)
Thanks, I'm a bit of a wiki-edit novice. :P -KainYusanagi 18:49, 19 October 2009 (BST)

SMALL XP PENALTY FOR DYING

Timestamp: Hauki71 18:44, 17 October 2009 (BST)
Type: GAMEPLAY TWEAK
Scope: EVERY PLAYER
Description: Dying is a normal part of Malton "life." :D It's no biggie, however. You can always get revived, or if zombie, just stand up. How about upping the ante a bit by including a small xp penalty for every time you're killed, for both survivors and zombies. It should not be a character-ruining penalty, just maybe 25 XP or so.

As for levelling and skills, I'm thinking you couldn't fall below 0 XP at any time. Also, you could not lose any skills already bought. Granted, if you're level 43 and already have every skill, this feature is pretty much meaningless. But if you're a starting or mid-level player, it might create a more tense gaming experience.

The point of the change would be to increase players' involvement in the game by making each death, well, sting a little bit more. It might create a more claustrofobic and paranoid (thus fun!) atmosphere, if you really needed to make sure your character is being as careful as possible, take all precautions needed etc. The risk of death would be more 'scary'...

Discussion (SMALL XP PENALTY FOR DYING)

There was already an XP loss early in the game, it was removed because it sucked (really, really hard), especially for new zombie players. They lost 10 XP only on headshots, I think, and that was too much. This is way too powerful. --Bob Boberton TF / DW Littlemudkipsig.gif 18:59, 17 October 2009 (BST)

No--Orange Talk 19:08, 17 October 2009 (BST)

Pisses people off even more if PKed. Cripples only the already weak, as those already maxed out on skills would not care if they lost 10 XP out of their 9,001 XP. Unneccesary, really has no justification. - Foxtrot 19:31, 17 October 2009 (BST)

This only punishes the players who need no punishing. For shame. When I fall, I'll weep for happiness 19:39, 17 October 2009 (BST)

Terrible idea. Newer players need their lives made easier, NOT harder. --Papa Johnny 19:40, 17 October 2009 (BST)

No! Just fucking no. A newbie zombie needs a fully competent horde and strike team to even dream of 25XP per death. It might be fine for you hiding behind your barricades, but for other players who actually contribute to the game it's a fucking horrendous penalty for no reason. Way back we had the old headshot that did something similar, it nearly killed the fucking game. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 19:54, 17 October 2009 (BST)

Think how often the average survivor is killed. Then think how often the average zombie is killed. As one dies more often than the other this is an indirect penalty to playing as one side. You've played both sides right? Which one was harder to level with? --RosslessnessWant a Location Image? 19:58, 17 October 2009 (BST)

A red linked name, suggesting something? I'm certain he's played both sides extensively.... -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 20:11, 17 October 2009 (BST)

I just recently introduced 2 friends to Urban Dead. One just goes around healing (but then that's what she tends to do in most games as it is) and the other doesn't play much because low level characters aren't easy to level (and there should be "more than just healing people to get XP at low levels"). The second player goes out and attacks zombies and hasn't even earned enough to buy his first skill. I'm pretty certain both people would stop playing if they got penalized every time they died. Your ONLY choice for this would be to throw this into the categeory of "optional hardcore" so that players could do it if they wanted, not forced on everyone.--Pesatyel 21:07, 17 October 2009 (BST)

Your second player's an idiot then, I regularly do 18 levels in a month with test attacking characters. If you're helping them it should be more. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 21:09, 17 October 2009 (BST)
He's not a hardcore player. He perfers to play a certain way. And, currently, I'm not helping him because we can't play at the same time. That's one of the things that bugs me most about the wiki. People telling others how to play. No, I'm not saying you are, just that it kinda sounds like it. Level 1 characters suck and he just thinks there should be "more to it". I just don't know what that "more" is since you have to start somewhere, usually at the bottom. He might do better playing a zombie, but I can't say.--Pesatyel 03:12, 18 October 2009 (BST)

OK, good points. I think the earlier headshot xp penalty didn't work, because it affected only the other side. As for which side gets killed more, zombies I'd guess... So this might be a bit unbalanced. On the other hand, I play both sides and have so far found levelling easier with a zed, well, at least if you're with a horde. As for this tweak, perhaps levels 1-5 could be exempt or something.

Well, it was only a thought. I just think the game might possibly use some elements that would make it more 'harsh', more intense, more unforgiving. But only on a small scale. ;) --Hauki71 22:26, 17 October 2009 (BST)

Want to make the game more harsh, keep it small and simple, don't buy free running or ankle grab with any of your alts. A level five survivor can do a massive amount of pro-survivor work, so your level cap won't work either. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:40, 17 October 2009 (BST)

Pipe Bomb

Timestamp: VanDammit 04:46, 17 October 2009 (BST)
Type: New Weapon
Scope: Survivors
Description: Due to my frustration of finding Lengths of Pipes and then realizing they have no use beyond providing cheap barricades and encumbering me, I have put on my thinking cap and done some thinking.

What if, length of pipe + skill (new skill! Engineering! or something) + maybe some other item (something that'll blow up...gasoline?) = Pipe Bomb!

Basically, you take it, and chuck it at a zombie.

Of course, this would be item combination. So if there are lots of item-combo haterz, then we'll just make this pipe bomb an item you can find. Okay, so now...what does it do?

It's a 55% base hit rate, but only does 1-3 damage (random, and low). HOWEVER If there's a hugeass horde of zeds, every single one takes damage from it due to shrapnel shred., unless you guys think that's a Multiply by a Billion scenario. In that case, we can just cap off the number of zombies that can be hurt to like....8 or 10 random unlucky zeds.

Encumberance: 10% You use it by standing in the same block as the target, and attacking the target with "Pipebomb". The target will definetly sustain damage if the 55% hit, and surrounding targets will be chosen at random.

Get a message:

You light the fuse from a safe distance, chuck the pipebomb, and dash for cover. A few seconds later, the explosion sends shockwaves and bodyparts through the air, and the sound echoes into the surrounding area. You chuckle at the carnage you have caused. Haha!

But NOTE THIS:

The 55% percent hit rate is given that you succeed in throwing the pipebomb in the first place. You have a 15% chance of screwing up, in which case...

You light the fuse from a safe distance and prepare to chuck the pipebomb when, suddenly, you realized the fuse is alot shorter than you thought it was. In panic, you accidentally drop the bomb, and fly into the air alongside chunks of the surrounding asphalt as the bomb detonates. Haha!

This is a one time use item (no sh!t), and it'll be a semi-rare item (to prevent the Multiply by a Billion scenario, where survivors rain down bombs on zeds) Ummm...what else?...


Ohyeah! And to even odds out, if a pipe bomb detonates, zombies/survivors in surrounding blocks (i dunno, like 3x3?) can hear it, so i guess it'll attract zombies. xD

You can also set off pipebombs next to barricades (if you attack the barricade with Pipebomb), which will instantly take it down 2 levels (a form of demolition),

You light the fuse and swiftly lodge the bomb into a crack between the boards of the barricade. You manage to jump behind cover just in time as the blast tears through a layer of the barricade.

Although there will be a 45% chance that:

"As you light the fuse and prepare to lodge the bomb between the cracks of the barricade, you trip, drop the bomb, and fly into the air alongside pieces of the barricade as the bomb detonates in your face. Haha!.

In that case, you sustain major boo boos, and the cade will be damaged 0-1 levels (cuz the bomb wasn't lodged in). No surrounding bystanders are hurt if you attack barricade, whether you succeed or get laughed at.


I don't know about this last part, but anyways: it can be used indoors xD (to clear out zombies). Although that'd give an unfair advantage to medics, who can just blow all the survivors up and get major healing XP....so scratch that. That's it!

....Haha!

Discussion (Pipe Bomb)

No idea who you are, but I gotta say, this suggestion gave me a really good chuckle. Or, at least a snort. Well, it would have, if I wasn't on the tail end of a cold. Long story short, horrible suggestion, but I enjoyed the (what I believe to be and am hoping is in fact) good humor present in it. Thanks for that much. Aichon 05:57, 17 October 2009 (BST)

Your argument is that your sick of finding useless pipes? First of all pipes can be used for a quick barricade. Secondly, if you go into your settings and switch it off, you won't FIND any pipes.--Pesatyel 06:04, 17 October 2009 (BST)

This is a dupe. I can't be arsed to look for the others, but pipebombs/Molotovs have been suggested almost as much as an SMG. In addition to the multiply by a billion rule, there's also the problem of why AoE doesn't work in this game at all. AoE worked in Nexus War because most of the game was clearing out buildings as fast as possible. The problem with UD is that the only people who'd try to clear out a building as fast as possible are, for the most part, PKers. Unless you're trying to reclaim a ruined building, this will have next to no effect on zombies. The only real other tactical use would be to weaken zombies outside during a siege so you can take them down easier once they get inside, but at that point, 1-3 damage is completely useless anyway. RinKou 19:50, 17 October 2009 (BST)

RinKou seems to have put forward a simplified version of my standard argument against AoE. Understand that you might think it's cool for bombs and explosive weapons, but you are an idiot and you're just going to be hurting yourself when people like me with my death cultist come along and start piñata-ing malls in a single strike with a few friends. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 19:56, 17 October 2009 (BST)

  1. You spelled shit wrong.
  2. This idea has been done to death.

Can we get pipe bombs/AoE weapons included in the D&DN or Freq Suggested? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:53, 18 October 2009 (BST)

They already are.--Orange Talk 23:18, 18 October 2009 (BST)
Thanks gaffy, and to SC: try reading the basic rules and guidelines before you suggest something. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:49, 18 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 Littlemudkipsig.gif 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)

As above. --Maverick Talk - OBR Praise Knowledge! 404 06:29, 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. When I fall, I'll weep for happiness 14:45, 16 October 2009 (BST)

Yeah, I have to admit, same as above. Altho I think it does have some potential...if used for survivors. I mean, sometimes you get these giant trenchy "Fortresses o' Doomzors" and every single building for the next twenty blocks is EHB, and the nearest FreeRunning entrance point is forever away. I'm just thinking; What if survivor's have a "Climb" skill, and the same as Leo suggested (takes 5AP to do, has like 50-75% chance of succeeding, and damage if they fail. Meh, whatever.


^^ I don't know who wrote that, but it wasn't me. It's faulty logic on the part of the suggester that 'spies' are required. Ask MOB. Ask Big Bash 2. What are spies by the way? Are they what survivors call death cultists to try and paint them as unfair? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 20:08, 17 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)
I wanted them to be weapons. But it was accepted as non-attack, which sucks. Cookies and Cream 13:25, 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:

  1. -Strong Signal. Players inside a suburb with an active phone mast can both send and recieve text messages as usual, with no changes to AP cost or descriptive text.
  2. -Weak Signal. Players in a suburb without an active phone mast but adjacent to a suburb with an active phone mast can recieve text messages, but not send a text. and would receive the message The signal is to weak, you cannot send a text. There would be no change to AP cost.
  3. -No Signal. Players inside a suburb without an active phone mast, nor adjacent to a suburb with an active phone mast would not be able to send or recieve text messages as per current game mechanics. no changes to AP costs, or ingame messages.

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)
Blech. I guess that came off a bit like a sales-pitch. But the satellite phone really is the perfect solution to any problems with the current phone system.--GANG Giles Sednik CAPD 17:49, 13 October 2009 (BST)
Sure, if you negate the fact that it's an add-on, and not actually part of the current game. not to be trite. --Jack S13 T! PC 19:17, 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. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== 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 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 Praise Knowledge! 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)

Please tell me on which network I can receive texts but not send them before we go any further. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 20:09, 17 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).

Notepad

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.

Notes
  • If the player does not like the notebook there is an option on the settings page to disable it (you will lose any notes you have written).
  • The notebook could be changed into a button after the skills/contacts/donate buttons if it is preferred.
Why???

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)

^^^^^Perfect =D--GANG Giles Sednik CAPD 17:07, 13 October 2009 (BST)

Very easy to do with a little Greasemonkey. --Bob Boberton TF / DW Littlemudkipsig.gif 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'. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== 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 Praise Knowledge! 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 Littlemudkipsig.gif 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 Littlemudkipsig.gif 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)
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 Praise Knowledge! 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)

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. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== 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. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== 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 Littlemudkipsig.gif 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 Praise Knowledge! 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)

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)

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. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== 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. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== 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)

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 talkteh rulz 09:13 8 October 2009 (BST)