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
Dimness
Timestamp: --T | BALLS! | 16:55 8 December 2009(BST) | |
Type: Improvment |
Scope: All buildings, except Banks, Cimemas, Clubs, and Forts. |
Description: Every player inside a Dim building suffers -25% to all Attack actions.
Barricading suffers as well, but not as badly as in a Dark building. All buildings are considered Dim if they are Unpowered, except Banks, Cimemas, Clubs, and Fort, which are Dark if unpowered. Tangling Grasp negates all attack penalties in Dim or Dark buildings, as long as the Grasp is maintained. Now the corpse Class starts with Tangling Grasp instead of Vigour Mortis. |
Discussion (Dimness)
Setting aside impact on survivors, etc. You want zombies to only have 15% hit chance at level 1? - User:Whitehouse 17:02, 8 December 2009 (UTC)
Ruin Repair Change IV: Son of Ruin Repair Change
Timestamp: --T | BALLS! | 12:47 8 December 2009(BST) | |
Type: Improvment |
Scope: Ruins |
Description: Now when a Ruin is created it does not show the number of AP needed to fix the Ruin, but shows: [Repair Ruin x1]. Every 24 hours the number has a 50% chance to increase by 1. So after 10 days the Ruin will genererally be [Repair Ruin x5], and so on.
Survivors must Repair bit by bit. Pressing the Repair button costs 1 AP, and has a % chance to lower the Repair number by 1. The % chance is determined as below: Base chance: 5% (+40% if the Survivor has Construction) (+20% if the Survivor has a Toolbox)
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Discussion (Ruin Repair Change IV: Son of Ruin Repair Change)
You're going to face the same opposition as the other versions did. Personally I think you're going about it the wrong way. No one is going to want to have to click 50 times to fix a ruin. My own probably flawed suggestion would be: Make all ruin repairs done in chunks of 5 levels per 5AP. If less than 5 levels, then it still costs 5AP. That'd make the zombies happier about the cost to ruin it in the first place too. - User:Whitehouse 13:26, 8 December 2009 (UTC)
Ruin Repair Change
Timestamp: --T | BALLS! | 15:59 7 December 2009(BST) | |
Type: Improvment |
Scope: Ruins |
Description: Now when a Ruin is created it does not show the number of AP needed to fix the Ruin, but shows: [Repair Ruin x1]. Every 24 hours the number increases by 1, so after 10 days it would show: [Repair Ruin x10], and so on.
Now Survivors must repair bit by bit. Pressing the Repair button costs 2 AP, and lowers the Repair number by 1. So a Ruin at [Repair Ruin x10] would end up costing 20 AP to Repair. |
Discussion (Ruin Repair Change)
If you ditched the 2AP cost per repair "tick" and made it take only one click, instead of repeated clicks, I'd be up for it. I'm a supporter of partial repairs as a balance change, but charging 2AP per repair tick is a bit much, I think, at least initially. —Aichon— 16:28, 7 December 2009 (UTC)
- Changing it to 1AP makes ruins weaker than they are now, as someone can repair a chunk of the ruin without going for a full suicide repair. Doubling the cost might not be a good idea either, though making it 3AP per 2 ticks of decay could work. 16:57, 7 December 2009 (UTC)
- I actually think it makes ruins stronger for a few reasons. Suicide is a low price to pay for high-cost ruins right now. As per my idea, it would sap all of the repairer's AP (but wouldn't take them negative), so they'd be incapable of getting away effectively. As a result, they'd have to repeat the process and endanger themselves several times, rather than just once, meaning that there might be multiple suicides involved in a single repair. Plus, the zombies would be fully capable of entering the building at any time, seeing that some repairs had been done, and meatshielding against future repairs. —Aichon— 17:28, 7 December 2009 (UTC)
The major flaw I see in this is IP hits.--Yonnua Koponen Talk ! Contribs 18:35, 7 December 2009 (UTC)
- "Major flaw"? Gimme a break. People are going to spend their AP somehow, and at 2 AP per this would be 25 less IP hits than 95% of any others actions in the game.--T | BALLS! | 20:02 7 December 2009(BST)
- As in an action which previously cost 1Ap could now cost well in to the hundreds.--Yonnua Koponen Talk ! Contribs 20:08, 7 December 2009 (UTC)
- It's hardly a "major flaw" though, come on.--T | BALLS! | 20:11 7 December 2009(BST)
- I was sayign it was more major than Ap cost.--Yonnua Koponen Talk ! Contribs 20:14, 7 December 2009 (UTC)
|
- It's hardly a "major flaw" though, come on.--T | BALLS! | 20:11 7 December 2009(BST)
| - As in an action which previously cost 1Ap could now cost well in to the hundreds.--Yonnua Koponen Talk ! Contribs 20:08, 7 December 2009 (UTC)
Awww, ZL still believes that Kevan looks at this page. How cute. -- . . <== DDR Approved Editor 19:59, 7 December 2009 (UTC)
- Weak.--T | BALLS! | 20:02 7 December 2009(BST)
- How does Aichon take his coffee? How does American Military Intelligence look to the rest of the world? Things that are the antithesis of strong? What is the most accurate descriptor of ZL's arguing strategies? It must be one of those, I love Jeopardy. -- . . <== DDR Approved Editor 20:06, 7 December 2009 (UTC)
- Weak.--T | BALLS! | 20:11 7 December 2009(BST)
- You pussy. Grow a pair. --Thadeous Oakley 20:36, 7 December 2009 (UTC)
| - Just thought I'd mention that, for an American, I like my coffee rather strong. —Aichon— 21:26, 7 December 2009 (UTC)
- Weak.--T | BALLS! | 20:11 7 December 2009(BST)
| - How does Aichon take his coffee? How does American Military Intelligence look to the rest of the world? Things that are the antithesis of strong? What is the most accurate descriptor of ZL's arguing strategies? It must be one of those, I love Jeopardy. -- . . <== DDR Approved Editor 20:06, 7 December 2009 (UTC)
I really don't understand how discussion on this page turns from the suggestion to insulting each other. Also; I prefer the system as it is. It's easier for me to handle one click than 24.(Assuming I wasn't sleeping inside the ruin, but next door.) And I wouldn't be able to suicide repair. Which is a tactic I like to employ. --RahrahCome join the #party!21:59, 7 December 2009 (UTC)
- That's what happens if you challenge the Pussy Status Quo. Anyway, I think repairing a long standing ruin should be "more to handle", you know? It should be like work, and feel like work, not a one click insta-action. Just my opinion though.--T | BALLS! | 22:03 7 December 2009(BST)
- I can understand where you're coming from, but at the same time, I disagree that the game should feel like work. Also, if you use the words "should" or "feels like" then it is your opinion. :)--RahrahCome join the #party!22:13, 7 December 2009 (UTC)
- Try pounding on cades for 50 AP one at a time for almost no result sometime. :) At least with youd be making guaranteed progress for each AP you spent.--T | BALLS! | 22:19 7 December 2009(BST)
- I do, and I still think your ideas are as badly thought out and idiotic as Winman's, just with a different bias. -- . . <== DDR Approved Editor 23:43, 7 December 2009 (UTC)
- Thanks for your input. I'm sure the opinion of the anal-retentive Aspergerian retard faction will be important for future development.--T | BALLS! | 00:08 8 December 2009(BST)
- Poor Wan, must be hard being on whatever medication you're on now. -- . . <== DDR Approved Editor 00:16, 8 December 2009 (UTC)
- I'm sorry, the anal-retentive Aspergerian delusional retard faction. Is this a cry for help? I'm sure we could find the appropriate meds to make the voices go away, Izzy.--T | BALLS! | 00:23 8 December 2009(BST)
- Is all this acting out because your death cult failed, and it was all your own fault? -- . . <== DDR Approved Editor 00:28, 8 December 2009 (UTC)
- Try again.--T | BALLS! | 00:31 8 December 2009(BST)
- I didn't want to bring up your erectile dysfunction, but if you insist.... Is it that? -- . . <== DDR Approved Editor 00:33, 8 December 2009 (UTC)
- Keep going.--T | BALLS! | 00:34 8 December 2009(BST)
- That one time at Band Camp? -- . . <== DDR Approved Editor 00:40, 8 December 2009 (UTC)
- Come on, hit me.-- | T | BALLS! | 00:55 8 December 2009(BST)
- And for those of us that don't get off on watching a guy in skin tight leather straddling something... -- . . <== DDR Approved Editor 01:13, 8 December 2009 (UTC)
- Come on, hit me.-- | T | BALLS! | 00:55 8 December 2009(BST)
| - That one time at Band Camp? -- . . <== DDR Approved Editor 00:40, 8 December 2009 (UTC)
- Keep going.--T | BALLS! | 00:34 8 December 2009(BST)
| - I didn't want to bring up your erectile dysfunction, but if you insist.... Is it that? -- . . <== DDR Approved Editor 00:33, 8 December 2009 (UTC)
- Try again.--T | BALLS! | 00:31 8 December 2009(BST)
| - Is all this acting out because your death cult failed, and it was all your own fault? -- . . <== DDR Approved Editor 00:28, 8 December 2009 (UTC)
- I'm sorry, the anal-retentive Aspergerian delusional retard faction. Is this a cry for help? I'm sure we could find the appropriate meds to make the voices go away, Izzy.--T | BALLS! | 00:23 8 December 2009(BST)
| - Poor Wan, must be hard being on whatever medication you're on now. -- . . <== DDR Approved Editor 00:16, 8 December 2009 (UTC)
- Thanks for your input. I'm sure the opinion of the anal-retentive Aspergerian retard faction will be important for future development.--T | BALLS! | 00:08 8 December 2009(BST)
| - I do, and I still think your ideas are as badly thought out and idiotic as Winman's, just with a different bias. -- . . <== DDR Approved Editor 23:43, 7 December 2009 (UTC)
- Try pounding on cades for 50 AP one at a time for almost no result sometime. :) At least with youd be making guaranteed progress for each AP you spent.--T | BALLS! | 22:19 7 December 2009(BST)
| - I can understand where you're coming from, but at the same time, I disagree that the game should feel like work. Also, if you use the words "should" or "feels like" then it is your opinion. :)--RahrahCome join the #party!22:13, 7 December 2009 (UTC)
I'm sure you'd like to employ one-click barricading to EHB, one-click FAKing till you're out of FAKs or the target's health is full, and one-click killing and dumping a zombie if possible with your AP and ammo, too. Too bad. I find it difficult to believe I'm agreeing with ZL in any way, here, but I do. Instant repairs are stupid, for cowards, and need to go away. I do think 2 AP per day of decay might be a bit too much, though. Either keep it at one, or make it scale based on how many zombies have been loitering there (alternately, how many people have have been killed in there each day). --Mold 22:23, 7 December 2009 (UTC) <-- I put this in the wrong place in the discussion before. It was meant to respond to Rorybob's remark on no longer being able to suicide repair. "Which is a tactic I like to employ." --Mold 22:31, 7 December 2009 (UTC)
I think the easy thing for dealing with ruins would be to just set a cap of, say, 40 AP. Something like that. It makes more sense that a group of people could/would do repairs together not just one person. As Mold points out, multiple people can barricade, for example, so why not repair? As for the suggestion itself, it seems a tad unecessarily complited, hence my "cap" idea.--Pesatyel 02:25, 8 December 2009 (UTC)
- It's not complicated. This 40 AP a pop cap is just the current system, only worse, as it has both insane super speed and the ability to breakup the work load.--T | BALLS! | 07:38 8 December 2009(BST)
- Your suggesting that to repair a building that is ruined x30, it costs 60 AP. HOWEVER, I can do that in 2 AP increments so there is NO danger to the survivors in repairing. So long as I do repairs twice a day, I will, eventually, get it down and there is NOTHING a zombie can do to keep that from happening. Under the current system that same building I would have to spend that full 60 AP in one hit with the attendant risk of it being a suicide mission. That is the trade off there. I can see your idea being EASILY abused by survivors with their ability to keep the ruin level to, say x3 so that the building CAN'T be ruined again, thenr fix it up at their leisure. And all this by a single individual too.--Pesatyel 15:44, 8 December 2009 (UTC)
- I suppose a Zombie could, I dunno, stand in the building.--T | BALLS! | 16:04 8 December 2009(BST)
- Zombies? In MY ruined buildings?--Yonnua Koponen Talk ! Contribs 16:08, 8 December 2009 (UTC)
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- I suppose a Zombie could, I dunno, stand in the building.--T | BALLS! | 16:04 8 December 2009(BST)
| - Your suggesting that to repair a building that is ruined x30, it costs 60 AP. HOWEVER, I can do that in 2 AP increments so there is NO danger to the survivors in repairing. So long as I do repairs twice a day, I will, eventually, get it down and there is NOTHING a zombie can do to keep that from happening. Under the current system that same building I would have to spend that full 60 AP in one hit with the attendant risk of it being a suicide mission. That is the trade off there. I can see your idea being EASILY abused by survivors with their ability to keep the ruin level to, say x3 so that the building CAN'T be ruined again, thenr fix it up at their leisure. And all this by a single individual too.--Pesatyel 15:44, 8 December 2009 (UTC)
Beer/Wine Change
Timestamp: Verance 04:05, 7 December 2009 (UTC) |
Type: Game tweak |
Scope: Humans |
Description: Just today, I found my first bottle of beer, and drank it. Searching around, I found another, and decided "It would be pretty funny to go outside and smack a zombie in the face with this..." so I stepped outside, found a zombie, and swung at it. Perhaps because I was a bit tipsy, I missed the first time, so I took another swing, and struck it, causing three damage. I was sad that my bottle broke, the beer splashed on the floor, and that was all. Stumbling back into the Henning arms, I wondered what would happen in a world where the bottle only broke some of the time, after all, it didn't smash on my head when I gave it a try...
In all seriousness, I am suggesting this - Make the bottles of beer and wine break ~%10 of the time, and cause 1 additional damage, because really, sharp glass breaking onto your body tends to hurt. Multiplying this by 1000 is not an issue. While it is true that it does more damage (when it breaks) than a fire axe, you have to take into consideration the 25% accuracy rate, compared to the fire axe's 40%. It is still more logical and better to use the fire axe than a bottle of beer that causes one extra damage 10% of the time. (2.5% for 4 damage, 25% for 3 damage, 75% for miss, vs 40% for three and 60% for miss). So to the community, what do you think? |
Discussion (Beer/Wine Change)
I think you've never been on the receiving end of a heavy strike with a wedge of steel if you think a few shards of broken glass should ever do more damage than a fire axe. This is stupid. And before you give me any lip about hitting just right to nick an artery and cause massive bleeding, remember that UD does not include critical hits, sneak attack, backstab or whatever else you might call precision damage. --Mold 04:39, 7 December 2009 (UTC)
I agree with Mold. I would much rather to be hit with a broken bottle (NIGGA KNIFE!) than chopped at with a Fire Axe. Just like i'd rather be tasered than shot or stabbed. Cookies and Cream 04:41, 7 December 2009 (UTC)
- And yet Urban Dead is a game of such questions. How does a shot always knick a zombie in its flack jacket or rotten flash, yet dig into its skull every time you go for the headshot? I do agree with the point that it is odd a bottle does the same amount of damage as a fire axe, and that this would make it do more, but I fail to see how it could be a game breaker. And for the record, I don't consider it a "ctirical hit" or a "sneak attack" or any of that short of shit, just an idea that can be done. Verance 06:10, 7 December 2009 (UTC)
- Would you please not fuck up the formatting when you post? Comments go above the four-dash divider that separates this from the suggestion below it. --Mold 07:10, 7 December 2009 (UTC)
- Yesshhh, I make mistakes, no need to get all huffy about it. Verance 14:54, 7 December 2009 (UTC)
- So your argument is, because the way the game handles it is already stupid, why not get even dumber about it? Ugh. I for one don't consider "Why not?" a very good reason to do stupid shit that isn't even all that funny. --Mold 22:11, 7 December 2009 (UTC)
- Would you please not fuck up the formatting when you post? Comments go above the four-dash divider that separates this from the suggestion below it. --Mold 07:10, 7 December 2009 (UTC)
- And yet Urban Dead is a game of such questions. How does a shot always knick a zombie in its flack jacket or rotten flash, yet dig into its skull every time you go for the headshot? I do agree with the point that it is odd a bottle does the same amount of damage as a fire axe, and that this would make it do more, but I fail to see how it could be a game breaker. And for the record, I don't consider it a "ctirical hit" or a "sneak attack" or any of that short of shit, just an idea that can be done. Verance 06:10, 7 December 2009 (UTC)
Axes > Bottles. If a bottle smashes on your face, which I hope hasn't happened, it will do less damage to you than an axe hitting you in the face. It's a really simple fact. I don't see how it could possibly do more damage than an axe, and changing hit rates doesn't balance it. --RahrahCome join the #party!22:06, 7 December 2009 (UTC)
- Mold, are you this combatative to everyone? Anywho, I do understand the primary criticism, this would do more damage than the axe. Perhaps if the damage from being hit by the bottle was reduced to two, and the bottle breaking did three damage? --This unsigned comment was posted by Verance
- Sign your posts. And no, I'm not this combative with everyone, it just looks this way on this page because stupidity makes me angry, and Developing Suggestions overflows with it. How about you tone down bottle damage to 1, with a 50% chance it breaks and does 2 instead? Never happen but it'd be somewhat less moronic. --Mold 23:43, 7 December 2009 (UTC)
- Oh crap; I'm late to the hatefest. Ahumhum: "This suggestion is crap, you complete moron." How was that? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 00:17, 8 December 2009 (UTC)
- Amateurish at best :/ -- . . <== DDR Approved Editor 00:23, 8 December 2009 (UTC)
- Iscariots right LeLouch, that was pathetic. Surely you can do better?
- Amateurish at best :/ -- . . <== DDR Approved Editor 00:23, 8 December 2009 (UTC)
- Oh crap; I'm late to the hatefest. Ahumhum: "This suggestion is crap, you complete moron." How was that? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 00:17, 8 December 2009 (UTC)
- Sign your posts. And no, I'm not this combative with everyone, it just looks this way on this page because stupidity makes me angry, and Developing Suggestions overflows with it. How about you tone down bottle damage to 1, with a 50% chance it breaks and does 2 instead? Never happen but it'd be somewhat less moronic. --Mold 23:43, 7 December 2009 (UTC)
The bottle does 3 damage because it is a 1 shot weapon. If the bottle doesn't break it should do less damage.--Pesatyel 02:16, 8 December 2009 (UTC)
Beards
Timestamp: Cookies and Cream 03:54, 7 December 2009 (UTC) |
Type: Clothing? |
Scope: Humans |
Description: This suggestion implements a new thing, Beards. Beards grow in levels. These levels are: No Beard, Fuzz, Scratchy, Bearded and Shaggy. A Beard grows every 5 server resets (do we have server resets?). If there aren't server resets, then your beard will grow once every 5 days Kevantime. Beards can be turned off through your settings page, for all you women and unmanly men. Beards can be cut through a new item, Hairclippers, which reduces it down 1 level. I was going to make it wire cutters, but thought they'd be unsuitable for cutting beards. Having a beard appears in your profile description, next to the face description. You can't wear a mask if your beard is Bearded or Shaggy. |
Discussion (Beards)
Just was looking through Clothing Suggestions when this struck me. Cookies and Cream 03:55, 7 December 2009 (UTC)
- Then put it through clothing suggestions, we don't need an item to alter clothing slots, I have enough with laundry and seamstress suggestions. -- . . <== DDR Approved Editor 20:01, 7 December 2009 (UTC)
Where's Anime (and his beard) when he's needed? 04:19, 7 December 2009 (UTC)
- Mine's better :P -- . . <== DDR Approved Editor 20:01, 7 December 2009 (UTC)
hands break though the barricade
Timestamp: --Kralion 15:11, 6 December 2009 (UTC) |
Type: Flavour |
Scope: zombies |
Description: When zombies began attacking barricades,there could be a 10% chance that their hands break through it and it will be visible to the survivors inside.The zombie would recieve the message you attack the barriacade.Your hand breaks through the barriacade and is visible for the survivors inside.For example You are inside the Shears Building. The building has been very heavily barricaded.You see a few hands hands come out from the barricades.When 2-5 hands have breaked through survivors will see few hands 5-8 some hands 8-11lots of hands11+ A hell lot of hands.This will just add flavor to the game and will sure scare those survivor inside.You can still attack the barricades with your other free hand with no penalty.Taking the hand out of the barricade costs 0 AP.There could be an option that asks you if you just dont want it to happen.The zombie hand cannot be attacked. |
Discussion (hands break through the barricade)
Sounds like useless flavor that will cause more effort and problems that it will create fun; I ask this suggestion the same question I ask many others: Why? Also, people will want to attack the hands. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:58, 6 December 2009 (UTC)
X-Ray Vision. -- . . <== DDR Approved Editor 18:57, 6 December 2009 (UTC)
That too. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:11, 6 December 2009 (UTC)
Breaking through barricades is already painful enough for zombies, so getting their hands caught would just make it more annoying. Also, how does this really work? Can the survivors on the inside only see the hands if they're still stuck in the barricades? If not, then do they see hands that came through the barricades within the last hour? The last day? Since they last logged on?
I'm also opposed to it for the x-ray vision issue, since it lets you tell how many zombies are beating on the barricades. Perhaps a better way to implement it would involve not saying how many hands there are and only give the message whenever the barricade level actually decreases. Changing it to work that way yields scant additional information to survivors, but it definitely goes in a different direction than this suggestion was originally. —Aichon—
- RE:k,just added something that wont tell you the EXACTLY the number of hands that there are--Kralion 01:36, 7 December 2009 (UTC)
- Congratulations on leaving your suggestion completely broken and unworkable in almost every way described after your revision. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:55, 7 December 2009 (UTC)
- Yep. Changing that flavor, while it does help slightly, does not make this suggestion acceptable. Just as zombies have to break in to see how many humans are inside, humans have to exit to see how many zombies there are. Anything that changes that formula is x-ray vision. You also didn't address my entire first paragraph. —Aichon— 09:29, 7 December 2009 (UTC)
- Congratulations on leaving your suggestion completely broken and unworkable in almost every way described after your revision. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:55, 7 December 2009 (UTC)
I like the flavour, but I think the in-game translation of it would work better as an attack skill (10% chance of claw hit w/o tangling on last active survivor with each successful attack on the barricades) than as just flavour. 20:29, 6 December 2009 (UTC)
- Except that would be barricade negation. :P This suggestion just isn't good...--Yonnua Koponen Talk ! Contribs 21:42, 6 December 2009 (UTC)
- Two hits out of a fully-barricaded building isn't that bad, though, is it? 21:45, 6 December 2009 (UTC)
- Maybe, but I don't see any kind of negation for either side passing a vote.--Yonnua Koponen Talk ! Contribs 21:51, 6 December 2009 (UTC)
- Two hits out of a fully-barricaded building isn't that bad, though, is it? 21:45, 6 December 2009 (UTC)
Exactly what Aichon said, if my survivors whilst inside can know that zombies are outside without doing the leg work to go outside and physically check, then this is X-Ray vision and will get spammed to death regardless of whatever changes you make. -- . . <== DDR Approved Editor 20:03, 7 December 2009 (UTC)
At best, this could be added to the "Halloween knocking".--Pesatyel 02:08, 8 December 2009 (UTC)
Item sorting
Timestamp: Diavolone 06:47, 3 December 2009 (UTC) |
Type: Feature of ease |
Scope: Everyone with items |
Description: What I noticed in this game was that when you got a lot of items, pistols, ammo etc, its hard to keep control of it all. One little easy implemented feature would have been to sort the items alphabetically or something. Or by type, but alphabetically is easier to implement. That way all the pistols would be in a row, and all the pistol clips in a row, and the same with medkits, and shotguns and everything else. Seeing how many you have of each item will be much easier, and I think that a lot of players would appreciate this. |
Discussion (Item sorting)
This was actually suggested, here at least, like a week ago. We also have this.--Pesatyel 06:58, 3 December 2009 (UTC)
- I think it was a month or two ago, but yeah, we just talked about this. Nothing came of it in the end though, and I think the idea got cycled, so we may as well discuss it again. I recall Iscariot had an issue with people changing his interface around, and there was the usual smattering of people saying that this is just a Greasemonkey issue, rather than an actual interface issue. Personally, I'm all for alphabetizing it.
- As an aside, since people will say you should just use a script for doing it on your own, here's one such script that does a bit more than just alphabetize. —Aichon— 07:20, 3 December 2009 (UTC)
Dupe. ᚱᛁᚹᛖᚾᚨᚾᛏ 13:47, 3 December 2009 (UTC)
I reckon this suggetion isnt a dupe. Its a Dupe-A-Saurus Rex. Cookies and Cream 12:29, 5 December 2009 (UTC)
Adrenaline shot
Timestamp: --Kralion 22:23, 1 December 2009 (UTC) | ||||||||||||||||
Type: new item | ||||||||||||||||
Scope: survivors | ||||||||||||||||
Description:Basically, the adrenaline shot will give you 5 AP when injected they can only be injected once per day to prevent abusing of it,making it overpowered. This would be useful when walking into a safehouse...and find it infested with 20 zeds,those 5 AP will probably save your life. Adrenaline can be injected to any other person that hasnt been injected already.
When you have already injected adrenaline and try to inject more will trigger the message you have already injected adrenaline today,too much is very dangerous will waste 1 AP but the adrenaline shot will still be there. Trying to inject to somebody that has already injected will trigger the message you notice that the person has already injected adrenaline,better dont give him more.. Adrenaline shots can be found in necrotech buildings (maybe they were experimenting with them?) with a search radius of 2% and in hospitals with a 4%.After an hour,a message will trigger saying you fell the adrenaline wear off,you suddenly become tired and lose 5 AP points,if the person has 0 AP he wont start regenerating past 2 hours and a half (5 AP). Discussion (Adrenaline shot)Only if one hour later you automatically lose 10 AP, and it works in the negative if applicable. (example: you have 5 AP when your hour is up, you fall to -5. Also, you can't go over 50 AP, so any AP you would have gained over 50 is lost.-- | T | BALLS! | 22:29 1 December 2009(BST)
Will someone make a THIS ISN'T FUCKING LEFT FOR DEAD template we can start smacking down these idiots with? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements
I like Zombie Lord's nerfs to this.--Pesatyel 04:10, 2 December 2009 (UTC)
I swear this is a dupe, but I don't feel like looking for it. Maybe after I've had coffee. --Maverick Talk - OBR 404 06:33, 2 December 2009 (UTC)
I liked the way Nexus War handled this. ᚱᛁᚹᛖᚾᚨᚾᛏ 10:59, 2 December 2009 (UTC) Nexus War's amps worked because hospitals were the bottom of the barrel when it came to healing items. Sure, hospitals are still lower tier than malls, but when there's really only two healing items in the game (one of them revive, which is arguably different), everybody'll search hospitals instead. Whereas NW had all sorts of food, regeneration, innate healing, passive healing, specific status ailment and cures, etc. This is a lot closer to Shartak's mushroom juice, if anything. Thing is, it works in that game because all sides are relatively equal. There's no logical zombie equivalent (unless somebody brings up that old godawful "eat self" suggestion :P), so it really shouldn't be in the game. Zombies are players too, etc etc. RinKou 19:23, 2 December 2009 (UTC)
In my opinion, the search rates are a bit high. They should be about half of what they are now. Otherwise, no complaints. --AORDMOPRI ! T 21:27, 2 December 2009 (UTC) RE:Done.--Kralion 22:51, 2 December 2009 (UTC) Patrol/Prowl
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