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
Swimming Pools
Timestamp: --Winman1 02:55, 15 December 2009 (UTC) |
Type: New Building |
Scope: Everyone? |
Description: Despite the Zombie plague, a few entrepreneurs have constructed 5 public swimming pools. These blocks would be found in Langridge Drive Old Arkham (17,93), Collis Street Rolt Heights [81,15] , Floyde Walk Crowbank [71,68] , Park Way Judgewood [17,18] , and Burch Walk Galbraith Hills [45,58]. These blocks would be replaced with a block called the (former block name) Pool. Pools can be entered, like a building, but can not be barricaded, like an open block . Inside a pool, attacks have -20% accuracy for everyone since people aren't as mobile in water. Also, there are new clothes that can be found in a pool. Red, Blue, and Yellow swimsuits, snorkels, swimming goggles, and life preservers. Public Pools would add new clothes, and be an interesting area. |
Discussion (Swimming Pools)
What the fuck is this shit on my wiki.....--
what is this i dont even...--Megameh 03:13, 15 December 2009 (UTC)
Why those locations? Why are guns less accurate against targets that are slower in the pool? Since it's outside, can you see who is in the pool, or, like a building, do you have to go into the pool before you can see who is inside? Do you have to dump bodies out of the pool? Do we get infected if we go in the pool? Can you install a generator in the pool? If I broadcast on a radio while in the pool, does it sound all watery? Is there anything to this suggestion beyond (pointless) flavor? —Aichon— 03:30, 15 December 2009 (UTC)
- On second though...i am all for a pool. Buncha humans swimming in it, toss in a genny or a radio. Instant super kill. Now that i proved its exploitable, its going to be shot down faster then your last guide was. *rim shot* -- 03:42, 15 December 2009 (UTC)
Headshot requirement
Timestamp: User:Whitehouse 14:23, 12 December 2009 (UTC) |
Type: Minor change |
Scope: Survivors |
Description: Simply make headshot require 10 survivor levels, rather than 10 levels total. Not sure if this is a good idea or not, but it seemed a little odd to me, thus I wanted to see what other people thought. |
Discussion (Headshot requirement)
Why the hell not? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:45, 12 December 2009 (UTC)
[Cyrus]I can dig it.[/Cyrus] 18:47, 12 December 2009 (UTC)
^ -- ¯\(°_o)/¯ 22:16, 12 December 2009 (UTC)
I'd prefer 20 survivor levels. The less people have headshot, the better.--Yonnua Koponen Talk ! Contribs 22:23, 12 December 2009 (UTC)
I'd be up for 10, but how do you deal with the current people that have it that wouldn't with your change? —Aichon— 00:37, 13 December 2009 (UTC)
- Well the simple thing would be to just let them keep it. Think of it this way, leveling as a zombie is generally harder then as a survivor (and, no, that isn't worth the argument) and someone who buys Headshot at level 10 is most likely to be survivor-oriented (ie. not have that many zombie skills). I'd prefer that it be added to one of these.--Pesatyel 03:09, 13 December 2009 (UTC)
- Sounds good. Im not usually killing Zombies, being as I like to kill both and Humans are easier. Still great though. Cookies and Cream 02:20, 14 December 2009 (UTC)
- Awww my string of consecutive Kill votes might come to an end if this one comes up for voting. Good suggestion and I'm surprised it isnt already in-game. --YoEleven 13:23, 14 December 2009 (UTC)
Skeletons in Zoo
Timestamp: X1M43 02:52, 12 December 2009 (UTC) |
Type: Flavor |
Scope: Zoo locations, decorative items |
Description: Simple. Searching in zoo locations gives a 12.5% chance to find an animal skeleton. Human skeletons would be excluded. |
Discussion (Skeletons in Zoo)
I like this. 03:00, 12 December 2009 (UTC)
This is one of those things that should already be in the game... The malton zookeepers are going to have a fit though.-Devorac 04:37, 12 December 2009 (UTC)
- Apparently you've never dropped by for a visit. And it would also explain what happened to that darned Hippo! Good suggestion. --YoEleven 13:36, 14 December 2009 (UTC)
Human skeletons should be included because:
- Harmanz belong in zoos
- Harmanz actually appear in zoos
-- . . <== DDR Approved Editor 06:07, 12 December 2009 (UTC)
- True, but I don't think Malton has that kind of zoo. I don't see why not include human skeletons but on that basis, why not allow human skeletons to be found ANYWHERE?--Pesatyel 02:56, 13 December 2009 (UTC)
- Iscariot's closet is full of them. Search there first. 03:01, 13 December 2009 (UTC)
- Lol. It COULD be kinda interesting to see what descriptive ways one could find skeletons just out in the street or other random buildings.--Pesatyel 03:12, 13 December 2009 (UTC)
- Human skeletons would be fun, but it seems obvious to me why they aren't available. None of the dead harmanz are laying around quiet, they're getting up as zombies. To the suggestion as is, this is pointless, but it's cool. --Mold 10:52, 13 December 2009 (UTC)
- Agreed. I support the idea of animal skeletons, but putting human skeletons in the zoo just wouldn't be consistent. Regardless, it's a very small issue, and I support the general idea. --Anotherpongo 15:34, 13 December 2009 (UTC)
- Human skeletons would be fun, but it seems obvious to me why they aren't available. None of the dead harmanz are laying around quiet, they're getting up as zombies. To the suggestion as is, this is pointless, but it's cool. --Mold 10:52, 13 December 2009 (UTC)
- Lol. It COULD be kinda interesting to see what descriptive ways one could find skeletons just out in the street or other random buildings.--Pesatyel 03:12, 13 December 2009 (UTC)
- Iscariot's closet is full of them. Search there first. 03:01, 13 December 2009 (UTC)
SKELETONS! I want all kinds of Skeletons, even decorative ones. Cookies and Cream 02:18, 14 December 2009 (UTC)
New Zombie Attack Style Part 4: The Final Chapter
Timestamp: --T | BALLS! | 16:03 11 December 2009(BST) | |
Type: Improvement |
Scope: Zombies |
Description: Ok so now Zombie Claw attacks are called Grasp Attacks and go as follows:
Now the default attack option a Zombie has is Grasp. Once a Grasp Attack is successful, the Grasp option goes away, and is replaced by Bite as the default attack option. Establishing a Grasp grants 2 XP points. Now, successful Grasp Attacks do 0 Damage. What happens is you get a Grasp if you successfully land a Grasp Attack. Once you get Grasp, the Tangling Grasp bonus is automatically gained, if you have the Skill. Any further attacks a Zombie makes that is unsuccessful has a 50% chance to break the Grasp. In this case, the Zombie must reestablish the Grasp before it can continue to Bite. The Tangling Grasp Skill lowers this chance to break the Grasp on unsuccessful attacks to 25%. Attacks on Barricades still work the same, half % chance to knock them down by one level per attack. A successful attack against Barricades will also cause the Tangling Grasp bonus to kick in, until an attack in unsuccessful. Having a Grasp lets you attacks with Bites. You may not use Bite attacks at all unless you have a Grasp on your Target. Ok, so now Zombie Bite attacks go like so:
Now Rend Flesh adds +1 damage to both Claw and Bite Attacks. This is not effected by Flak Jackets/Flesh Rot, so Bites with Rend Flesh always cause 5 Damage. |
Discussion (New Zombie Attack Style Part 4: The Final Chapter)
This seems oddly complicated, especially compared to what we've already got. --Karloth Vois ¯\(°_o)/¯ 16:17, 11 December 2009 (UTC)
- I think it only looks complicated. In practice, it would be pretty straight forward, since your default attack would be switched for you automatically. Without that, yeah it would probably confuse new players.--T | BALLS! | 16:48 11 December 2009(BST)
- I'm still not a big fan of requiring two attacks to hit, but the reduced chances of losing a grip and the increased accuracy seems to compensate... This will make new zombies much more dangerous, while not making old zombies all powerful. I'm still not fully sure of the idea, but I think I would vote keep if it came to voting. -Devorac 18:33, 11 December 2009 (UTC)
|
Hmm, 35% accuracy against barricades, 40% if 'grasped'. So that's about 25-30 action points to take down VSB barricades. Double that for EHB barricades. Could make barricades too weak. - User:Whitehouse 19:49, 11 December 2009 (UTC)
- Oh yeah, thanks for bringing that up whitehouse. I don't think you should be able to "grasp" barricades, a zombie grasping something implies that it is about to bite it, which as we all know is utterly useless against barricades. No barricade grabbing, but I think that zombies being way better than survivors at bringing down barricades is a good idea, although this might make things a bit too easy. -Devorac 21:48, 11 December 2009 (UTC)
- Wait what? 25-30 AP for VSB cades is pretty much what it is now, from anecdotal evidence. 23:14, 11 December 2009 (UTC)
- Currently 40AP for VSB cades (assuming full VSB, 10 levels). - User:Whitehouse 23:45, 11 December 2009 (UTC)
- I must be one lucky son of a fuck, then. 23:49, 11 December 2009 (UTC)
- Glad someone is :p Attacks against barricades are done at half accuracy, meaning 25% for zombies. - User:Whitehouse 23:59, 11 December 2009 (UTC)
- I'm with Misanthropy, I just knocked down the cades of the talon company base in shackleville using only 20+/- AP... Kevan Bless our fried RNG! -Devorac 20:45, 14 December 2009 (UTC)
- Glad someone is :p Attacks against barricades are done at half accuracy, meaning 25% for zombies. - User:Whitehouse 23:59, 11 December 2009 (UTC)
- I must be one lucky son of a fuck, then. 23:49, 11 December 2009 (UTC)
- Currently 40AP for VSB cades (assuming full VSB, 10 levels). - User:Whitehouse 23:45, 11 December 2009 (UTC)
- Wait what? 25-30 AP for VSB cades is pretty much what it is now, from anecdotal evidence. 23:14, 11 December 2009 (UTC)
The basic scenario seems to be that the zombie will grab and pull the target in to be bitten. That's not always the case, especially when you have multiple zombies (which isn't exactly easy to denote in Urban Dead). It is quite common to see someone "torn limb from limb" by a group of zombies. Or zombies tearing a chunk off of someone and eating it. How about claws still do damage, but if the zombie doesn't spend an AP to eat after a successful claw attack, they don't get the full benefit (ie. full XP or the like. For example, the zombie claws a survivor and does 1 damage (and 1 XP), tearing a chunk off they then spend an AP to "eat" the chunk gaining another 2 XP. Something like that).--Pesatyel 05:31, 12 December 2009 (UTC)
GPS Notes
Timestamp: Yonnua Koponen Talk ! Contribs 07:56, 11 December 2009 (UTC) |
Type: Gps? |
Scope: Notes. |
Description: Alright, so similar things have been suggested in the past, but I don't think this actually has. If you have a GPS, then you can put a maximum of 3 notes to 3 different GPS coordinates. These notes would only be visible to you. Hence, no chance for text spam or insults. The means of setting these would be like radio frequency changing. It would open two small boxes either side of each other, and in the first, you enter the co-ord. In the second, you enter your short comment. It would cost 1AP to set a note. Notes would last forever.
Once you'd set a note, when you were at that co-ordinate, you'd see an extra line of text below the entire description box (Names, etc.) saying: "You noted:TEXTEXTTEXT". You could use this for noting revive points, group HQs or potential targets for repair, whatever. This would cross over to zombies, but naturally, they'd need to get a GPS and set it as a survivor to use it. Thoughts? |
Discussion (GPS Notes)
Hmm... Only three? This will only benefit camping survivors or players which only ever hang around a very small area... Maybe increase the number to 5 or 7 or 10 or something? --
08:00, 11 December 2009 (UTC)
- That seems kewl. I like it. What if you could set up some kind of GPS way-point and navigate to it? So you set 24,8 as your point and then when you are at 65,10 you can press the GPS button and get a message like "The way-point is 41S, 2W" I don't, just a thought.--GANG Giles Sednik CAPD 09:23, 11 December 2009 (UTC)
- I'm pretty certain there are scripts for that, but that would be good. Also, I only said 3, because I thought more would be too much. 7-10 would be a better number.--Yonnua Koponen Talk ! Contribs 15:36, 11 December 2009 (UTC)
I gotta say that I don't really see the point as it stands now, though it does seem interesting. However, one problem immediately springs to mind: how do you manage your notes? For instance, imagine a typical survivor that might move between suburbs with his group. He lays down his notes in suburb A, then his group moves to suburb B. Does he have to scour suburb A for his notes so he can delete them? Is there a new setting/page for deleting or managing old notes? Does the oldest note automatically get deleted when you write a new one? And how is this presented to the user and explained in a coherent way? —Aichon— 13:02, 11 December 2009 (UTC)
- Changed in the same way as radio tansmitters. There'd be a drop-down list of which one you want to change, with the appropriate co-ordinates next to them.--Yonnua Koponen Talk ! Contribs 15:36, 11 December 2009 (UTC)
Discuss/Develop this suggestion people!!! I don't want to send it to voting with minimal discusiion.--Yonnua Koponen Talk ! Contribs 15:55, 14 December 2009 (UTC)
New Zombie Attack Style 3-D
Timestamp: --T | BALLS! | 23:38 10 December 2009(BST) | |
Type: Improvment |
Scope: Zombies |
Description: Ok so now Zombie Claw attacks go as follows:
Now, successful attacks with Claws do 0 Damage. What happens is you get a Grip. Once you get Grip, Tangling Grasp is automatically gained, if you have the Skill. Any further attack a Zombie makes that misses also causes you lose your Grip/Tangling Grasp bonus. Obviously, attacks on Barricades still work the same, half % chance to knock them down by one level per attack. Having a Grip lets you attacks with Bites. You may not use Bite attacks at all unless you have a Grip on your Target. Ok, so now Zombie Bite attacks go like so:
Now Rend Flesh adds +1 damage to both Claw and Bite Attacks. This is not effected by Flak Jackets/Flesh Rot, so Bites with Rend Flesh always cause 5 Damage. |
Discussion (New Zombie Attack Style 3-D)
I'm really beginning to love how you keep deleting all the talk, renaming your suggestion, and making meaningless changes (in this case changing damage from 1 to 0). --Maverick Talk - OBR 404 23:41, 10 December 2009 (UTC)
- It's not meaningless, fool, it changes things quite a bit. An eventual 75% chance to cause 2 damage could be pretty bad, since it would hit so often. This way it's less powerful.--T | BALLS! | 23:43 10 December 2009(BST)
- But still does nothing to change the fact that you are obviously not serious about taking this suggestion to voting. Hell, the last redition was up here for what, ONE DAY?? --Maverick Talk - OBR 404 23:47, 10 December 2009 (UTC)
- Work in progress. Changed based on comments. You know, discussion.--T | BALLS! | 23:48 10 December 2009(BST)
- Yes, but you are changing it too rapidly for people to see the flow and evolution of comments. Thus anybody who didn't check the wiki in the last few hours will have to go digging through the page history just to see all of the comments on the old suggestion and compare it to the current revision. It is needlessly time-consuming for a suggestion that, once again, YOU SHOW NO DESIRE OF ACTUALLY TAKING TO A VOTE. --Maverick Talk - OBR 404 23:53, 10 December 2009 (UTC)
- Voting is a joke, man. You know what that whole thing is? A way to keep people from bothering Kevan directly, and that's it. Remember that Ruin update? Guess what, it came very shortly after a DS discussion that was very similar and never taken anywhere near voting. Coincidence? I don't think so. People can jerk themselves off all they want about "voting" but it ain't nothing, cept another silly Wiki game of collecting Peer Reviewed status symbols to make tiny peters feel bigger and a way to keep people from hounding Kev. Don't blame Kev really, but face facts.--T | BALLS! | 00:01 11 December 2009(BST)
- Couple of things. Kevan doesn't frequent this page, there's never been any indication that he has. Ruin actually came from a Peer Rejected suggestion, so did barricade blocking and flesh rot, if you had half a clue about the history you spout you'd have your suggestions up for voting every time knowing full well that Kevan implements from anywhere in the archives that he chooses. Finally, do I think it was a coincidence? No, I think it was a lie, Developing Suggestions didn't exist back then. -- . . <== DDR Approved Editor 00:22, 11 December 2009 (UTC)
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- Voting is a joke, man. You know what that whole thing is? A way to keep people from bothering Kevan directly, and that's it. Remember that Ruin update? Guess what, it came very shortly after a DS discussion that was very similar and never taken anywhere near voting. Coincidence? I don't think so. People can jerk themselves off all they want about "voting" but it ain't nothing, cept another silly Wiki game of collecting Peer Reviewed status symbols to make tiny peters feel bigger and a way to keep people from hounding Kev. Don't blame Kev really, but face facts.--T | BALLS! | 00:01 11 December 2009(BST)
| - Yes, but you are changing it too rapidly for people to see the flow and evolution of comments. Thus anybody who didn't check the wiki in the last few hours will have to go digging through the page history just to see all of the comments on the old suggestion and compare it to the current revision. It is needlessly time-consuming for a suggestion that, once again, YOU SHOW NO DESIRE OF ACTUALLY TAKING TO A VOTE. --Maverick Talk - OBR 404 23:53, 10 December 2009 (UTC)
- Work in progress. Changed based on comments. You know, discussion.--T | BALLS! | 23:48 10 December 2009(BST)
| - But still does nothing to change the fact that you are obviously not serious about taking this suggestion to voting. Hell, the last redition was up here for what, ONE DAY?? --Maverick Talk - OBR 404 23:47, 10 December 2009 (UTC)
Uh... ZL I do rather like your comic strip, I think they are funny and have a few good points... So WHY IN THE HELLFIRE ARE YOU NERFING ALL NEW ZOMBIES!?!?! How the hell would a lvl 1 Nooblet zombie earn XP other than tedious barricade knocking? What would the flavor text be for the lvl 1, something like this? You claw a survivor, unfortunately because you are an incompetent N00B you do no damage and do not get get a grip. Do not pass go, do not collect 200 dollars, go straight to obsolescence.-Devorac 00:08, 11 December 2009 (UTC)
- The new base for Bites is 35%, so once you got your Grip on (Base 25% or 45% with Corpse Class VM Skill) you'd be Biting for 4 Damage pretty quick. If you took TG as your first skill, there would be another 10%, so Bites at 45% at Level 2 ain't bad is it? If you took NL as your first skill, you'd be making Bite attacks at 50% at Level 2.--T | BALLS! | 00:13 11 December 2009(BST)
- Gotcha, tangling grasp is not required to get a grip... Okay still, so a lvl 1 zombie player just starting out is required to make two successive rolls, one at 45% (which will grant 0 XP) and the other at 35% to hit for 4XP? I'm sorry man, but I just don't see this making the game any more playable for new zombies. I mean really, this gives a new player, far less than a 20% chance to get 4 XP... Thats 48AP per day at an optimal 1.2 AP per bite (to account for having to get a grip) so 40 bites worth of AP per day, minus 12 AP every day for getting a hole put in your head so we're down to 30 bites worth of AP, minus 5 AP to find your target (Ha ha, in my zombie's dreams) equals 26 bites worth of AP (rounded up) divide by one fifth to account for the accuracy of both strikes, and your starting zombie is making 20XP per day... 5 days at best of tedium to make level 2 and get your first upgrade. This is not a good thing. -Devorac 00:28, 11 December 2009 (UTC)
- Ok, so how about draining some of that VM/DG bonus into the Base sooner. Like Base:45% VM:+10% DG:+10%. That's, 55% for Corpse class. Not huge, but would help even non-Corpse a bit too, with 45% Base. Drain 5% of NL off into Base Bite for Base 40%, NL+10%?--T | BALLS! | 00:34 11 December 2009(BST)
- -Shakes head- That won't help, the chance to get in a successful bite is still well below the 25% mark. The problem is that with this suggestion a zombie needs two attacks to hit in a row to do any damage at all. That and even playing will become physically tedious. *Select claw, click attack, attack again, select bite, click attack, select claw, click attack....Etc etc etc.* You can see how a new player would become bored out of their minds, really, really fast like this. -Devorac 00:42, 11 December 2009 (UTC)
- Well, I guess that part could be automated. Say, if you don't have a Grip you automatically do Claw attacks, and once a Grip is made, you automatically go to the Bite, and Claw attacks are removed as an option at that point since a Zombie is supposed to be eating as its motivation. Have to work on the other base numbers more though.--T | BALLS! | 00:46 11 December 2009(BST)
- That's an interesting idea, I'll look at it again when you have the new numbers. It appears your reputation as a complete asshole was not (at least not fully) deserved. -Devorac 01:04, 11 December 2009 (UTC)
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- Well, I guess that part could be automated. Say, if you don't have a Grip you automatically do Claw attacks, and once a Grip is made, you automatically go to the Bite, and Claw attacks are removed as an option at that point since a Zombie is supposed to be eating as its motivation. Have to work on the other base numbers more though.--T | BALLS! | 00:46 11 December 2009(BST)
| - -Shakes head- That won't help, the chance to get in a successful bite is still well below the 25% mark. The problem is that with this suggestion a zombie needs two attacks to hit in a row to do any damage at all. That and even playing will become physically tedious. *Select claw, click attack, attack again, select bite, click attack, select claw, click attack....Etc etc etc.* You can see how a new player would become bored out of their minds, really, really fast like this. -Devorac 00:42, 11 December 2009 (UTC)
- Ok, so how about draining some of that VM/DG bonus into the Base sooner. Like Base:45% VM:+10% DG:+10%. That's, 55% for Corpse class. Not huge, but would help even non-Corpse a bit too, with 45% Base. Drain 5% of NL off into Base Bite for Base 40%, NL+10%?--T | BALLS! | 00:34 11 December 2009(BST)
| - Gotcha, tangling grasp is not required to get a grip... Okay still, so a lvl 1 zombie player just starting out is required to make two successive rolls, one at 45% (which will grant 0 XP) and the other at 35% to hit for 4XP? I'm sorry man, but I just don't see this making the game any more playable for new zombies. I mean really, this gives a new player, far less than a 20% chance to get 4 XP... Thats 48AP per day at an optimal 1.2 AP per bite (to account for having to get a grip) so 40 bites worth of AP per day, minus 12 AP every day for getting a hole put in your head so we're down to 30 bites worth of AP, minus 5 AP to find your target (Ha ha, in my zombie's dreams) equals 26 bites worth of AP (rounded up) divide by one fifth to account for the accuracy of both strikes, and your starting zombie is making 20XP per day... 5 days at best of tedium to make level 2 and get your first upgrade. This is not a good thing. -Devorac 00:28, 11 December 2009 (UTC)
Attention | |
Please do not feed the Trolls |
Stop falling for it people and just let these die of starvation in obscurity. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:30, 11 December 2009 (UTC)
- I support Lelouch in this venture. By making it updated again. Also; what happened to Electric Boogaloo? >:| --RahrahCome join the #party!08:06, 11 December 2009 (UTC)
- You don't like ZL so you are damning the idea out of hand. At its core he has a good point about zombie attacks and seems to be taking genuine comments seriously, so seriously that he is removing and updating waay too quick but still... --Honestmistake 08:19, 11 December 2009 (UTC)
For my part I think claws should never do 0 damage, newspapers do 0 damage because they are a bit of fun claws are supposed to injure! Dropping claws to 1 (2 with rend) is fine if you boost accuracy and improve bite too. Forget about making a claw attack essential and just add flavour text to bite to say you have grabbed them! --Honestmistake 08:19, 11 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? Verance 00:41, 9 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)
- 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? —The preceding unsigned comment was added by Sorakairi (talk • contribs) at an unknown time.
- 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)
- Well, Pesatyel, I do have to agree with that point, and it is one I did not think of (and thanks for doing so minus insults). And moss, I love the fact that you assume people on the suggestions are deliberately "moronic". I made this suggestion because I genuinely thought it made sense. Just because you need to feel intellectually superior to other people doesn't warrant labeling other people's suggestions as stupid. (unless the obviously didn't read the frequent suggestions and whotnot, then go ahead and flame away.) Verance 00:41, 9 December 2009 (UTC)
- Jesus H. Me! Get the fuck over yourself. You haven't been flamed hard, nowhere near. Stop crying. -- . . <== DDR Approved Editor 00:45, 9 December 2009 (UTC)
- I can join in on the flaming if you want to feel persecuted!-- SA 00:50, 9 December 2009 (UTC)
- CAN WE DISCUSS THE SUGGESTION I SUGGESTED RATHER THAN F*CKING AROUND AND WHINGING ABOUT IRRELEVANT COMMENTS. Idea: Change bottle damage styles, yes or no, and why. THANK YOU AND HAVE A GOOD DAY. Verance 01:00, 9 December 2009 (UTC)
- You're being called an idiot because people are pointing out serious flaws in your suggestion and giving you tons of reasons why the basic concept behind your idea is flawed, and you don't appear to be listening to any of it. Here's how the escalation scale on DS works: Honest criticism-becomes->Insistant and angry criticism-->angry and hostile insistance-->insults-->templates. You were only at stage two back before you started responding to our insults (which we use to emphasize our ideas) instead of our ideas; now you're at stage three for having a shitty idea and no adequate explanation why its flaws aren't the major problems they appear to be. The main reason why anger is used so often in DS is that it is often the only thing that rookie or stubborn suggesters respond to.If you think you're at stage four right now, you're dead wrong. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:16, 9 December 2009 (UTC)
- CAN WE DISCUSS THE SUGGESTION I SUGGESTED RATHER THAN F*CKING AROUND AND WHINGING ABOUT IRRELEVANT COMMENTS. Idea: Change bottle damage styles, yes or no, and why. THANK YOU AND HAVE A GOOD DAY. Verance 01:00, 9 December 2009 (UTC)
- I can join in on the flaming if you want to feel persecuted!-- SA 00:50, 9 December 2009 (UTC)
- Jesus H. Me! Get the fuck over yourself. You haven't been flamed hard, nowhere near. Stop crying. -- . . <== DDR Approved Editor 00:45, 9 December 2009 (UTC)
- Well, Pesatyel, I do have to agree with that point, and it is one I did not think of (and thanks for doing so minus insults). And moss, I love the fact that you assume people on the suggestions are deliberately "moronic". I made this suggestion because I genuinely thought it made sense. Just because you need to feel intellectually superior to other people doesn't warrant labeling other people's suggestions as stupid. (unless the obviously didn't read the frequent suggestions and whotnot, then go ahead and flame away.) Verance 00:41, 9 December 2009 (UTC)
Suggestion: Change bottle damage styles, yes or no, and why. Ideas as to no: Causes three damage because it is a one shot weapon (I already admitted I did not think of that). If you care to look, Rorybob stated "I don't see how it could possibly do more damage than an axe", to which I agreed, and aquiesensed that a base damage decrease would be the way to go. Mold came in saying "idiot" and "moronic", and Rorybob and Pesatyel came with valid criticism, to which I responded. I fail to see how that is being stubborn. BACK TO THE TOPIC. Thank you. Verance 01:26, 9 December 2009 (UTC)
- No, fuck you. Your idea is stupid, fix the rest of this fucked up game first before trying to make god damned stupid unneeded fucking changes. Stupid cunt.—The preceding unsigned comment was added by Suicidalangel (talk • contribs) at an unknown time.
- They were telling you your idea sucks; you can't nerf the whole game for realism. Read the D%DN: It's a zombie apocolyps, it's not realistic. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:44, 9 December 2009 (UTC)
- Well, it may be a suggestion, but please elaborate on how this is nerfing the game? I look forward to your input. Verance 01:52, 9 December 2009 (UTC)
- Causes three damage because it is a one shot weapon...I agreed, and aquiesensed that a base damage decrease would be the way to go. You're encouraging one of two things with this shitty idea: Powering up beer/wine or other melee weapons, which is OP and useless, or powering down beer/wine or other melee weapons, which is nerftacular and useless. The power balance between weapons is very delicate and not something to be fucked around with for "realism". Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:47, 9 December 2009 (UTC)
- Who uses the bottle as a weapon? The trade off is that it turns the bottle into a "regular" weapon (or at best another pool stick). I see that as a nerf myself, but given the above question, does it really matter?--Pesatyel 04:20, 9 December 2009 (UTC)
- Causes three damage because it is a one shot weapon...I agreed, and aquiesensed that a base damage decrease would be the way to go. You're encouraging one of two things with this shitty idea: Powering up beer/wine or other melee weapons, which is OP and useless, or powering down beer/wine or other melee weapons, which is nerftacular and useless. The power balance between weapons is very delicate and not something to be fucked around with for "realism". Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:47, 9 December 2009 (UTC)
- Well, it may be a suggestion, but please elaborate on how this is nerfing the game? I look forward to your input. Verance 01:52, 9 December 2009 (UTC)
Actually, I saw ONE comment about how the axe is better than the bottle (ignoring the fact the bottle does the samage damage but is one shot) and 1 person agreeing that the axe is better than the bottle.--Pesatyel 04:18, 9 December 2009 (UTC)
Okay, here it is with no personal insults. You start off selling this idea as being for realism (broken glass hurts more than a light blunt impact, fair enough), but you ignore that the base damage of the bottle is WAY too high, and not realistic at all. That little problem gets pointed out to you, and you abandon the For Realism platform, moving on to the Why Not platform. It's just a thing that can be done, after all, right? Well, yes, it can be done, but at that point it's just making a one-shot 4 damage melee weapon for no other reason than it's possible to do so. That's not really a strong supporting argument for such a thing, and I'm not convinced it's a good idea. --Mold 11:39, 9 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)
Fuck beardless men and men who are androgynous/inanimate/severed limbs/small fluffy animals/single-celled organisms/fish/only capable of a pencil mustache. The only people with excuses to not have an awesome manly beard are wimminz. Also, just reminding everyone I got hoodies implemented. I am awesome like that.-- SA 22:04, 8 December 2009 (UTC)
- Sounds good to me. Hey, this could lead to new PKer groups, killing only people without beards! Cookies and Cream 22:09, 8 December 2009 (UTC)
- I'd dot it! I just don't play anymore. :( -- SA 22:10, 8 December 2009 (UTC)
- Surely killing beardless people would be a hilarious reason to come back. Cookies and Cream 22:13, 8 December 2009 (UTC)
- I'd dot it! I just don't play anymore. :( -- SA 22:10, 8 December 2009 (UTC)
One small addendum. Do away with wire-cutters or clippers for shaving and just have people shave with a knife. It's way cooler and it fits within the zombie apocalypse genre. Other than that, great!--GANG Giles Sednik CAPD 09:39, 11 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)
Suggestions up for voting
Location Specific Actions
Moved to Suggestion talk:20091206 Location Specific Actions