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
Building Population Cap
Timestamp: Maverick Talk - OBR 404 11:29, 7 January 2010 (UTC) |
Type: Building change |
Scope: Large populations of survivors and sieges |
Description: This idea spawned from discussion about how it is quite impossible to have a siege at all similar to those of the early days of Malton, the ones that people remember fondly even if they were on the "losing" side.
"This building is at maximum capacity, there is no room for even one more body." This can either drop the survivor outside (and cost the usual 1AP) -OR- this can keep the survivor where s/he is (and cost 0AP) **DISCUSS THIS ASPECT** The other major change from this suggestion would be sieges, where a building may potentially be at maximum capacity with survivors inside and zombies break down the barricades to get in. In this instance, 1 zombie may get in over the maximum capacity (3 in a multi-block building)--simulating a zombie(s) standing in the doorway and attacking survivors. This will naturally provide even more incentive for high-level zombies to utilize Feeding Drag (to allow more zombies to feast on bra!ns), as well as lead to new tactics for both sides in large horde-style sieges. |
Discussion (Building Population Cap)
No. Just no. Because when you've got 1300+ Z's rattling on YOUR front door, and you have only 80 Survivors, you are fucked. Seriously. There's no way to achieve Critical Mass unless you actually organise it and time it, which a mallrat/trenchie won't. Add the residents if this does get implemented, which it won't, and what happens to the people above your 80 number in their now? Cookies and Cream
- When you have 1300+ zeds knocking on your door, 8000 survivors won't keep them out. --Haliman - Talk 20:18, 7 January 2010 (UTC)
- Your forgetting it is easier to defend (1 barricade level per 4 successful claws) OR escape (free running) then for zombies to get in.--Pesatyel 04:44, 8 January 2010 (UTC)
- Haliman brings up one the big assumptions with this suggestion. In small numbers, survivors are WAY better than zombies. In large numbers, zombies are WAY better than survivors. The idea behind this suggestion was to create a situation where both sides would potentially be limited to somewhere in the middle where actual numbers would mean less than coordination and tactics. --Maverick Talk - OBR 404 08:20, 8 January 2010 (UTC)
So damn broken. This basically allows anyone with enough meatshields to be immune to barricade failure for a while. Only allowing three zombies inside a mall? Populations normally get above 10 per corner in serious siege break-ins. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 12:39, 7 January 2010 (UTC)
- Only three zombies IF that particular block is full, and only UNTIL they use Feeding Drag to pull people out into the street (which isn't even entirely out of genre). If that particular block only has--say 46 survivors in it--then with this suggestion you could have up to 35 zombies in that same corner. --Maverick Talk - OBR 404 07:54, 8 January 2010 (UTC)
Horrific in every way!--Yonnua Koponen Talk ! Contribs 12:52, 7 January 2010 (UTC)
Use the cap only for free-running. Entering from the street should be unaffected, which leaves sieges alone. 15:17, 7 January 2010 (UTC)
- So if a building is at capacity then you cannot free-run into it, as a ruin? That could work as well, using the 1AP alternative in the suggestion. --Maverick Talk - OBR 404 08:17, 8 January 2010 (UTC)
So If 50 survivors are in a building, only one zombie can enter at a time? --RosslessnessWant a Location Image? 15:32, 7 January 2010 (UTC)
- Scenario : 50 survivors in an NT. Zombie horde of 64 outside breaks through the barricades. Initially, only 1 zombie can get inside, until they start pulling survivors outside to make room for more zombies. --Maverick Talk - OBR 404 07:54, 8 January 2010 (UTC)
Would this have been inspired by OBR about to get face smashed by MOB in Grigg heights? Anyway, This breaks sieges horribly! Zergers can shut down free run lanes by clogging them with alts. Forts will become even more broken "Whoops, even though you found a magic moment where the cades on the gatehouse were VSB there were 50 Survivors inside so... FAIL!!". So broken I could go on for miles. -Devorac 17:10, 7 January 2010 (UTC)
- No, as I said in the actual suggestion this was brought about by a discussion with Aichon on historic sieges compared to sieges (such as they are) now. And yes, I realize the potential for abuse by zergs and griefers, but I think any area that has 50+ zergs in it already has bigger problems than any this suggestion would create. --Maverick Talk - OBR 404 07:54, 8 January 2010 (UTC)
This is a good idea, one I had been considering myself actually. I was thinking more along the lines of 100 per building (which would make a 4 block Mall capable of holding 400). However, instead of making it impossible to enter, maybe the "crunch" of people would lead to attack penalties, much like a dark building. It does have some problems as others have pointed out, but maybe with a little work and some actual constructive ideas from others, it could be made to work. Will be thinking on it.--
| T | BALLS! | 22:29 7 January 2010(UTC)
As a pro-survivor, I love it! If survivors Maximized capacity at a Hospital and only one zombie could enter then that building could hold out forever without even needing barricades! Oh wait, that is completely UNFAIR to the zombie side of the game. --YoEleven 01:20, 8 January 2010 (UTC)
- See response to rosslessness above. --Maverick Talk - OBR 404 07:57, 8 January 2010 (UTC)
- Umm no, sorry. To 'Feeding Drag' a survivor they must be at low health. 50 people in a hospital would easily keep one zombie from ever getting anybody down to that level. Or as revenant said, what if they had a zombie mascot? Then they could hold out forever in any building type. --YoEleven 20:50, 8 January 2010 (UTC)
Given that it was you and I having that conversation, I can see where you're coming from, and, I kinda like the idea, but, as you and I also said last night, we couldn't think of a perfect solution, and I'm not sure that this is it either. As others pointed out, human zergers would be an issue, and griefers could lock down buildings to prevent legitimate survivors from entering. I like the idea of limiting the ability of the beachhead tactic as the number of survivors reaches capacity though. Maybe you could simplify it to do just that instead? Like, for instance, change the interference rate so that it gets lessened based on the survivor:zombie ratio, so, at 2 zeds vs. 2 zombies, it might be as strong as it is now, but at 2 zombies vs. 50 survivors, it might be negligible. Same end effect, less possibility for abuse. —Aichon— 03:26, 8 January 2010 (UTC)
- That is a good alternate suggestion possibility. I don't see this as a perfect solution by any means (see all the zerg/griefing comments), but a possibility worthy of discussion. I know that apparently I have been visiting the wrong malls, however, because I don't think I've ever seen even 80 survivors in a single corner. But again, that is just my personal experience. Any thoughts from the other folks here on Aichon's idea to have the barricade interference rate based on zombie:survivor ratios? --Maverick Talk - OBR 404 08:14, 8 January 2010 (UTC)
I was kinda thinking about this too. My thoughts were that it would depend on what kinda building it is (a stadium could hold a LOT of people). The basic benefit is that it cuts down on the mall/nt-centric aspect of the game by making people spread out. The bad thing is that it messes up Free Running (which need to be nerfed a bit IMO, but not like this). In the end its probably not going to be able to be worked out well enough to overcome shortcomings and player dislike.--Pesatyel 04:44, 8 January 2010 (UTC)
- Judging from the intial reaction that is a possibility. I still think it is something worth looking into all the same. --Maverick Talk - OBR 404 08:17, 8 January 2010 (UTC)
Nah. In real life these buildings can hold a lot more people than that, and the proposed mechanics are just awkward. Example: A full hospital with a zombie mascot (I've seen them) would be impregnable. ᚱᛁᚹᛖᚾᚨᚾᛏ 08:53, 8 January 2010 (UTC)
That was quick. So have we decided this suggestion is fail? Cookies and Cream 01:18, 9 January 2010 (UTC)
Adding PUMP Shotguns Read Before Killing
Timestamp: --Supercohboy 05:37, 7 January 2010 (UTC) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Type: Add New Weapon, Balancing with others | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Scope: Survivors and zombies, inventory(?) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Description: The concept is adding a pump shotgun that does less damage than the double barrel, but has six (or five realistically) shells instead of two that you can load. Im thinking in the range of 7-8 damage, with the same default possibility to hit(%5)or a little more (%6-7), which would be added on to with training(firarms training, shotgun prof). This would also mean changing the text of Shotgun to Double Barrel Shotgun, which may prove a pain to change, but I thought it would be worth it. Now as you see this is different from other weapon suggestions, I'm not suggesting a military-grade shotgun I mean like ones you see in *a certain game where you are left to die* where it's pump action but doesn't look military grade. If I'm wrong about that than they could just be civilian pump shotguns, like hunting ones.
Tell me what you think, and I'm sure it needs tweaking somewhere;) UPDATE: Changed the way the accuracy part of the reading looks for easier reading, and look at that, my shotty here ends up being a combo of 2 that were scrapped. Does that decrease my odds then? lol...I may also tweak the damage-to shell ratio in this version or a future version if I try this again. Discussion (Adding PUMP Shotguns Read Before Killing)Okay, I fixed your formatting so there was a barrier between suggestions. One sec and I'll pull out a set of dupes. Okay done. Dupe 1 Combat shotgun, and it seems to be combined with this one. -Devorac 06:35, 7 January 2010 (UTC) Alright, so you want a weapon which deals 8 damage, has a 70% hit rate, and has six shells. Well then, looks like the pistol, shotgun, fire axe, and all other weapons ever conceieved are now useless.--Yonnua Koponen Talk ! Contribs 12:54, 7 January 2010 (UTC) Adding new firearms only makes all the other firearms weaker, by diluting the search odds and making stockpiling more difficult. That's before you get to this weapon being a super-pistol which renders the pistol almost obsolete. 15:19, 7 January 2010 (UTC) *Sigh*You guys don't understand what I was saying. Its just a shotgun with a little less damage, SAME ODDS TO HIT as the other (maybe a little better by a few percent), but can carry more shells. That's it. Sorry if It was hard to understand that way. Thanks for fixing the formatting Devorac. Looking at the dupes after I write this. Thanks you for the output, but you guys misunderstood what I was saying. I'm editing it to be more clear now. Is this where I should put down replies to suggestions? --Supercohboy 18:46, 7 January 2010 (UTC)
Alright then. Since this suggestion has been kicked in the faced and KOed....do I delete it or does it get archived by a moderator or something? I will clean up my own mess of course but what do I do with it throw it in the trash or put it on a shelf?--Supercohboy 20:15, 7 January 2010 (UTC)
How about making it use 2 AP to fire (one to "fire" one to "pump")?--Pesatyel 04:36, 8 January 2010 (UTC)
Zombies can start fire
Discussion (Zombies can start fire)I'll point out a few issues I have:
Honestly, I just don't see the point in the suggestion, and think it introduces major changes to gameplay for no discernible reason. —Aichon— 07:03, 6 January 2010 (UTC)
I'm not a fan of this skill, it's out of genre and slightly broken. Area of effect is always a bad idea. --Papa Johnny 15:02, 6 January 2010 (UTC) Only one word properly describes this suggestion... "What?" -Devorac 21:50, 6 January 2010 (UTC) Aside from this being an overly complex move for a brain-eater; I'm a little confused as to why survivors can't also use matches. There are death cults you know. --YoEleven 00:22, 7 January 2010 (UTC) How about we just no! -- 00:25, 7 January 2010 (UTC)This suggestion just sucks all over. Also: Quit stealing my font, Colonel. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 00:31, 7 January 2010 (UTC)
How about for Survivors to start a fireplace or fireworks in 4th of july, and even then that's REALLY pushin it. Also I remember zombies fearing fire, not a bad suggestion, just not quite right. --Supercohboy 05:39, 7 January 2010 (UTC)
New Candy Each Year
Discussion (New Candy Each Year)I approve of this. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 16:06, 4 January 2010 (UTC) I still have the same stale candy from 07'... Never found anything to use it on yet :P --Haliman - Talk 16:23, 4 January 2010 (UTC) How about non-stale candy you can eat?--Pesatyel 05:48, 5 January 2010 (UTC)
I like it. Good way to keep track of how old the candy is. --Papa Johnny 15:03, 6 January 2010 (UTC) I would like it more if it was2-3 different pieces from a year, so it feels more original. Also, who sells the same exact candy in one year? Theres a variety, but for Malton lets say only a small variety. My suggestion, its still a tasty and delicious suggestion without that. --Supercohboy 05:43, 7 January 2010 (UTC) Encumbrance Effects II
Discussion (Encumbrance Effects II)No. Most of us will continue to be over 70% rendering melee weapons useless. The encumbrance rules dramatically effect survivor life, if you're going to include nerfs then you may need to rework the whole system. --Thadeous Oakley 23:37, 1 January 2010 (UTC) I have no problem with some sort of system like this as long as it was balanced. Right now it is a severe penalty to survivors. Maybe if you significantly raised the % increase in skills for low encumbered players that might help. However figuring out what that increase might be to balance things would be a tricky subject in itself. PLUS, why no penalty to firearms attacks? So you are saying that PKers full of shotties and shells should have no penalty like the rest of us would? Cmon man, there are two sides to this game. --YoEleven 00:45, 2 January 2010 (UTC)
Good idea in principle but those numbers seem wrong to me. I would put the +5% on anything upto 50% (leave the +10 as is) Penalties should only be in place for those getting real close to the full load so I would say -10 at 100% load and lower it on a 1 for 1 basis (ie: 95% load = -5%) As for enc. over 100% simply preventing (or restricting ) free running seems a lot more realistic and reasonable to me as you would probably be dropping most of your gear to actually fight but can't if you are trying to flee! --Honestmistake 12:54, 2 January 2010 (UTC) How about we add one suggestion you make, and in exchange you stop posting them? Sound good, if so I would vote for this, it's the first thing you wrote that makes any sort of sense. -- 22:46, 3 January 2010 (UTC)
Hit percentages are fine the way they are. --Papa Johnny 15:12, 6 January 2010 (UTC) Festering Wound v.2.1
Discussion (Festering Wound)it's an idea i had a long, long time ago, and completely forgot about. I've lowerd the success rates substantially, and altered the discriptive text to be more to the point. please discuss. Why is it red? and why is it just 5%? also, if someone isn't carrying a FAK they deserve to be infected. Cookies and Cream 16:28, 31 December 2009 (UTC) I do like the idea of increased infection. Here's a thought, though - have the % chance be equal to the character's level. 1% means newbies don't worry as much about it, but 40+% makes it a real tactic against established players. 17:21, 31 December 2009 (UTC)
There's something similar out there in PR, though the mechanic is slightly different; it involves multiple infectious zombies biting the same target. --Bob Boberton TF / DW 17:32, 31 December 2009 (UTC) I like the general idea. Infection is anyway more a psychological warfare thing than a real threat (at least with half-way organized and prepared survivors), and making it less predictable aids the idea behind it. I'd even go as far and make it a save-or-die check each turn with a low chance as 1% or 2% - not a real threat if you always carry at least one FAK with you at all times and step back a minute to calculate (which you should _always_ do if you want to breath), but something that makes you think twice before you do anything but taking care of your wound - or doing reckless things as cading or shooting with zeds present without waiting for the game's output. --Spiderzed 21:37, 31 December 2009 (UTC) 5% does seem rather under-powered considering you're only adding 1 extra damage. I would say something along the lines of 15-25% seems about right. Aside from that, I like this. Simple and to the point; a no-nonsense suggestion that I can get behind. --Maverick Talk - OBR 404 19:56, 2 January 2010 (UTC)
Devorac's idea is really amazing, but for UD adds complication where it's not needed. This kind of mechanic would be great though in a consol game. ok. well, I think there's been enough said. I'll put up the suggestion at 25% for the extra damage, and if it flops, I'll lower it by 5 and try again. thanks folks. Jack S13 T! PC 17:47, 6 January 2010 (UTC) XP system change
Discussion (XP system change)Points for trying, but I don't think this will ever pass. Particularly because I do not think that the server keeps a record of the order in which a player obtained skills, making the skill loss thing kind of difficult to implement. Also, this seems to punish players with low XP (say you just bought a skill) and who might not do anything to earn XP for a day. What if you are walking across the city, or you are maintaining barricades during a siege? --Maverick Talk - OBR 404 10:05, 31 December 2009 (UTC)
And in this example you'll be seeing two of my characters, DY and Cloister. Let's make clear that neither has been idled for prolonged periods of time causing the other to have an advantage on XP gain/retention under this suggestion. DY has 40 levels and 999XP, amounting to 5299XP earned in the game (if my tired brain can add up correctly), compared to Cloister and his 21 levels and 6700XP, amounting to 8800XP earned in the game. Now Cloister has three and a half thousand more XP than DY, quite acceptable if you want to point out that Cloister participate for most of the Mall Tour, quite unacceptable if you realise that Cloister was created in October 2008 and DY was created in December 2007. DY has nearly a full year game time on his clock and is still down by so much. Why? Their activities. Cloister ferals his way, most of his action involve cracking weak buildings (for XP), killing (for XP) and ransacking (for XP), DY barricades (not for XP) and repairs (not for XP). Asking for more skills is old news? So instead you want to make valid and altruistic play styles obsolete by punishing survivors that don't kill zombies on the street and zombies that block RPs and hold doors open? -- . . <== DDR Approved Editor 10:17, 31 December 2009 (UTC)
Wow! This is the best idea ever - If you are into trenching outdoor Zombies. Let me put it this way, I have 2 alts who do nothing but barricade their AP each day. If I'm lucky I get to repair a building for 2 or 3 AP, but otherwise I havent gained any real XP with them in months. Are you saying they arent useful? If you play a survivor you are benefiting from mine and other peoples cade work. I fail to see why I should be penalized for not shooting a zombie outdoors with a shotgun every day. Pfft. I'm down for new skills if they make sense. Penalties for not continuing to farm xp, no thank you. --YoEleven 10:24, 31 December 2009 (UTC)
This inordinately punishes people that just earned skills. Some poor guy gets his 101XP together, buys his skill, and logs back on the next day to find that he has 39 XP and no skill. If you think about it, he could be losing XP at 2-4x the rate that a veteran player would, because he'd lose 50XP each time that happened, vs. the 12 that a vet would lose over 24 hours. That's hardly right. In general though, it doesn't matter what rate you choose for the loss, since this idea simply makes the game less fun for players by punishing them unnecessarily. You punish players if you want to discourage certain behaviors. In this case, the behavior you're punishing is playing the game itself, and you're especially punishing certain play styles that are enjoyable, productive, and conducive to good gameplay. Again, that's hardly right. —Aichon— 11:01, 31 December 2009 (UTC)
This would seriously kill new players. WHYYY? I get that you want to make xp mean something after level 43, but stomping all over new chaps' progression (particularly new zombies; the zombie XP path is painfully slow) is something that the whole game dislikes. See: the old Headshot, which took away XP. --Karloth Vois ¯\(°_o)/¯ 12:52, 31 December 2009 (UTC)
This is retarded. You want to make XP "mean something" then WHY would you do the opposite? As Karloth said, all this does is hurt players that haven't maxed out. The end result is to "force" players to "earn xp" every 2 hours or lose it. MOST players play at the same time every day. It would suck ass to log in at the same time I play every day and learn I've lost 12 XP and, quite possibly a skill. You must not have been around when Headshot took away XP.--Pesatyel 05:40, 5 January 2010 (UTC)
New Revive Rules Part III: The Revive Warriors
Discussion (New Revive Rules Part III: The Revive Warriors)Yeah, totally, perma-death is the way to do this. Same as below. Spam. --Bob Boberton TF / DW 23:24, 30 December 2009 (UTC)
Sorry ZL,Permanent death DOESNT rule.Also,the only ones that may enjoy this will be the griefers.--Kralion 00:57, 31 December 2009 (UTC) Monroeville had permanent zombification, which caused it to go extinct. Perma-death would be much, much worse. --AORDMOPRI ! T 01:34, 31 December 2009 (UTC) ...I see, so now the game would be ruled by the people with 3 year old characters who can die in excess of 1000 times before even coming close to running out of XP? This screws. It does not screw any group in particular it just gives them all a general screw. -Devorac 02:21, 31 December 2009 (UTC) You are hullarious and ZANY!!!! --Karloth Vois ¯\(°_o)/¯ 03:21, 31 December 2009 (UTC)
I'd vote for the chance of needle breakage if you also then improve search rates. As for the 1AP/10% chance, well that just causes mroe IP hits so I'm not a big fan. I think you're on to something though. --YoEleven 10:27, 31 December 2009 (UTC)
I maxed out a while back, and I still enjoy ripping into humans, be it with my axe or my claws..btw how to I get claws right after I die? Cookies and Cream 16:31, 31 December 2009 (UTC)
Why is this a combination suggestion? Seems like the syringes idea should be broken off from the XP idea since they don't seem necessary for each other. And given that you're changing a core game mechanic, seeing some math behind the AP numbers for syringes would be a good idea as well, that way we'd at least have a grasp for how much of a difference it'd make. —Aichon— 04:31, 1 January 2010 (UTC) Penalizing newbies (those MOST LIKELY TO NOT HAVE 25 XP) is retarded. Changing the syringe into a weapon isn't too bad. I think the chance to hit should be based on the HP of the target. a full HP zombie is 10%. A 1 HP zombies would be like 50%.--Pesatyel 05:27, 5 January 2010 (UTC)
Travel Light, Stab Fast
Discussion (Travel Light, Stab Fast)
I like the idea of situational accuracy, but I'd make it +5% accuracy. Knives are best for property destruction, so overall damage doesn't matter when you can take out generators, radio transmitters, etc, so much easier. 55% accuracy for successful attacks on objects is pretty damn funky. 17:05, 28 December 2009 (UTC)
You are mistaking encumbrance for weight and bulk carried, and thus ease of combat. Encumbrance =/= realism. For example, you take two generators strapped to your back and a knife (42% encumbrance IIRC) and I'll take 49 syringes in a backpack and a knife (100% encumbrance) and we'll have ourselves a duel. Who'll win? Me. By a long way. Encumbrance exists to limit certain in game items, not to represent reality and therefore combat potential. -- . . <== DDR Approved Editor 04:49, 29 December 2009 (UTC)
Even at 55% hit the knife is still slightly worse than the axe in terms of damage/AP. I'm not keeping my encumberance below 30% just so I can have a weapon that is as good as or slightly worse (or even slightly better) than the best melee weapon in the vast majority of cases. As a PKer I would keep my axe for emergencies and try to keep enough ammo in reserve that I rarely ever had to use it. Who does this help? GKers? Even if it gave the knife 65% hit rate it would still be unused by most players. An easy way around the problem of uber property destruction would be to cap all melee hit rates against generators and transmitters at 50%; though as I mentioned above, while not flawed as such, this suggestion has a very limited scope. --Anotherpongo 09:32, 30 December 2009 (UTC) New Encumbrance/Search Rates (or: Zombie Lord’s Next Amazing Idea)
Discussion (New Encumbrance/Search Rates (or: Zombie Lord’s Next Amazing Idea))What if I like carrying 20 or so shotguns underneath my trenchcoat? Now I won't be able to carry them and be hardcore zombie killer who shoots people outside buildings. I will have to rely on overcading like I normally do to keep zombies out because you nerfed my encumberance. Truthfully...I don't like it, as a Death cultist, I like to take a day or two to stock up on ammo, and once I'm out, I jump and eat people. This would limit the number of kills I can make my limiting my guns and ammo that I can carry, I understand I can find more, but carry less. Without the ability to carry, I don't like it. -- 04:01, 22 December 2009 (UTC) Just double the max AP possible while you're at it. I mean, if we double/triple everything, it won't fuck with the intended way the game is supposed to be played, right? It'll just make things more epic? -- 04:03, 22 December 2009 (UTC)
Not a fan. However, to note something, what happens to the people who are already over the encumbrance rate if this gets implemented? E.g. My Encumbrance is 87%. This happens. Effectively, I could now only hold < 50%. Do I keep all of the junk I had before? But, as I said, still not a fan. Doubling/Halving is way too much to even consider.--Yonnua Koponen Talk ! Contribs 16:58, 22 December 2009 (UTC) I don't like this. Makes it too difficult for zombies that don't spend much time alive to go off like bombs when they get combat revived. Before the "Get Brain Rot and STFU!" types chime in, I should point out I mainly mean rotters. They do get CRed (in fact my last two CRs were suffered by this guy, and unlike death cultists or the less committed, if they want to punish the CR with gunplay they've got to stock up a lot in advance because while it happens, it's not very often, and they need to move quick before they get PKed just for having the rot. --Mold 05:18, 23 December 2009 (UTC) But what if I WANT to be a walking Warehouse? Some of us enjoy the hilarity of holding what could be tons of stuff and still being able to even move. Cookies and Cream 11:58, 26 December 2009 (UTC)
K.I.S.S. It seems to me you tend to complicate things too much. If your argument is realism, as in, it isn't realistic for an individual to carry multiple generators (to use one example), why not just make a suggestion saying you can only carry one or something?--Pesatyel 05:11, 5 January 2010 (UTC)
Suggestions up for votingKilling Blow Flavour TextDiscussion moved to Suggestion talk:20100107 Killing Blow Flavour Text.--Yonnua Koponen Talk ! Contribs 20:20, 7 January 2010 (UTC) |