Developing Suggestions

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Developing Suggestions

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

Nothing on this page will be archived.

Further Discussion

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


Please Read Before Posting

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

How To Make a Suggestion

Adding a New Suggestion

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

Cycling Suggestions

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

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


Please add new suggestions to the top of the list


Suggestions

Fast Travel

Timestamp: Kamikazie-Bunny 15:19, 9 February 2010 (UTC)
Type: Movement
Scope: Migratory workers
Description: Active Zombies and Survivors may occasionally find themselves travelling long distances on a pilgrimage of death and revival. The repeated clicking of a mouse can be tedious even for the most motivated of players. Fast travel aims to reduce the effort required for long distance travel and reduce server load by moving people where they want to be with less effort than required for each individual click.

Fast Travel has two conditions:

1) The player must be outdoors.
2) The player must be in a square unoccupied by other players.

To Fast Travel:

1) The player selects a suburb from a drop down list (all suburbs are selectable).
2) The player clicks fast travel.

Effects:

1) The player is teleported to the nearest block of that suburb (if the player selects the suburb they are in they remain where they are).
2) 5AP + the movement cost (calculated by shortest route) is reduced from the players AP.

Advantages:

1) Faster movement,
2) Reduced server load,
3) May avoid ambush attacks,
4) Can lose pursuers more easily.

Disadvantages:

1) Costs more,
2) Survivors still have to find shelter after movement,
3) Zombies are less likely to see stranded survivors,
4) Moving to distant suburbs may leave you with negative AP.

Discussion (Fast Travel)


Ambient Noise on the Radio

Timestamp: Enigma179 15:52, 6 February 2010 (UTC)
Type: Communication/Flavour
Scope: Mostly Survivors, but affects Zombies too...
Description: The basic idea behind this is that the radio transmitter will pick up not only the noise of the people who are using it, but of any general noises in the area. For example, if someone shoots something while in a building with a radio transmitter, everyone listening in would hear it. I thought that it would apply in these cases:

-When someone fires off a firearm (*gunshot* or in the case of multiple shots *a series of gunshots*) -When the final level of barricades falls (*a loud creaking followed by a snap*) -When someone within the building dies from something other then suicide (*A loud scream* (melee weapon or zombie) or *A loud scream cut off by a gunshot*)

Of course, to avoid text spam, the standard "... and again" would apply in the case of multiple occurrences. This would serve the purpose of showing when a PKer is in the neighborhood, when your base has been broken into and when it's under attack. This would also possibly make PKers who kill a loner with a functioning transceiver do so with their axe only instead of guns if they wish to lay low. Of course, if it is defended and the zombies are evicted soon after, then someone can patch a call over saying false alarm. I just thought it would be a nice addition to the current crash and static...

Discussion (Ambient Noise on the Radio)

Text Spam TtM; Transmitters only work when turned on now; why the hell would we make them on constantly for just about everything that happens in every building on that frequency? Idea Fail. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 15:54, 6 February 2010 (UTC)

I agree. The only reason I would vote Keep on this, is because right after I shot someone, I'd abuse people on the radio. Cookies and Cream 16:14, 6 February 2010 (UTC)

Newbie Protection

Timestamp: Cookies and Cream 11:24, 3 February 2010 (UTC)
Type: Mechanic
Scope: Newbies
Description: This is a suggestion to (surprise!) protect Newbs. My idea is that any Newbie character less than Level 2 or perhaps 3, when inevitably attacked, has a lower percentage Hit Rate than anyone else. Say a 20% percent decrease. That means, if a PKer using a Shotgun, instead of having a 65% hit rate, has a 45% Hit rate. This also applies to Zombie Newbs.

Discussion (Newbie Protection)

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This suggestion has no active discussion.

It will be removed on: Feb 11 at 04:51(UTC)

Wow, the amount of fail in this suggestion is exquisite. Nerfing zombie and helping zergs all at once, brilliant idea(!) -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 14:12, 3 February 2010 (UTC)

>when inevitably attacked
I have never had a newbie character PKed, and have only ever PKed one newbie myself. --Anotherpongo 20:15, 3 February 2010 (UTC)

But you will "inevitably" be attacked and probably killed (esp if your a zombie) before you hit level 4. Personally I don't think something this drastic is at all helpful, my preference would be to give newbies a grace period of a few days where they are a little harder to hit/kill. Iscariots right though... anything like this though just rewards zergersby making them harder to evict. --Honestmistake 23:57, 3 February 2010 (UTC)
What's to stop me from making a LvL 1 Scout and buying Fire Axe skills, then going to town on every survivor I see? Worse, what's to stop me from buying Firarms and Shotguns, hitting up PDs, and going to town with my full shotgun hit rate intact? For that matter, why can't I just make 10 lvl 1 zombies and park them in the nearest siege to hold it? Also, you're making street treats harder to kill, which nerfs newbie zombies. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:46, 4 February 2010 (UTC)

For one, this shouldn't protect new characters from other new characters. For two, level 1 characters are not automatically "newbs" – and even if they are, I would argue that, in a zombie apocalypse, the unprepared are very likely to die, which fits well with the current working of the game. Thankfully, in Malton, death is not the obstacle it once was, so even the most clueless berk has a chance to get with the jive. ᚱᛁᚹᛖᚾ 04:27, 4 February 2010 (UTC)

In a game where people gain levels, you gain levels specifically to get advantages. It's entirely backwards then, that you would give the advantages to the people without the levels. Plus, the zerging concerns for this suggestions are massive. Aichon 04:51, 4 February 2010 (UTC)


Ruin permanently destroys locks

Timestamp: Honestmistake 15:38, 2 February 2010 (UTC)
Type: mechanic
Scope: every door that currently defeats none MoL zombies
Description: Over the many years of quarantine just about every door in Malton has been kicked in, clawed at, gnawed on and probably been hit by hundreds of stray rounds and the time has finally come to admit that they are probably not as strong as they once where. If implemented all future ruins will remove the ability to close the door in that building forever! However the door may still be wedged shut with pipes (and no skill) and will count as a seperate level of barricade (closed door, loose, light etc...) that can be bashed by all and sundry!

On a related note what would people think about letting players choose to use the various bats, clubs and sticks to similarly brace doors? I would think it would have to be an option that people actively choose but it does make sense. --Honestmistake 15:38, 2 February 2010 (UTC)

Discussion (Ruin permanently destroys locks)

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This suggestion has no active discussion.

It will be removed on: Feb 11 at 07:57(UTC)

I don't like it. Very much OPed.--Yonnua Koponen Talk ! Contribs 15:45, 2 February 2010 (UTC)

It follows the same precedent set by wire fences and removes something that affects newbies only. Current players aren't bothered because they have the skill, can stockpile AP as a survivor or know enough zombie groups to be fed up in short order, the only thing the impenetrable door of doom hurts are newbies who are forced to sit and grind barricades until they get enough XP. Helping newbies is a good thing. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 16:34, 2 February 2010 (UTC)

I agree that helping newbies is a good thing, but I prefer the method proposed by this suggestion instead. Making it permanent would hurt human newbies. Aichon 16:53, 2 February 2010 (UTC)
That version is perilously close to making this a Dupe. In essence the main difference is that I am taking MoL out of the equation entirely and offering a bit of logical narrative for the change. --Honestmistake 10:02, 3 February 2010 (UTC)
You can't be duped with things from Talk:Suggestions. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 10:23, 3 February 2010 (UTC)
Given the massive AP advantages the survivor side still has, combined with the fact that smart play means you'll never see a zombie in months if you want, the chance of harming survivor newbies is quite low. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 16:58, 2 February 2010 (UTC)
Smart play on the newbzombie's side means seeking out the horde, the chance of encountering locked doors with more than 50 buddies gnawing on the cades beside you is quite low.--Umbrella-White.pngThadeous OakleyUmbrella-White.png 10:38, 3 February 2010 (UTC)
The horde? What is it with you survivors and thinking there's only one? Of course a new zombie should seek out the horde, in the same way that new survivors should seek out resources and XP sources, the difference? One of these classes has to spend twice as many AP just to stay with its friends... -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 14:14, 3 February 2010 (UTC)

The only time i really see this screwing survivors is in any future new cities where those indestructible doors really do save survivors hoops... However as the building needs to be ruined before this happens it would probably add a lot of chaos and uncertainty to the situation and that can only be good! --Honestmistake 12:31, 3 February 2010 (UTC)

Howabout Ruin destroys the ability to use the building doors, restoring it with a pipe reinstates the doors? --Karloth Vois ¯\(°_o)/¯ 15:56, 3 February 2010 (UTC)

That doesn't really get around the key problem of doors being invincible but it would still be a step in the right direction. --Honestmistake 16:41, 3 February 2010 (UTC)

This would obsolete Memories of Life. What do you propose as a replacement use that will make the skill itself worth buying? ᚱᛁᚹᛖᚾ 04:29, 4 February 2010 (UTC)

I am not proposing anything to replace MoL at the moment (someone would probably shout MULTI!!!! if I did anyway) A future suggestion could bring in more uses for it later but I would favour refunding 50xp to anyone who already has it. --Honestmistake 07:57, 4 February 2010 (UTC)

Name Change

Timestamp: Gmmg 02:47, 1 February 2010 (UTC)
Type: General Player Tweak
Scope: Both
Description: For 200 XP (or some other number) , a user can change his/her username.

Discussion (Name Change)

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This suggestion has no active discussion.

It will be removed on: Feb 8 at 05:03(UTC)

Open to too much abuse. Player X changes their name to something easily mistakable for Player B's name, kills a bunch of survivors, then changes back. Player B now has to deal with the aftermath. Or, Player A wants to hide from bounty hunters or PKers or whatever, changes their name to avoid detection, then back again later. Plenty of players have the xp stockpiled for this to be a regular occurence. The sun shone, having no alternative, on the nothing new 02:54, 1 February 2010 (UTC)

Exactly as Mis, plus you do realise that you still wouldn't be able to take an 'in use' name until that player changed theirs don't you? So if you can't create a character with that name already, you still won't be able to get the name you want. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 05:03, 1 February 2010 (UTC)


Extra Anti-Zerg Measures

Timestamp: The sun shone, having no alternative, on the nothing new 19:58, 31 January 2010 (UTC)
Type: Changes to the in-game zerging countermeasures
Scope: Filthy cheats with nothing better to do than zerg-rush a browser game
Description: It's probably been suggested before, but I propose an extra tweak to the zerg flag that gets triggered in-game - the one which drastically decreases the accuracy of the zerger's attacks or the effectiveness of their search rates. In addition to these rates, I propose that any attacks made against, not by, the zerging characters are given a 20% accuracy boost (this number can be tweaked, but it should be relatively large). With the continual decrease in overall player numbers, any given zerg player is going to be more and more effective, and the ability to take out players the game has flagged as zerging with greater ease would help to counteract this. It'd be a welcome relief to put an end to the frustrated expletives the missus has to suffer, anyway. Another approach would be to rule out the all-over increase, and have any attacks use a flat rate of 75-85%, if that would be easier to implement (I don't understand coding games that well so someone might want to enlighten me as to which would be easier to introduce). As for why I haven't gone the whole hog and suggested automatically hitting, it's because this is still a game, and there should always be some element of achievement in doing these things, though they should be made increasingly easier to persuade more players into joining in with the public service that is zerg hunting.

Discussion (Extra Anti-Zerg Measures)

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This suggestion has no active discussion.

It will be removed on: Feb 10 at 16:49(UTC)

Since existing zergs get around these countermeasures every day, why would beefing up their effects accomplish anything? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 20:29, 31 January 2010 (UTC)

It reduces the AP/ammunition needed to keep one down, which makes a lot of difference if you're able to watch revive points - plenty of them in the centre-north tend to leach off public RPs. Plus even if they're of the kind who revive internally, you're still wasting the time and AP it takes them to do so, easier. If they can work around what's already in place, this just provides more to work around. There's no point being complacent about it, more pressure is more pressure. The sun shone, having no alternative, on the nothing new 20:34, 31 January 2010 (UTC)
But if they don't trigger the measures, this won't effect them. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:11, 31 January 2010 (UTC)
Nothing effects them. Might affect them, though. And I still fail to see how "don't try" helps the problem. The sun shone, having no alternative, on the nothing new 22:28, 31 January 2010 (UTC)
Your arguing out of a "it won't hurt if doesn't help" perspective. Sure, this suggestion is not going to have any negative effects, but it will very rarely help, let alone solve the actual problem of zerging. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 22:47, 31 January 2010 (UTC)
My spell-check went haywire; I'm still getting this new browser worn in. Not trying won't help us against zergs, but neither will this. Any zerg that triggers this would all ready be triggering the other built-in flags that would make his characters useless. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:05, 1 February 2010 (UTC)
Then perhaps the method of triggering the flag needs to be looked at, in order to give it greater purpose. The sun shone, having no alternative, on the nothing new 02:09, 1 February 2010 (UTC)
Of course it does. If the flagging system was foolproof, we wouldn't have zergs; we'd just have people who pathetically attempted to do so and wound up screwing themselves over. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:57, 1 February 2010 (UTC)

I've never thought about this, and it seems good, but I'd still prefer doubling AP usage for zergs, or something similar to what Shartak has.--Yonnua Koponen Talk ! Contribs 20:36, 31 January 2010 (UTC)

Oooh, I like that too. The sun shone, having no alternative, on the nothing new 20:41, 31 January 2010 (UTC)

You're only making the penalties of zerg detection harder. Almost all zergs know where it stings, and will usually avoid detection by the game by using proxies or just keeping em out of the same building. Lelouch pretty much nailed it, zergs have always gotten around this sort of measures. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 22:47, 31 January 2010 (UTC)

Does Kevan necessarily want it known who has been accused of zerging?--Pesatyel 02:18, 1 February 2010 (UTC)

Kevan has never revealed the full extent of the zerg flag triggers or its effects on players caught by it. Proof that this doesn't already exist? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 05:05, 1 February 2010 (UTC)

As others have said, the two questions that immediately came to my mind when reading the suggestion were "are you sure it's not already in-game?" and "if the only ones we need to use it against are ones that will never trip it, what good does it do?" Regarding the first question, I've heard various PKers remark off-handedly that they seem to have a more favorable RNG when hunting zergs, and though I don't know if they were being entirely serious, the thought wouldn't surprise me if Kevan had already implemented this. Regarding the second, well, it speaks for itself. Aichon 07:11, 1 February 2010 (UTC)

Who gives a damn if it doesn't get used very often? Fuck zergers, they, and any who can't keep track of where there alts are, deserve to be killed, even if it's just a minor inconvenience for them.--Big Cat 21:17, 1 February 2010 (UTC)

Would it be hard to code? Frankly if its a minor implementation that has a minor effect it would still be wortwhile--Honestmistake 00:45, 2 February 2010 (UTC)

Worthless. It's obvious that Kevan actually likes Zergs and people that simply change their IP address in order to run dozens of "non-zerg" alts. They all equal more ad revenue and that's all that matters. Which is why this "game" will always be a broken pile of shit.--

| T | BALLS! | 15:38 2 February 2010(UTC)

Troll much? Enigma179 10:31, 3 February 2010 (UTC)
If it's a "broken pile of shit" then piss off and find something better to do. --Karloth Vois ¯\(°_o)/¯ 15:58, 3 February 2010 (UTC)
I just thought i'd take the time to say I love Karl. Perhaps not for that statement, just in general. -- Rahrah wants you all to know that MOM is open now. 16:49, 3 February 2010 (UTC)

Infect 'em while they're down

Timestamp: Blake Firedancer T E RNL? P.I.S.I.T. 13:04, 30 January 2010 (UTC)
Type: Gemeral Gameplay Change
Scope: Zombies with Infectious Bite
Description: When biting corpses, you infect them.

Discussion (Infect 'em while they're down)

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This suggestion has no active discussion.

It will be removed on: Feb 11 at 04:43(UTC)

Could one bite revivifying bodies to infect them? Or would that be limited to fully dead bodies as per Digestion?
On one hand, it's useful for death-cultists like me to get easier re-infected if one gets FAKed... On the other hand, being a body is the sole status in the game where you are 100% safe (except for dumping), so changing that would change existing fundamental assumptions. I'd be undecided as of now. --Spiderzed 13:35, 30 January 2010 (UTC)

When they're down, they have no circulation, so being able to be infected makes little sense, I think. Aichon 20:04, 30 January 2010 (UTC)

Doesn't mean the infection isn't living in the body in a dormant state or summin'-- Big Cat 20:32, 30 January 2010 (UTC)
Twice now that I mistook you for Cyberbob in the edit summary. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 20:35, 30 January 2010 (UTC)
Better?--Big Cat 20:41, 30 January 2010 (UTC)
Yeah, that helps, thanks. My brain kept concluding it's was Cyberbob because it read that first. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 20:52, 30 January 2010 (UTC)

Overpowered. Camping rotters could easily infect whole lines of dead bodies, not mention this allows you to harm bodies. It just increases the annoyance factor of infection. --Umbrella-White.pngThadeous OakleyUmbrella-White.png 20:34, 30 January 2010 (UTC)

Yeh this would be pretty devastating.--GANG Giles Sednik CAPD 12:27, 31 January 2010 (UTC)

To preserve balance, you would need to add the ability to FAK bodies, curing their infection but not healing any hit points (since dead bodies have no HP). That said, it could be argued that the current implementation of corpse feeding establishes that dead bodies cannot be infected. ᚱᛁᚹᛖᚾ 04:43, 4 February 2010 (UTC)


Zombies can bash down doors

Timestamp: Enigma179 09:58, 12 January 2010 (UTC)
Type: Gameplay change
Scope: Zombies
Description: My last suggestion was shot down quickly, and that was probably my fault, but hear me out. I've heard that being a low level zombie isn't extremely fun; You don't get to attack survivors except for the lucky finds in the street, unless you go through the trouble of travelling with a horde you can't get into safehouses, and even if you find a loosely barricaded place with the lights on inside, you bash down the barricade and can't get in, because of one thing. The door. I propose that zombies without Memories of Life can bash down doors as if they were another barricade level, as I can assume the survivors lock the doors. Those with memories of life of course, can waltz right in without going through the trouble of taking down another barricade level. This would allow lower level zombies to get xp in the standard way without Zking and Memories of Life still saves you some AP.

Discussion (Zombies can bash down doors)

Something like this was proposed very recently by Zombie Lord, I believe, and I seem to recall that this aspect of his suggestion was well-regarded. I think it'd be a good idea. Zombies without a horde are weaker than survivors without a group, and this helps the newbies specifically without overpowering them. Sounds good all around. The only concern I'd have would be for lowbie survivors without Construction, but unbarricaded buildings that have their doors closed but are also unruined are uncommon as it is, and sleeping in ruined buildings has always been dangerous. It'd change very little for lowbie survivors. Aichon 10:40, 12 January 2010 (UTC)

I like it. When I Z, I'd like to know that if I wanted to, I could rip off the doors and feed on the meat. My one problem is that, where do the smashed doors go when your recade? Cookies and Cream 15:20, 12 January 2010 (UTC)

Assuming they haven't been ripped to shreds, you could just repair them using a toolbox. Chief Seagull (talk) 15:37, 12 January 2010 (UTC)
Obviously Your toolbox is much better than mine. Cookies and Cream 09:19, 16 January 2010 (UTC)

When playing a Z you're supposed to travel in a group - of any level low or high. The whole balance of this game is based on low numbers of Survivors and Zombies the Survivors have the advantage; High numbers of each the Zombies have the advantage. All of our favorite zombie movies would have been pretty dull if there was only one zombie knocking on the door... Yawn of the Dead --YoEleven 00:42, 13 January 2010 (UTC)

Closed doors are really important in sieges, and this harms newbie survivors as much as it helps lone zombies. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:12, 13 January 2010 (UTC)

s mentioned above these would need to be repairable otherwise NO building would have doors pretty quick. How would pipes factor in?--Pesatyel 05:42, 13 January 2010 (UTC)

I honest thought this has been proposed like, 50 times. But I'm not going back to check :P. Either way, that's basically the way I'd imagine it should work, so no objections here. Locked doors will still act as an insta-barricade (as per pipes) for survivors without construction, but won't be completely invincible to new zombies. The argument is that low level survivors have any number of things they can do to get XP, several of which (ie healing) don't require any skills to do, and only requires one to do effectively for XP gain. Whereas zombies only have one source of XP and need to max out at least one combat tree in addition to MoL to max efficiency for their XP gain. RinKou 06:01, 13 January 2010 (UTC)

Alright, I was thinking that (I didn't put much detail in the OP anyway) when a door is bashed open, you can close it at the cost of one AP, no skills required. This means that there won't be a whole crapload of buildings out there with no doors, and people won't have to start door-repair plans to keep a suburb somewhat safe. And to YoEleven, when I started Urban Dead I had no idea about this wiki, revive points, hordes or anything, I thought that the closest thing to organization was feeding groan. If I ever did get to a horde bashing down a barricade, I wouldn't be able to get more then one or two punches out of the survivors before they were all devoured. And it makes perfect sense from a flavour point of view, zombies would try to break a locked door just as much as one with a couch behind it. —The preceding unsigned comment was added by Enigma179 (talkcontribs) at an unknown time.

The closed door thing is just ridiculous. So lets do this. I would propose that the door be it's own level of barricade, so it would require 3 successful hits to gain entry. The door would be instantly closed again whenever a survivor added barricades, exactly how it works now. The door would essentially be 1 last level of barricades to protect survivors, that zombies with memories of life could simply bypass by opening the door. The door never breaks or needs repair, it is either closed or opened, and it can be opened by MoL, or by "forcing" the door open with 3 successful hits. The hit rate would be the same as to barricades.
How about this for flavor text?
  • You smash at the door (this is a miss)
  • You smash at the door, it creaks. (this is an unsuccessful hit)
  • You smash at the door, weakening it. (this is a successful hit)
  • You smash at the door, forcing it open. (this happens after 3 successful hits)--GANG Giles Sednik CAPD 20:16, 13 January 2010 (UTC)
I like the three-hit idea. That'd handle my concerns about lowbies by making this more reasonable, while still giving solo, lowbie ferals a chance to get into buildings. Aichon 21:22, 13 January 2010 (UTC)
I think that a problem with the three-hit idea is that survivors could potentially use doors as a somewhat effective barricade. 3 successful hits, plus perhaps one more if the survivor inside happened to have a pipe... that means that the zombie has to work through 4 levels of barricades, the equivalent of a lightly +2 barricade. It may seem low, but to a newbie zombie, even if it does have vigour mortis, it won't be able to get that barricade down in one sitting (I'm pretty sure). Survivors shouldn't rely on closed doors and pipes to defend themselves against zombies. —The preceding unsigned comment was added by Enigma179 (talkcontribs) at an unknown time.
Well, keep in mind it's an improvement over the current situation, where newbie zombies can't enter at all. I also don't know of any survivors who rely on pipes frequently. I've seen that cited quite a bit, but I've yet to hear of anyone actually putting it into practice on a regular basis. And this change wouldn't have any impact at all on veteran zombies, so all-in-all, it seems like an improvement. The number of hits necessary can always be reduced later as well. Aichon 14:57, 14 January 2010 (UTC)
I say cut it down to one level of barricade, but have each zombie forcing it open have to open it separately. The flavour text for successfully opening it could read:
  • You smash at the door, forcing it open. It swings closed heavily behind you.
This would cause it to be less of a nuisance for low-level zombies, while still maintaining a level of protection against them - each zombie would be its own separate threat, until one with memories opens it properly for them. The sun shone, having no alternative, on the nothing new 20:23, 14 January 2010 (UTC)

As mis. One level, normal memories of life means you can just open it, otherwise to open it is half hand attack percentage. --RosslessnessWant a Location Image? 21:29, 14 January 2010 (UTC)

Same. I like it this way. Cookies and Cream 09:18, 16 January 2010 (UTC)

So, you guys think I should actually put this one up to voting, perhaps some more detail in it? Template:Enigma179 10:25, 18 January 2010 (UTC)

How does the pipe affect this?--Pesatyel 18:32, 18 January 2010 (UTC)
The pipe is just a barricade... I propose making the closed door another barricade level and zombies with MoL can open it as normal. Template:Enigma179 23:07, 18 January 2010 (UTC)
Ok. It just didn't appear to be part of the discussion is all. I'm inclined to agree with Giles. Make it 2 (3 at most) attacks to break through. This is a special circumstance and 1 level just seemed a little to weak.--Pesatyel 04:35, 20 January 2010 (UTC)

Somebody want to put this up for a vote?--GANG Giles Sednik CAPD 08:14, 26 January 2010 (UTC)

Problem is, I just figured out that it's a dupe... I saw like 3 suggestions that are pretty much the same. Enigma179 03:05, 30 January 2010 (UTC)

Righty ho, first post on any Wiki but this disscussion is important to me. I do play mainly survivor but even then, I believe this to be excellent. First of all, it helps prevent the feeling I almost always have as a survivor of being 'safe' as there are no hordes near by and Feral's just can't touch me in my uber-caded, closed door building, and this suggestion helps deal with at least one of those, allowing it to be more in genre with horror zombies.

Also, in terms of my alt (Rose Mort) who is a Zack, I would have to say it is crucial from a newbies point of view. Just because the doors being closed denies so much of the (ultra violent) fun of munching on survivors. As a balance issue as well its not tragic as having spent large amounts of AP breaking down the 'cade I'm not exactly as a newbie going to slaughter thousands single handedly.

As for actual mechanics, I don't think the extra 'cade level is neccassarily the right way to go about it, I'd much prefer it to feel like GK'ing where you have a low chance to succed but it still seems to be a hit, the flavour text could be.

'you claw at the door to no affect' for failure

'your sleeve catches on the handle for just a second, turning it slightly before it slips off' for hitting but not succeding and

'by chance your flailing limb catches the door handle and the door flings open' for success

I would also like to think that this could be a perma open for the door, rather than 'slamming shut' behind you (except maybe hospitals and certain other resource buildings, where doors have those auto close thingies in RL). The counter balance to this to prevent MoL becoming useless is obvious even to someone as poor at maths as me.

35% chance to hit put it at 20% chance that will work results in about 7%ish (I think, like I say, poor at maths in the extreme) chance that it would work, needing a large dose of precious AP for it to succed where is MoL is (to my limited knowledge) a 100% chance to get in instantly.

So ya my, rather lengthy, two cents on the matter --Tabbitha Duo 16:00, 2 February 2010 (UTC)

Well, generally speaking, the chance to hit is based on the accuracy of your "weapon." In the case of zombies, their claws are used for hitting barricades, and claws scale up in accuracy as they gain certain skills, so it doesn't make sense to take that away from them by fixing the accuracy at a level that is lower than what they currently have. Also, for barricades, the chance to hit is halved from your usual accuracy (except for the Crowbar), hence why Fire Axes that are skilled up are popular for de-cading. But your general ideas sound good and the flavor text is interesting as well. Aichon 16:26, 2 February 2010 (UTC)
Yeah... sorry I wasn't specific/thinking there, the 35% was from the prospective of newbie zombies like me, I was talking in those terms mostly because anyone much higher probably has brough MoL in the first place --Tabbitha Duo 10:57, 3 February 2010 (UTC)

Dupe of my own suggestion from a while back. -- Cheese 20:59, 5 February 2010 (UTC)


Suggestions up for voting

Suggestion:20100206 Ladders