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
Blood Splatters for Attackers
Timestamp: Enigma179 13:32, 20 February 2010 (UTC) |
Type: Flavour/Gameplay (if you care about getting blood on your suit) |
Scope: Survivors and Zombies |
Description: Simply enough, nowadays if you get shot or clawed or whatever your clothes get covered with super-stylish bloodstains, and you may crack your shades... why not give those bloodstains (no cracked shades, no-one's blood pressure is THAT high...) to the bastard who shot/stabbed/axed/set-you-on-fire/clawed you? Works exactly the same as current clothing damage system except that it applies to the guy who did the attacking too, and he can't get "tattered" "cracked" etc. descriptions from it. I mean, it makes perfect sense, giving someone a faceful of buckshot will get some blood on ya... not to mention axeing (is that a word?) him...
Oh yeah, and please tell me if there's a dupe you've seen, because I'm still rather new, and this seemed too obvious to NOT have occured before... |
Discussion (Blood Splatters for Attackers)
Pepper Spray
Timestamp: star 11:24, 20 February 2010 (UTC) |
Type: Weapon |
Scope: Survivors and Zombies |
Description: A can of pepper spray that is used automatically (up for discussion) upon being attacked, reduces the attackers hit percentage by, for example, 50% of thier current hit percentage. Say if you attacked a zombie or survivor, if the victim carried the pepper spray it would automatically spray you, reducing your hit percentage by 50%, so if you had a 60% hit rate, subtract 50% of that, the hit rate is now 30%.. This wears off after, I'd say the user has used up 5AP. Hit percentage is retured to normal. Pepper spray can only be used once (maybe more, but once per character that attacks you?). Found in police stations. If a zombie has memories of life, they can also use any pepper spray they have on them. |
Discussion (Pepper Spray)
A lot of huge problems. 50% is WAY too much. No Auto-Attacks. Career zombies, while being able to use them, won't even be able to find them easily enough for it to be useful. The idea is way too imbalanced in its current state. --
11:29, 20 February 2010 (UTC)
Heheh, I immediately thought of pepper spray the moment I finished suggesting my spraypaints. I think it's a fine idea, but to make auto-attack is a big no-no. I think that pepper spray, converted instead to a usable weapon with low hit rate (to prevent from easy griefing) and the effect that you stated, would be possible. --Acidifiers 12:25, 20 February 2010 (UTC)
Used to stop people running away it might have merit.... It would also be a tool exclusively useful for PKers making it a bit taboo. Oh, and zombies are dead.... why would it do much of anything to them?
- Ooh, Ooh I know.... sprayed on harmanz it makes em taste nicer thus giving the zombie +20% to bite :) --Honestmistake 12:22, 20 February 2010 (UTC)
- barbagah harmanz!!! zhaz zb!nggah zam babbarh ahn ahm! nam nam NAM! --WanYao 13:03, 20 February 2010 (UTC)
The only other thought I can put in is if after you spray a character, they get disorientated..if they were to click on a northern block, they have a chance of ending up at the block north-west instead, but I dont see any positive outcome for either character involved. star 14:33, 20 February 2010 (UTC)
Spraypainting People (and Zombahs!)
Timestamp: Acidifiers 09:58, 20 February 2010 (UTC) |
Type: Equipment Change/Improvement |
Scope: Survivors and Zombies, Interface, and Spray Cans |
Description: In a nutshell, what I'm proposing is the addition of the spray can to the weapons drop-down menu. So, should you find yourself in possession of a spraycan and your creativity floundering, or you simply wish to preserve the graffiti that is already on the block, you now have the option to spraypaint other people to liven your day. It's a flavorful improvement to the realism of Urban Dead, simliar to a slap with a newspaper, but quite a bit more useful; similar to the oil can, but quite a bit more interesting.
Like the oil can soaks your clothes in oil, the spray can covers you in spray. Eh, spraypaint.
|
Discussion (Spraypainting People (and Zombahs!))
Sounds cool, but wait for some random wiki jackass to say 'ZOMG GAMEBREAKING SUGGESTION' and use some excuse that makes them sound like their mothers where on crack during pregnancy--Arthur Dent BIN LADEN IS DEAD!!!!! 10:15, 20 February 2010 (UTC)
- Hooray, positives! *wipes sweat off brow*. I'm still not sure about the percentages I put up.--Acidifiers 10:51, 20 February 2010 (UTC)
Do you need a list? Well.. you got one...
- A new and unbalanced weapon. You wanna play with big guns? Try HALO 2. Or a bath house.
- Pointless griefing tool. You wanna teabag, join the Republican Party.
- Dupe. Not sure, but I'd presume it was rightly spaminated.
--WanYao 11:05, 20 February 2010 (UTC)
- Quick, to the retaliation station!
- A weapon with less than half the damage of the flare gun, but only half a percentage chance greater of hitting.
- As stated, useful to mark others with neither harm nor inconvenience coming to those you spraypaint (unless, of course, you absolutely must change out of your paint stained clothing.)
- Checked, with utmost tedium, not a dupe.
Now, WanYao, I'm off to sell your mother some more crack. --Acidifiers 11:52, 20 February 2010 (UTC)
- No you're not. You're more likely off to troll 4chan or something with the one other un-funny, overdone and totally cliched meme you saw someone use somewhere on the interet. --WanYao 12:06, 20 February 2010 (UTC)
Paint in your eyes would hurt but would it really hurt as much as being shot with a .44 revolver? Given the choice i think a bit of paint in my face is going to be greatly preferable to a knife in the ribs so your 5 damage is waaaaaay to much. Oh, and spray painting people and zombies has definitely come up before... If there is no dupe it must have been here and not made it as far as voting but I would go searching again if you really want to take this further. --Honestmistake 12:11, 20 February 2010 (UTC)
- Hurt, not neccesarily, but I couldn't think up a better way to make up for "temporary blindness" besides higher damage. I did originally decide it to be 1 damage. Would that be better? Gunna go dupe checking. Also, Wan, what's 4chan? --Acidifiers 12:22, 20 February 2010 (UTC)
- 4chan is some lame internet meme i heard someone talk about once...
- meanwhile, you can rest assured that this idea has come up many times before, though perhaps it never made off talk:suggestions. this suggestion, however, is very similar. while this one also deals with tagging other character, albeit without inflicting any damage or negative effects in-game. --WanYao 12:36, 20 February 2010 (UTC)
- I think you just marked the suggestion above this one as a dupe. Your second link does have some merit though; however, their suggestions makes spray paint as a weapon that lowers hit rates and writes words on you. Would it help if I decreased the hit percentage? If users want to bother people by turning their pants pink, they're going to have to waste quite a few AP searching for Spray Cans. Or instead, should the spray can be a one use attack, with a high hit percentage? --Acidifiers 12:49, 20 February 2010 (UTC)
- No, that isn't the suggestion above. Also, the damage is far too high. If you want this suggestion to be redeemable, make it equivalent to the damage it would actually do.--Yonnua Koponen Talk ! Contribs 12:58, 20 February 2010 (UTC)
- The first link may not be an exact dupe but its mention has merit because it's a very similar idea with a very similar mechanic: a spray cannister which causes damage. The second link is also not a perfect dupe, but it's only the details which differ: inflicting damage vs. penalising to-hit %ages. But none of these arguments over semantics change the fact that your suggestion is an unbalanced, unnecessary new weapon and a griefing tool. --WanYao 12:59, 20 February 2010 (UTC)
- I'm afraid penalizing hit was one of the main things people were complaining about when they voted Kill. Could you tell me why it's unbalanced? @Yonnua Koponen, see my response to Honestmistake. The spray can is mainly a fun item, as it is already for the majority. It's similar to the newspaper or the previously passed Suggestion:20090411 Music! Music! Music!. Perhaps someone should suggest the ability automatically exclude certain weapons from the drop-down list, if they wish to reduce clutter? --Acidifiers 13:16, 20 February 2010 (UTC)
- I think you just marked the suggestion above this one as a dupe. Your second link does have some merit though; however, their suggestions makes spray paint as a weapon that lowers hit rates and writes words on you. Would it help if I decreased the hit percentage? If users want to bother people by turning their pants pink, they're going to have to waste quite a few AP searching for Spray Cans. Or instead, should the spray can be a one use attack, with a high hit percentage? --Acidifiers 12:49, 20 February 2010 (UTC)
I say just randomly apply a random colour to their clothes, a similar system to blood splatter ie. "A red t-shirt with a dusting of black" to "A red t-shirt with a black spot" to "A red t-shirt covered with black stains" to "A black t-shirt". Chances of affecting various clothes would differ with same percentages as bloodstains. I don't think that it should do any damage personally, but that's just me. And it ain't griefing, otherwise shooting people and getting "blood on my suit!" would constitute griefing as well... and whacking people with newspapers goes right out... hell why would you shoot someone? Enigma179 13:28, 20 February 2010 (UTC)
- AWESOME. Though I'd say take out the damage; not because it's overpowered, just to make it a bit simpler. --Karloth Vois ¯\(°_o)/¯ 14:03, 20 February 2010 (UTC)
Mutations
Timestamp: Zombehman 14:26, 15 February 2010 (UTC) |
Type: Zombie Feature |
Scope: Zombie Strategy flavoring |
Description: This idea is a way of giving the zombies a new way of working things. Essentially, this allows zombies to mutate into different forms. Before you kill this, let me elaborate. By mutating different attributes and forms, it allows zombie players a little customisation and strategy. For example, a muatation that makes the hands change to scythe-like claws. (not exactly that, just an example off the top of my head.) You could have the Mutation skill as a purchasable skill, and the more levels you buy, the more mutations you gain axcess to. They would be ballanced with detriments. For example, the scythes would do more damage then the hand attack would, but due to their larger size and weight, cost double the AP to use. Please note two things. One: I am somewhat new to Urban Dead. Two: This is but a concept. This could be reworked if it has a chance.--Zombehman 14:26, 15 February 2010 (UTC) |
Discussion (Mutations)
You want to become Alex Mercer? -Devorac 02:59, 16 February 2010 (UTC)
- By gum, I would love me some zombie mutations. New chap! I think this is a fairly commonly suggested thing, but go on, you may invent new awesomeness. :D --Karloth Vois ¯\(°_o)/¯ 04:14, 16 February 2010 (UTC)
This is a scythe. You want these sticking out of the end of your fingers? Let's be clear, at the end of the fingers you currently have you want six feet of wood tipped with a steel blade? And you expect your fingers to ever move again? Not to mention that they wouldn't be mounted in a way to be effective at cutting. So what you want is nail extensions for zombies that do nothing but reduce their combat effectiveness? Inspired.... -- . . <== DDR Approved Editor 05:04, 16 February 2010 (UTC)
Okay this is a terrible idea... And scythes? You mean claws I assume? I am almost certain this has been sugested in the past. This would as above, probably hinder a zombies combat effectiveness. I would love to see something with huge talon like hands try to work a doorknob or rip barricades apart. -Alex1guy 18:49, 16 February 2010 (UTC)
- God forbid you have to go to the bathroom, or itch your nose... Still, this suggestion might have some merit after an overhaul... (I believe he meant scything talons, not scythes on his hands.) -Devorac 09:08, 16 February 2010 (UTC)
- I believe they know what he meant but prefer to be pedantic for their own amusement. As for saving this perhaps if such a mutation added 1 damage to claws at the expense of reducing their effectiveness at barricade attacks? TBH tho I think it is dead in the water as a concept ... just a bit too resident evil for my liking. --Honestmistake 20:34, 16 February 2010 (UTC)
Yeah, scything talons was what I meant. You couldn't actually tack tool scythes to your fingers. I don't know, as I said, I'm new, and at least to me, the Zombie class seems a little bland. I'm probably wrong. Bite me. And as for the rest of you... shudda up. If you don't like it, say so, but don't be sarcastic. I will expand it more before I go anywhere with it. Oh, and for you people who can't read, the scything talons were just a slight example, not something that would actually work. It was just to explain how the system would work. Calm down. —The preceding unsigned comment was added by Zombehman (talk • contribs) at an unknown time.
- I was attempting to be encouraging, to help new folks survive the horror that this page can sometimes be. Still, I would blatantly vote yes on giving zombies Freddy Krueger hands. --Karloth Vois ¯\(°_o)/¯ 04:16, 17 February 2010 (UTC)
- Look Zombehman, the people on this page will chew any moderately complex suggestion up. Then they will spit it out, jump up and down on it, burn it, then hand it back with a sarcastic remark... Often for no good reason. Endure it, and you can get a suggestion through, if you let it get to you though you'll just end up looking a fool. "Discussing is an exchange of knowledge, argument is an exchange of ignorance." Take this suggestion off the page, rework until you have a clear idea of what you want, then bring it back. Bringing it to the DS room and saying "Imma be having an idea, lookie!" is a bad move. Have your idea ready to roll and then bring it here to get flamed, that way you can see where people like what you have. -Devorac 06:44, 17 February 2010 (UTC)
The problem with something like this is that a) Skills should be straight upgrades (brainrot is special) and b) You gotta remember that this is a game where zombies can turn themselves back into humans... so extensive mutation is pretty much out of the question. Enigma179 08:24, 18 February 2010 (UTC)
- Not necessarily. Previous discussions involving revive have focused on the fact that zombies could be described as shot and/or chopped to pieces. Yet when one is revived, they are "whole". I do agree though that accessive mutations would be out of the question, but then those would be mocked, laughed at and ridiculed. The problem with THIS suggestion is that it is too vague. He wants mutations (plural) yet barely describes one. How much damage do the claws do? It would have to be significant if ALL future claw attacks cost 2 AP to use.--Pesatyel 00:22, 19 February 2010 (UTC)
Teenage Mutant Ninja Zambahz??? No, thank you. --WanYao 11:08, 20 February 2010 (UTC)
Smoking
Timestamp: Mishimagoodness 17:50, 15 February 2010 (UTC) |
Type: Item |
Scope: Roleplaying applications only |
Description: Very simple. Create a new item. People IRL smoke, and it is an activity (or a vice) enjoyed by many. If I was in a safehouse and zombies were at my door I would need a smoke too. This item has the same rules as beer, found in the same places and at the same rates. Heals 1HP for 1AP, does not cure infections. This would have ZERO effect to any players around the person using the item. Cigs cannot be used as a melee weapon. As with all items zombies cannot use them. If this is the wrong place to post developing suggestions please correct me.--Mishimagoodness 17:50, 15 February 2010 (UTC) |
Discussion (Smoking)
And why would this heal people? 17:52, 15 February 2010 (UTC)
So, you want an item with the exact effects of beer, found in the exact places as beer, with different flavour text. Sounds like you want wine.--Yonnua Koponen Talk ! Contribs 18:04, 15 February 2010 (UTC)
Why would they heal you? If anything they should hurt you. --Johnny Yossarian 18:08, 15 February 2010 (UTC)
To that I would say how does beer and wine heal you? The effects are not written in stone. I figure using up an AP no little benefit would be enough. --Mishimagoodness 22:32, 15 February 2010 (UTC)
We've had both cigarettes and cigars suggested before (and it sounds like cigarettes were suggested a few times even before then). Yours has different effects, yes, but they make no sense in-genre. If anything, it should damage you but calm your nerves. Unfortunately, we don't have NP (Nerve Points) in the game, so I don't see how you can make it work in a sensible fashion. —Aichon— 19:00, 15 February 2010 (UTC)
I thought about something like that but the only thing in game that would be affected by nerves would be what, hit percentages? I don't think my suggestion should modify . I envision them merely as roleplaying aids. Some people have a crucifix even though they give no tangible benefit. I figured if beer should have an effect (let's face it. you may want a beer but it won't help you survive in a landscape swarming with zombies and murderers) then so should these. Would it be better if they took an AP to use but had no effect at all? I don't think any item which only wasted an AP and caused you to be harmed would have anybody carry one in the first place. Thank you for ideas and criticism.--Mishimagoodness 22:32, 15 February 2010 (UTC)
- You think to survivor-centrific. An item that causes oneself sufficient harm would be a handy thing for any death-cultist's arsenal. Free-run into the mall, gulp the purple kool-aid and get out the claws! (Of course, being of sole use to cultists would also make it highly unlikely that this passes voting.) --Spiderzed 23:30, 15 February 2010 (UTC)
- If this is purely a RPing item as you say, the AP cost shouldn't matter. Don't let it heal or hurt. Just give the option to spend an AP that gives some sort of flavor text like Johnny Yossarian lights a cigarette. Smoke wafts through the air. --Johnny Yossarian 02:21, 16 February 2010 (UTC)
Only if zombies get a new item: Blackened Lungs --Karloth Vois ¯\(°_o)/¯ 04:12, 16 February 2010 (UTC)
All this discussion is pointless. And not for the usual reasons of dupeness. It's pointless for the very simple reason that Kevan will never implement any form of smoking into the game. Ever.
Smoking in the UK has been under a concerted campaign to make it morally illegal for quite some time now, anything that could be considered 'pro' smoking (such as adding smoking to your browser game that can be accessed by school children) is going to give the game a whole load of negative publicity (regardless of the fact that smoking is still legal to a very limited extent, makes the smoker look cooler than a non-smoker and does considerably less damage to people and society than the other major legal, and socially acceptable, drug) from a whole load of morons.
Kevan isn't Jorm. He doesn't rely on his game winning respect for doing new things, for being ground breaking, he relies on the stack-em-high-sell-em-cheap approach to this game, namely traffic. It looks good on Kevan's resume that he coded a game in his spare time that's still running five years later and has over a million registered accounts and he's not going to put that golden piece of positive career spin in jeopardy because some of us want a new flavour item in it. End of discussion. -- . . <== DDR Approved Editor 05:12, 16 February 2010 (UTC)
Hooray another pointless item to dilute search rates! Instead of finding a weapon or a med-kit! I find a pack of cigarettes! What do I do? I throw it away and block the item on my searh list because using precious AP blowing smoke at other survivors is a complete waste of time! --Alex1guy 18:56, 16 February 2010 (UTC)
- Uh... This wouldn't dilute weapon find rates, or FAK find rates. The only useful items this would dilute would reside in auto-shops, still I don't my fuel find rates diluted. -Devorac 09:14, 16 February 2010 (UTC)
Smoking is bad. So no.--Thadeous Oakley 22:01, 18 February 2010 (UTC)
If it's a purely RP thing then role play it. The game engine does not exist to play nanny to every person's unique role-playing fetish object. There are semi-professionals with whom you can "consult" for such things.... --WanYao 11:12, 20 February 2010 (UTC)
Crippling Swipe
Timestamp: MikeLemmer 21:54, 13 February 2010 (UTC) |
Type: Zombie Skill |
Scope: Zombie's Hand Attack |
Description: Crippling Swipe will be a new zombie skill under Rend Flesh. When a zombie with this skill hits a survivor with a Hand Attack, the survivor is Crippled: it now costs him 2 AP instead of 1 to move to another block (like zombies without Lurching Gait).
Cripping can be cured by a FAK. One FAK can cure both Infection & Crippling. Anyone (survivor or zombie) with the Diagnosis skill can tell when a survivor is Crippled; their HP will show up as brown. If someone is Crippled & Infected and you can detect both of them, their HP will show up as black. The purpose of this is to let experienced zombies make it harder for survivors to flee a break-in, making it more likely they will stand there and get slaughtered or get caught in a bad locale with little AP. With Hand Attacks' higher accuracy & lower damage, it will also be easier to affect multiple survivors and harder for survivors to choose whether to spend a FAK curing it. (Do I spend a FAK to heal 2 HP & a Cripple on the off-chance he wants to leave this block?) Other modifications I'm debating adding include:
|
Discussion (Crippling Swipe)
Nerfs walking. Also widens the class divide between poor zombies and rich zombies.--Yonnua Koponen Talk ! Contribs 22:00, 13 February 2010 (UTC)
- Class warfare! Peasants' revolt! 22:51, 13 February 2010 (UTC)
- TO THE PITCHFORKS --Karloth Vois ¯\(°_o)/¯ 04:13, 16 February 2010 (UTC)
It doesn't alter the survivor's ability to escape a break-in at all, movement allows you to go into negative AP, so you can escape even if you only have 1AP next door into that nice EHB building. -- . . <== DDR Approved Editor 22:24, 13 February 2010 (UTC)
You must also consider that claw attacks compete with bite attacks, and confering special conditions is all bite attacks have going for them on high levels, as the average damage of maxed claws is way higher. (And even the infection effect is negligible, as infection with its slow damage and easy cureability isn't really threatening unless FAKs are very scarce in the area, in which case the area is anyway doomed. And don't bring up digestion - it's really more a gimmick that occassionally slows getting dumped by a single gunshot, than anything to go purposefully for.) --Spiderzed 23:16, 13 February 2010 (UTC)
If this hampered a wounded survivors chance of free-running (say 50% fail rate) then it would be interesting. Sadly it would also have trenchies screaming :( --Honestmistake 00:18, 14 February 2010 (UTC)
Doesn't do jack to stop survivors from running. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:33, 14 February 2010 (UTC)
Don't make it a Skill. Just make it so that any Survivor that is Wounded moves for 2 AP and has a 50% chance to fail a free-running attempt(falling to the ground outside), and any Survivor that is Dying moves for 3 and cannot free-run at all.--
| T | BALLS! | 04:04 14 February 2010(UTC)
Usually when a survivor dies in a break in, it is because they were asleep when it happened, in addition most competent survivors have at least one FAK on hand at all times. The break in itself would probably not have too much more survivor death than before, but the crippled survivors could become easy street candy if free running was disabled, especially sine the surrounding area would likely be paranoid and caded up to EHB. However, without disabling free running, it would be fairly ineffective as a survivor would free run into a neighboring building (as has been said before, in sarcastic fashion) -- Uberursathis bear wants honey 22:56, 19 February 2010 (UTC)
Flare Colors
Timestamp: MikeLemmer 22:29, 11 February 2010 (UTC) |
Type: Item Use Modification |
Scope: Flare Guns |
Description: Players can set a flare gun's color before firing it into the air by a pulldown menu, similar to the color list for contacts. Ex: "A green flare was fired-"
Letting players choose their flare's color could lead to people assigning certain meanings to colors, such as red for "Zombies incoming!" and green for "Attempting to reclaim area!". Opening it up to discussion: Has this been suggested before? How useful do you think flares are in their current state? Would this add enough strategic usefulness to them to justify it? |
Discussion (Flare Colors)
WARNING | |
This suggestion has no active discussion.
It will be removed on: Feb 20 at 22:26(UTC) |
One negative aspect is that people could cycle through colors to text-spam people with 50 flare messages. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:35, 11 February 2010 (UTC)
- True, but that would require said people to pick up 50 flare guns, and it would be just as easy to text-spam people with 50 flare messages as is. The flare guns are still one-shot, you just get to pick which color it is before you fire it. --MikeLemmer 22:45, 11 February 2010 (UTC)
- Or do you mean it'd be a way around the "...and again" method of collapsing repetitive text-spams? I can think of a way to tackle that: color the "...and again" part of that to match the flare's color if multiple different colored flares are fired from the same block. However, I don't know if that would be a big enough issue to worry about; it's easier to text-spam via regular speech or radio transmissions, and there's settings to ignore flares. --MikeLemmer 22:52, 11 February 2010 (UTC)
Only if you you give me gasoline additives too so I can change the color flames covering the people I'm incinerating to match the occasion. (No not really.) -Devorac 03:44, 12 February 2010 (UTC)
Coloured flares are not a new idea. I am pretty sure you will find it was Rejected.--Honestmistake 08:22, 12 February 2010 (UTC)
- Actually, I just found it. Peer Reviewed, in fact. --Maverick Talk - OBR 404 09:08, 12 February 2010 (UTC)
- That's not even the one I was thinking about... must have been thinking of either a dupe or a dropped DS? --Honestmistake 11:46, 12 February 2010 (UTC)
- Hm, the fact my suggestion doesn't need a skill or a powered factory to color them might make it different enough. Is this the suggestion you're thinking of? Don't know if my suggestion would be a dupe of that, either, as it suggests making having the different-colored flares be different items, while I suggest just keeping the 1 type of flare gun but letting people choose its color before firing it. --MikeLemmer 19:33, 12 February 2010 (UTC)
- I, personally, would think of them as separate and not a dupe, but others might not see it that way. After reading the other one I also like that more as it gives a little more restriction to the colors and reasoning for it. --Maverick Talk - OBR 404 21:36, 12 February 2010 (UTC)
- I think I saw this here at DS. Either way, you can't dupe with DS, so your in the clear. Cookies and Cream 21:40, 12 February 2010 (UTC)
- True, but there are at least four colored flares suggestions that have been taken to voting. So if he takes this to voting, he might see some resistance. --Maverick Talk - OBR 404 21:43, 12 February 2010 (UTC)
- Mm, that's a couple than I expected. Shouldn't be surprised, though. Think I won't formally suggest this, then. --MikeLemmer 21:56, 13 February 2010 (UTC)
- True, but there are at least four colored flares suggestions that have been taken to voting. So if he takes this to voting, he might see some resistance. --Maverick Talk - OBR 404 21:43, 12 February 2010 (UTC)
- I think I saw this here at DS. Either way, you can't dupe with DS, so your in the clear. Cookies and Cream 21:40, 12 February 2010 (UTC)
- I, personally, would think of them as separate and not a dupe, but others might not see it that way. After reading the other one I also like that more as it gives a little more restriction to the colors and reasoning for it. --Maverick Talk - OBR 404 21:36, 12 February 2010 (UTC)
- Hm, the fact my suggestion doesn't need a skill or a powered factory to color them might make it different enough. Is this the suggestion you're thinking of? Don't know if my suggestion would be a dupe of that, either, as it suggests making having the different-colored flares be different items, while I suggest just keeping the 1 type of flare gun but letting people choose its color before firing it. --MikeLemmer 19:33, 12 February 2010 (UTC)
- That's not even the one I was thinking about... must have been thinking of either a dupe or a dropped DS? --Honestmistake 11:46, 12 February 2010 (UTC)
It's a dupe, the suggestion is coloured flares, the suggestion is not search rates or AP usage, the thing you want to add to the game is pretty colours for your flares. This has been suggested before, therefore, dupe. -- . . <== DDR Approved Editor 22:26, 13 February 2010 (UTC)
Horde Mentality
Timestamp: Kamikazie-Bunny 21:11, 11 February 2010 (UTC) |
Type: Movement |
Scope: Zombies |
Description: Zombies have been roaming the streets for the past 5 years, although they've shown no signs of significant intelligence things have began shifting, some of the less active zombies have began wandering the streets randomly heading heading towards the main horde, they're swarming together...
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Discussion (Horde Mentality)
WARNING | |
This suggestion has no active discussion.
It will be removed on: Feb 20 at 22:27(UTC) |
I dunno, I reckon this'll just end up cramming every zombie in to Ridleybank, and if home defenders don't log on for a day, then a suburb can be cleared ridiculously easily by survivors. Next, any zombie using this will never have full AP. As soon as they reach the top, they'll move a square towards the centre. Of course, you could argue that people can just switch it off, but then it's just another settings option that most people will shut down. More importantly, zombies don't need this. There are groans for ferals, and, more importantly, if a zombie is looking to connect with a horde, then they'll most likely use the metagame to do it. --Yonnua Koponen Talk ! Contribs 21:37, 11 February 2010 (UTC)
As Yonnua, and the whole auto-move thing is a no-no. --Maverick Talk - OBR 404 21:46, 11 February 2010 (UTC)
Gotta agree, I don't like auto-moves, and looking for the largest Horde on the entire map will likely cluster all the zombies together and make it easier for the survivors. I would suggest making it an ability you activate to get a vague direction towards the largest concentration of zombies within adjacent suburbs ("You sense many brethren to the southwest...") or something similar. But Scent Death already seems to fit a similar niche. Zombies work better in scattered, moderately-sized hordes than in one giant horde anyway. --MikeLemmer 22:39, 11 February 2010 (UTC)
I'd suggest it moves zombies towards the latest feeding groan; actually, I think I did suggest that. Not sure it went down too well... --Karloth Vois ¯\(°_o)/¯ 02:24, 12 February 2010 (UTC)
I just don't like it. I know I don't log on for a few days sometimes, and my hordemembers would draw me away for teh lulz. Cookies and Cream 11:08, 12 February 2010 (UTC)
This could EASILY be defeated by zerge zombies. Create a bunch of zombies who do nothing but draw other zombies to them. They wouldn't trip any zerge flags (as in search/combat penalties) as they aren't doing anything but standing around.--Pesatyel 06:14, 13 February 2010 (UTC)
- Not to mention that such auto-moving would make it easier for alts to automatically wander too close to each other & trip zerg flags. It would make it harder to tell who was deliberately zerging and who got screwed over by the auto-move. --MikeLemmer 18:28, 13 February 2010 (UTC)
This has been up how long and no-one's pointed out that pied piper skills are bad? -- . . <== DDR Approved Editor 22:27, 13 February 2010 (UTC)
Door Knock
Timestamp: Shiznoe 21:06, 9 February 2010 (UTC) | ||||||||||
Type: Skill | ||||||||||
Scope: Zombies and survivors | ||||||||||
Description: In short, the same as the 2006 Halloween effect though as a "missilanious" skill. It strikes to me as odd how you can't tell another person your outside by knocking on the door. It would help those without freerunning tell those inside they need help! It would be very handy...
Door Knocking has two conditions:
To Door Knock:
Effects:
Advantages:
Disadvantages:
Discussion(Door Knock)
Miscellaneous. My pedantry is now satisfied. Also, I'd genuinely like to see the knocks being a permanent fixture. Nice! --Karloth Vois ¯\(°_o)/¯ 22:32, 9 February 2010 (UTC) Why the hell not? It being a skill seems a bit odd though. Maybe it could be for free? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 03:04, 10 February 2010 (UTC) I've been toying with suggesting this for a while. My version has two significant changes to yours:
-- . . <== DDR Approved Editor 03:08, 10 February 2010 (UTC)
I like the idea of both survivors AND zombies knocking, although no skill required. Unless you want a skill required to make secret knocks ALA morse code... then that should be a skill. --Maverick Talk - OBR 404 06:33, 10 February 2010 (UTC) Knocking as a free feature of MoL makes sense. My only concern would be the amount of SPAM text generated by people making zergs just to annoy enemies. --Honestmistake 08:08, 10 February 2010 (UTC)
I like this as a free skill... and maybe zombies could knock with Memories of Life--Arthur Dent BIN LADEN IS DEAD!!!!! 11:16, 10 February 2010 (UTC) OK stupid people let's go through your faulty logic. Zombies need to remember their lives as harmans to be able to swing their arms against a solid object to make noise? Are you all retarded? What? Do they need MoL to attack barricades? This is the same fucking action just for a flavour result rather than de-cading. Now, reasons we should make it zombie only. Survivors already have far too much exclusive shit they've ruined, see flares and radio broadcasts. Only giving it to zombies means there can be no confusion as to who's causing the noise outside, it's definitely a zombie on the other side of those cades. The nature of paranoia and fear from the genre manifests here. Giving it to survivors just renders it pointless as everyone will set it to ignore due to a huge amount of "Knock a door and run" pranks that will be played, continuously, to death. -- . . <== DDR Approved Editor 16:03, 10 February 2010 (UTC)
Well on Halloween, it is intended as a "humorous/scary" event. Oooh the zombies are knocking! But to make it a "permanent" ability, not only will it acquire in game context (along the lines of Mrh?) it would HAVE to acquire said context. Otherwise, what is the point? Spamming shit up ala flares and radios? "Thumping" for zombies, what benefit does it grant? Maybe some elaborate plans involving death cultists and such, but it COULD be argued that zombies "thump" EVERY TIME they attack a barricade. So what is the benefit? Alerting the meat that the predator wants to visit? So they can all free run away? How many players REALLY use/used it on Halloween? Sure, for fun, but we are talking "serious" here, so what is the benefit to zombies? For survivors, you get more benefit, so to speak. I knock on the door on the hopes someone will debarricade to VS...but who REALLY would do that? Unless you have x-ray vision, you won't know WHO/WHAT is knocking so who would really be dumb enough to lower a barricade on someone's knocking? So what other benefits does it provide for survivors?--Pesatyel 06:10, 13 February 2010 (UTC)
Fast Travel
Discussion (Fast Travel)
Teleporting = Bad. Make it so that they move automatically at a rate of 1 block per 30 minutes.--Yonnua Koponen Talk ! Contribs 22:19, 9 February 2010 (UTC) Does anyone even read these any more? Also it's a massive survivor buff for no significant downside. Watch how I miss out having to survive the night hiding in that red suburb because I'll just teleport to the middle of that cluster of green suburbs and be perfectly safe sleeping in the street. -- . . <== DDR Approved Editor 03:12, 10 February 2010 (UTC)
As much as I would LOVE to use this feature with my PKer... no. Just no. --Maverick Talk - OBR 404 06:31, 10 February 2010 (UTC) No. At least not with allowing negative AP. --Thadeous Oakley 11:53, 10 February 2010 (UTC)
Suggestions up for votingGlancing Blow moved to Suggestion talk:20100218 Glancing Blow |