Developing Suggestions
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The Suggestions system has been closed indefinitely and Developing Suggestions is no longer functions as a part of the suggestions process.
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Developing Suggestions
This section is for general discussion of suggestions for the game Urban Dead.
It also includes the capacity to pitch suggestions for conversation and feedback.
Further Discussion
- Discussion concerning this page takes place here.
- Discussion concerning the suggestions system in general, including policies about it, takes place here.
Resources
How To Make a Discussion
Adding a New Discussion
To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.
Adding a New Suggestion
- To add a new suggestion proposal, 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.
- The process is illustrated in this image.
{{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.
- 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 month may be cycled without notice.
Please add new discussions and suggestions to the top of the list
Suggestions
Flashlight
Timestamp: •▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:25, 2 July 2010 (BST) |
Type: Attachment |
Scope: Firearms |
Description: No, this is not this, this, or this, and is definitely not a 100% dupe of this.
No. What I propose may be slightly similar to the last link, but it's different. These Flashlights are like the flashlight attachments that you can equip to firearms. They will increase the accuracy of firearms in Dark buildings by 10%, and only 10%. And they can only increase the accuracy of firearms. In dark buildings. Only. The downside? The Flashlight will increase the encumbrance of the firearm by 4%. Also, when you use the equipped firearm, anyone outside the building will notice the light from these Flashlights. The Flashlights base encumbrance is 2%. They can be found in Armories , Police Departments, and Mall Gun Stores, all at 2% base search percentage. When there are Flashlights is in your inventory, there will be a dropdown list to equip it to one of the firearms in your inventory. Equipped firearms will be marked (marked with an E), and they cannot be unequipped. This will cost 1AP to equip. Attempting to equip the Flashlight when all your firearms are already equipped with them will waste you an AP. The equipped Flashlight will only last for 30 shots for Pistols and 6 shots for Shotguns, afterward, it becomes useless. However, they will not be unequipped from the firearm, meaning that the firearm still takes up an extra 4% of your Encumbrance. The only way to get rid of a pistol with a dead Flashlight (marked with an *) is to drop the firearm completely. |
Discussion (Flashlight)
Zombie Class Change
Suggestion has been moved to voting. Discussion has been moved to Suggestion talk:20100629 Zombie Class Change. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:46, 29 June 2010 (BST)
Extra encumbrance
Timestamp: No-genius 13:12, 26 June 2010 (BST) |
Type: Item, change |
Scope: Survivor, possibly zombies with this |
Description: OK. How about certain items take up 1.5% (instead of 2%) inventory, depending on class. If you're scientist, its syringes and first aid kits (or possibly syringes for lab assistants, and first aid kits for doctors, if having both gives too much), and you're military, its pistol clips and shotgun shells. But (to balance it out) the opposite items take up 2.5%. Civilians are unaffected. (Please tell me this isn't a dupe too) Obviously this is a lot fairer to zombies if they can choose their class too. |
Discussion (Extra encumbrance)
Suggestion:20080313 Bodybuilders are Stronger, Duh? --RosslessnessWant a Location Image? 13:44, 26 June 2010 (BST)
- Dupe as above. Unless you were to change it up so the 2 suggestions have significant differences. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:31, 26 June 2010 (BST)
It's worth pointing out that encumbrance isn't actually a measure of realism, but a mechanical limitation. Items having an encumbrance value that seems out of scale is simply the game's way of placing a limit on the amount of stuff any one person can mule around with them, not an attempt to realistically portray weight. 13:11, 1 July 2010 (BST)
- But if you're on 99% encumbrance, you can still pick up a generator. So it doesn't really do that. Is there no call for gradually making it harder to perform any action other than walking outside/talking/entering a building? And does it really break realism so much to assume that a lab assistant will be able to carry syringes, or a seargent to carry pistol clips, in a way that a civilian can't? (I read about how making new players have to make an important decision about character classes before they know the game is bad, but they could just pick civilian). No-genius 13:46, 1 July 2010 (BST)
- Yes, the suggestion would be more realistic, but what I'm saying is that the chief concern with encumbrance isn't realism, it's stopping mules carrying thirty generators and fuel cans, plus extra. The infinte final 1% is an issue that should really be sorted, but I'm not keen on any suggestion that'll make survivor play any simpler. 13:53, 1 July 2010 (BST)
Zombie Bone Armor
Timestamp: William Burns 16:26, 24 June 2010 (BST) |
Type: Skill, new |
Scope: Zombie |
Description: A covering or armor of bone for high level zombie players. As a zombie rotted (i.e. leveled up) bones would begin to be exposed. These bones then could be sharpened if on the hands to add 1 (one) additional damage to successfull hand attacks while increasing by 1 (one) all damage received through firearms. The reasoning is that bone is brittle and bone not shielded by rotting flesh would be more likely to break than shielded bone.
+1 Hand attack damage done/+1 firearm damage received |
Discussion (Zombie Bone Armor)
I fixed your code. As far as comments go, I don't have any right now. -Austin Hunt 17:26, 24 June 2010 (BST)
Hang about, my fully levelled zombie now takes more than 50 damage from a shotgun?--Yonnua Koponen Talk ! Contribs 21:11, 24 June 2010 (BST)
Yonnua Koponen, I am not sure what you mean with your comment, but I will try to clarify something at least. Say an attack from a shotgun hits your zombie character, and does 10 (ten) damage. With the Zombie Bone Armor skill the same successful shotgun attack would do 11 (eleven) damage to your zombie character. —The preceding unsigned comment was added by William Burns (talk • contribs) at an unknown time.
Wait. So I get a fully-levelled brain-rotted death cultists to parachute an NT. Stand up, deal 3+43=46 damage per claw swipe, clear the NT in like five or six swipes, pinata, stand outside and get headshot in two hits, +5AP penalty far outweighed by the AP saved by having a x15 damage multiplier on my attacks. I VOTE KEEP. 22:11, 24 June 2010 (BST)
- I think you're misinterpreting the suggestion. You take this skill. Now your claw attack would do 4 damage each, but you would also take 5 damage from pistols and 9 damage from shotguns. --Maverick Talk - OBR 404 22:30, 24 June 2010 (BST)
- Then why specify that you rot more when you level up? 22:38, 24 June 2010 (BST)
- Eh? I assume you meant this with flesh rot in mind?--Thadeous Oakley 22:34, 24 June 2010 (BST)
Wait wait wait, lemme see if I know what you're saying. You're trying to tell us that flesh and skin will protect against bullets, but without that flesh and skin, they'll be easily damaged more by bullets? Whatever happened to the Flak Jacket covering those bones? =O --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:17, 25 June 2010 (BST)
The Flak Jacket decays with the zombie. And if you are a high level zombie, that means you have spent more time dead, exposed to the elements, which would cause advanced states of decomposition not seen in "newer" zombies. So, overall, do you think I can take this to the real suggestions page? William Burns 23:20, 25 June 2010 (BST)
- No. This idea sucks, and your reasoning sucks. Flack Jackets don't decay just because you're a certain level, and this idea is a massively unneeded zombie buff whose negative effects are completely negated by an existing skill. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 23:46, 25 June 2010 (BST)
- Also ceramics don't decompose. 23:48, 25 June 2010 (BST)
- Also, some of us likes to think of Revive Syringes being able to somehow regenerate body parts. Somehow. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:19, 26 June 2010 (BST)
Okay, maybe the flak jackets don't rot completely, but the fibers do loosen with use. And high level zombies have probably died many times. A ceramic plate filled with bullet impact marks and cracks is not as effective as the ceramic plates in a flak jacket not covered with battle evidence. Also, so what if the Revivification Syringes magically heal missing or eaten flesh and blood? If you haven't been revived in a while you have less flesh, logically, than a zombie who was revived and died again recently. Furthermore, why is it "a massively unneeded zombie buff whose negative effects are negated by an existing skill"? Its one fuckin' more point of damage! Zombies can get right back up again after being killed! William Burns 02:33, 27 June 2010 (BST)
- It's "one fuckin'" shitty idea that was obviously thrown out in a tantrum of stubborn idiocy and idea-regurgitation the likes of which this page hasn't seen for about a week. If you're really at the point where you're screaming swear words about how all right your idea's flaws are, you are far past being able to make a passable suggestion. Good ideas don't have flaws, or at least have flaws that are reduced to the point that they are outweighed by your benefits; your idea is just a pile of shit you're trying to polish into a slightly shinier pile of shit via a litany of bitching. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 04:31, 27 June 2010 (BST)
Small Mine
Timestamp: 7:33, 24 June 2010 |
Type: New Weapon |
Scope: Both |
Description: Okay, a survivor can find a small mine go somewhere drop it and if a zombie or survivor attacks you it puts a small amount of damage on the attacker, it will say up in the description that they have a mine. 5 or 10 damage would be dealt but the damage is only inflicted if the attacker landed the hit and even if they missed the mine would still blow up but not affect them. |
Discussion (Small Mine)
Personal opinion aside, this suggestion needs more detail. What are the odds of attaching a mine? Where can you find it? How much does it weigh? --Maverick Talk - OBR 404 08:41, 24 June 2010 (BST)
Auto-attacks = no-no. —Aichon— 12:25, 24 June 2010 (BST)
No. No land mines. I am not having Heather Mills invade Malton. 13:25, 24 June 2010 (BST)
So, you're suggesting a Booby Trap, right? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:19, 25 June 2010 (BST)
Diseased bite and Analyse Symptoms
Timestamp: Shadok 10:08, 22 June 2010 (BST) |
Type: New skills |
Scope: All players |
Description: Well, I've considered putting this up a few times, but never got the guts. So I'm giving it a try now ._.
The idea of this suggestion is to increase the powers of both the survivor and zombie sides. Zombies gain the new skill (under infectious bite) of Diseased bite. This bite works the same as the normal bite, but cannot be cured by a simple FAK. (If a zombie chooses to stick with the normal infectious bite, it will remain a skill, unchanged). Instead, a new item "Antibiotic" would be added to the game for the purpose of curing it (Found: Hospitals (10%); Mall drug stores(?%) (I leave ?% because of the two skills. Most likely be similar to the FAK chances in drug stores) Encumbrance: (1%)(since they aren't as useful as FaKs, they take up less room). Edit: The Antibiotics CAN cure a normal infection as well, but it's a bit wasteful when a normal FaK can do as much and heal HP at the same time. Normal infection is not changed at all by the presence of Diseased bite, it still works as normal. To prevent this from being a total nerf to survivors, they gain a new skill: Analyse Symptoms. With this skill, survivors can now detect infections (the same way that zombies can with scent blood), with Diseased bites being coloured a darker colour than the normal infections. This would be a sub-skill of Diagnosis and, consequently, a science skill. Edit: I've looked at those past cases, none of the others were both survivor/zombie balanced (instead they only helped the zombies) and didn't use item cures. Also, this would be a part of the "you search and find nothing" bit of searching, rather than diluting the FaK chances. Anyway, I've added the encumbrance to the description. To clarify: This DOES NOT stack with Infectious bite. Here's a few examples: Survivor bitten by zombie with IB-Normal infection Survivor bitten by zombie with DB-Diseased infection Survivor bitten by two zombies, one with IB and the other with DB-The Diseased bite overrides the Infection and replaces the infectious bite with a diseased bite, leaving only the diseased infection. From here, it's treated like a normal diseased bite. Hopefully these answer questions! (Hey, the point of putting it here is to iron out the bugs, right?^.^) Also, I like the ideas of unusual locations, but I'd need to figure out how to best place them if I followed that. Any suggestions for search rates in schools, lockers, etc would be appreciated. This is my first suggestion, so please keep the flames down >.< Thanks to everyone who has offered positive feedback so far! ^.^ |
Discussion (Diseased bite and Analyse Symptoms)
Fuck yeah permanent infection. As a death cultist, I like this. 14:30, 22 June 2010 (BST)
One of the major things you have to consider is that FAK search rates would be diluted by this.--Yonnua Koponen Talk ! Contribs 15:31, 22 June 2010 (BST)
- So make it an antigen specifically created by NecroTech during their experiments and have it found only in NecroTech buildings. Perhaps allow it to be manufactured similar to syringes.--T | BALLS! | 15:41 22 June 2010(UTC)
- Remove the option to manufacture it. That way you create a reduced search rate for needles, which is perfect. 16:04, 22 June 2010 (BST)
- OTOH, this will just increase the importance of NTs at the cost of hospitals (as if they weren't already the most important building). I like the harmanz to have to juggle with several important buildings, rather than let them stockpile in their malls and NTs. -- Spiderzed▋ 17:49, 22 June 2010 (BST)
- I specifically chose the Hospitals to avoid this. NT's are already vitally important to survivors. No need to make it even MORE of a cripple if the zombies break into it. -Shadok 05:02, 23 June 2010 (BST)
- OTOH, this will just increase the importance of NTs at the cost of hospitals (as if they weren't already the most important building). I like the harmanz to have to juggle with several important buildings, rather than let them stockpile in their malls and NTs. -- Spiderzed▋ 17:49, 22 June 2010 (BST)
| - Remove the option to manufacture it. That way you create a reduced search rate for needles, which is perfect. 16:04, 22 June 2010 (BST)
A number of questions. If I heal a player with a fak, will it cure the normal infection? Do these stack? Will antibiotics cure normal infections? How much does it weigh. --RosslessnessWant a Location Image? 16:40, 22 June 2010 (BST)
- Darn you and you edit conflicts! But yes, I have the same questions as Rosslessness. John Ibans 16:43, 22 June 2010 (BST)
Pretty sure it's a dupe or near-dupe, but aside from the diluted search rates, I see no immediate issue in the general concept. A small buff to zombies and a smaller but welcome buff to survivors. —Aichon— 22:27, 22 June 2010 (BST)
I don't consider "search rate dilution" an adequate counter to a suggestion. In some cases, perhaps, but more often then not, you can just put the new items in other places. Antibiotics could, theoretically, be found anywhere. So instead of putting them in the "usual places" (Hospital), why not in, say, schools (nurse's office) or stadiums (locker rooms, etc.) for example.--Pesatyel 00:09, 23 June 2010 (BST)
There's a bunch of similar suggestions in Peer Reviewed, right here, in the really old Peer Reviewed pages. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:59, 23 June 2010 (BST)
I just don't see the point of spending 100 XP to give a slightly-harder-to-get-rid-of infection. I think regular infection works well. This suggestion just doesn't add enough to the game, in my opinion. -- 12:18, 23 June 2010 (BST)
Have the antibiotics found in hospitals, drugstores and NT's but make Syringes automatically cure the disease if its present. --Honestmistake 23:34, 23 June 2010 (BST)
- Sounds good. Although, it would revert it to a normal infection rather than "cure" it (I'm not nerfing Deathcultists here)Shadok 02:36, 24 June 2010 (BST)
- Well it doesn't cure infection now, so that would really be the only way it could work.--Pesatyel 04:00, 24 June 2010 (BST)