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.
However, you are welcome to use this page for general discussion on suggestions. |
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 |
Discussion (Flashlight)
Doomguy didn't have this capability on Mars in the future. 02:27, 2 July 2010 (BST)
- Yea, yea...Spam the suggestion...But if you do the math, the chance for a fully leveled survivor to hit with a firearm is still less than 50%. And also, I'm just suggesting this because the amount of suggestions these days have been staggering... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:30, 2 July 2010 (BST)
- I genuinely don't like the idea of anything that counteracts dark buildings. Sowwy. 02:31, 2 July 2010 (BST)
- Even with most of the Cons of this suggestion? And the limitness of what weapons they can only be used on? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:33, 2 July 2010 (BST)
- Yes. While this will be of little use to the average fire-and-forget trenchie, well-equipped and intelligent survivors will have a massive boon at clearing dark buildings of zombies, PKers, and non-hostile survivors at an encumbrance cost much lower than a fuel can and a generator. You'd need something like 7 augmented weapons just to equal the weight of a single-use generator/fuel pair. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:55, 2 July 2010 (BST)
- Then allow me to kill the item even more. Cut the number of shots usable to 3 for pistols, 1 for shotguns. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:58, 2 July 2010 (BST)
- See, now it's gone from being OP to UP. Look, here's the classic suggestion's conundrum:
- Then allow me to kill the item even more. Cut the number of shots usable to 3 for pistols, 1 for shotguns. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:58, 2 July 2010 (BST)
- Yes. While this will be of little use to the average fire-and-forget trenchie, well-equipped and intelligent survivors will have a massive boon at clearing dark buildings of zombies, PKers, and non-hostile survivors at an encumbrance cost much lower than a fuel can and a generator. You'd need something like 7 augmented weapons just to equal the weight of a single-use generator/fuel pair. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 02:55, 2 July 2010 (BST)
- Even with most of the Cons of this suggestion? And the limitness of what weapons they can only be used on? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:33, 2 July 2010 (BST)
- I genuinely don't like the idea of anything that counteracts dark buildings. Sowwy. 02:31, 2 July 2010 (BST)
Lelouch vi Britannia is teh suxs 23:53, 2 July 2010 (BST) |
Kill - Dark buildings should differ in that everything takes twice as long, not that only survivors can fully exploit them. Also, KISS. --VVV RPMBG 06:54, 2 July 2010 (BST)
Interesting, for certain. Not sure how I feel about it, but very much interesting. --Maverick Talk - OBR 404 08:20, 2 July 2010 (BST)
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)
Er...Well, it's no longer a Dupe. But this can be Killed/Spammed on the basis that you're linking suggestions, which you can't do. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:27, 2 July 2010 (BST)
Unique Weapons
Timestamp: Mindlessidiots 18:12, 3 July 2010 (BST) |
Type: New Weapons |
Scope: Human/Zombie |
Description: If you ever played Fallout 3 you have encountered at least one of it's unique weapons, which is like a normal weapons except stronger. What I am suggesting is that there should be unique weapons of some of the Melee weapons, such as the crow bar, baseball bat, length of pipe, and all sporting weapons so zombies can also use them. The unique weapons will not be incredibility powerful, just have a small stat boost. Let me give you an example
Lord Alner's fencing foil Lord Alner was a dedicated fencer, so he had a special foil created for him which was thought to be one of the best foil's ever created. Damage: 3 points Base accuracy: 15% Starting Skill: 20% Hand to Hand combat: 30% Location: Alner Manor As you can see, it only has a small boost compared to a normal foil. The object of this is not for it to be some weapons that slaughters everything it touches, but more of a personal trophy to have. Since the item is unique of course, only one can be found. Now, it would be kind of unfair if the person was able to keep it forever so when the person dies the weapon would spawn back at it's unique place. |
Discussion (Unique Weapons)
New player xXxZombieSmasher0001xXx signs up, finds Bob the Builder's Toolbox, plays for two days and idles out forever. Unique weapon irrecoverably lost. 18:17, 3 July 2010 (BST)
True, the only way I could think to fix that would be that weapons disappears after a certain period of time or if the item respawns if the character idles out. --Mindlessidiots 18:26, 3 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)