Developing Suggestions
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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
Speakerphone
Timestamp: Pardus 14:43, 10 November 2010 (UTC) |
Type: Communication |
Scope: Survivors, Mobile Phones |
Description: Idea:
A Survivor may setup up a mobile phone in his safehouse and be able to call it or any other phone setup in the same location if the local tower is active and the building is powered. You may target and break the phones to avoid spam. Workable? |
Discussion (Speakerphone)
So this is like a private radio channel, right? I set up a phone in a location, and then I can send messages to that phone from one I'm carrying, and they're seen by anyone in that room? I like the idea of it, I think. I'm on the positive side of unsure. Convince me with cold hard numbers and mechanics. 14:48, 10 November 2010 (UTC)
Suggestions to help encourage Survivor cooperation
Timestamp: ~ 21:53, 8 November 2010 (UTC) |
Type: Multiple |
Scope: Survivors |
Description:Since my Shout suggestion hasn't gone over very well (understandably) I'm trying to piece together some other ideas that I hope will encourage more survivor cooperation. I don't mean the kind of cooperation that broods groups of people to amass in a single location and defend that and nothing but that location. I'd like to see changes to the game that lead survivors to get out of their safehouse, do something to help contribute to their society.
Shout 2.0 Same as Shout except that zombies can hear the shouting when at the same location. Shouts can also be heard from adjacent buildings. Upload NecroNet Scan This new skill would allow players with NecroNet Access to upload their maps to the NecroNet network. These scans would be available to other powered NecroTech buildings by other players with NecroNet Access. The uploaded scan would be available only to NT buildings within 5 blocks of the location. There would be an additional button added after NecroNet is accessed Upload NecroNet Scan. Players with NecroNet Access at other NT buildings would get a notification similar to a cell phone message: A new NecroNet scan was uploaded from the The Sugg Building (3 hours and 5 minutes ago) |
Discussion (Suggestions to help encourage Survivor cooperation)
I like the Necronet one. As far as the shout one, is this like survivor feeding groan and is outside only, or would it work inside as well? -MHSstaff 21:58, 8 November 2010 (UTC)
The Necronet one is a Dupe ;) --Yonnua Koponen Talk ! Contribs 22:00, 8 November 2010 (UTC)
- Very funny. I actually did some research using the NecroWatch page before suggesting. Think of it as an in-game NecroWatch...sorta. ~ 22:12, 8 November 2010 (UTC)
- But... Caleb Usher created Necrowatch + Caleb Usher isn't in-game == NO Necrowatch in-game. :( I am disillusioned. Honestly though, how many NTs are in a five block radius of each other (excluding the freak three in Rhodenbank)?--Yonnua Koponen Talk ! Contribs 15:50, 9 November 2010 (UTC)
- Glancing at the map, groups of 2+ (within 5 blocks) are pretty common. Truly isolated NTs are somewhat rare. -MHSstaff 15:55, 9 November 2010 (UTC)
- The DSS Map is a great way of seeing NT proximities. Just click on any NT building on the map and you'll likely find another one in its vicinity. ~ 21:03, 9 November 2010 (UTC)
- Glancing at the map, groups of 2+ (within 5 blocks) are pretty common. Truly isolated NTs are somewhat rare. -MHSstaff 15:55, 9 November 2010 (UTC)
- But... Caleb Usher created Necrowatch + Caleb Usher isn't in-game == NO Necrowatch in-game. :( I am disillusioned. Honestly though, how many NTs are in a five block radius of each other (excluding the freak three in Rhodenbank)?--Yonnua Koponen Talk ! Contribs 15:50, 9 November 2010 (UTC)
Finally, a simple headshot nerf that benefits everyone who's dead
Discussion (Finally, a simple headshot nerf that benefits everyone who's dead)
I can't help but feel this encourages players to not play the game.--User:Yonnua Koponen/signature3 21:32, 7 November 2010 (UTC)
- The same way having less AP does? You're just trading time before standing for time after, really. 21:34, 7 November 2010 (UTC)
- But time when you're invincible is undoubtedly better.--User:Yonnua Koponen/signature3 21:36, 7 November 2010 (UTC)
- The trade-off being delayed play and the inability to ?rise with it. 21:41, 7 November 2010 (UTC)
- Exactly, the positive encourages people to have "delayed play" - to sit there not playing the game, when we should be encouraging more people to play the game.--User:Yonnua Koponen/signature3 21:42, 7 November 2010 (UTC)
- I fail to see how playing slightly later is any worse than not being able to play as much, though. 21:47, 7 November 2010 (UTC)
- Most people log on once a day, especially the "casual players" you claim to be championing. This would take a whole day out of their play cycle, by encouraging them not to log on just after you've been headshot.--User:Yonnua Koponen/signature3 21:51, 7 November 2010 (UTC)
- No it wouldn't. If they've taken a headshot right before logging in, it's no different to how it is now if they stand up right away. For that kind of player, it's only upside or no change. 22:04, 7 November 2010 (UTC)
- You seem to have misunderstood what I'm trying to say.--User:Yonnua Koponen/signature3 22:48, 7 November 2010 (UTC)
- To get around the one-a-day casual player getting headshot right before they login, maybe have it not take affect if a headshot player's AP = 50?-MHSstaff 01:56, 8 November 2010 (UTC)
- No it wouldn't. If they've taken a headshot right before logging in, it's no different to how it is now if they stand up right away. For that kind of player, it's only upside or no change. 22:04, 7 November 2010 (UTC)
- Most people log on once a day, especially the "casual players" you claim to be championing. This would take a whole day out of their play cycle, by encouraging them not to log on just after you've been headshot.--User:Yonnua Koponen/signature3 21:51, 7 November 2010 (UTC)
- I fail to see how playing slightly later is any worse than not being able to play as much, though. 21:47, 7 November 2010 (UTC)
- Exactly, the positive encourages people to have "delayed play" - to sit there not playing the game, when we should be encouraging more people to play the game.--User:Yonnua Koponen/signature3 21:42, 7 November 2010 (UTC)
- The trade-off being delayed play and the inability to ?rise with it. 21:41, 7 November 2010 (UTC)
- But time when you're invincible is undoubtedly better.--User:Yonnua Koponen/signature3 21:36, 7 November 2010 (UTC)
I actually like it. I might lengthen the time a bit (one off per hour), but it seems reasonable to me. —Aichon— 22:13, 7 November 2010 (UTC)
Improved Relentless, I like it. User:Whitehouse 01:11, 8 November 2010 (UTC)
- I don't like it, headshot is pathetic already given that it's supposedly the one way to put a zombie down for good.--Mallrat TSI TKS CTD 03:25, 8 November 2010 (UTC)
Self Harm mk 2
Discussion (Self Harm mk 2)
Would the effect stack with a standard infection? -Jon Aiken RSZ ! 22:50, 7 November 2010 (UTC)
- I see no reason why not, adding further exemptions to infection seems unintuitive to me. 20:20, 8 November 2010 (UTC)
Meh, something in the flavour of "learning to hurt yourself" seems too wrong to me. I think the most logical thing is what the game implements already: jumping off windows. Of course, it helps none in parachuting... ~m T! 00:50, 8 November 2010 (UTC)
- You could also argue that "learning to be more rotted" or "learning to get hired" also make little sense - skills seem more like the by-product of experiencing the events that gave you XP rather than consciously sitting down and teaching yourself something. 20:20, 8 November 2010 (UTC)
Hasn't this like.. Been suggested several time? --Zamins 20:27, 12 November 2010 (UTC)
Rifle
Timestamp: Jon Aiken RSZ ! 04:28, 7 November 2010 (UTC) |
Type: Weapon & Skill, and Skill set |
Scope: Survivors |
Description: Creates a weapon "Rifle", and an ammo item "Bullet", each capable of being found in fort armouries, gun stores, and polices stations. Rifles take up 5% encumbrance. Each round takes up 1% encumbrance. Rifles are unwieldy at close ranges, and start with a base accuracy of 2.5%. Adds similar skill tree with other firearms. Basic Firearms Training adds 7.5%, Basic Rifle Training adds an additional 10%, and Advanced Rifle Training adds a further 10%.
Rifles deal 5 damage (4 with flesh rot or a flak jacket), and hold up to five rounds. Rounds are found and loaded individually. If a character has basic rifle training and uses binoculars in a cardinal direction (only N, S, E, or W) in a tall building, a button appears that reads "steady rifle". When clicked, the one AP is used, the six blocks not adjacent to the character disappear, and the attack menu only lists characters outside on those three blocks (no x-ray vision). Should there be zombies on multiple blocks, they are listed as "a zombie (block name)". You cannot recognize zombie contacts. Shots have 30% to hit (45% with advanced rifle training), and deal 5 damage (4 damage with flak jacket or flesh rot). After steadying the rifle, there appears an action "pack-up rifle", which takes no AP, and returns the character to their state prior to steadying their rifle, except that the blocks visible from the binoculars are not displayed. If the character uses any action other than attacking (reload, search), the binoculars must be re-used, and the rifle re-steadied. Should there be no individuals, flavour text describes why you did not steady your rifle, and 1AP is used. If you attempt to steady your rifle while not looking in a cardinal direction, flavour text describes why you did not steady your rifle, and 1AP is used. In neither case does the binocular display of the 9 blocks disappear. Should your shot land true, their HP is not displayed. Headshot only occurs only 20% of all zombie kills. Actions:
Packing up your rifle:
Trying to Steady your rifle when no one is there:
Trying to Steady your rifle when not facing a cardinal direction:
Shooting (hit):
Shooting (miss):
Being shot at (hit):
Being shot at (hit, flack jacket/rotten flesh):
Being shot at (miss):
Reloading:
Gun Store:
Fort Armouries:
Bullet:
Gun Store:
Fort Armouries:
|
Discussion (Rifle)
- I don't see anything about zombies (or players, for that matter), being able to tell where the shot came from. This is a ranged shot, it could come from a number of directions and a number of squares away. I suggest modifying it so that the target and possibly players in neighboring squares get an idea where the shot came from, kind of as if it were a flare.
- Despite it being a ranged shot, you can only attack blocks right next to your building, and as a matter of fact, not even outside your building. Plus, gun reports would probably result in more dupes than this would get anyway. -Jon Aiken RSZ ! 17:29, 7 November 2010 (UTC)
- Also, with the numerous buildings about the report would echo from everywhere, bouncing off buildings hither and thither, if any implementation it would either be in all three target squares, or merely the surrounding eight squares, maybe have a different message if you are outside on the same block as the sniper. -Jon Aiken RSZ ! 17:35, 7 November 2010 (UTC)
- You hear a rifle report echo throughout the streets
- You hear a rifle report from one of the top floors of the building
- It's good that you can't recognize zombie contacts, but I also find it questionable whether you should be able to identify survivor contacts, and no matter what your Diagnosis ability should be disabled... no reading HPs, spotting infections or whatever when picking targets in remote squares.
- I agree, with a single coin flip scenario, what about survivors with scent fear? The asterisk just shows that they are injured, nothing more. -Jon Aiken RSZ ! 17:29, 7 November 2010 (UTC)
- Also, I think survivor contacts should be recognisable, as you can see their name from the map, and from using your binoculars, and a well dressed person stands out more than if they were one of the many shambling rotting corpses. What you don't know who they are? Well, You can't see their description, but if you were able to go 'the one with the top hat, or the one with the overcoat' in real life, shouldn't you be able to choose who you shoot? -Jon Aiken RSZ ! 18:10, 7 November 2010 (UTC)
Those are just a couple of issues I see with this so far. I didn't bother reading it closely enough to see how dangerous this weapon is yet, maybe I will later, but not if it gets shot down first. Too tired. Crashing. G'night. --Necrofeelinya 06:55, 7 November 2010 (UTC)
- Thanks for the feedback! -Jon Aiken RSZ ! 17:29, 7 November 2010 (UTC)
- Why would you want to shoot zombies outside? --RosslessnessWant a Location Image? 09:36, 7 November 2010 (UTC)
- I can guarantee that there will be people, plus some people may use this to slowly gain XP. -Jon Aiken RSZ ! 17:29, 7 November 2010 (UTC)
- I meant from a tactical sense. Its self defeating to kill zombies outside. Plus it adds confusion. How do you know that the zombie you're aiming at isn't at a Revive Point? What's to stop people killing me at a revive point safe in the knowledge I can't identify them? Also in terms of levelling no one would use this to level. Basic accuracy of 2.5%? Its useless without basic firearms training, at which point its much easier to level with pistol training.--RosslessnessWant a Location Image? 17:15, 8 November 2010 (UTC)
- 1) Tactical sense? First off if a zed busts down your 'cades with half its HP, that's better than a healthy (?) corpse. A couple of shots can allow you to put the hurt on an individual from relative safety. Just like in war, they must asses where snipers are, and act accordingly. Good for PKers, or your pro-survivors. As an actual technique to fight against the undead, it holds a small niche there, as well. The major way for survivors to win against the zed is to do one thing: make them want to move. You can't make them move, or move them yourself, but rather put them in a circumstance where they are unwilling to stay. After they chew up a town, they move on. If they're overwhelmed, they move on. If they aren't having fun, they move on. If you got a few ferals constantly being sniped, they may find it annoying and not fun, and move on. Survivors win.
- 2) How do you know the zombie you aim at isn't in a rev point? Use the wiki. And if long-range cow tipping is that bad of a problem, move to a different RP. Forcing you to move in just that demonstrates the tactical sense a sniper can have. Snipers can only attack squares directly adjacent to their building and only from tall ones at that; just don't stand in an RP next to a tall building.
- 3) Leveling up? No one uses pistols w/o basic firearms training. If you complain that it's too little, I'd like to think I could hit a zombie that's just standing there with a pistol and no firearms training, but I can't. I said I'd be willing tweak the numbers if needed, so what do you suggest? And as for sniping, the action doesn't become available until you purchase 'Basic Rifle Training', child skill of basic firearms. It's pretty much supposed to be weaker than a shotgun or pistol, in damage and reloading respectively, but gain that advantage of being able to attack one square adjacent, if (and only if) you have basic/adv. rifle training, a pair of binocs, and are in a tall building.
- I meant from a tactical sense. Its self defeating to kill zombies outside. Plus it adds confusion. How do you know that the zombie you're aiming at isn't at a Revive Point? What's to stop people killing me at a revive point safe in the knowledge I can't identify them? Also in terms of levelling no one would use this to level. Basic accuracy of 2.5%? Its useless without basic firearms training, at which point its much easier to level with pistol training.--RosslessnessWant a Location Image? 17:15, 8 November 2010 (UTC)
- I can guarantee that there will be people, plus some people may use this to slowly gain XP. -Jon Aiken RSZ ! 17:29, 7 November 2010 (UTC)
Conclusion) The idea is that it doesn't fit the niche as a pistol or shotgun clone, and gives an ability that neither firearms possess. With some values tweaking it can be analogous in certain ways, but not identical. It can serve a purpose as an instrument of opportunity, or XP gathering. It is on par with other firearms, and can create a psychological impact, potentially to where zeds are ware of standing near tall buildings. It behaves believably, is not overpowered (zed's can just stand up/the accuracy and damage), requires AP (binocs and rifle steadying), helps PKers as well, is not a stopgap, and adds something that people may be looking for. Just saying. I just don't know how to pitch this without getting spammed/duped for having the word 'rifle' in it. --Jon Aiken RSZ ! 06:10, 9 November 2010 (UTC)
- Thanks for the replies. Firstly, if i'ma hostile zombie being sniped from a building next door, my natural reaction would be to move to that building. Not really the kind of option you'd want if you're trying to stop zombies. Secondly, its a lot better to spend your AP on cades then to allow half injured zombies inside. These skills would only reinforce that shooting zombies outside is a good thing. (Which it really isn't comparing ap usage and remembering digestion) Thirdly "Use the wiki" and "Don't stand there" aren't sensible justifications for the griefing of revive points. Fourthly, my levelling explanation meant that you wouldn't try levelling using the rifle tree, it would me much more efficient to use the pistol skill tree. Also, you haven't explained what you see if there is a survivor at their block, or how you would get around yons ammo dilution question directly below. --RosslessnessWant a Location Image? 14:59, 9 November 2010 (UTC)
- Your welcome, as I wish to get an opinion that I could make someone agreeable, especially someone who knows the community, and potentially the rest follows, as well. Firstly, granted that if your next to a lone tall building. But say you're at club peerless in Spicer Hills. Four tall buildings surround that one location, and you'd have to clear out all of them to be sure. Secondly, in terms of killing/injuring zombies, digestion is granted, but wouldn't most be scraps? In that vein, attacking cades is pointless: 5 ap to tear down, 1 o 2 to build. Plus you can snipe people too, who digest things a little less easily. Thirdly, point capitulated. You were shot by a sniper for 5 damage. Your rotten flesh absorbs 1 damage But only if they hit you. Fourthly, possibly not first, but like I said: tweak the values and make it analoguous to the other firearms. Also, you see their name as a normal survivor. Yon's note cannot be avoided, unfortunately the buffing and/or nerfing of the weapon cannot be in the search percentages, but rather in the weapon itself. If the buff of the weapon as is was multiplied by a billion, zeds would still just stand up, or move away from/move to the tall buildings. If the nerf is multiplied by a billion, I'd gather it'd be -2 AP for survivors using current firearms, otherwise you have all the huge XP people buying it anyways. Only the newbs would be affected, as yon said. However, up until the point of specialisation (Basic {insert gun} training), have the percentages be equal. Tweak the reload and the damage to make it somewhere between a pistol and a shotgun. Whatever you do the game would be affected. But whenever you throw a turtle into a forest it's going to affect the entire environment in some way eventually. It's inevitable, but what has been mentioned even in macro-macroscopic scale, seems not to have too much of an impact on balance, or life/death strength to completely break the scales. -Jon Aiken RSZ ! 16:09, 9 November 2010 (UTC)
- Thanks for the replies. Firstly, if i'ma hostile zombie being sniped from a building next door, my natural reaction would be to move to that building. Not really the kind of option you'd want if you're trying to stop zombies. Secondly, its a lot better to spend your AP on cades then to allow half injured zombies inside. These skills would only reinforce that shooting zombies outside is a good thing. (Which it really isn't comparing ap usage and remembering digestion) Thirdly "Use the wiki" and "Don't stand there" aren't sensible justifications for the griefing of revive points. Fourthly, my levelling explanation meant that you wouldn't try levelling using the rifle tree, it would me much more efficient to use the pistol skill tree. Also, you haven't explained what you see if there is a survivor at their block, or how you would get around yons ammo dilution question directly below. --RosslessnessWant a Location Image? 14:59, 9 November 2010 (UTC)
Read this.--User:Yonnua Koponen/signature3 10:11, 7 November 2010 (UTC)
- Duly noted Yon, I didn't want this to start this with too much accuracy/damage or have ammo in magazines, and have people bitch about how it's too strong, but if you tweak the firearm percentages to match the base (no skill) and tier 1 (basic firearms) it would just be similar to other firearms. There are a few things I'd be willing to toy with: if you upgrade the damage to 10 it'd just be essentially a five-round shotgun with separate ammo (why bother except for the sniping ability?), play with the percentages as before (though a rifle inside a building with no/little training is unwieldy to use compared to a pistol/shotgun), perhaps have sniping rounds do half the damage (unrealistic, but then again, so are zombies), add a magazine to make it like a sniping pistol (again, why bother except for the sniping ability?) or any myriad of ideas you come up with. It just seems strange to me that there are absolutely no rifles in the city. -Jon Aiken RSZ ! 17:29, 7 November 2010 (UTC)
Dr Strangesuggestion, or, how I learnt to love the headshot
Timestamp: User:Yonnua Koponen/signature3 23:18, 6 November 2010 (UTC) |
Type: Headshot nerf |
Scope: Brain rot, Headshot |
Description: There once was a man with Brain Rot, Who suffered a terrible head shot, It hurt twice as much, The man was a putz, But the relief on newbies was a lot. Basically, Headshot would deal 3AP as standard, and 5AP if the target had brainrot. Flavour: Less structure in the head: More damage Benefits: Newbies take less AP damage, older players unaffected. Tactical: Zombies need to pick if they want guns or needles to be a more effective means of killing them. Discuss. |
Discussion (Dr Strangesuggestion, or, how I learnt to love the headshot)
I like it, especially since it benefits newbies. User:Whitehouse 23:29, 6 November 2010 (UTC)
As Whitehouse. -Jon Aiken RSZ ! 04:28, 7 November 2010 (UTC)
Most zombies don't even buy brain rot... I know I don't on my zombie alt. Incase I wanna death cultist and stuff. Change it to ankle grab and add a little more AP on it and I like it. --Zamins 06:53, 7 November 2010 (UTC)
- Approximately 9% of players have brain rot. Ankle grab would make no sense tactically.--User:Yonnua Koponen/signature3 10:09, 7 November 2010 (UTC)
- So 91% gets a boost regardless whether they are level 1 or level 41? No. Why on earth discourage brainrot like this? --Thadeous Oakley 10:19, 7 November 2010 (UTC)
- Brainrot stays exactly as it is now. It's just that newbies get a boost, as they should.--User:Yonnua Koponen/signature3 10:52, 7 November 2010 (UTC)
- From what I can tell, based on the stats page, approximately (and this is just a rough approximation) 34% of max level players have Brain Rot. More if we count those zombies that stop at level 21 or 22 and go no further with their levels. And that includes survivor characters as well, so you can roughly double that to get an idea of how many max level zombies have Brain Rot. Anyway, you shouldn't retroactively punish players (and it would be a punishment, since they would be unable to take the other choice) for a decision they made previously which they are unable to reverse now. Simple as that. That said, if there were a new city, I think that this might be a great idea. It'd certainly make sieges much more interesting, I should think.—Aichon— 16:12, 7 November 2010 (UTC)
- Uh, don't you need the brain rot skill to be the max level? And it wouldn't make sieges more interesting, it would just speed up what would normally happen. Zombies eventually win, survivors eventually come back after a few days. No strategy invovled. --Zamins 16:54, 7 November 2010 (UTC)
- I considered max level to be people that stop at levels 43, 44, or 45. 43 is the max level for anyone that doesn't grab Brain Rot. For anyone that grabs Brain Rot, then either 44 or 45 is their max level. I took all of that into consideration with my calculations. As for sieges, I didn't say that it would switch the way things are now in terms of who wins. I said it would make them more interesting. To me, making survivors more capable of ousting zombies with syringes without the need for a lit NT is more interesting. And as the recent Blackmore Battle showed, there is strategy involved, and it would've made a difference there. —Aichon— 22:08, 7 November 2010 (UTC)
- Uh, don't you need the brain rot skill to be the max level? And it wouldn't make sieges more interesting, it would just speed up what would normally happen. Zombies eventually win, survivors eventually come back after a few days. No strategy invovled. --Zamins 16:54, 7 November 2010 (UTC)
- So 91% gets a boost regardless whether they are level 1 or level 41? No. Why on earth discourage brainrot like this? --Thadeous Oakley 10:19, 7 November 2010 (UTC)
I agree with Aichon. That said, couldn't you just scale headshot so that it does 1AP for a Level 1 zombie, 2AP for Level 2... and so on up to 5AP for Level 5+, and get a similar effect for new zombies? -MHSstaff 18:50, 7 November 2010 (UTC)
- Sure, that would work.--User:Yonnua Koponen/signature3 18:56, 7 November 2010 (UTC)
Weakened Survivors
Timestamp: General Havok 17:46, 6 November 2010 (UTC) |
Type: TYPE HERE |
Scope: SCOPE HERE |
Description: Survivors that are injured have less ability to defend themselves. A Survivor that is WOUNDED has any Survivor or Zombie that attacks them get a +5% bonus to attack. A Survivor that is DYING has any Survivor or Zombie that attacks them get a +10% bonus to attack. |
Discussion (Weakened Survivors)
Kudos for using DS. However, this skill isn't needed at this point. Zombies can already kill quite well without any extra help. With this active, it makes zombies hit at a 70-80% rate when a survivor is dying. That's the same as a gun, and a gun has the down side of having to find and load ammo. This would effectively allow zombie players to hit almost non-stop without any draw-backs. As a zombie player, I love this. But the survivor part of me thinks this would knock things far too out of whack to be feasible. Shadok T Balance is power 22:23, 6 November 2010 (UTC)
Brain damage
Timestamp: Zamins 17:54, 5 November 2010 (UTC) |
Type: Skill |
Scope: Survivors |
Description: Consider this, when someone in real life gets shot in the head, they either have brain damage or die. Mostly the latter. But zombies are different, their bodies regenerate. Zombies should have brain damage, but just untill their brain regenerates.
This skill would be in the skill tree of headshot, making it the second skill in the zombie hunter class. This skill could cause some of 5 different effects to happen. -Nulling the effect of ankle grab (paying the full price of dying) -Loss of motor skills (not able to move, etc) -Mental retardation (Messed up speech, sometimes doing the wrong thing) -Aggression (When trying to do something else, they could attack any breathing thing there. Zombie or survivor.) -Confabulations (Seeing things that aren't there, such as reading barricade levels wrong.) All of these effects would last for 5 ap, one after the other. Now before you think this is over powered, it is not 100% that any of these effects will happen. However, the zombie wouldn't know if it was effected or not. And would be given a choice to spend 10 AP to null all effects (excluding the ankle grab one) The chances that effects will happen: -1 effect happening = 95% -2 effects happening = 50% -3 effects happening = 25% -4 effects happening = 2% -5 effects happening = 1% |
Discussion (Brain damage)
I believe that this suggestion may be a little over powered with the nulling ankle grab one. Perhaps I should change it to adding on 5 ap to death. --Zamins 17:55, 5 November 2010 (UTC)
This goes against plenty in the Suggestions Dos and Do Nots. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 18:08, 5 November 2010 (UTC)
Such as? I kept those dos and do nots in mind when I made this suggestion. --Zamins 19:13, 5 November 2010 (UTC)
FUCK YEAR ZOMBIES R TOTES OVAPOWERD DUDE DEY SO NEED DA NERFIN. Fuck off. Adding anything to the already-punishing array of AP-sponging survivors can dish out to zombies is just spastic. Sorry this doesn't sound constructive, but that would be because it's not. 01:08, 6 November 2010 (UTC)
Exactly. Despite how much of a parody that could be. --Zamins 01:41, 6 November 2010 (UTC)
Oh, reading the small part of that I see brain damage is already in the game. It takes well over 20 AP to revive a survivor after death. For a zombie? 6 AP. So even WITH this, it would be 16 AP (excluding the ankle grab). Well, that's why I said in my first comment that this is a little overpowered. --Zamins 01:45, 6 November 2010 (UTC)
- Actually it takes 10 AP to revive a survivor, and the reviver gains experience for doing so. That same 10 AP revive is also a one-shot-kill versus zombies too, so there's no arguing that it's a niche item. Headshot is already a skill that hurts new players to a spastic degree, essentially saying "Oh hey, you're a new zombie player. That's great and all, but we're going to go ahead and only give you 7/10s of the play experience that new survivors get. Enjoy!" Enhancing the effects of headshot by increasing the stand-up cost, or anything else detrimental to normal, regular zombie play, hits the most fragile demographic in this game - a game which, might I add, is losing player numbers quickly. Of course this doesn't matter to you, you don't give a fuck about reaching new players or increasing player base or even allowing zombie players to enjoy the game, because I'm obviously in the wrong. You're not just making a stupid suggestion, you're making one that would impact the game decidedly negatively. Dick. 01:56, 6 November 2010 (UTC)
I play both a zombie character and a human one, and I can say that on the zombie account, there is no repelling us. There are only people spending 40+ AP getting us to waste 6 ap. --Zamins 01:47, 6 November 2010 (UTC)
Are you counting the AP to stand up, go to a RP, another survivor to go to a NT building, find a syringe, and then go to the RP? And about the one shot kill, get brain rot. 6 ap is not a spastic degree. I agree on the experience thing though. Oh and, stop being a jackass, mmkay? --Zamins 01:59, 6 November 2010 (UTC)
- No, I'm not counting that. Because that's fucking stupid. I shouldn't factor in another player's AP expenditure as my own. And the only jackass here is the fucking retard trying to make this game more one-sided and significantly more difficult to pick up for the first time. Suggestions need to be applied to everyone, and that includes Paddy-New-Guy with no skills purchased and no gaming experience who will just ragequit UD entirely the first time your suggestion causes him to lose 40% of his gaming time to some retard idea. Also I don't think you understand for a second that there are players who don't have certain skills because they are fucking new. Brain Rot is not an option for someone who's just started, who already faces a 15 AP standing cost (which is a lot more than 6, in case you need it pointed out for you). Stop being a fucking idiot thinking only of established players and actually empathise with the little guy who this would fucking cripple. 02:05, 6 November 2010 (UTC)
Stop with the swears, mmkay? Aren't you like, a wikimod or something? It just makes you look aggravated , which you probably are. Which is silly to get over the internet. You must have a poor temper. It is not stupid to count another person's AP. It's still AP from the survivor side. How will it make it one sided? Trying to have zombies do something other then camp out in a tent outside a building? If they get revived, then they do what a survivor has to do, get back to the right side. And the new zombies would just have to cooperate with older ones to get in and chow down. May I ask how you think zombies are not over powered? They will eventually ALWAYS break into a building. I'll try it on my zombie account right now. Stand outside of a popular building for a couple days, eventually I will break in. Oh wow, alot of fun for both sides. One side knows they're getting broken into, and the other has no challange. No need for cooperation. --Zamins 02:13, 6 November 2010 (UTC)
- Why are zombies not overpowered? They rely entirely on teamwork to achieve anything. One zombie can do almost fucking nothing alone - and as I keep trying to fucking convey to you, new players are the crux of this problem. They most often play alone, having not gotten into the game fully yet. They will drift from one building to another, maybe following groans if they're clever enough, finding scraps sometimes, and generally struggling to use their vastly-reduced AP total to achieve anything. Please tell me why, in no uncertain terms, you have this serious hard-on for ass-fucking new players. You have at no point addressed the fact that this is only going to hurt them, and it's obvious to anyone that they're both the most vulnerable and the most vital resource we have in this game. Why do you want to hurt new players? Why do you want to drive people away from starting this game? Why can't you comprehend the order of letters and punctuation on your screen and actually address a point being hammered home multiple times? 02:21, 6 November 2010 (UTC)
Please don't reproduce, I don't want you beating your kids. That's the point, they can't do anything on their own. Zombies need other zombies. And this idea reinforces that. I realize they start off alone, and that's why I posted it here. To find flaws in it and fix it. And for what I hope to be the last time, please, please, stop with the swears? It just makes me think you're throwing a temper tantrum and I can't take you seriously. I'm trying to have a relaxed, cooled off, debate. And you going "RAGERAGEQQQQ!@!@!@@" every five seconds... --Zamins 02:29, 6 November 2010 (UTC)
- I might maybe curse less if you would learn to fucking indent. And I feel no reason to beat anyone unless they're your level of stupid. Can you seriously not fathom that new players without any connections in-game or any desire to/experience with metagaming are basically boned under this idea? You can't just enforce rigid play styles that are incredibly unrealistic to adhere to just because you're stupid. No one signs up to UD for the first time and instantly joins an organised horde to be fed. So stop fucking saying that's how they "should" play and own up to the fact that you just don't give a shit about new players. Seriously. You're a selfish fuck who is entirely unconcerned with anyone else's enjoyment of this game if you can't admit that making the game more difficult for new players is a bad thing. 02:34, 6 November 2010 (UTC)
What Mis says. Headshot is already bad enough as it is, especially for babahs without Ankle Grab. It would rather need to be nerfed than to be even more empowered. As for "always breaking in", try to tackle an EHB building as a feral. You won't have even the APs to bring it down to Lightly on your own 8 out of 10 days - just look at the math. By the time you have regenerated, the trenchie inside has rebuild the cades for a quarter of your costs to bring them down and has still the spare APs to go outside and go all "BOOM HAEDSHOT LOL" on you. -- Spiderzed▋ 02:35, 6 November 2010 (UTC)
Misanthropy is correct in his claim that headshot does not require a boost. He is incorrect in his claim that Zamins is some asshole here to destroy the game. But getting a little bit more on topic, there is some quality ideas here that can be salvaged. First off: No boost to headshot. That said, I love the idea of a random debilitation. What if, perhaps, every time a survivor sees another survivor die, they have a small (~1%) chance of temporary insanity. There would be a variety of types (5-10), and mostly serve as an unexpected distraction, nothing like automatic suicide. All are curable by death. Here's some ideas, mostly taken from Call of Cthulhu:
- Character has a screaming fit. Basically, everyone outside has a scent trail style thing, but spanning two blocks rather than six. If you log on, and someone with a screaming fit is within two blocks, You hear screaming coming from <direction>. Screaming fit lasts until 60AP is spent / the server resets. Not sure which.
- Character believes themselves to be a zombie. Can only speak in death rattle, and cannot use firearms. Lasts until 20AP is spent / the server resets.
- Character gripped by intense necrophobia, and any action taken while a zombie is in sight is replaced with running in the general away direction. Lasts until 30AP is spent / the server resets.
- Character becomes homicidal. When other survivors are present, all actions are preceded by punching a random survivor (for 0AP), much like, when infected, actions are preceded by damage. Lasts until 40AP is spent / the server resets.
- Character gripped with echopraxia. Whenever character hears something via speech, radio, etc., they character automatically repeat it (for no AP). They are informed in the Since your last turn. Lasts until 100AP is spent.
- Character gripped with strange eating desire. Gains the ability to feed on corpses. Lasts until death.
- Character has necrophilia. That one was a joke.
- Deafness. Cannot hear speech, radio, groan, etc. Lasts until 60AP is spent / the server resets.
- Character has uncontrollable tics or tremors. All attack accuracies are halved. Lasts until 40AP is spent / the server resets.
- Character loses ability to communicate. Lasts until 40AP is spent / the server resets.
- Character temporarily loses a random 20% of their skills. They cannot buy them, but get them back for free afterwords. On their profile, the skills show up as present. Lasts until 40AP is spent / the server resets.
- Alcohol abuse. Basically, every action costs 2AP. Drinking beer or wine cures this.
Pretty raw idea(s), but worth discussing. So... discuss. --VVV RPMBG 05:02, 6 November 2010 (UTC)
Hunting Rifle
Timestamp: Toshiro Aki 5 November 2010 | |||||||||||||||||||
Type: New Weapon, Game Mechanic | |||||||||||||||||||
Scope: Humans, Civilians, Malls, Skills | |||||||||||||||||||
Description:
The Every-mans gun, do all civilians need to be in the military to know how to shoot? no, we hunt!
( in military as is no change )
(notice instead of 25,10 --- we did a 15,10,10 so a civillian requires more EXP to fight effectivly
Discussion (Hunting rifle)Auto-dupe/Auto-spam on my watch. Please view the Frequently Suggested page. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:42, 5 November 2010 (UTC)
Lighthouse
Discussion (Lighthouse)Question: Where would this lighthouse be?--User:Yonnua Koponen/signature3 11:44, 5 November 2010 (UTC) I love it! Malton basing it is a problem. But its still a fantastic idea. --RosslessnessWant a Location Image? 12:07, 5 November 2010 (UTC) I like it a lot as well. You could do something similar with stadiums and stadium lights to make the general concept a little more Malton-friendly. Lighted stadiums are easy to see from a distance. -MHSstaff 16:47, 5 November 2010 (UTC)
Gun noise
Discussion (Gun noise)For one, I'm a supporter of the idea. Specially nowadays, since the server is a lot emptier than it used to be and there are many ghost towns around, I like ideas that draw players to action (like this, if it could be hear by zombies too) ~m T! 02:54, 4 November 2010 (UTC) Rejected! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:12, 4 November 2010 (UTC)
Suggestions up for votingXP for FeedingMoved to Suggestion talk:20101105 All Zombies Feed on Corpses; Feeding Grants 1 XP --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 18:15, 5 November 2010 (UTC) |