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Author Topic: Suggestions  (Read 279100 times)

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Týr

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on: 09:26:33 PM 11/02/13
If an update is made we should get a notice of the rules before they go into effect.  And I don't understand how if a given action isn't lockable then it is cheating.

There is a difference between cheating, abuse and exploitation.

It is common sense that alts reviving each other would be an oversight in the anti-zerg system. What you were doing is abuse and exploitation.

You were abusing your use of alts and exploiting the oversight.

Simple.
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Týr

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on: 09:39:27 PM 11/02/13
There was no abuse or exploitation.  The page on alt abuse made no mention of reviving.  If that is an oversight then why do you not simply make the change and announce it?  Or was the intent not to simply make the change but punish me for finding the mistake?  Will we be locked for saving ap by talking with alt accounts, being on the same square as alt accounts?  what level of alt use is acceptable and what is not, or will we will be punished not for what the rules say but rather for how the mods feel?

If what you were doing wasn't against the convention, why was it immediately changed the moment it was brought to attention?

The change was announced here:
Well, whenever Mo sees my email you guys should have a quick update for getting locked for alt-rezzing, adding serum to the ammo filter, and fixing the footer that I didn't know I broke on most pages, oops.
I can't speak for Mo or Mammon, but I think I can safely reiterate this:
It is common sense that alts reviving each other would be an oversight in the anti-zerg system.
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Týr

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on: 09:58:23 PM 11/02/13
The wiki is maintained by the community. Not the developers. Therefore it is actually our job (and that means yours too) to keep the wiki up to date.

I did not announce anything. I am not a developer and I have no rights to the game. I just have a healthy sense of what is and is not okay.

I feel like you are splitting hairs to make your point.
Your feelings are wrong.
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Mammon

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on: 10:08:28 PM 11/02/13
So much mad. I admit I didn't check with the almighty Mo before changing it, but it seemed to me like it was an oversight in the whole anti-alt-abuse system.

*shrug* I just don't see how anyone with common sense could say that reviving with an alt is okay when all the other things aren't.



Týr

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on: 10:13:31 PM 11/02/13
*shrug* I just don't see how anyone with common sense could say that reviving with an alt is okay when all the other things aren't.

#REKT
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berz

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on: 02:30:59 AM 11/03/13
Had an idea about some possible item bonuses pop into my head.

There are items that give a chance to deflect damage (based on severity of attack).
There are items (or at least 1) that gives a bonus to attacks with your fists.
What if some other items gave bonuses as well?

Like for example if the EMT Jacket gave people a +1 or +2 to healing if they're wearing it.
Or the firefighter uniform giving an extra point or two of protection against fire (now that its an issue).
Possibly the Biohazard suit offering extra protection or a chance to deflect zombie spew and splatter?

Just a few thoughts.  I'm sure other people could come up with other ideas too.

This idea is fucking great! It would be pretty cool to see more traditional class roles emphasized in the game like an RPG.



Týr

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on: 02:42:15 AM 11/03/13
This idea is fucking great! It would be pretty cool to see more traditional class roles emphasized in the game like an RPG.

Yeah. I was a bit too concerned with bonuses being nonsensical and getting out of hand than pointing out how good of an idea it was.

I can't seem to come up with any more potential item bonuses though. At least for the moment.

Should've gone in my item suggestions thread though. :(
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Atheist

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on: 03:13:51 AM 11/03/13
They would have to make sense.

Firefighter suit curbing fire damage = √
Biohazard suit curbing infection damage = √ (though I don't particularly agree with this one of the sake of balance. It's meant to be the bane of vampires)
EMT Jacket suddenly making you better at healing = X

I mentioned a bonus for the EMT jacket mostly because those jackets are made to hold extra things like gauze, bandages, antiseptics, small tools like scissors and things like that that give EMTs quick access to first aid equipment.  Its not so much making you "better" at healing as it is giving you an edge to healing. 

The bonus could be something else too.  For example, being able to heal for 1 pt of damage for 1 or 2 AP even if you don't have a medkit or antibiotics on your person.



Týr

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on: 03:49:46 AM 11/03/13
I mentioned a bonus for the EMT jacket mostly because those jackets are made to hold extra things like gauze, bandages, antiseptics, small tools like scissors and things like that that give EMTs quick access to first aid equipment.  Its not so much making you "better" at healing as it is giving you an edge to healing.

I suppose that actually makes sense now that you've made me think about it.

I'm still blanking on ideas. This is new.
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Slimebeast

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on: 12:34:22 PM 11/03/13
Clown suit lets you run the game for a day.
If I should live until I wake, I pray the web my death to fake.



Mary

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on: 03:42:28 PM 11/03/13
I do like the idea of classes being costume based. If it were ever implemented, they would have to occupy the same slot.
It would be too broken having a firefighter helmet and an emt jacket and tap shoes and scientist gloves and terminator sunglasses. Or something.
» You throw a tantrum, but all you seem to accomplish is slight disarray.



Týr

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on: 03:59:43 PM 11/03/13
I do like the idea of classes being costume based. If it were ever implemented, they would have to occupy the same slot.
It would be too broken having a firefighter helmet and an emt jacket and tap shoes and scientist gloves and terminator sunglasses. Or something.

Sounds like it would require an almost re-do of how the game works.

Might as well add in stats while we're at it and regulate it with that. It would be hard to have real 'classes' when the game is as ambiguous as it is for role-playing's sake.
« Last Edit: 06:36:59 PM 11/03/13 by Týr »
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Týr

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on: 06:14:17 PM 11/03/13
Idea: Havens

Not full-blown fortress building, merely being able to 'convert' a tile into a haven for your race. This would be most difficult for humans, whom would require building supplies that they must search for.

[spoiler=Human havens]Requires the building to be in full repair. Building extensions (functional only, I'm not expecting the map tiles to be re-drawn, only the description changed to note) that require nails, boards and other such materials or even tools to build. Towers and re-enforced doorway/windows; the ability to climb on to the roof and look outside without making yourself vulnerable. Makes it more difficult for undead to search and find you. Makes barricades take more damage to fall, or last longer when not maintained. Organisation can give a bonus to finding human-specific items.[/spoiler]

[spoiler=Zombie havens]Rapidly causes the building to fall into disrepair. Causes giant growths of fungi to take over the building, which makes it extremely difficult to find a hiding zombie. Possibly even heals the zombie a small amount per tick. The overgrowth makes it difficult for humans and vampires to traverse the building (2 AP to perform actions in except combat and conversion), and outright stops humans from passing through it via rooftop run (forcing them to go around the outside). The fungi causes the building to lose power by ruining the circuits.[/spoiler]

[spoiler=Vampire havens]Require the building to be destroyed. The building is decorated in gore, and everything inside and outside is smashed and broken, rendering the building's contents and functions un-salvageable (no items can be found, and other functions do not work, such as breakers which are locked to off). The gore has caused the building to be overtaken by pests and grime, making it extremely hard to see inside and therefore very difficult to find vampires hiding away in obscurity (also provides the only places blood-thirsting vampires can hide). The abundant rodents can be feasted upon to regain very small amounts of HP.[/spoiler]

[spoiler=Building conversion]Requires at least 2 participants of the same race inside the tile, and mass amounts of AP which is reduced by further participants. The buildings are converted in stages, or steps, with the bonuses and abilities slowly unlocked with progress. In order for a building to be converted from one creature haven to the other, the stages must be taken in reverse until the building is defaulted, and then continued in the desired direction.[/spoiler]


and other shit
« Last Edit: 06:26:17 PM 11/03/13 by Týr »
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Mary

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on: 12:52:32 AM 11/04/13
How do you unhaven a tile?
» You throw a tantrum, but all you seem to accomplish is slight disarray.



Týr

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on: 12:58:05 AM 11/04/13
How do you unhaven a tile?

In order for a building to be converted from one creature haven to the other, the stages must be taken in reverse until the building is defaulted, and then continued in the desired direction.
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