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Slimebeast's Projects => Hell Rising => Topic started by: Mary on 05:38:22 AM 10/11/13

Title: Suggestions
Post by: Mary on 05:38:22 AM 10/11/13
Here I shall lay out a humble list of humble suggestions humbly.
Feel free to pick them apart, because they probably aren't well thought out or unbiased or even good.

Playability

Balance

Additions

Miscellaneous
Title: Re: Suggestions
Post by: Slimebeast on 01:31:06 PM 10/11/13
Start new players with walkie talkies or something, so the game doesn't seem so dead from the outset and they stick around

This is probably an unfortunate necessity. "Unfortunate" because it sort of kills the mood for me... ie: "You're all aloooooone! Oh noes! Find people to connect with!"

Freetalk. I dunno, it'd be nice if the game was more social. Groupchat is free, but segregating the userbase into groups that can freetalk among themselves is a bit boring. Implement something to make resistant to abuse. TP, like BP from scrollwars? Spam timers? I dunno

I still have a knee-jerk reaction to this causing spam and more flaming back and forth than usual, etc.

Better search filtering would be great too

Like what? More options?

Spraying graffiti, building barricades don't give XP while destroying it and destroying them do.

The problem with XP for barricading is that humans can also destroy barricades (like anyone) so it becomes another way of scamming XP. At least with healing and attacking someone, you have to have searched for and found the healing items, and you're wasting them to gain XP instead of saving them for when you're damaged... and so on.

I dunno?


Standard HP & AP values between races. AP is more valuable than HP for one, and skills differentiate the races enough as it is.

Eh...


Supernatural Senses. Just change it. I don't think it should be removed, but almost everything else relies on chances, while supernatural senses is 100% chance to see inside a building. It's crazy overpowered. Either make it an activatable skill, detecting how many life presences are in the surrounding 9 squares, or give it a chance to not detect. "You sense 1 presence inside" then entering and searching "It was just a rat". I dunno, but I really think it needs a change.

Right now you can't sense inside mutli-tile buildings (as you know of course, just including that) and I think I threw in that you can't sense a single person or when barricades are extremely high...


Cursed Blood and Cellular Degeneration are super stupid. They have no downside. Make it cost more to rise as preferred race or something.

A higher cost seems fair.


Quote
Is lazarix watering down their serums? Are they that easy to shrug off?

I was thinking of it more like those news reports - "OMFG THE FLU HAS ADAPTED!!!!!! APOCALYPSE TIEM!!!!!" but on a fantasy undead scale.


You don't get XP from infection damage as a zombie. IIRC correctly you also don't get kill added to your kill counter. It would be nice to get some confirmation of kills if an enemy falls to your infection too.

Confirmation would be nice, though I'm not sure if it could be implimented neatly. (The Database would have to keep track of who last infected you, adding another line of info just for notification of death.) I'm not sure you should get XP from infection, as it would behoove you to go around biting everyone once and hoping a bunch of them die from it. I dunno, maybe nobody really dies from infection anymore since you just have to heal thyself.

Also the hit percentages against barricades aren't equal to those in the drop down attack weapon list but that's a different story.

It's based entirely on the weapon's strength since the barricade isn't a moving target. Ontop of that, certain items (like sledgehammer) get a bonus, etc.

What's the point of Dine Out?

Theoretically if there are active people on a building (like a Fort, even) you can start attacking someone and finish them off outside instead of letting everyone in the room take pot shots at you. Theoretical because there are no groups of active people ever. ::)

Fog or mist can be spooky too.

This comes up around Halloween, ripping off Urban Dead.

Why not some hail or sleet?

We get snow in winter. Hail and Sleet are cool to add, though I feel like people will expect an effect on play.

Quote
The ability to see your skills in other races/buy them

See? Sounds good. Buy? I dunno. Seems like it'd make things easier, but uneccessarily so.

Quote
An item vault so I can store all this holiday shit that I don't want to just throw away

This is something that's been wanted for a while. If the opportunity arises, I don't see why we can't have it. I'd like it to have two different ways this works, though...

1.) Trophy Case - On your profile, you can display "trophy" items you're proud of. Drawback is you can't retrieve them. The reason for that being it's not the main storage system and shouldn't be used to indefinitely protect your Ammo supply, etc.

2.) Actual Storage - Bank Vaults would hold your stored items that you may still want to use. Ammo, health packs, etc. You could also store event items that you still want to keep and use. The down side is that when someone searches there, they have a small chance of finding an item you stored.

(If it's something incredibly rare/special - there's the trophy case!)

1a.) This way vaults don't become massive cluster-F's with people hoarding a nigh-unlimited supply.
1b.) This makes it so players who leave/quit don't leave behind untouchable reserves that stack in the database endlessly.
1c.) REALISM LOL
1d.) Scavenging vaults becomes a new facet of play.

Quote
I want to be able to jump from a building and kill people standing below with my corpse.

I think this has been mentioned before - and I see no reason why not.[/list]
Title: Re: Suggestions
Post by: Zman090 on 02:30:35 PM 10/11/13
There are plenty of active groups right now :P
Title: Re: Suggestions
Post by: Mary on 05:57:57 PM 10/11/13
Like what? More options?
Ammo only would be nice. Weapons only still gets my inventory filled with pistols and shotguns. It's not a huge deal, just a bit of a hassle having to drop them.
Urban dead's way was good, but there's no way it'd work for HR with our hundreds of items.
Also I think medical supplies makes me pick up empty injectors too. It'd be nice to be able to select more than one option too, like I'm only searching for ammo and medical supplies.

Confirmation would be nice, though I'm not sure if it could be implimented neatly. (The Database would have to keep track of who last infected you, adding another line of info just for notification of death.) I'm not sure you should get XP from infection, as it would behoove you to go around biting everyone once and hoping a bunch of them die from it. I dunno, maybe nobody really dies from infection anymore since you just have to heal thyself.

I dunno how your database is layed out, but it already keeps track of when people are infected? If you could add the infector's ID to there and then award a kill to that player if the infectee dies.
I guess I can understand the XP thing though. It'd be pretty unreliable with just one medikit being able to cure it though. I know I'd prefer to confirm kills with my teeth rather than waiting it out.

Right now you can't sense inside mutli-tile buildings (as you know of course, just including that) and I think I threw in that you can't sense a single person or when barricades are extremely high...
You can definitely sense 1 presence. That being removed would be enough I think.


This is something that's been wanted for a while. If the opportunity arises, I don't see why we can't have it. I'd like it to have two different ways this works, though...

1.) Trophy Case - On your profile, you can display "trophy" items you're proud of. Drawback is you can't retrieve them. The reason for that being it's not the main storage system and shouldn't be used to indefinitely protect your Ammo supply, etc.

2.) Actual Storage - Bank Vaults would hold your stored items that you may still want to use. Ammo, health packs, etc. You could also store event items that you still want to keep and use. The down side is that when someone searches there, they have a small chance of finding an item you stored.

(If it's something incredibly rare/special - there's the trophy case!)

1a.) This way vaults don't become massive cluster-F's with people hoarding a nigh-unlimited supply.
1b.) This makes it so players who leave/quit don't leave behind untouchable reserves that stack in the database endlessly.
1c.) REALISM LOL
1d.) Scavenging vaults becomes a new facet of play.
I guess I'm sorta okay with the trophy case thing. At the moment I'm wearing a ghost costume and witch costume and some other shit just to keep them out of my inventory because I don't wanna dump 'em. But like...I might wanna wear them in the future maybe?
I don't want someone to steal my shit in a bankvault either. And how would it work? Do you have to [Search] in a bank to get your crap back? Anyway I like those ideas.


The problem with XP for barricading is that humans can also destroy barricades (like anyone) so it becomes another way of scamming XP. At least with healing and attacking someone, you have to have searched for and found the healing items, and you're wasting them to gain XP instead of saving them for when you're damaged... and so on.

I dunno?
Just make it so humans only get XP from building, not from destroying? Do humans get XP from destroying cades as it is? Is there a big problem with scamming XP in the game? I mean you don't get much XP from destroying cades. It's far more cost effective to just go out and find one guy to kill than it would be to build and destroy a barricade.
I just think XP for destroying barricades and graffitti is more like a token gesture that you're doing good for your race. Therefore humans should get a similar bonus for benefiting theirs like how repairing and destroying buildings goes.


I see you're being tightlipped on the Skeleton race. Is something in the works, eh?  ;) *knowing wink*
Title: Re: Suggestions
Post by: Mary on 10:39:43 PM 10/11/13
Also medieval weapons in museums please.
Armour would be neato bandito too.
Title: Re: Suggestions
Post by: Zman090 on 10:46:29 PM 10/11/13
I want a sword so bad
Title: Re: Suggestions
Post by: Slimebeast on 10:59:09 PM 10/11/13
Twilight had a bunch of museums with different themes. Medieval, Pirates, Space, etc. As Serling grows, there'll be chances to add some back - I just don't want to end up with a map that has ALL the special museums together at the center, eh?
Title: Re: Suggestions
Post by: Mary on 11:15:06 PM 10/11/13
How big are you planning on serling being? 2x2 is really great. 3x3 would be way too big. And anything else would be lopsided lol.

At any rate, please add medieval museum first!
Title: Re: Suggestions
Post by: Zman090 on 11:28:04 PM 10/11/13
There WAS a Civil War one but I never found a sabre there  :-[
Title: Re: Suggestions
Post by: Slimebeast on 11:30:12 PM 10/11/13
I want it to grow with the playerbase.

...

*snicker*
Title: Re: Suggestions
Post by: Zman090 on 11:32:53 PM 10/11/13
Player base has almost doubled phlegmanimal
Title: Re: Suggestions
Post by: Mary on 12:02:13 AM 10/12/13
I reckon you need about 25 active players per suburb, 5x5, for an even 1:1 density.

Twilight was insane. Everyone just ended up grouping in 4 or so suburbs anyway. I don't think you should be afraid to change the map around though if enough people think a fort (maybe a smaller 4x4 one) would be good. Or, for example, certain people thought medieval museums would be a good idea.


Also, more suggestions:
If you ever implement better infection mechanics, please add a top infection damage list.
Title: Re: Suggestions
Post by: Zman090 on 12:07:43 AM 10/12/13
A fort would be just lovely  ;D
Title: Re: Suggestions
Post by: Atheist on 04:26:39 AM 10/12/13
I've been pondering the Zombie skill, "Strength in Numbers."  And honestly it seems like a waste of space since I've NEVER seen four zombies grouped in one location, let alone working together on anything.  (Smell Rot and Eerie Moan seem fine however.)  Perhaps it was more useful on smaller maps in previous incarnations of the game, but as things are right now it just seems like a waste of XP

Maybe give zombies an alternate ability?  Maybe something like "Fast Zombie" that gives them a few extra AP.  Or gives them a better "to hit" percentage with hands or teeth?
Title: Re: Suggestions
Post by: Mary on 04:39:07 AM 10/12/13
Haha, I've been playing since 2007 and I've never once been on a tile with 4 other zombies. Not even before the skill was implemented. I mean, I think I've been on the same tile as 4 other players a handful of times in the entire length of the game.

It's another great skill in theory, but useless in every other regard. I wouldn't want it removed, because I want the game to get to the stage where it would be useful.

Zombies already have pretty good to-hit percentages at maxed out levels. 70% with hands and 55% with teeth with hunger pains active.



What's your characters name ingame?
Title: Re: Suggestions
Post by: Mary on 08:19:28 PM 10/12/13
Useful cellphones as a personal message type deal.
Title: Re: Suggestions
Post by: Zman090 on 08:56:45 PM 10/12/13
And add a zombie Rush Limbaugh
Title: Re: Suggestions
Post by: Atheist on 04:15:17 AM 10/19/13
Being able to search for ammo independent of weapons would be nice.  I spend more time throwing away excessive amounts of pistols and shotguns than I do actually collecting ammo to use in them.
Title: Re: Suggestions
Post by: Týr on 06:33:02 PM 10/21/13
I died, at some point, and the trick or treaters and vampire bats nudged my death from the event log.

It's sorta annoying.

Regarding this: Would it be feasible to add one or two more text boxes for different kinds of messages, timestamped and all?

I'm thinking separate Combat and Event logs. I'll be honest and say that the current system is sort of sloppy or otherwise overwhelming at times.

Example: http://i43.tinypic.com/2q3n7ud.jpg
Purple is best layout.

BUT WHAT DO I KNOW
Title: Re: Suggestions
Post by: Slimebeast on 08:38:01 PM 10/21/13
That actually goes off the side of my low-res screen. :D

Something could be done, theoretically speaking, just a matter of making it so we don't screw people with small screens. Devices, whatever.
Title: Re: Suggestions
Post by: Týr on 08:42:24 PM 10/21/13
... just a matter of making it so we don't screw people with small screens. Devices, whatever.
But Mo it's 2013.

Also, not even my screen is that big. It's a compound screen-shot. I'm not saying the actual game layout should be that huge. I was only pointing out the split text boxes.
Title: Re: Suggestions
Post by: Mammon on 09:40:43 PM 10/21/13
Probably something to do with tabs that you can switch between. If such a thing were to happen.
Title: Re: Suggestions
Post by: Týr on 10:11:58 PM 10/21/13
Probably something to do with tabs that you can switch between. If such a thing were to happen.

Tabs? That doesn't sound too smooth. But I wouldn't know the workings of it.

I'd still think my split-box suggestion would look more nice anyway.
Title: Re: Suggestions
Post by: Týr on 02:26:29 PM 10/24/13
Alt Abuse/Anti-Zerg log.

Have you considered making offences expire after a certain amount of time? It's a bit weird, and frankly unfair, to see slights from 2 or more years ago still displayed in full, especially since I'm sure most of them are complete accidents.

Maybe there should be a 2 or 3 month cut-off?
Title: Re: Suggestions
Post by: Mary on 03:12:04 PM 10/24/13
Have you considered not being a dirty, zerging cheater?!! o-o
Title: Re: Suggestions
Post by: Týr on 03:23:50 PM 10/24/13
Have you considered not being a dirty, zerging cheater?!! o-o
:nou:

I have no offences on my character.
Title: Re: Suggestions
Post by: Týr on 02:48:05 PM 10/25/13
10 AP to climb over a barricade.


With the new AP rate this seems a little harsh at lower levels. We're not talking 10 minutes anymore. This is 50 minutes.

I'm thinking there should be different amounts for different levels at least. Maybe 4 AP to climb over the first impassable level, 7 AP for EHB and 10 AP for IHB? Something like that.

Also there needs to be a suggestion forum because I'm not stopping any time soon. :V
Title: Re: Suggestions
Post by: Slimebeast on 03:23:27 PM 10/25/13
I suppose it'd be easy enough to make the barricade climb cost something like 2x the barricade level.

2 to get over 1
4 to get over 2

...

20 to get over 10


etc.
Title: Re: Suggestions
Post by: Týr on 03:26:24 PM 10/25/13
I suppose it'd be easy enough to make the barricade climb cost something like 2x the barricade level.

2 to get over 1
4 to get over 2

...

20 to get over 10


etc.

That could work, granted we're talking about levels over impassable. It would be a deterrent from over-barricading for the sake of the undead while making barricades themselves a lot more traversable for humans.
Title: Re: Suggestions
Post by: Slimebeast on 03:31:33 PM 10/25/13
Indeed, just didn't want it to seem like "1 AP for impassible, 2 for next level, 4 for next" etc.
Title: Re: Suggestions
Post by: Týr on 03:36:16 PM 10/25/13
Indeed, just didn't want it to seem like "1 AP for impassible, 2 for next level, 4 for next" etc.

I'm going to start rating the things you come up with in stars. Here you go:

:3stars:
Title: Re: Suggestions
Post by: molh394 on 02:21:55 AM 10/26/13
Can we make it possible for vampires to enter barricades? Commonsensically, there's no real reason we can't. Game balance-wise, I guess it made sense for vamps not to be able to enter when we were superdominant, but not anymore. You can make it a bit harder for us to enter if you have to, e.g. can't enter when heavy or extremely heavy. I think that would make more sense.
Title: Re: Suggestions
Post by: Týr on 03:01:17 AM 10/26/13
Can we make it possible for vampires to enter barricades? Commonsensically, there's no real reason we can't. Game balance-wise, I guess it made sense for vamps not to be able to enter when we were superdominant, but not anymore. You can make it a bit harder for us to enter if you have to, e.g. can't enter when heavy or extremely heavy. I think that would make more sense.

There are zero reasons that vampires should be able to climb over barricades.

Have vampire skills been changed since I last played? As far as I know they can still sense straight through low-level barricades. Making it so that they can climb through them makes having low-level barricades pointless. You're then asking humans to dump mass amounts of AP into building up high-level barricades when it already takes a decent amount with failures.

And what do zombies get from that? They already have the worst time finding prey as it is.

I award you no stars: :0stars:
Title: Re: Suggestions
Post by: molh394 on 03:41:17 AM 10/26/13
Making it so that they can climb through them makes having low-level barricades pointless.
That's assuming that the whole point in cading is to fight against vampires, which is no longer true.

And what do zombies get from that? They already have the worst time finding prey as it is.
Make a suggestion for them thenn! There's no reason why all suggestions have to benefit alll races, you know.
Title: Re: Suggestions
Post by: Týr on 03:53:10 AM 10/26/13
That's assuming that the whole point in cading is to fight against vampires, which is no longer true.
The point of barricading is to stop the undead from waltzing through the door and eating your face. Which is exactly what vampires would be able to do if they could climb through barricades of any level-- making the barricade useless.

Make a suggestion for them thenn! There's no reason why all suggestions have to benefit alll races, you know.
I don't need to make a suggestion for zombies to the effect of yours because they don't need one any less than vampires do in this regard.
Title: Re: Suggestions
Post by: molh394 on 05:00:44 AM 10/26/13
climb through barricades of any level
"At any level"???

-- making the barricade useless.
How about the zombies and the NPCs(http://slimebeast.com/forum/Smileys/default/huh.gif) (http://slimebeast.com/forum/Smileys/default/huh.gif)

I don't need to make a suggestion for zombies to the effect of yours because they don't need one any less than vampires do in this regard.
Why were you speaking for the zombies thenn(http://slimebeast.com/forum/Smileys/default/huh.gif) (http://slimebeast.com/forum/Smileys/default/huh.gif)


-------


Okay, maybe you need a longer explanation. Here goes (bear with me here):

There used to be a certain "Rock-Paper-Scissors" kind of balance around here. Namely, Vampires kill Humans, Humans kill Zombies, Zombies kill Vampires. Vamps kill Humans cos they can sense and get to humans easily, while humans can't find them as easily. Also Vamps can turn humans easily, while Humans can only revive, which doesn't do much unless you're a new vampire. Humans kill zombies because humans can revive zombies, and zombies can't do much about that. Neither is it easy for zombies to find humans, with Hiding and Cades and etc. Lastly, zombies kill vampires, because zombies can easily turn vampires with their infection, and there isn't much a vampire can do about that. Vampires can try to turn zombies back, but a zombie with 70 health and infectious blood is likely going to turn you instead. So the balance held out nicely, except for the efforts of groups here-and-there to distort it.

It no longer holds out, obviously. Recently, there were only, like, 3 vampires in the whole game? Before I started vamping there were only, like, 5. Versus 20+ zombies, many of whom are really Human players who found it boring to stay Human for so long (and 10+ humans). Indeed, the game was so imbalanced towards Vampires that we have Human players trying to get Vamped just so that they can play vamps. You have the leader of the number one human group (the number one group, in fact, by far) spending most of his week doing his best to get and stay Vamped, just so that he can play this side of the game. When I asked him directly, he told me he wanted to "know his enemy". He had to spend so much time and effort just to be on the side of his own enemy! @_@

So when you tell me that this will make cades "useless", this doesn't make sense to me, you know. I mean, suure, this will make it more "useless" for humans who want to barricade themselves from vampires, and make it easier for vamps to get a meal. But this ignores the fact that the humans already control the game. You see chunks of the map in crucial areas EHBed (something you yourself have noted is usually difficult to achieve for human players). You see people I vamped getting revived, like, an hour later, and you see that happening repeatedly in a day. Whereas vampire players have to wait days (sometimes weeks, before I started vamping) to get back to their preferred class. It's not like anyone is having any problems keeping vamps out, and it's not like it's a problem when they fail to keep them out either.

I'm not asking for cades to become useless, you know. Just, maybe, let vampires enter non-heavily caded areas. Give us some way to do so, even with increased AP or whatever, without having to tear the whole damn thing down. I mean, look at a vampire: it's highly intelligent, it has access to all its limbs, it can use physical tools just as easily and has no reason not to. Why not? The only reason why is because you think humans need the protection, which I am pretty sure isn't the case right now. It used to be, back when Vamps ruled Twilight, but it's no longer the case.

In fact, if you do so, you give a chance for vampires to play with human players. You allow us the odd lightly-barricaded place to sleep from random NPCs, and from intruding zombies our bane. There's a basis of cooperation now, like how Humans and Zeds are cooperating right now, whereas before that it could only be Humans vs Vampires. Wouldn't that make for a more interesting, less rigid game?

I don't really expect to convince you, honestly, even after writing such a huuge post, because by all measures it does seem that Humans vs Vampires is your own mindset. It's how you've been playing it all this while, after all. And why not? After all, as a human player, the game never offered any possibility of playing any other way till now. As a stauchly-human player, you couldn't have seen it any other way. So I guess it falls to me to give the other perspective. Really now, after it hit 3 vampires only it should have been obvious enough. But ah wells. :/
Title: Re: Suggestions
Post by: Mary on 05:24:50 AM 10/26/13
Can we make it possible for vampires to enter barricades? Commonsensically, there's no real reason we can't. Game balance-wise, I guess it made sense for vamps not to be able to enter when we were superdominant, but not anymore. You can make it a bit harder for us to enter if you have to, e.g. can't enter when heavy or extremely heavy. I think that would make more sense.

This is the worst idea I've ever heard.
Vampires already have it the easiest.
Title: Re: Suggestions
Post by: Týr on 05:25:10 AM 10/26/13
Seriously, have vampire skills been changed? I'm basing my views on what I know to be true circa 2012. That said:

First of all: I'm not a human player. I don't believe we've met until I've returned to the game recently. I am a pro-my-own-group player.

Second of all: You're basing all of your ideas and opinions on the lack of actual players, not game mechanics. Just because there aren't that many vampire players does not mean that vampires need the game to be tailored for them.

Third of all: Vampires are meant to play as loners; they have the skills to survive on their own without the help of other players. This is a direct contrast to humans and zombies who are group and mob-based creatures.

The problem with vampires is that there are no competent or high-level vampires playing, from what I can see. If any of you have the misfortune of turning either myself, Berz or Rusty into a vampire, you will wish vampires didn't exist.

What you're showing is complete bias toward one creature. What I am showing is complete objectivity. The only unbalance in the game as it stands now is within player distribution, not within game mechanics. In fact, if we had 20 each of humans, vampires and zombies, vampires would very quickly begin to dominate since each of those vampires have the capability to survive on their own while the others do not.


In short: If you want to help vampires so much, start a pro-vampire group and get some people in. Then get your levels up. That is literally all you need to do.
Title: Re: Suggestions
Post by: molh394 on 05:38:19 AM 10/26/13
This is the worst idea I've ever heard.
Vampires already have it the easiest.
haet u 2 mary :'(

If any of you have the misfortune of turning either myself, Berz or Rusty into a vampire, you will wish vampires didn't exist.
Let's test this! :D
Title: Re: Suggestions
Post by: Týr on 05:49:47 AM 10/26/13
Let's test this! :D

Quote
molh394 ¦ Level 31 Vampire.
Group: Cleansed in Blood
Rank: Embraced Kindred

Now it all makes sense.
Title: Re: Suggestions
Post by: Mary on 06:35:33 AM 10/26/13
loadsa words
There's 3 vampires because they're not trying.

I actively went around zeddifying as many vampires as I possibly could. When I started the player list looked something like 21, 14, 32. I personally zeddified around 18 so I'm not claiming it was singlehandedly, but all in all I think it was a successful operation.

Vampires are not at all doing badly, it's the players that play them that are doing badly.
Title: Re: Suggestions
Post by: molh394 on 11:12:42 AM 10/26/13
If any of you have the misfortune of turning either myself, Berz or Rusty into a vampire, you will wish vampires didn't exist.
Ok, done.

Show me what Berz has got.

There's 3 vampires because they're not trying.

And I guess when we do try, you'll say that vamps have an easier time anyways, as you already did?
Title: Re: Suggestions
Post by: Mary on 04:41:22 PM 10/26/13
And I guess when we do try, you'll say that vamps have an easier time anyways, as you already did?
They do. They have goddamn superman xray vision, they (along with zombies) don't have to stand up as human if they get revived, they have bloodlust which while I'm not sure what the numbers were changed to, is one of the strongest skills in the game, they have innate armor, they have more AP than zombies, they can take down barricades with a sledgehammer faster than zombies.

They're pretty strong.
Title: Re: Suggestions
Post by: Týr on 08:45:59 PM 10/26/13
I might still hold the record for highest bloodlust, if it hasn't been changed since then.

Ah, I knew I still had these somewhere.
(http://i55.tinypic.com/zvps03.jpg)

That was a fun day.
Title: Re: Suggestions
Post by: berz on 10:12:05 PM 10/26/13
That was before the weakpoint body part system was added too. It may be possible on a certain swipe to get a hilariously high number.

Ok, done.

Show me what Berz has got.

Damn, if i knew there was a wager being made on my ability I would have shirked getting a revive and made it my mission to permanently damage the delicate status quo of the game in the following days. My bad.
Title: Re: Suggestions
Post by: molh394 on 10:34:59 PM 10/26/13
Haha, no worries Berz. Next time perhaps! :D

To be fair, yeahh, the Bloodlust thing really is damn powerful, once it's up and running. Though I never got anything near Tyr's damage (goshhh).
Title: Re: Suggestions
Post by: berz on 11:02:06 PM 10/26/13
Consider this as well: Tyr (and many others) got that kind of bloodlust chain only killing other players; there's NPC's now.
Title: Re: Suggestions
Post by: Mary on 11:12:50 PM 10/26/13
Wait, NPCs don't count towards bloodlust right?

Title: Re: Suggestions
Post by: berz on 11:15:47 PM 10/26/13
I'm new to NPC's but i don't see why they wouldn't; the damage engine calculates it all the same way right?
Title: Re: Suggestions
Post by: molh394 on 11:37:16 PM 10/26/13
Also weren't there many more players then or something? And the gameplay much faster, especially in the 1 AP-a-minute days.
Title: Re: Suggestions
Post by: berz on 11:54:34 PM 10/26/13
From 2010 and on the player base was usually around 50~ including everyone's alts. It's not that significant.
Title: Re: Suggestions
Post by: molh394 on 11:59:44 PM 10/26/13
Ah I see. I don't think I was active in that period.
Title: Re: Suggestions
Post by: Mammon on 12:15:12 AM 10/27/13
I'm new to NPC's but i don't see why they wouldn't; the damage engine calculates it all the same way right?
:-X
Title: Re: Suggestions
Post by: Týr on 10:30:05 PM 10/27/13
Completely random suggestion: Modular profile avatars.

As in, Mo pixel art's up some templates that you could freely switch around. It might interfere with some players' descriptions, but on the other hand there are countless amounts of templates you can put up to accommodate them. The base template could even change around depending on what race you are.

Maybe even make it so that it is directly affected by what your character is actually wearing. Maybe incorporate a list of drop-down menus for customising your avatar, like choosing which weapon you want your human avatar to be holding.

It would probably stump some people's imaginations but it would be a hell of a cool feature and spice up the profile page. I've always felt something like this was fitting for HR/SW.
Title: Re: Suggestions
Post by: Mary on 11:04:34 PM 10/27/13
Like it
Title: Re: Suggestions
Post by: berz on 11:39:05 PM 10/27/13
Completely random suggestion: Modular profile avatars.

As in, Mo pixel art's up some templates that you could freely switch around. It might interfere with some players' descriptions, but on the other hand there are countless amounts of templates you can put up to accommodate them. The base template could even change around depending on what race you are.

Maybe even make it so that it is directly affected by what your character is actually wearing. Maybe incorporate a list of drop-down menus for customising your avatar, like choosing which weapon you want your human avatar to be holding.

It would probably stump some people's imaginations but it would be a hell of a cool feature and spice up the profile page. I've always felt something like this was fitting for HR/SW.

This would actually be pretty cool. I would actually illustrate a dirty berserk inside a ragged cardboard box with some virtual reality goggles like that guy in Serial Experiments Lain had.
Title: Re: Suggestions
Post by: molh394 on 11:45:30 PM 10/27/13
I also like it
Title: Re: Suggestions
Post by: Týr on 03:24:38 PM 10/28/13
This was originally Berz's idea from a conversation we had last night on Skype, but he has apparently decided to be a shitlord and not post it.


The AP cost IS TOO DAMN HIGH! for the current rate at which we acquire it. This is a time in which we cannot allow any amount of AP to go to waste.

Actions such as talking, placing graffiti, opening doors and flipping breakers should not cost AP. Maybe even reloading your weapons should be free.

Free talking might lead to channel flood, yes, but might there be a way to limit how many messages one can send in a minute? It's not like having even just 3 people talking at once doesn't flood the channel as it is. Or how about this idea: Make walkie-talkie's rechargeable items that come with 10 charges and you regain 1 charge every 5 minutes. Essentially Talking AP.

Graffiti should not cost AP because you have to spend AP to find the cans to begin with, and then they run out at random. Those in place act as perfect guards against graffiti spam already.

Breakers don't seem like a large enough action to warrant AP use. Hypothetically you could get into an endless breaker war with another person continuously switching them on you, but this is a game in which you can literally kill that person and throw them out for doing so. Simply make it tell who is flipping the breakers and this is a non-issue.

Doors are the same as above.

There are a few other minor actions that should also not cost AP but these were the main ones that came to mind.
Title: Re: Suggestions
Post by: Zman090 on 03:26:57 PM 10/28/13
I just want an ammo only filter, that's all. Nothin too fancy.
Title: Re: Suggestions
Post by: Mary on 04:03:46 PM 10/28/13
Points relating to breakers and doors
The whole thing with doors is that they can keep you safe from low level roaming zombies (of which there are none), and can also annoy the hell out of everyone by running around town and closing all the doors. Which is hilarious and I don't think the cost should be removed.

Breakers can allow you to find hiding vamps without spending a possible 2 or 3 ap. Being able to find them without spending ANY ap would be stupid. And you know how much I hate vampires and want to make their lives miserable.
Title: Re: Suggestions
Post by: Týr on 04:09:08 PM 10/28/13
The whole thing with doors is that they can keep you safe from low level roaming zombies (of which there are none), and can also annoy the hell out of everyone by running around town and closing all the doors. Which is hilarious and I don't think the cost should be removed.
Neither of those are solid reasons for the AP cost being in place. You're saying it should because of something that is very unlikely, and because you find it funny.


Breakers can allow you to find hiding vamps without spending a possible 2 or 3 ap. Being able to find them without spending ANY ap would be stupid. And you know how much I hate vampires and want to make their lives miserable.
You have to spend AP to find the building the vampire is in. That is finding the vampire, and you only stumble upon them like that out of blind luck most of the time. The AP cost for the breakers just doesn't seem warranted on the spectrum.
Title: Re: Suggestions
Post by: Zman090 on 03:10:15 PM 10/31/13
Can you make it so you get zerg locked if you revive your alt, that'd REALLY help.
Title: Re: Suggestions
Post by: Týr on 03:13:05 PM 10/31/13
Can you make it so you get zerg locked if you revive your alt, that'd REALLY help.

That doesn't lock you? Shit, I waited 3 days to get my stupid alt revived.

I agree; reviving your alt should count.
Title: Re: Suggestions
Post by: Zman090 on 03:18:03 PM 10/31/13
Well there's also this one guy named sigfried who whenever he dies makes an alt to revive himself. One time I killed him 5 times in one day and not even 5 minutes later he's back to human
Title: Re: Suggestions
Post by: Týr on 03:19:55 PM 10/31/13
Well there's also this one guy named sigfried who whenever he dies makes an alt to revive himself. One time I killed him 5 times in one day and not even 5 minutes later he's back to human

Yeah... to my understanding, the point of the anti-alt-abuse system is to prevent people using alts from having an advantage over people that don't.

That certainly counts.
Title: Re: Suggestions
Post by: Zman090 on 03:22:16 PM 10/31/13
Yeah he uses all his alts to tk me and my group and he put all his alts into a group he made so we get locked if we attack him with an alt. And he's 2 blocks west of where you healed me too...
Title: Re: Suggestions
Post by: Mary on 03:39:54 PM 10/31/13
seems like pretty damning evidence

Also attacking a group with two different characters shouldn't be lockable. It's really stupid and I don't see the reasoning behind it.
Title: Re: Suggestions
Post by: Zman090 on 03:42:39 PM 10/31/13
And there seems to be a glitch on it, I got locked for attacking a group that only had one person in it whom I had never seen. And if it was one person wouldn't I get locked for attacking that one person rather than the entire group?
Title: Re: Suggestions
Post by: Mammon on 03:55:43 PM 10/31/13
Great, I guess I'll have to look into and try to understand all this locking business.

The most I ever did to prevent alt abuse was to make it so attacking or healing someone with the same IP gives no XP.

Why you people gotta be such cheaters, huh?! >:(
Title: Re: Suggestions
Post by: Zman090 on 03:58:09 PM 10/31/13
Sorry mammon  :-\ but this guy has been at it for a while and he's killing the game for me.
Title: Re: Suggestions
Post by: Týr on 04:40:53 PM 10/31/13
I suggested this a while back on the old forum: Allied chat.

A new chat button [Ally] that sends a message to other group members whose group is mutually allied with yours.

Currently, trying to communicate with your allies is a pain.
Title: Re: Suggestions
Post by: Mammon on 04:43:07 PM 10/31/13
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'll have to look into that bug with groups you were talking about, though. I'm also crossing my fingers and hoping the locking thing I did works because, I admit, all I did was copy and paste the code for the healing one. :-X
Title: Re: Suggestions
Post by: Týr on 04:44:59 PM 10/31/13
I admit, all I did was copy and paste the code

That's how I get most things done in Python. :awesome:
Title: Re: Suggestions
Post by: Atheist on 08:12:51 AM 11/02/13
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.




Title: Re: Suggestions
Post by: Týr on 01:51:40 PM 11/02/13
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

Title: Re: Suggestions
Post by: Týr 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.
Title: Re: Suggestions
Post by: Týr 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.
Title: Re: Suggestions
Post by: Týr 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.
Title: Re: Suggestions
Post by: Mammon 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.
Title: Re: Suggestions
Post by: Týr 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
Title: Re: Suggestions
Post by: berz 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.
Title: Re: Suggestions
Post by: Týr 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. :(
Title: Re: Suggestions
Post by: Atheist 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.
Title: Re: Suggestions
Post by: Týr 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.
Title: Re: Suggestions
Post by: Slimebeast on 12:34:22 PM 11/03/13
Clown suit lets you run the game for a day.
Title: Re: Suggestions
Post by: Mary 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.
Title: Re: Suggestions
Post by: Týr 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.
Title: Re: Suggestions
Post by: Týr 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.

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.

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.

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.

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.


and other shit
Title: Re: Suggestions
Post by: Mary on 12:52:32 AM 11/04/13
How do you unhaven a tile?
Title: Re: Suggestions
Post by: Týr 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.
Title: Re: Suggestions
Post by: berz on 01:35:06 AM 11/04/13
This feels like an elaborate version of King of the Hill! It would be great at encouraging group work and giving the game a sense of community and coordination rather than just lone wolf hunters everywhere.

Oh right I remembered I wanted to discuss this somewhere:

I know this was discussed long ago a few times before, but are there any plans to make items that take up multiple slots stack? What I mean is oftentimes I'll end up with 1 serum or medkit taking up an entire slot to itself, when in another slot I only have 2 serums or medkits. Some sort of system to detect this and group the same items together for maximum capacity would be logical and very convenient.
Title: Re: Suggestions
Post by: Slimebeast on 02:03:27 AM 11/04/13
Perhaps a link beneath the inventory area that reads "Re-Stack Inventory" and looks for all incomplete stacks to fill with identical items below them... for 1 AP since it's always good to rule out thousands of actions being spammed, etc.
Title: Re: Suggestions
Post by: Týr on 02:40:44 AM 11/04/13
Perhaps a link beneath the inventory area that reads "Re-Stack Inventory" and looks for all incomplete stacks to fill with identical items below them... for 1 AP since it's always good to rule out thousands of actions being spammed, etc.

:4stars:
Title: Re: Suggestions
Post by: Atheist on 02:45:14 AM 11/04/13
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.

I thought about that a little.  Maybe you wouldn't get the bonus until you had a complete set.  Say for example, you'd have to have the EMT jacket, plastic gloves and stethoscope or something similar before getting the bonus.
Title: Re: Suggestions
Post by: Mary on 04:48:14 AM 11/04/13
Nah I like the single piece of clothing. If you did a full set the game would lose a bit of it's charm, in you being able to wear whatever you want. Plus the ability to change classes by changing jackets is cool. If it's not jackets, just please for the love of jesus don't do hats. They're so overdone.
Title: Re: Suggestions
Post by: Mammon on 11:14:54 AM 11/04/13
Underwear.
Title: Re: Suggestions
Post by: Týr on 02:17:32 PM 11/04/13
Sudden wave of level 1 vampires.

I don't know if it just seems that way or if there are actually a tonne of fresh vampires characters running around. It's rather suspicious. Is it possible to get a word on whether or not most of these are alts or something? I don't want to know who they are if so, I just want to know whether or not I should handle them with care because they're legitimate new players.

If they're all alts we might need to pull a tighter leash on alt use or something, because it's getting ridiculous. Some of them have behaved very obviously as scouts. I wouldn't mind that if it's actually a group of players taking on a challenge, but if it's just one person using them for harassment then we might have a problem.
Title: Re: Suggestions
Post by: Zman090 on 02:35:20 PM 11/04/13
They hunt me down and kill me and then insult me via walkie. I have a good idea of who's alts they are.
Title: Re: Suggestions
Post by: Mammon on 02:40:29 PM 11/04/13
I feel like we need email verification and one account per email again. -_-
Well, I actually made it suck more for people who get locked, so please look forward to it. :)
Title: Re: Suggestions
Post by: Zman090 on 04:57:04 PM 11/04/13
Yeah so there have been about a dozen new accounts made in the course of 2 days all humans and vamps and all scouting and killing. Can we do anything about this?
Title: Re: Suggestions
Post by: Slimebeast on 06:46:26 PM 11/04/13
SLAUGHTER THEEEEEMMMMMMM!!!

URRAAHH!

*paints face in blood*

I'M A KITTY!!!!!!!!!
Title: Re: Suggestions
Post by: Zman090 on 06:47:57 PM 11/04/13
Th-they're everywhere! Slimebeast haaaaaaaalp...!
Title: Re: Suggestions
Post by: Slimebeast on 08:24:09 PM 11/04/13
Mew mew mewmewmewmewmewmewmewmewmew!!
Title: Re: Suggestions
Post by: Roly on 07:33:13 PM 11/05/13
Please reset the AP rate to @ 2.5 per 5 min. and 5 per  5 min on weekends. I think this is needed until we get enough players back on. I am serious here. This game is UD ap with no players............... At least give it a try and if it sux u can change it back to something in between.

I want to play here, but it is getting annoying MO
Title: Re: Suggestions
Post by: Slimebeast on 07:48:31 PM 11/05/13
How does one get .5 AP? O_o

Also, won't more AP mean more of one or two dudes killing everyone?
Title: Re: Suggestions
Post by: Týr on 08:25:33 PM 11/05/13
How does one get .5 AP? O_o

Also, won't more AP mean more of one or two dudes killing everyone?


I don't think we need more AP, per se, but at the moment 1 AP is a lot more precious than it was before and some actions do not reflect this.

The fact that attacking someone and manipulating a door take the same amount of effort just doesn't sit well with me, which is why I think actions like door and breaker manipulation shouldn't require AP.


Edit: I suppose 'effort' isn't the right word to use. I'm not sure how else to put it, but attacking and opening a door aren't on the same level of effect.
Title: Re: Suggestions
Post by: Mary on 08:50:02 PM 11/05/13
I think a fraction is more reasonable.
Title: Re: Suggestions
Post by: Slimebeast on 08:53:35 PM 11/05/13
Keep in mind that attacking is often pulling aiming & pulling a trigger or clawing someone's face, whereas flipping breakers is finding the breakers in the building and manipulating them to get the desired result.
Title: Re: Suggestions
Post by: Mary on 09:08:37 PM 11/05/13
If we were going by realism, shooting would take a fraction of an AP, melee would take more (to account for having to close the distance and attack), walking a city block (tile) would take a fair few.

And even so, how you you justify opening a door?? Pushing fruitlessly against it for a minute before you realize it it's a pull door?
Title: Re: Suggestions
Post by: Mammon on 09:14:33 PM 11/05/13
To be honest, the entire game could probably use an overhaul. :-\

BUT ALAS
Title: Re: Suggestions
Post by: Slimebeast on 09:15:36 PM 11/05/13
And even so, how you you justify opening a door?? Pushing fruitlessly against it for a minute before you realize it it's a pull door?

They're really big doors?
Title: Re: Suggestions
Post by: Týr on 09:24:18 PM 11/05/13
Keep in mind that attacking is often pulling aiming & pulling a trigger or clawing someone's face, whereas flipping breakers is finding the breakers in the building and manipulating them to get the desired result.

I wouldn't bring real-world logic into this, Mo. I could go on for days about how much more effort other actions in the game require than flipping breakers, yet still use the same 1 AP.

Warning - while you were typing 2 new replies have been posted. You may wish to review your post.

Nevermind. Mary beat me to it.



It's a matter of how much weight the action has in gameplay. Breaker and door manipulation have barely a fraction of the weight that combat and searching does, and because of this I (and I'm sure a good number of other people) don't feel like those actions are worth the 1 AP, especially now that AP is so precious. I can't even remember the last time I actually used a door because it has so little effect that it wasn't worth it. The same goes for breakers; it feels like a waste of AP when I have to turn them on or off.
Title: Re: Suggestions
Post by: Roly on 08:30:02 AM 11/06/13
Quote
How does one get .5 AP?

That's a good ? MO lmao.  :lookaround:
Title: Re: Suggestions
Post by: Týr on 06:56:22 PM 11/07/13
This one's a bit out there: Clinics and Hospitals


It always kind of bothered me that Hospitals are 1-tile buildings. Hospitals are pretty big, and I've never seen so many as close together as they are on the map. I think there should be a distinction.

Make 1 Hospital on the map that's multi-tiled. Maybe 3 tiles in an L shape for variety. Give this Hospital the current item list.

Convert the rest of the Hospitals on the map into Clinics. Reduce the item list so that healing items are a bit more common in these (risk versus reward and all that).

:shrug:
We need a shrug emoticon, Mo.
Title: Re: Suggestions
Post by: Týr on 12:30:33 AM 11/11/13
Group Management

I think the group management page needs something of an overhaul, to be honest. At least more fields or more ways to provide information.

As it stands now, we have Website and Description to provide as much information as we can. This is very restrictive. I think there should at least be a secondary Forum URL field as well as Website. And/or make it so that we can use hyperlinks in the group description as well. That would help a lot.

There are a lot of other features I feel the group page should have, but these are the most important.
Title: Re: Suggestions
Post by: Slimebeast on 12:43:30 AM 11/11/13
I have no problem with links in descriptions. That way you can link the forum or whatever else in there.
Title: Re: Suggestions
Post by: Mary on 12:50:45 AM 11/11/13
Tool-tip item descriptions.

Just for flavour.
Title: Re: Suggestions
Post by: Slimebeast on 12:52:41 AM 11/11/13
"It's a rock."
Title: Re: Suggestions
Post by: Mammon on 01:02:16 AM 11/11/13
Tool-tip item descriptions.

Just for flavour.

I GAVE THEM THE IDEA, I AM SORRY. D:
Title: Re: Suggestions
Post by: Slimebeast on 01:17:59 AM 11/11/13
*mouseover Mammon*

"THIS IS A DIRTY IDEA-GIVER."
Title: Re: Suggestions
Post by: Týr on 06:06:25 PM 11/11/13
This has probably been discussed a few times before, but I haven't had the chance to read said discussions.

There should be changing conditions on the map, much like how Mist was for Halloween.

-Storms, Snow storms, and Fog that obscure vision just like Mist.
-Hurricanes that appear for much shorter periods of time and have a high chance of severely damaging buildings, and players. Maybe even throws (teleports) players a distance away at random with damage.
-Floods that spring up and branch across the map that prevent one from moving, or makes movement more costly. This could be tied to the waste plant as well, if not maintained. (Bring back sewers, Mo)
-Fires that destroy small areas of the map that damage you on the outside of the buildings as well as inside, and only get put out by snow or rain. (Maximum 3x3 or so, though hypothetically they can overlap and get bigger)

They would all come up over areas with the black bar label: Storm, Flood, Fire, etc.

Would be neat.
Title: Re: Suggestions
Post by: Zman090 on 07:01:51 PM 11/11/13
I think Tyr's idea is pretty badass, also why don't we have NPC stronghold events? Like "oh noes Mantis is using building so and so as its base!" have multiple NPCs inside (all enemies) and then have a reward for clearing it out like a bunch of ammo or healing items.
Title: Re: Suggestions
Post by: Mary on 07:40:03 PM 11/11/13
This has probably been discussed a few times before, but I haven't had the chance to read said discussions.

Yeah, in the first post in the thread  :P
Title: Re: Suggestions
Post by: Týr on 07:45:08 PM 11/11/13
Yeah, in the first post in the thread  :P
Oh, really? Damn. I read over it ages ago. I forgot.

My bad.
Title: Re: Suggestions
Post by: berz on 10:33:11 PM 11/11/13
I think Tyr's idea is pretty badass, also why don't we have NPC stronghold events? Like "oh noes Mantis is using building so and so as its base!" have multiple NPCs inside (all enemies) and then have a reward for clearing it out like a bunch of ammo or healing items.

DUNGEOOOOOOON! CLEAAAARRRIINNNGGG!
Title: Re: Suggestions
Post by: Zman090 on 10:45:26 PM 11/11/13
Time to raid  :braces:
Title: Re: Suggestions
Post by: Kraufen on 09:02:04 AM 11/12/13
Perhaps a simple refferal link website, such as the urbandead one where people can click the link and be "turned into zombies" and saying how many people a person has turned, all the while linking them to the main game would be beneficial to the site. I'm sure if we used this, it might bring in some new people and I'm sure could not be to hard to make. (Though that is me talking out my ass, as I have no experience making such a site)
Title: Re: Suggestions
Post by: Týr on 02:38:20 PM 11/12/13
I can't take it anymore.

• You find a Bag of Blood.
• You find some Antibiotics.
• You find nothing of interest. (2 times)
• You find some Antibiotics.
• You find a Hospital Gown. You throw it away with disgust.
• You find nothing of interest.
• You find some Pairs of Plastic Gloves (3). You throw it away with disgust.
• You find a Human Heart.
• You find a Hospital Gown. You throw it away with disgust.
• You find a Human Heart.
• You find a Stethoscope. You throw it away with disgust.
• You find nothing of interest.
• You find some Crutches (2).
• You find some Plastic Gloves. You throw it away with disgust.
• You find a Stethoscope. You throw it away with disgust.
• You find nothing of interest.
• You find a Crutch.
• You find nothing of interest.
• You find an EMT Jacket. You throw it away with disgust.
• You find a Stethoscope. You throw it away with disgust.

If it consistently takes me 40-60 AP to find so much as 4 medkits, they should heal more than 10. Otherwise they need to be made 2x as common as they are now. This is ridiculous. I am drowning in blood bags and human hearts but I cannot for the life of me (literally) find a medkit.

DO SOMETHING.
Title: Re: Suggestions
Post by: FULLNICEGUY on 02:47:11 PM 11/12/13
MEANWHILE, VAMPIRES AND ZOMBIES ARE RUNNING AROUND WITH AN HP LEECH SKILL. THAT ONLY WORKS ON HUMANS.

I, TOO, BELIEVE THAT THIS SHOULD BE FIXED. I WOULD LIKE A HIGHER HP BONUS FROM THE MEATBAGS.

[[no, but seriously, though -- it really is ridiculously hard to find those medkits sometimes, since humans have simply got no other way to heal]]
Title: Re: Suggestions
Post by: Mary on 03:33:34 PM 11/12/13
Zombies can gain health from vampires. Vampires just can't gain health from zombies with clotted blood skill.

Also the zombie HP leech is fucking tiny, it takes a million years to get back to full health with all these stupid NPCs around.
Title: Re: Suggestions
Post by: Mammon on 03:42:06 PM 11/12/13
Who needs balance?
Title: Re: Suggestions
Post by: Týr on 03:52:45 PM 11/12/13
Here, an actual suggestion regarding healing items:

Make Medkits heal 15-20 (20-25) HP, remove the ability to stop Zed Infection, and keep the current find rate.
Make Antibiotics heal 1-2 (Flat) HP, make these the only way to stop Zed Infection, make them findable in quantities of 2, and keep the current find rate.
Make Bags of Blood heal 3-5 (8-10) HP in humans, and give them a small chance to infect humans.
Title: Re: Suggestions
Post by: Mary on 04:29:21 PM 11/12/13
:seconded: :second:

Sounds reasonable. What about vamps and infection? Do they still heal with human hearts?

Edit: Where is that nodding horse emote?
Title: Re: Suggestions
Post by: Týr on 04:42:57 PM 11/12/13
Sounds reasonable. What about vamps and infection? Do they still heal with human hearts?

Is it hearts? I thought it was bags of blood.

I dunno. My suggestions only applied to humans, but I suppose I didn't actually state so. I think the undead healing stuff works fine as it is, but then again I haven't been undead since I got back.
Title: Re: Suggestions
Post by: berz on 07:54:39 PM 11/12/13
I wouldn't mind raging blizzards occuring in game, and I actually miss the sewer labyrinth; always such interesting people down there.
Title: Re: Suggestions
Post by: Lumose on 09:48:32 PM 11/12/13
I think you guys should make say not use AP.
Title: Re: Suggestions
Post by: Týr on 09:54:07 PM 11/12/13
I think you guys should make say not use AP.

I can sort of now understand why Mo has it that way, since reading something Mammon said a while ago.

Someone could hypothetically create a bot that just continuously floods their chat box a billion times per second until everything explodes.

There have been issues with shitlords in the past.
Title: Re: Suggestions
Post by: Slimebeast on 09:54:12 PM 11/12/13
I don't think it'd be worth the trade-off of spam.
Title: Re: Suggestions
Post by: Týr on 09:58:12 PM 11/12/13
I don't think it'd be worth the trade-off of spam.

Yeah. But you should really consider introducing talk points. A small amount, 10 or so at 1 per 5 minutes. Even as it is now theres a tonne of spam, and something like this would really help curve it even more.
Title: Re: Suggestions
Post by: Zman090 on 03:07:48 PM 11/14/13
The map is starting to crowd up now that there are almost 200 players  :-\
Title: Re: Suggestions
Post by: Mammon on 03:24:33 PM 11/14/13
Ehh, where did they all come from D:
Title: Re: Suggestions
Post by: Týr on 03:26:18 PM 11/14/13
I'm not too fond of the Serling map. It seems so carelessly thrown together. Building placements don't make any sense. They at least had some kind of order and strategic placement in TC, and that seems completely absent in Serling.

Ehh, where did they all come from D:
Where they always come from. Hiei made a 4chan thread. So now we have PoopDiver, SirCumsAlot and "hitler did nothing wrong", and a plethora of others.
Title: Re: Suggestions
Post by: Mary on 03:42:53 PM 11/14/13
well SW was best when /b/ was still around, so I'm not complaining.
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 03:52:54 PM 11/14/13
mary is it really you?

also the whole 1 ap to chat with peeps is really rustlin my jimmies. :C

also also where is everyone hiding? just curious.
Title: Re: Suggestions
Post by: Mammon on 04:03:06 PM 11/14/13
Wait, wait. So is one of you the one that I kept seeing make SW and HR threads on /v/ and kept bumping with the same images over and over?
Title: Re: Suggestions
Post by: Týr on 04:04:27 PM 11/14/13
Wait, wait. So is one of you the one that I kept seeing make SW and HR threads on /v/ and kept bumping with the same images over and over?

Most likely hiei/Kraufen.
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 04:11:38 PM 11/14/13
good, more targets for us.
Title: Re: Suggestions
Post by: Mary on 04:45:31 PM 11/14/13
mary is it really you?

Who else would I be?
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 05:19:51 PM 11/14/13
Who else would I be?

don't sass me.
Title: reindeer games
Post by: Mary on 05:39:24 PM 11/14/13
:naughty:
Title: Re: Suggestions
Post by: Týr on 06:09:08 PM 11/14/13
AP Rate


I gave it a lot of thought, and the more I think about it the more sense it makes to increase the AP rate to 2 per 5 minutes instead of 1.

With 1 AP, the game is played for a while until you inevitably burn out. This creates for very slow gameplay. If you bump it up to 2 AP, you suddenly have room for progression. You can gain AP but still get some things done, albeit slowly. The only issue I can foresee is the weekend bonus. 3 AP on a map this size would be way too much, but then I had the idea of making it so that it's 2 AP per 5 minutes, but every 10 minutes grants an extra 1 AP on weekends, given that something like that is possible.

It would certainly make the game much more active than it is now without going overboard. All I have to go on is speculation of course, but I think the pacing would be ideal.
Title: Re: Suggestions
Post by: berz on 06:16:24 PM 11/14/13
Pretty much this, as it is now I feel i'm playing 1 step forward 2 steps back. One the weekends I have enough ability to manage doing several things at a reasonable, casual pace without becoming too overpowered.

I guess the only issue would be how to handle weekends.
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 06:50:17 PM 11/14/13
I HAVE SO MUCH AMMO AND SO MANY TARGETS AND NO ENERGY TO SLAY THEM DEAR GOD WHY
Title: Re: Suggestions
Post by: Mary on 07:15:09 PM 11/14/13
AP Rate


I gave it a lot of thought, and the more I think about it the more sense it makes to increase the AP rate to 2 per 5 minutes instead of 1.

With 1 AP, the game is played for a while until you inevitably burn out. This creates for very slow gameplay. If you bump it up to 2 AP, you suddenly have room for progression. You can gain AP but still get some things done, albeit slowly. The only issue I can foresee is the weekend bonus. 3 AP on a map this size would be way too much, but then I had the idea of making it so that it's 2 AP per 5 minutes, but every 10 minutes grants an extra 1 AP on weekends, given that something like that is possible.

It would certainly make the game much more active than it is now without going overboard. All I have to go on is speculation of course, but I think the pacing would be ideal.
But that's the whole point of the weekend bonus, you don't have work or school or kinderkarten so you have more time to play.

Also the weekend bonus is traditionally doubled. So it would be 4 per 5.
I would be totally fine with 3 though too. A weekend killfest sounds fun.
Title: Re: Suggestions
Post by: Týr on 07:22:53 PM 11/14/13
But that's the whole point of the weekend bonus, you don't have work or school or kinderkarten so you have more time to play.
I don't see how that changes anything.

Also the weekend bonus is traditionally doubled. So it would be 4 per 5.
I would be totally fine with 3 though too. A weekend killfest sounds fun.
Doubled? No it's not. Back on TC it was +1 AP on weekends, just like it is now. Unless I'm horribly mistaken.

And I don't know about a weekend 'killfest'. That might sound fun for undead players but it sounds like absolute hell for human players. 3 AP is way too fast to defend against, 5 was already completely impossible.
Title: Re: Suggestions
Post by: berz on 08:04:59 PM 11/14/13
But that's the whole point of the weekend bonus, you don't have work or school or kinderkarten so you have more time to play.

Also the weekend bonus is traditionally doubled. So it would be 4 per 5.
I would be totally fine with 3 though too. A weekend killfest sounds fun.

Its a weird number but I considered 3 being decent for weekends as well.
Title: Re: Suggestions
Post by: Mary on 08:14:09 PM 11/14/13
Suggestion/Bug Report:
Please make the 2 AP cost for unsucessful corpse feeding go away/You still waste 2 AP when unsucessfully corpse feeding (repulsed because of chemicals or finding nothing particularly apettizing)

With the change to having to exit a building before you can move again and zombies pathetic AP pool of 50 it's killing me.
Title: Re: Suggestions
Post by: Roly on 08:27:36 PM 11/14/13
Quote
but then I had the idea of making it so that it's 2 AP per 5 minutes, but every 10 minutes grants an extra 1 AP on weekends, given that something like that is possible.

This is what I meant by my 2.5 ap remark.
Title: Re: Suggestions
Post by: Kraufen on 08:34:23 PM 11/14/13
I would also like 2 ap per 5 minutes.
It will amuse newbies longer and give me more stuff to do :hurr:
Title: Re: Suggestions
Post by: Týr on 12:46:09 AM 11/15/13
It used to be humans were the ones that were hiders. Now every race can hide.

I think there should be another hiding skill for humans that increases the chance that they succeed to hide and decreases the chance that they get found.
Title: Re: Suggestions
Post by: berz on 01:16:41 AM 11/15/13
Suggestion/Bug Report:
Please make the 2 AP cost for unsucessful corpse feeding go away/You still waste 2 AP when unsucessfully corpse feeding (repulsed because of chemicals or finding nothing particularly apettizing)

With the change to having to exit a building before you can move again and zombies pathetic AP pool of 50 it's killing me.

That is a pretty brutal toll.
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 02:04:15 AM 11/15/13
I DEMAND A NEW BREED. I WANT TO PLAY AS A WEREWOLF OR A GHOST OR SOME SHIT.
Title: Re: Suggestions
Post by: Slimebeast on 02:16:36 AM 11/15/13
* You are now Some Shit.
Title: Re: Suggestions
Post by: Mary on 02:40:13 AM 11/15/13
What about a FRANKenstein? :kid:

Title: Re: Suggestions
Post by: Slimebeast on 02:56:24 AM 11/15/13
Too late. 900 lbs of shit.
Title: Re: Suggestions
Post by: funnytool on 03:59:35 AM 11/15/13
could we get higher AP refresh rate?
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 05:40:05 AM 11/15/13
Too late. 900 lbs of shit.

my new forum title? kinda rippin off my last one, don't ya think? mold > shit anyway. c'mon let's see some originality.
Title: Re: Suggestions
Post by: Kraufen on 11:33:30 AM 11/15/13
Did you guys up the ap rate or is that just the weekend kicking in early?
Title: Re: Suggestions
Post by: Lumose on 12:42:43 PM 11/15/13
aw shit, slimebeast breed playable when?
Title: Re: Suggestions
Post by: Mammon on 12:51:37 PM 11/15/13
Did you guys up the ap rate or is that just the weekend kicking in early?

Apparently someone doubled it.
Title: Re: Suggestions
Post by: Kraufen on 01:03:18 PM 11/15/13
Apparently someone doubled it.
Wooooo :hurr:
Time to play more
Also Mammon Da best!
Title: Re: Suggestions
Post by: Mammon on 01:37:23 PM 11/15/13
I didn't do it! Even if I wanted to, I'd get yelled at, so it must have been some other mysterious person.
Title: Re: Suggestions
Post by: berz on 02:08:41 PM 11/15/13
If only we knew who this great man was...
Title: Re: Suggestions
Post by: Slimebeast on 02:45:59 PM 11/15/13
Taxidermy Pete.
Title: Re: Suggestions
Post by: benman999 on 04:50:43 PM 11/15/13
hello they think im to little for creepypasta wiki well  atack attack attack attack :bleed: :bleed: :bleed: :bleed: :bleed: :bleed: :bleed: :b leed: :bleed: :bleed: :bleed: :bleed: :bleed: :bleed: :bleed: wt you diddent see that right ... right :-[ soo enyways hi im new and meet me in da pasta hole plz D: D: D: D: :bleed: :bleed: :bleed: :bleed: :bleed: :bleed: :bleed: sorry i forgot im being attacked by elmo and the teltubys
Title: Re: Suggestions
Post by: Kraufen on 04:51:16 PM 11/15/13
Wat? ???
Title: Re: Suggestions
Post by: berz on 04:56:41 PM 11/15/13
hello they think im to little for creepypasta wiki well  atack attack attack attack :bleed: :bleed: :bleed: :bleed: :bleed: :bleed: :bleed: :b leed: :bleed: :bleed: :bleed: :bleed: :bleed: :bleed: :bleed: wt you diddent see that right ... right :-[ soo enyways hi im new and meet me in da pasta hole plz D: D: D: D: :bleed: :bleed: :bleed: :bleed: :bleed: :bleed: :bleed: sorry i forgot im being attacked by elmo and the teltubys

He wants to fuck.
Title: Re: Suggestions
Post by: Lumose on 04:57:23 PM 11/15/13
Wat? ???
I think he said "I am trying too hard"
Title: Re: Suggestions
Post by: Týr on 02:31:25 PM 11/17/13
There needs to be more ways to grudge kill someone.

I want to light people on fire. I want to be able to have a gas can and a lighter or flare in my inventory, and then light someone on fire with it.

Could be that you have to attack someone with a gas can, 80%, and if you land it they're covered in gasoline. Comes up just like 'You are infected', so, 'You are covered in gasoline'. Then you have to attack them with a lighter or a flare to light them on fire, 'You are on fire'. Then it does -3 HP in the same manner as infection, and maybe -5 HP per tick (talk about slow burning).

Could maybe put it out by 'rolling around' with a 35% success rate, or something to that effect.

LET ME LIGHT PEOPLE ON FIRE MO


I also want there to be a 1% chance when firing a flare that you hit yourself in the face and die.
Title: Re: Suggestions
Post by: Slimebeast on 09:26:08 PM 11/17/13
I don't know how much Mammmmmmon would be onboard, but if the "effects" thing from Scroll Wars' never-fulfilled plans were adapted for HR, stuff like that would theoretically be possible.

It was basically just a system of ON/OFF flags that would then be called for special circumstances.

"Doused" being ON, for example, would leave you open to being set alight. Using something to undo that would turn it OFF.

And of course of you ARE set alight, "Doused" is turned OFF and "Burning" is turned ON.


Yeah...
Title: Re: Suggestions
Post by: Mary on 11:44:53 PM 11/17/13
It's a slippery slope from being able to douse people in gasoline to being able to pee on them (and their corpses)
Title: Re: Suggestions
Post by: Mammon on 12:16:10 AM 11/18/13
Just please don't use cats as silencers. :-\
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 01:49:14 AM 11/18/13
i would like to be able to poop in the mouth's of corpses. no effect except maybe "you stand up and...that's not morning breath"
Title: Re: Suggestions
Post by: Mary on 01:53:06 AM 11/18/13
i would like to be able to poop in the mouth's of corpses. no effect except maybe "you stand up and...that's not morning breath"
what if they're hiding zombies?
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 02:15:40 AM 11/18/13
if you were hiding from something tried to kill you and it pooped in your mouth would you a)let it happen or b) react and get killed?
Title: Re: Suggestions
Post by: Mary on 02:27:28 AM 11/18/13
Think about it,they squat down exposing their weakpoints to your infectious maw. You're basically in the perfect position to attack and kill them.

I'm pretty sure that's how they won in Vietnam.
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 03:34:07 AM 11/18/13
but would a zombie eat another zombies asshole?

probably.

i've killed too many people on here from bites to the groin.

that's awful mo.
Title: Re: Suggestions
Post by: Mary on 04:04:17 AM 11/18/13
probably, zombies are into all sorts of kinky shit.
Title: Re: Suggestions
Post by: Slimebeast on 04:53:13 AM 11/18/13
Literally.
Title: Re: Suggestions
Post by: Týr on 04:50:37 PM 11/19/13
Option to delete characters. There should be one.

I don't really know what to propose as to how to go about it. Email confirmation? PMing Mo? :shrug: I know there was a 'delete me' group that Mo claimed to purge every now and then or something, but it appears to be gone/inactive, and to be honest I never saw anyone get deleted from it anyway.

I want to delete an alt that I made as a non-combatant and only used for talking, spraypainting bullshit, mapping, and experimenting with new features. Unfortunately I accidentally healed someone on it and therefore I had to retire it. I'd love for the chance to delete the character and start over with the same name, and I feel it should be an option anyway.
Title: Re: Suggestions
Post by: Slimebeast on 05:16:06 PM 11/19/13
Nah, I never deleted the Delete Me folks. I just let them rot.
Title: Re: Suggestions
Post by: Týr on 05:42:22 PM 11/19/13
I feel barricades decay a little too quick for the current AP rate.

I go to bed after barricading a building, wake up, and already have to dump 5-10 AP into bringing it back to full again, and that's without failures. Trying to keep a handful of buildings barricaded is a pain, even as a group.

What are the current rules for barricade decay? Barricades need to be more reliable.
Title: Re: Suggestions
Post by: Slimebeast on 06:47:56 PM 11/19/13
Barricades degrade 1 point twice a day.

1 point doesn't mean from "Barricaded" to "Lightly Barricaded", but rather something like Lightly x 3 to Lightly x2.
Title: Re: Suggestions
Post by: Týr on 07:03:09 PM 11/19/13
Barricades degrade 1 point twice a day.

1 point doesn't mean from "Barricaded" to "Lightly Barricaded", but rather something like Lightly x 3 to Lightly x2.

You say that but... I have to barricade several times to repair when it hasn't been more than 8 hours. I highly doubt there's someone out there very dedicated to smacking every single one of our barricades 3-4 times each.

Do you think you could double-check it?
Title: Re: Suggestions
Post by: Slimebeast on 07:08:36 PM 11/19/13
I did before I posted, just to make sure. :B
Title: Re: Suggestions
Post by: Týr on 07:09:36 PM 11/19/13
This is peculiar. I'm going to have to seriously test this then. It doesn't make sense.
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 02:14:32 AM 11/20/13
theres a lot of zombies and vamps tryin to find humans man
Title: Re: Suggestions
Post by: Týr on 04:34:08 AM 11/20/13
theres a lot of zombies and vamps tryin to find humans man
Players don't get reported sighted in the area.

Even when they do, it doesn't make sense that multiple buildings are being knocked from fully EHB down to mid-HB and then left alone. You'd think someone determined to get in would concentrate their efforts or something.

I must be missing something. NPCs don't attack barricades, do they?

I'm going to log what I find when I check them after I wake up later.
Title: Re: Suggestions
Post by: Mammon on 03:21:08 PM 11/20/13
At first I thought that maybe it was something in the fire code making barricades decay when they shouldn't be, but I checked that and that's not it. So, really, the only thing I can think of at the moment is people going around attacking them. *shrug*
Title: Re: Suggestions
Post by: Kraufen on 02:25:35 PM 11/21/13
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.

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.

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.

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.

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.


and other shit

I like this idea.
I've always wanted something like this
Title: Re: Suggestions
Post by: Týr on 04:49:10 AM 11/23/13
Trading.


Trader NPCs that roam the map. Maybe 4 of them for now. For the sake of mechanics they could be something completely separate from the human/zombie/vampire population and would show up as 'a trader' on the map, and come up purple (because purple is the best colour).

When you find them you could trade (obviously) one item you have for one item they have from a small selection of items. They could be different kinds of traders, like ammunitions traders and medical traders, or just have a set item list of common things people look for. The menu would be two drop down lists (Trade x _______ for  _______) and then a Trade button.

Maybe have only specific items available for trade? So you can't trade a stack of plastic gloves for loads of ammunition. Though I can't imagine it making too much of a difference, since it'd just be between you and the NPC, and you've already spent your AP on finding the stupid things. It would certainly help relieve the stress of finding nothing but crap when looking for items you actually want--knowing you could cash them in for more of the item you intended to spend the AP on.

It could be that you make them only respond to human players, but anyone could kill them for lootz. Maybe even a special Supplies Bag that they drop which has 20 slots instead of 10.
Title: Re: Suggestions
Post by: Kraufen on 03:25:21 PM 11/23/13
Trading.


Trader NPCs that roam the map. Maybe 4 of them for now. For the sake of mechanics they could be something completely separate from the human/zombie/vampire population and would show up as 'a trader' on the map, and come up purple (because purple is the best colour).

When you find them you could trade (obviously) one item you have for one item they have from a small selection of items. They could be different kinds of traders, like ammunitions traders and medical traders, or just have a set item list of common things people look for. The menu would be two drop down lists (Trade x _______ for  _______) and then a Trade button.

Maybe have only specific items available for trade? So you can't trade a stack of plastic gloves for loads of ammunition. Though I can't imagine it making too much of a difference, since it'd just be between you and the NPC, and you've already spent your AP on finding the stupid things. It would certainly help relieve the stress of finding nothing but crap when looking for items you actually want--knowing you could cash them in for more of the item you intended to spend the AP on.

It could be that you make them only respond to human players, but anyone could kill them for lootz. Maybe even a special Supplies Bag that they drop which has 20 slots instead of 10.
Can they quote the resident evil traders?
Title: Re: Suggestions
Post by: Mary on 03:31:02 PM 11/23/13
Nah, no traders. If anything being able to trade with others maybe.

I like the arcadey hide-and-seek feel of the game and too much extra crap is gonna make it feel like some sort of RPG MMO.
Title: Re: Suggestions
Post by: Týr on 03:35:38 PM 11/23/13
Nah, no traders. If anything being able to trade with others maybe.
I spent a good hour trying to think of a way to do this that wouldn't be ridiculously complicated or otherwise horribly exploitable with alts. The only way we can realistically have trading is with NPCs.

I like the arcadey hide-and-seek feel of the game and too much extra crap is gonna make it feel like some sort of RPG MMO.
I don't. I mean, I kinda do, but it needs to be a little more full-feeling than it is now to start keeping most of the players it gets.
Title: Re: Suggestions
Post by: Mary on 03:50:43 PM 11/23/13
You just block it like any other alt abuse action.

If you're talking about people who use proxies to abuse alts already, then there's nothing we can do about that anyway.
Title: Re: Suggestions
Post by: Týr on 04:09:13 PM 11/23/13
You just block it like any other alt abuse action.

If you're talking about people who use proxies to abuse alts already, then there's nothing we can do about that anyway.
Not talking about proxies. I'm saying just blocking it between alts wouldn't work because you could just have that alt be a source for your friends. Friends that could then give items to yourself.

You have an alt that does nothing but search for medkits that you give to your friends. I could have that set up in a minute within the Einherjar alone.

Even if you made it so that it can't be traded to someone else and then traded back to the same connection, it would be easy to work around the same way. I guess three passes would be the zone of 'too much trouble to be worth the effort' but that seems like a lot to keep track of.
Title: Re: Suggestions
Post by: Mary on 04:28:05 PM 11/23/13
or even something like it costs 5 AP to trade. A bit too high to make mass trading worth it, but not too high that it would discourage simple trades.
Title: Re: Suggestions
Post by: Týr on 04:46:48 PM 11/23/13
or even something like it costs 5 AP to trade. A bit too high to make mass trading worth it, but not too high that it would discourage simple trades.
5 AP to trade is too steep. That's almost a punishment for trading.

"I know you have 1 HP and are infected, dude, but it would cost me almost 15 minutes of gameplay to give you this medkit."
Title: Re: Suggestions
Post by: Mary on 05:20:05 PM 11/23/13
...in which case you can use the medkit on them yourself -_-

Title: Re: Suggestions
Post by: Týr on 05:33:45 PM 11/23/13
...in which case you can use the medkit on them yourself -_-
It was an example. It could be replaced with any other item in any other situation. Someone doesn't have ammunition in a dangerous area is another example.

The point still stands.
Title: Re: Suggestions
Post by: Mary on 05:48:05 PM 11/23/13
I disagree 100%. Trading isn't something that should be ultra common. You shouldn't be giving away inventories full of stuff. 5 AP lets you give away 1 or 2 or maybe 3 items or so at a time. Nothing game breaking, you have to invest time into it, yet it still allows you to give away essentials like walkie talkies or vests, and definitely still allows for giving away prizes for your Man Hunt games or for whatever you want.
Title: Re: Suggestions
Post by: Týr on 06:04:17 PM 11/23/13
Trading should be made to encourage teamwork. If it doesn't then not only is it misleading but it's also going to be a dead feature. Hardly anyone is going to be willing to sacrifice 5 AP to help someone if they get no benefit from it themselves.

If that's the case you should be able to magically mail any item to anyone anywhere on the map for 5 AP. Screw spending several more just to get to their location, or for them to get to you, and then still have to spend 5 AP just to give them something.
Title: Re: Suggestions
Post by: Mary on 06:10:01 PM 11/23/13
Trading should be made to encourage teamwork. If it doesn't then not only is it misleading but it's also going to be a dead feature. Hardly anyone is going to be willing to sacrifice 5 AP to help someone if they get no benefit from it themselves.
Lol.
It sounds like you don't want to spend 5ap to give away items.
Title: Re: Suggestions
Post by: Týr on 06:12:26 PM 11/23/13
Lol.
Teamwork benifits more than one person. That's why it uses the word 'team', because a team is more than one person.

Selfishness would be doing something just to benefit yourself.

I didn't realise I had to explain this.
Title: Re: Suggestions
Post by: Mary on 06:21:45 PM 11/23/13
Wait, so let me get this straight.
1)Teamwork benefits everyone in the team.
2) Giving away items is team work
3) people don't want to spend 5ap when it won't benefit themselves
4) therefore spending 5ap suddenly makes the act of giving things away no longer teamwork

5ap is fine and costs less than taking down a barricade, searching for the item yourself, killing an enemy, fixing a building, erecting a barricade or going to the power station to turn the power back on.
Title: Re: Suggestions
Post by: Týr on 06:31:20 PM 11/23/13
Wait, so let me get this straight.
1)Teamwork benefits everyone in the team.
2) Giving away items is team work
3) people don't want to spend 5ap when it won't benefit themselves
4) therefore spending 5ap suddenly makes the act of giving things away no longer teamwork
1) Something like that.
2) No, helping others acquire important supplies is teamwork.
3) Sacrificing 5 AP when you only gain 2 every 5 minutes on top of passing an important item arguably weakens your character enough to where you may need assistance, especially if the situation is urgent, so players will be reluctant to do so in most situations.
4) Making yourself potentially need assistance makes you a liability which weakens your team, and is therefore detrimental to teamwork.

I have been in many situations where 5 AP could have made a huge difference. It doesn't seem like a lot, but it is. I could get behind 2 AP, but 3-5 is too much.
Title: Re: Suggestions
Post by: Mary on 08:16:04 PM 11/23/13
2ap is pathetically too little an amount. I want to stress that we want to discourage sending a large amount of items between players.
Title: Re: Suggestions
Post by: Týr on 08:32:05 PM 11/23/13
2ap is pathetically too little an amount. I want to stress that we want to discourage sending a large amount of items between players.
Therein lies the problem. If the cost is too low, it can be abused, if the cost is too high, it becomes a gimmick rather than a tool. I can tell you right now that if 5 AP was the cost or trading, hardly anyone in the Einherjar would be trading. I could probably extend that to Bastards Battalion as well.

Unless Mo/Mammon can figure something out that we can't, I don't see trading being a valid option between players.
Title: Re: Suggestions
Post by: Mary on 08:53:47 PM 11/23/13
I insist that 5AP is perfect, and if it's not the only way to know would be to implement it.
Title: Re: Suggestions
Post by: Takehito Ishida on 09:32:54 PM 11/23/13
What if there was a storage system? X AP to set it up, X AP to put something in it, X type/amount of items it could hold, X AP to remove something and it's only usable by your group?

I have no idea how feasible that would be but I figured I'd say something anyway. Don't bite me.
Title: Re: Suggestions
Post by: Mary on 09:36:43 PM 11/23/13
I like it
Title: Re: Suggestions
Post by: Týr on 10:10:57 PM 11/23/13
I insist that 5AP is perfect, and if it's not the only way to know would be to implement it.
I disagree, but that's been obvious enough. Let's just move on.


What if there was a storage system? X AP to set it up, X AP to put something in it, X type/amount of items it could hold, X AP to remove something and it's only usable by your group?

I have no idea how feasible that would be but I figured I'd say something anyway. Don't bite me.
Still leaves the door open to alt abuse. It's essentially the same case as my previous example of using an alt to do nothing but find medkits and then trade them off to your friends so they don't have to waste AP searching. It would just require a couple of extra steps.
Title: Re: Suggestions
Post by: Atheist on 05:55:10 AM 11/24/13
This is just a minor suggestion, but it would be nice if vampires got 1 or 2 more HP from plasma feeding.  I've had multiple incidents where I've fed three or four times off of an NPC (among 20-30 attempts to actually hit them), only for them to turn around and take ALL of that HP away plus more in just one hit.  It can be quite frustrating, especially when its harder to heal up as a vampire (or zombie) in the first place.  I'm not saying it should be a huge or drastic change, but it would be nice if feeding was actually healing characters instead of just delaying being killed by a couple moves.
Title: Re: Suggestions
Post by: Mammon on 12:17:34 PM 11/24/13
To be fair, that wasn't designed with NPCs in mind who can automatically counterattack. So... yeah. I dunno.
Title: Re: Suggestions
Post by: Mary on 12:39:33 PM 11/24/13
Don't vampires get in health what they do in damage?
While zombies have like a 35% chance to get 3hp.
And the whole point of them counter attacking is so you can't just farm them right?
Title: Re: Suggestions
Post by: Mammon on 12:42:37 PM 11/24/13
Pretty much. Although I don't know offhand about the HP thing.
Title: Re: Suggestions
Post by: Atheist on 03:41:08 AM 11/25/13
Don't vampires get in health what they do in damage?
While zombies have like a 35% chance to get 3hp.
And the whole point of them counter attacking is so you can't just farm them right?

In my experience I only ever get 2 - 4 (usually 3 hp) from fang attacks, which aren't 100% chance to gain hp even if you do hit.  Sucking 9 or 10 points of damage from a Mantis Guard over 10-15 tries only to be shot in the face for 12 points in retaliation kind of, ahem,  sucks.  It may say, "Successful bite attacks regain HP related to damage." under the Skill List, but that's not quite how its working.  The HP may be related to the damage in some way (like 1 pointt of healing for every 3 or 4 of damage you do or something like that) but its certainly not 100% chance to heal on a successful bite.   It really is hard to get a vampire healed up even close to full HP unless you happen to have a bunch of blood bags and human hearts handy, and (once again this is stated from my experience) those are hell to come by.
Title: Re: Suggestions
Post by: Atheist on 03:52:36 AM 11/25/13
Actually on that note I have another suggestion.

Group healing for zombies and vampires.  Humans have it pretty easy in the gaining HP department.  They can farm it themselves, have teammates heal them or even a random stranger can help them out.  Vampires and zombies have it much harder and have to rely solely on chance to gain any sort of health, or getting lucky and finding blood or hearts (which still only give small hp amounts compared to medkits).  Maybe allowing members of the group they are a part of to help them would be something that could be looked into?  They'd still have to use blood bags or hearts on them of course.  This would also be a further incentive for people to join groups and work with teammates.  And with the recent change to AP cost for standing or resisting serum, its already putting the two races that start with fewer AP at a disadvantage if they want to remain that race.  Forcing them to heal themselves up without any assistance on top of that is really giving humans an edge in the game that they don't need, as they already have the most AP to burn through and the easiest time healing themselves.
Title: Re: Suggestions
Post by: Mary on 03:54:49 AM 11/25/13
that's still only if you're farming NPCs. If you go and find actual players who don't retaliate you'd be full HP within a few hours.
Title: Re: Suggestions
Post by: Týr on 04:40:02 AM 11/25/13
I don't understand.

As a vampire I get 50% of what I hit with my fangs back as HP. If I hit a 6, I get 3 HP. If I hate an 8, I get 4 HP.
As a zombie I've gotten 3 HP with teeth attacks every time.

Have I been ridiculously lucky?

Keeping in mind of course that HP leeching as a vampire doesn't work on zombies with the clot skill, and I'm pretty sure it doesn't work on zombie wretches for that reason as well.


Yep.
You bite a Human Wretch with your Fangs for 18 damage and you latch on, regaining 9 HP but you lose your hold while leaving them at 7 life.
Works fine for me.
Title: Re: Suggestions
Post by: Atheist on 05:30:51 AM 11/25/13
that's still only if you're farming NPCs. If you go and find actual players who don't retaliate you'd be full HP within a few hours.

IF you can find actual players who aren't corpses before you run out of AP to use to attack them.  And IF you can go for hours without yourself being attacked and losing HP.

Humans can spend 10 or less AP and be at full health.  I'm not saying vampires and zombies should have it AS easy as that, but there should be some way for them to gain health that doesn't involve scrounging up the rare blood bag or heart from hospitals (where humans flock) or relying solely on luck of the draw feedings, either from living victims for vampires or corpses for zombies.
Title: Re: Suggestions
Post by: Atheist on 05:35:28 AM 11/25/13
I don't understand.

As a vampire I get 50% of what I hit with my fangs back as HP. If I hit a 6, I get 3 HP. If I hate an 8, I get 4 HP.
As a zombie I've gotten 3 HP with teeth attacks every time.

Have I been ridiculously lucky?

Keeping in mind of course that HP leeching as a vampire doesn't work on zombies with the clot skill, and I'm pretty sure it doesn't work on zombie wretches for that reason as well.


Yep.
You bite a Human Wretch with your Fangs for 18 damage and you latch on, regaining 9 HP but you lose your hold while leaving them at 7 life.
Works fine for me.

I'm guessing you've been lucky.  I've got all my vampiric powers except discerning palette, which doesn't really do anything damage-wise.  Yet for some reason I can never hit above 9 or 10 damage as a vampire with my fangs.  And feed for anywhere from 2 (which is thankfully rarer) to 4.  And that's against pcs and npcs both.  I do most of my leeching from humans or human wretches if I can help it.  Only occasionally will I feed on a zombie.  Mostly because that usually ends up in being infected...
Title: Re: Suggestions
Post by: Mary on 05:47:19 AM 11/25/13
IF you can find actual players who aren't corpses before you run out of AP to use to attack them.  And IF you can go for hours without yourself being attacked and losing HP.
I don't see how you have so much trouble with that. I find one or two other players every other time I play. Sometimes I get lucky and find 4 or 5, sometimes I don't find any but am able to batter some barricades.
The game is not a kill-a-minute death match.

Humans can spend 10 or less AP and be at full health.
If they already have medkits. And if they do then they won't next time. And then they have to spend maybe 15 stocking back up. IF THEY'RE LUCKY. If they're not they can spend much much more. I've had times finding 2 medkits out of 60AP. And it wasn't a once off.
I don't know why I'm having to defend humans so much but your misconceptions are astounding.
Title: Re: Suggestions
Post by: Atheist on 08:00:43 AM 11/25/13
I don't see how you have so much trouble with that. I find one or two other players every other time I play. Sometimes I get lucky and find 4 or 5, sometimes I don't find any but am able to batter some barricades.
The game is not a kill-a-minute death match.

Nor did I ever claim or insinuate it was a kill-a-minute death match.

And I don't know why I have so much trouble with finding people.  Luck of the draw, I guess.  And I do batter down barricades, if I'm not searching or bored of searching.

If they already have medkits. And if they do then they won't next time. And then they have to spend maybe 15 stocking back up. IF THEY'RE LUCKY. If they're not they can spend much much more. I've had times finding 2 medkits out of 60AP. And it wasn't a once off.
I don't know why I'm having to defend humans so much but your misconceptions are astounding.

Once again, I said "they can."  I never stated implicitly that they do every time.

If they don't have medkits handy then they aren't playing a human very well.  And who runs out of medkits, especially when you can stuff a backpack full of them?  Which is another advantage humans have (unless vamps and zombies can put hearts and blood bags in their backpacks.  I haven't had a chance to test it out yet since they're a rare find).

On top of that though, the BIG difference is that humans can use medkits and antibiotics ON EACH OTHER.  That alone can cut down on the number they need to carry or find since they can rely on each other using TEAMWORK.  Something that's been mentioned I should try using.  Only there aren't really any team-compatible skills for vampires aside from whispering to each other; and good luck getting four zombie players in the same place at the same time working on the same barricades or victims.

Why I need to explain how many obvious and distinct advantages humans have seems ridiculous, especially to people who've obviously been playing longer than I have.  Here let's list a few:

Highest AP total.
Lowest necessary AP expenditure. (Something that's also lessened by teamwork.)
Widest variety of weapons and attack. (Note I didn't say the best, before we start judging the merits of each species attack abilities.)
Easy access to buildings via roof run, cutting AP costs even further for them.
A wide variety of healing items that can be found in multiple locations.
The ability to heal each other.
The ability to rid themselves of infection.  (Can vampires use antibiotics after being spewed on by a zombie?  Nope as far as I've seen.)
Humans have the second highest amount of skills they can pick up at 25.  (Zombies have them beat by one at 26 and vampires only have 20 skills.)  They have the widest variety of skills however.
The ability to create physical barriers to hide behind AND the ability to hide without them, instead of hanging from the ceiling or laying in a pile of bodies and hoping you aren't found in your unfortified hidey hole.

Do they have disadvantages too?  Of course.  But they are more than offset by their advantages.
Title: Re: Suggestions
Post by: Mary on 12:57:52 PM 11/25/13
OK. I'm just gonna rebut this in as short a post as I can.
*They don't have the lowest ap expenditure, they have to search for items to be effective
*Each of those weapons take up valuable inventory space
*That's BECAUSE their only defense is barricading.
*Food healing items are so weak as to be useless. The only items people actually search for to heal is medkits and antibiotics. Blood bags and human hearts can be found in the same location.
*Vampires can use blood bags to rid themselves of infection
*How is more skills a good thing? You have to level up more to get your character to full power?
*Vampires have x-ray vision that can see any hiding unbarricaded humans.
*humans can heal each other but it's nowhere near a guaranteed source of healing. Even if you were in a human group of dedicated healers they're not all going to be following you around, and they're not going to always be online or stocked with medkits

If you wanted you could search for blood bags and hearts every other ap cycle to get yourself some of that juicy GUARANTEED healing just like humans have to.
Title: Re: Suggestions
Post by: Týr on 02:10:14 PM 11/25/13
This is peculiar. I'm going to have to seriously test this then. It doesn't make sense.
After almost a week of monitoring barricades more closely, it appears that someone was indeed apparently whacking at all of them and running away. Weird.
Title: Re: Suggestions
Post by: Slimebeast on 04:59:23 PM 11/25/13
The Runaway Whacker strikes again.
Title: Re: Suggestions
Post by: Mary on 05:37:35 PM 11/25/13
Now to determine whether someone took it upon themselves to go around whacking all your barricades once to mess with your experiment.
Title: Re: Suggestions
Post by: Týr on 09:36:48 PM 11/25/13
Alright, so vampires don't do stupid amounts of damage anymore. Now they've become practically harmless with mediocre effects on barricades and (apparently that was wrong) the worst ability to hide of the three races. They need some help. All I've got for now is something like this:

Hunter's Sight - Increased accuracy in the dark. (+8%)

Whether this applies only inside dark buildings, or everywhere except where the lights are on, is up for debate.

Oh, another one, but I'm not sure if it's possible:

Prowl - When activated, there's a 75% chance not to be listed on the game map while moving. (2 AP) Has to be reactivated when it fails.

Any other ideas?
Title: Re: Suggestions
Post by: Mary on 12:02:14 AM 11/26/13
They have, or at least used to have when it was tested back in twilight, a 5% better chance to hit against barricades than zombies.

I would hardly say consistent 20~ damage is practically harmless too.
Title: Re: Suggestions
Post by: Týr on 12:48:40 AM 11/26/13
They have, or at least used to have when it was tested back in twilight, a 5% better chance to hit against barricades than zombies.
Have they? I can't do jack against barricades as a vampire but had no trouble as a zombie.

I must be incredibly lucky in all the right places and incredibly unlucky in all the wrong ones. I'll test this some more.

I would hardly say consistent 20~ damage is practically harmless too.
It is when they can't get through our barricades. Not to mention it takes a while to accumulate that kind of power.


Test:
Heavy barricade destruction
You bludgeon the barricade with your Sledgehammer. There is no visible effect.
You bludgeon the barricade with your Sledgehammer. It seems to give out a bit.
You bludgeon the barricade with your Sledgehammer. There is no visible effect.
You bludgeon the barricade with your Sledgehammer. It seems to give out a bit. (5 times)
x In your frenzy, you pull away a few pieces of the structure.
You bludgeon the barricade with your Sledgehammer. It seems to give out a bit. (2 times)
x In your frenzy, you pull away a few pieces of the structure.
You bludgeon the barricade with your Sledgehammer. There is no visible effect.
You bludgeon the barricade with your Sledgehammer. It seems to give out a bit.
x In your frenzy, you pull away a few pieces of the structure.
You bludgeon the barricade with your Sledgehammer. It seems to give out a bit.
You bludgeon the barricade with your Sledgehammer and tear it down.
x In your frenzy, you pull away a few pieces of the structure.
This blows my mind. Just yesterday I burnt 20 AP trying to take down a light barricade, and the day before that I attempted to take down a medium barricade that an enemy was sitting behind and had to retreat after 30 AP. WHY DO THESE THINGS HAPPEN?

Regardless I still think vampires need a little something more.
Title: Re: Suggestions
Post by: Slimebeast on 03:04:19 AM 11/26/13
Barricades respond to damage stats moreso than success rates. I think Barricades have always had their own success percentage, but since I didn't code that part there's always a chance I'm wrong.

The thing where Sledgehammers and such do better is a straight-up enhancement of damage vs. Barricade.
Title: Re: Suggestions
Post by: Týr on 03:18:24 AM 11/26/13
Barricades respond to damage stats moreso than success rates.
What does this mean? Do barricades have invisible HP and you're actually doing numerical damage when you strike them, and sledgehammers give a bonus to damage?

Things like this really need to be explained and explored more.

How do barricades work?
Title: Re: Suggestions
Post by: Mary on 03:29:09 AM 11/26/13
What I get from that there is some sort of to-destroy formula for barricades and that damage is in there and to-hit makes no difference (barricades are stationary after all).


Sledgehammers get a damage bonus against barricades so they get a to-destroy bonus.
Title: Re: Suggestions
Post by: Týr on 03:35:16 AM 11/26/13
What I get from that there is some sort of to-destroy formula for barricades and that damage is in there and to-hit makes no difference (barricades are stationary after all).


Sledgehammers get a damage bonus against barricades so they get a to-destroy bonus.
That... makes a lot more sense.
Title: Re: Suggestions
Post by: Kraufen on 07:53:28 AM 11/26/13
I like prowl. It would make for a neat little skill and would be good for surprising people. I would actually love that.

Is there a skill that causes extra damage when coming out of hiding or rafter hiiding or whatever its called? That could be kinda neat
Title: Re: Suggestions
Post by: Mammon on 12:33:07 PM 11/26/13
I don't really understand your need to have everything explained in detail. Do most games give you all the actual damage formulas and such? No, people figure them out.

FIGURE IT OUT, HAHAHAHA :V






Okay but seriously, there's a "to-hit" formula for barricades based off of weapon damage, with bonuses for certain weapons like sledgehammers, plus the human skill .. Deconstruction or whatever it's called, and if you "hit" the barricade, then it takes off one point of "health". That's it.
Title: Re: Suggestions
Post by: Mary on 01:26:53 PM 11/26/13
All I really want to know is the percentage chance for things like blood sucking or zombie bite attack health regen so I can test expected values against actual values.
Title: Re: Suggestions
Post by: Mammon on 02:37:31 PM 11/26/13
I dunno, it's like 75% or something. Supposedly. I can't really fix the random number generator being shitty, that's just the way they are. I could make it a Fire Emblem-type situation where it rolls two numbers and then uses the average. I dunno.
Title: Re: Suggestions
Post by: Týr on 03:39:24 PM 11/26/13
I don't really understand your need to have everything explained in detail. Do most games give you all the actual damage formulas and such? No, people figure them out.

FIGURE IT OUT, HAHAHAHA :V
Don't get me wrong, I love figuring things out. It's one of my favourite things to do. But it comes down to the fact that I can't figure things out in this game. I can't scratch my way into some game files and look around or do any real experimentation because all I'm doing is clicking a button and it gives me a message. And I have a limited amount of times I can do that, so long-term testing isn't really an option if I want to play the game.
Title: Re: Suggestions
Post by: Roly on 07:48:16 AM 11/28/13
4 AP all thru the 1st  cuz itsa Holiday and my birthday!.. U smak  Mo with your Turkey leg  causing 8 damage. Mo gobbles and runs in circles  :awesome:
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 10:04:26 AM 11/28/13
4 AP all thru the 1st  cuz itsa Holiday and my birthday!.. U smak  Mo with your Turkey leg  causing 8 damage. Mo gobbles and runs in circles  :awesome:

turkey leg? is that what you call it. that's disgusting. you should be locked up.


it's not your fault, mo. you're the victim here. no matter how slutty you were dressed. stay strong
Title: Re: Suggestions
Post by: Roly on 12:26:48 PM 11/28/13
turkey leg? is that what you call it. that's disgusting. you should be locked up.


it's not your fault, mo. you're the victim here. no matter how slutty you were dressed. stay strong
FU Frankie itsa my birthday! Have a heart u callous POS!  lol
And yes, Mo should not dress like a crack Whore
Title: Re: Suggestions
Post by: Roly on 12:44:45 PM 11/28/13
4 AP all thru the 1st  cuz itsa Holiday and my birthday!.. U smak  Mo with your Turkey leg  causing 8 damage. Mo gobbles and runs in circles  :awesome:

NOW would be good! u Brogrammers  What the hell are u tards sleeping or something?  Brogrammers are not allowed sleep for Mo's sake..
Title: Re: Suggestions
Post by: Roly on 04:11:03 PM 11/28/13
WELL?  It is my Birthday for gods sake.. Maybe just give me unlimited AP.. lol
Title: Re: Suggestions
Post by: Roly on 04:51:38 AM 11/29/13
Even Dennys does u a good turn on your Birthday, I want a special weapon.. December 1st. I am 46 the oldest player u have. I need something special.   Do me right  ;D  I want a silver cane 7-11 damage 50%   I deserve it   ::)
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 08:50:09 AM 11/29/13
46 jesus christ
Title: Re: Suggestions
Post by: Roly on 11:15:05 AM 11/29/13
46 jesus christ

I know huh
Title: Re: Suggestions
Post by: Mary on 12:57:39 PM 11/29/13
Why are you spending your birthday and Thanksgiving playing hr?
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 03:30:36 PM 11/29/13
Why are you spending your birthday and Thanksgiving playing hr?

you're gonna make him kill himself
Title: Re: Suggestions
Post by: Roly on 08:20:35 PM 11/29/13
cuz I have a computer in the Kitchen, don't u? WTF  Now I am tired and STILL hungover.. I hate u, yes, all of you.  -_-  what -_-ever
Title: Re: Suggestions
Post by: Roly on 08:22:29 PM 11/29/13
i forgot the love I feel for all HR players.. xoxxoxxoxxox  There
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 09:28:52 PM 11/29/13
what were the names of  those two chicks who used to frequent OL? i think they were both army national guard. anyway roly reminds me of them. drunk and weird
Title: Re: Suggestions
Post by: Mary on 09:36:14 PM 11/29/13
dabitch and dasuperbitch
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 09:43:29 PM 11/29/13
yeeeaaahhh man i miss the old people. even the annoying ones like e.j. and septima.
Title: Re: Suggestions
Post by: Mary on 09:50:52 PM 11/29/13
Even xolah?
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 10:08:13 PM 11/29/13
Even xolah?

i recognize the name but i can't recall the personality. did i clash with them a lot?
Title: Re: Suggestions
Post by: Týr on 10:15:47 PM 11/29/13
These are the worst suggestions I have ever read.
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 11:10:35 PM 11/29/13
oh no its the forum police coming to make sure the thread doesn't get derailed
Title: Re: Suggestions
Post by: Slimebeast on 11:38:45 PM 11/29/13
Hmm...

* You bludgeon a Forum Police Officer with your Sledgehammer...


Oh wait, these actually aren't suggestions?
Title: Re: Suggestions
Post by: Takehito Ishida on 01:06:25 AM 11/30/13
It'd actually be kinda fun to get something on your birthday. Like cake to throw at people or wrapping paper to wear.
Title: Re: Suggestions
Post by: Kraufen on 04:11:11 AM 11/30/13
http://kevan.org/brain.cgi?

Make something like this, it would be a neat way to advertise
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 06:28:38 PM 11/30/13
npc bosses that take a team effort cough cough
Title: Re: Suggestions
Post by: Mary on 06:54:22 PM 11/30/13
I think tvs should play reruns of yo gabba gabba.
Title: Re: Suggestions
Post by: Týr on 07:05:06 PM 11/30/13
I think tvs should play reruns of yo gabba gabba.
This needs to happen.


Don't bite your friends!
Title: Re: Suggestions
Post by: Mary on 12:50:48 AM 12/02/13
Zombie decimate should be buffed.

Vampires get a chance to damage buildings, without ever entering them, while doing another action, for 1AP.

Zombies have to tear down barricades, enter a building and then spend 2AP for a low chance to damage a building slightly.

Something is bullshit there. I think at the very least it should be 1AP, or should be a 100% chance. Or better yet, the vampire and zombie destruction skills changed.
Title: Re: Suggestions
Post by: Týr on 01:03:15 AM 12/02/13
Zombie decimate should be buffed.

Vampires get a chance to damage buildings, without ever entering them, while doing another action, for 1AP.

Zombies have to tear down barricades, enter a building and then spend 2AP for a low chance to damage a building slightly.

Something is bullshit there. I think at the very least it should be 1AP, or should be a 100% chance. Or better yet, the vampire and zombie destruction skills changed.
I always felt the two skills should be swapped. Zombies should be the ones damaging buildings as they hit barricades, and vampires should be the ones spending 2 AP to damage buildings directly--and make the latter guaranteed.

If I have to dump all of my AP into failing to repair a building at least have its destruction make sense.
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 01:04:10 AM 12/02/13
zombie moan should scare humans out of hiding or level buildings or kill everything in a 20 square radius
Title: Re: Suggestions
Post by: Takehito Ishida on 01:19:32 AM 12/02/13
How about zombie moan tells humans where you are? >_>
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 01:20:41 AM 12/02/13
yeah i use it as a trap. moan and set off flares and wait for somebody to come looking.
Title: Re: Suggestions
Post by: Mary on 01:21:41 AM 12/02/13
Well no-one's gonna fall for it now :doh:
Title: Re: Suggestions
Post by: Mary on 01:33:27 AM 12/02/13
I wanna re-suggest my cellphone suggestion from months ago.


We need to be able to text so we can have private discussion. Especially for intergroup organisation, but also for private intragroup discussion or just whispering to friends.

If it needs to be limited, maybe limit contacts to 25 or 20 or something. Maybe you can only message mutual friends. I would shy away from something like power requirements for cellphone towers.
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 01:53:44 AM 12/02/13
Well no-one's gonna fall for it now :doh:

wanna bet

I wanna re-suggest my cellphone suggestion from months ago.


We need to be able to text so we can have private discussion. Especially for intergroup organisation, but also for private intragroup discussion or just whispering to friends.

If it needs to be limited, maybe limit contacts to 25 or 20 or something. Maybe you can only message mutual friends. I would shy away from something like power requirements for cellphone towers.


mutual friends yes.
Title: Re: Suggestions
Post by: Mary on 01:55:39 AM 12/02/13
I just wanna text my besties
Title: Re: Suggestions
Post by: Týr on 02:01:00 AM 12/02/13
I wanna re-suggest my cellphone suggestion from months ago.


We need to be able to text so we can have private discussion. Especially for intergroup organisation, but also for private intragroup discussion or just whispering to friends.

If it needs to be limited, maybe limit contacts to 25 or 20 or something. Maybe you can only message mutual friends. I would shy away from something like power requirements for cellphone towers.
I'd actually thought this over after you/someone mentioned it a while ago. I figured it could be more akin to an in-game e-mail system utilising the Contacts screen. It would take a lot of its functionality from how group applications work.

The friends contact list is expanded by 2 more columns and in one column a Message button appears if the person is mutual friends with you. Upon sending a message it turns into Message Sent text, and you cannot message them again until the message is read by them. The second column would have a button appear saying Read Message should you have one from that person. Clicking on Read Message would take you to a screen detailing who sent the message, when they sent the message, and then the message itself with two buttons, Reply and Go Back.

It's a very limiting system to protect people from spam and harassment, but still allow for a way to message someone as they are offline, and to reduce how bad the servers get choked hopefully.

The problem with cell phones is that I just don't feel as though they fit. They would need a lot more than what radios need to operate. Besides, it's 2013. We have these now:
Spoiler!
(http://burnersxxx.files.wordpress.com/2012/07/trisquare-walkie.jpeg)
Title: Re: Suggestions
Post by: Mary on 02:14:20 AM 12/02/13
That's waaay too clunky. Just have it in the rest of the discussion pane with [SMS] next to it until something, if anything, is done about the way discussion is handled.
Cellphones are already an item in the game. It takes up an inventory slot as the cost for being able to send and receive messages. Spam would certainly not be an issue with only being able to text mutual contacts.
The way I'm imagining it is that there is an [SMS] button down the bottom of the discussion pane next to say, 27.0 and group with a dropdown list of mutual friends or contacts you've added to the phone memory.

The problem with cell phones is that I just don't feel as though they fit. They would need a lot more than what radios need to operate.
If you can overlook infinite battery radios, I'm sure you can overlook cellphones.
Title: Re: Suggestions
Post by: Týr on 02:25:54 AM 12/02/13
It's supposed to be clunky. I don't want to see another chat option until chat is handled better, not before. I have a hard enough time as it is keeping tabs on things with how active 27.0 is. And don't say switch to a different channel because having it on 27.0 is necessary to tell what's going on a lot of the time. Also I want to be able to leave someone an offline message, because it's currently impossible.

Also, rechargeable walkie-talkies are a thing. It's not like we don't have electricity. But I do see your point.
Title: Re: Suggestions
Post by: Mary on 02:42:30 AM 12/02/13
Also I want to be able to leave someone an offline message, because it's currently impossible.

Yeah I want to too, but I think instead of instituting a clunky system to allow you to do that it would be better to fix the current discussion mechanics. You've suggested before splitting them up into 4 different panes, which I think it a good idea. I'd personally prefer tabbed panes. Mainly because it would be better for smaller screens and because it could leave the screen in the same layout as it is now. Because I don't like things that are different.

So you'd have

[Say][27.0][Group][SMS]
[27.0] Mary: How the hell are 33/35 warriors still active? Are they all just guns alts?
[27.0] Takehito Ishida: Yes.
[27.0] Gracchus: is anyone doing revives at Redemption Street?
[27.0] Mary: If you get sick of waiting, being a zombie is just as much fun!
[27.0] Takehito Ishida: You cover a human with your Roll of Toilet Paper. They die. WTF?
[27.0] Takehito Ishida: I don't think it's supposed to do that....
[27.0] dead red monkey: that's some serious charmin yer packin there. dude
[27.0] da131tch: lmao
[27.0] Pincher: Just killed two people in the hospitals. Thats what happens when you kick me out of your faction and kill me non-stop.
[27.0] dead red monkey: did you cap it dude?
[27.0] dead red monkey: okay sparky. no need to get hot headed about it.
[27.0] Takehito Ishida: Huh... Used it again and Gracchus didn't die... WHO STUFFED A GRENADE IN THAT LAST ONE?
[27.0] Takehito Ishida: If a human could come to Redemption, that'd be great. I wanna test this TP thing again.
[27.0] Mary: If Leviathan Corps is so pro human, why are you killing dudes?
[27.0] Takehito Ishida: It was an accident. TP isn't supposed to do damage.
[27.0] dead red monkey: you guys have changed, man. stop killing my food.
[27.0] dead red monkey: You gnaw on a human with your Teeth for 11 damage to the gut, regaining 3 HP. They die.
[27.0] dead red monkey: why doe sthis human taste liek toast?
[27.0] dead red monkey: PINCHERRRRRRRRR!!!!!!
[27.0] Pincher: Yeah I set some fires too.
[27.0] Takehito Ishida: Better than tasting like toilet paper.
[27.0] dead red monkey: or whats on toilet paper.
[27.0] Takehito Ishida: Someone k/r me and the guy I killed with the charmin grenade at Redemption. I'm going to bed. Night, people.

[_______________________________________________________][Say][27.0][Group][SMS {Dropdown box here}]
Title: Re: Suggestions
Post by: Týr on 02:52:56 AM 12/02/13
I don't know if that's possible, but I do like the idea of it now that you laid it out.

I do have questions though.
Wouldn't the game screen have to refresh when you switched between tabs? If so, does that mean the game will have to start keeping chat history for everyone?
Title: Re: Suggestions
Post by: Mary on 03:01:56 AM 12/02/13
Nah, at least in my plan it would be seamless. Tabs are easy enough to do that I'm almost sure I could do them with my limited knowledge of web development. That's not to say they would be implemented well.

And I'm pretty sure the game keeps a chatlog for everyone anyway. If you log into any old character without a talkie that's been lying on a busy tile, their discussion log is still filled with people saying stuff from months or years ago. So it's all clearly still there. I've got one with discussion going back to 2011.
Title: Re: Suggestions
Post by: Mammon on 11:49:01 AM 12/02/13
And I'm pretty sure the game keeps a chatlog for everyone anyway. If you log into any old character without a talkie that's been lying on a busy tile, their discussion log is still filled with people saying stuff from months or years ago. So it's all clearly still there. I've got one with discussion going back to 2011.
Yeah, that's getting changed. Takes up too much space. It'll clear the logs of anyone who hasn't logged in for over a month. Or maybe longer. Not sure yet.
Title: Re: Suggestions
Post by: Mary on 12:15:28 PM 12/02/13
If chat was to be split up, could you make it keep less of 27.0 and more of others? Like a weeks worth of global chat and a few months worth of SMSs?
Title: Re: Suggestions
Post by: Mammon on 01:05:26 PM 12/02/13
If chat was to be split up, could you make it keep less of 27.0 and more of others? Like a weeks worth of global chat and a few months worth of SMSs?
Too complicated. 30 minutes of everything.
Title: Re: Suggestions
Post by: Takehito Ishida on 03:52:55 PM 12/02/13
I like that tabs idea.
Title: Re: Suggestions
Post by: Kraufen on 10:55:32 AM 12/04/13
Image Embedding like in scrollwars
Title: Re: Suggestions
Post by: Kraufen on 07:13:56 AM 12/05/13
ill use it for gore.
And get sent to siberia and the image removed hopefully
Actually Mo please add this for that sole purpose
Title: Re: Suggestions
Post by: dbizzle on 07:08:53 PM 12/05/13
I know it's been mentioned before but the current in-game item mechanics are a little inconvenient.

Not only does it take forever to drop items, and it's easy to accidentally drop your main weapon by hitting the drop button instead of the scroll bar (I play on a phone) but there are too many useless items with an extremely high drop rate, and then it takes 2 minutes to empty out my inventory of all the shit.

Trading between players is a bad idea right now with so many players finding ways around the antizerg system. But if there were a location or merchant present where you can trade those pointless items you don't want anymore for, idk, ammo or guns or melee weapons. Even rare clothing.

I'm sick of spending 20 ap in a hospital to find one or two appropriate healing objects for whatever given race I'm in, and getting like 6 pairs of gloves or a couple hospital gowns and neck braces.
Title: Re: Suggestions
Post by: Týr on 03:26:15 AM 12/07/13
Online status.


Everyone in a group should be able to see the online status of their group mates on the group page.


/suggestion
Title: Re: Suggestions
Post by: Týr on 09:28:38 PM 12/09/13
MAMMON WHERE ARE YOU?



I REQUIRE ACKNOWLEDGEMENT.
Title: Re: Suggestions
Post by: Slimebeast on 10:08:19 PM 12/09/13
NO YOU DO NOT.
Title: Re: Suggestions
Post by: Mammon on 10:14:55 PM 12/09/13
NO YOU DO NOT.
Title: Re: Suggestions
Post by: Týr on 10:36:07 PM 12/09/13
REJECTION IS STILL ACKNOWLEDGEMENT


YAY
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 03:40:18 AM 12/11/13
you guuuyyyys whats going oooonnnnnn wheres the updates are you even trying :[
Title: Re: Suggestions
Post by: Slimebeast on 01:51:47 PM 12/11/13
This is why the Kevans of the world don't talk to anyone. :awesome:
Title: Re: Suggestions
Post by: Mary on 03:35:26 PM 12/11/13
You've become what you hated most.
Title: Re: Suggestions
Post by: Týr on 11:07:21 PM 12/17/13
Awesomeness score should be what counts on the top list instead of total kills. Otherwise, what is the point of the Awesomeness score? Awesomeness deserves to be up there, and even more so it should replace total kills.

There are already 5 other lists showcasing kills. Having a total kills list seems redundant when we have this new Awesomeness score. Reviving and Healing have their own lists as well since they aren't related to kills, so having Awesomeness up there with them would be more appropriate.
Title: Re: Suggestions
Post by: berz on 11:15:44 PM 12/17/13
It should at the very least have it's own slot of acknowledgement. I mean, NPC killers do.
Title: Re: Suggestions
Post by: berz on 08:37:55 PM 12/18/13
Hey so would it make sense for the 10AP stand penalty to only affect those who just died or jumped trying to get up immediately? What I mean is that I think people who just logged on after waiting an entire day or so for full AP to regen and stand rested shouldn't get as much cost as someone who just died.

Does that sound reasonable to anybody else?
Title: Re: Suggestions
Post by: Roly on 08:42:29 PM 12/18/13
Jumpers should be penalized for sure!
Title: Re: Suggestions
Post by: Mary on 11:48:05 PM 12/18/13
That sounds reasonable.
Title: Re: Suggestions
Post by: Týr on 12:46:52 AM 12/19/13
So, at what rate?

It takes roughly 2 hours to gain 50 AP from 0 AP.

If AP to stand were to be reduced by half to 5 AP (8 for resisting revives) after 2 hours being dead, I'd consider it reasonable.

The main issue with death is that people were capable of standing repeatedly immediately after dying, and that would still be remedied if AP to stand was to be halved after 2 hours.
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 08:39:03 PM 12/23/13
xmas ap should be double weekend rate or more. top notch xmas gift. PLEASE?
Title: Re: Suggestions
Post by: Mary on 08:41:33 PM 12/23/13
no dude add skeleton people race
Title: Re: Suggestions
Post by: Roly on 11:14:21 AM 12/24/13
xmas ap should be double weekend rate or more. top notch xmas gift. PLEASE?

This would be perfect for the snowball fight .. U are brilliant Frank
Title: Re: Suggestions
Post by: Roly on 07:32:53 PM 12/27/13
I suggest u delete this thread and do your game however u want to. I like it fine the way it is. I am sure there is room for improvement, but I am no game wiz and coding is beyond me so, I will leave the "U NEED to do this" to the Tyr's of the world.
Title: Re: Suggestions
Post by: Slimebeast on 07:57:31 PM 12/27/13
Yeah let me just nuke everyone's opinions. XD
Title: Re: Suggestions
Post by: Roly on 08:07:20 PM 12/27/13
Damn Mo that's not what I meant at all.
Title: Re: Suggestions
Post by: Roly on 08:08:35 PM 12/27/13
U need a suggestion box that is not for everyone to see maybe. Hell, I don't know.

You and the Mods are the ones who can see all the stats with the game so u should know what needs fixed or not.
Title: Re: Suggestions
Post by: Mary on 08:44:31 PM 12/27/13
I will leave the "U NEED to do this" to the Tyr's of the world.
U need a suggestion box
Why does he need to do that?
Title: Re: Suggestions
Post by: Roly on 08:59:50 PM 12/27/13
Why does he need to do that?

He does not NEED anything. I just thought a drop box that no one else see's would be better then Tyr and whomever inundating him with crap that others could comment on. Mary u are a pain in my ass. ;)
Title: Re: Suggestions
Post by: Slimebeast on 10:04:26 PM 12/27/13
Suggestions are just that - suggested. Anyone can start a thread suggesting something, just like they can complain about a feature, tell about a bug, or just say "Hi".

Somewhere along the way I think suggestions got to be more about "some day this will happen" and less about the idea of people just brainstorming and relating their ideas to see what people thought.
Title: Re: Suggestions
Post by: Roly on 10:16:23 PM 12/27/13
I see that, and that's why I suggested what I did. Maybe any suggestion should be a poll? Hell, Mo IDK. I can imagine being a Mod and getting hit with all these ideas  some good maybe some bad probably, but I would be pissed. How the hell are u folks supposed to deal with 22 pages of "You need" to do this?  There are some good ideas and u have implemented some of them so, I know u are watching. I wish you and this game the best. I will be playing
Title: Re: Suggestions
Post by: berz on 11:22:57 PM 12/27/13
I really don't see what's wrong with the suggestions thread. Also, the longer the thread gets the better, as we can use it as a reference archive of all the horrible ideas that have already been suggested, helpful for new players and old.
Title: Re: Suggestions
Post by: Mary on 12:46:32 AM 12/28/13
there was only two people that said "you need to do this or that"

I don't think my suggestions ever started with anything stronger than "I think", clearly labeling them as my opinions.
Title: Re: Suggestions
Post by: Zman090 on 01:51:28 PM 01/14/14
Make it so only a certain amount of fences can be placed by one person pl0x
Title: Re: Suggestions
Post by: DevilRaf on 10:51:44 PM 01/14/14
Make it so only a certain amount of fences can be placed by one person pl0x
Also, make that certain amount ZERO if the person is f4f. :P
Title: Re: Suggestions
Post by: revengeparade on 04:24:52 PM 01/15/14
This is probably a terrible idea since it could so easily be abused, but maybe have some NPCs that turn you, like human ones that if you die to them will sometimes inject you with serum, and vampires/zombies that could occasionally kill and turn you. Of course people might try to use it to get to the race they want without having to ask for help to be turned again, but seeing as NPCs already walk into buildings are kill people who are taking shelter for the time being, it might be cool if they could turn the person as well.
Title: Re: Suggestions
Post by: Takehito Ishida on 11:59:16 AM 01/31/14
Suggestion - One account per person. The paranoia in this game is fucking ridiculous.
Title: Re: Suggestions
Post by: berz on 05:44:31 PM 01/31/14
While i admit it is pretty dubious that there's suddenly 20+ more humans since yesterday i'm not sure if we're really ready to face reality that the game is likely only 15~ people.  :lookaround:
Title: Re: Suggestions
Post by: Mammon on 05:57:03 PM 01/31/14
Well, I think that about half of the "active" players are alts.

One person alone seems to have 18 characters.
Title: Re: Suggestions
Post by: Takehito Ishida on 10:20:39 PM 01/31/14
And that person is why we can't have nice things. Seriously, the amount of bitching that goes on over alts is likely scaring away any actual newbies that get mixed up in it. There should be some kind of limit here.
Title: Re: Suggestions
Post by: Mammon on 01:18:28 AM 02/01/14
Too much effort for not much payoff, really. :-\

It looks like I forgot to add putting up fences to the anti-zerging system, though. I'll fix that... tomorrow or something.
Title: Re: Suggestions
Post by: Akhart on 04:31:26 AM 02/01/14
Too much effort for not much payoff, really. :-\

It looks like I forgot to add putting up fences to the anti-zerging system, though. I'll fix that... tomorrow or something.

How will the anti-zerging system work for fences?  Setting them up and destroy will both set off the system, or just destroying?
Title: Re: Suggestions
Post by: Mammon on 12:16:16 PM 02/01/14
Both.
Title: Re: Suggestions
Post by: Akhart on 12:44:52 PM 02/01/14
Both.

No more Fence Rising for Frankie and I then.

:(
Title: Re: Suggestions
Post by: Slimebeast on 02:07:34 PM 02/01/14
Rememeber it's only about your alt doing the actions in the same place as your other alt.
Title: Re: Suggestions
Post by: Mammon on 02:28:00 PM 02/01/14
Rememeber it's only about your alt doing the actions in the same place as your other alt.
That plus at least it isn't as harsh as it used to be.
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 10:09:20 AM 02/02/14
yo so what are the rules on this shit because i was putting up fences and then i go hide inside a building, right? i come around with an alt and try to put up fences several tiles away from where i was just fencing but its no good. i switch characters and cant put up fences with that guy either. now neither can put up any fences? shouldn't the original fencer still be able to work? i even pulled my alt out of the area and i still cant fence. is it a time lock or what?
Title: Re: Suggestions
Post by: Mammon on 12:26:31 PM 02/02/14
I'll never reveal my secrets.
Title: Re: Suggestions
Post by: Zman090 on 08:14:06 PM 02/19/14
Add changing the power settings into the zerg system, I'm pretty sure you know why :P
Title: Re: Suggestions
Post by: Val on 07:44:49 PM 02/23/14
I think humans should be able to hide in cornfields. it just makes sense! thank you for your consideration.
Title: Re: Suggestions
Post by: Billy Bubba on 08:52:02 AM 02/24/14
I'm waiting for "Children of the Corn" zombies.... ;)
Title: Re: Suggestions
Post by: Slimebeast on 01:40:38 PM 02/28/14
O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O
O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O
O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O
O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O
O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O
O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O  O_O
hello
Title: Re: Suggestions
Post by: Takehito Ishida on 12:45:53 AM 03/08/14
I'm sure this has been suggested before but no AP cost to talk would be really, really helpful. All these external chat things just to have a conversation with someone is a pain in the ass, especially when you accidentally shoot an ally or something and need to leave a quick "oops, sorry" but don't have the AP to do it.
I'd be fine with 27.0 needing AP but say and whisper should be freebies.
Title: Re: Suggestions
Post by: Akhart on 01:15:50 PM 03/08/14
I'm sure this has been suggested before but no AP cost to talk would be really, really helpful. All these external chat things just to have a conversation with someone is a pain in the ass, especially when you accidentally shoot an ally or something and need to leave a quick "oops, sorry" but don't have the AP to do it.
I'd be fine with 27.0 needing AP but say and whisper should be freebies.

I agree with this.  AP recharges to slowly to have talking cost anything.  Maybe make it so that posting two or more lines cost ap to stop people from spamming crap.
Title: Re: Suggestions
Post by: Kraufen on 09:43:49 PM 03/08/14
I'm sure this has been suggested before but no AP cost to talk would be really, really helpful. All these external chat things just to have a conversation with someone is a pain in the ass, especially when you accidentally shoot an ally or something and need to leave a quick "oops, sorry" but don't have the AP to do it.
I'd be fine with 27.0 needing AP but say and whisper should be freebies.
agreed
Title: Re: Suggestions
Post by: berz on 12:34:26 AM 03/10/14
I like the idea in general but due to how the games been in recent history it will clearly be abused and mostly unusable, much like a public stinto room.
Title: Re: Suggestions
Post by: Matthais Deschain on 02:23:08 PM 03/10/14
agreed

Couldn't someone hypothetically flood the site with requests if chat was free?  ???
Title: Re: Suggestions
Post by: Takehito Ishida on 11:53:09 PM 03/10/14
If 27.0 needs AP anyway there wont be any more flooding than there is now, I was mainly asking about say and whisper. If 27.0 was free then, yeah, we'd need some kind of anti-flooding thingy.
Title: Re: Suggestions
Post by: berz on 09:59:40 PM 03/13/14
Ah that make sense. Yeah having free whispers and general talking would help alot; especially when dealing with new groupless players (that somehow aren't an alt)
Title: Re: Suggestions
Post by: Lambda on 09:09:28 AM 04/15/14
In the top list, there should be "top deaths" and "top suicides" sections :) I'd be curious to see that lol
Title: Re: Suggestions
Post by: Billy Bubba on 11:30:22 AM 04/16/14
How about a penalty for TK? I mean, the folks at the top of the list are going to TK anyhow, but these days a dedicated group of TK'ers seem bent on driving everyone off the game. It was one thing when there was a huge playerbase and people like IronMikeTyson roamed the much larger grid, killing folks. Now, with this smaller grid, trying to hide from TK'ers is an exercise in futility and, since they are using so many alts to do it, it becomes a pointless effort to barricade a building, or even bother to remain alive.

When it was undead versus humans, with multiple factions, things worked great. Now that it is some humans against 2 people with 60-70 alts between them, not so much.
Title: Re: Suggestions
Post by: ReaperEgg on 12:27:06 PM 04/23/14
Civil War Cannon (Has probably been suggested before)

Found in the Civil War museum exhibit I forget the name, Maybe 10-15 damage nothing crazy, Has to be "set up" and "loaded/reloaded" 1 shot per, Cannon Balls found in the same place, Black Powder found in gun stores, And if you wanted to make it more difficult Fuses, As well can only be fired by having a lighter. With a rare find rate.... and Werewolves :wolf: ;D
Title: Re: Suggestions
Post by: octavello on 03:13:44 PM 04/23/14
I think it would be cool for each race to have a stronghold of some sort.  For instance, vamps could have  underground catacombs, zombies could have a larger cemetery with tombs, humans could continue to have a fort, perhaps larger and with some changes.  In the strongholds only the race that corresponds to it would be able to hide.  TKing would not work in the stronghold.  The other races could organize and try to take take the stronghold, but it would be difficult.  The strongholds would be far enough away from each other that you wouldn't be able to launch attacks one other strongholds from the home base and then be able to get back.  In other words, we wouldn't want people hanging out in it all the time.

At the very least, one small area for each race that you can't TK each other in.
Title: Re: Suggestions
Post by: octavello on 03:33:54 PM 04/23/14
How about a penalty for TK? I mean, the folks at the top of the list are going to TK anyhow, but these days a dedicated group of TK'ers seem bent on driving everyone off the game. It was one thing when there was a huge playerbase and people like IronMikeTyson roamed the much larger grid, killing folks. Now, with this smaller grid, trying to hide from TK'ers is an exercise in futility and, since they are using so many alts to do it, it becomes a pointless effort to barricade a building, or even bother to remain alive.

When it was undead versus humans, with multiple factions, things worked great. Now that it is some humans against 2 people with 60-70 alts between them, not so much.
There is always a time for TKing.  Usually if someone pisses you off.  I don't think it should be standard procedure though.  Perhaps make TKing cost 2 AP instead of 1.  You can still do it if you really want, but it will cost you.
Title: Re: Suggestions
Post by: ReaperEgg on 11:32:28 AM 04/25/14
Another one that has probably been suggested before and beat to death, But what if Fridays could be added to the weekend days to gain 5ap per refresh, I think that would be cool.
Title: Re: Suggestions
Post by: Lambda on 05:02:44 PM 05/22/14
THIS IS NOT A SUGGESTION AS I'M JUST SAYING... AP RATE SUCKS. CAPS YES IKR.
Title: Re: Suggestions
Post by: Akhart on 05:10:28 PM 05/22/14
STRONGER BARRICADES AND FENCES DO IT
Title: Re: Suggestions
Post by: Lambda on 05:15:19 PM 05/22/14
ELECTRIC FENCES
Title: Re: Suggestions
Post by: FRANKIE 4 FINGERS on 07:37:17 AM 05/23/14
MOAR AP AND ELECTRIC FENCES
Title: Re: Suggestions
Post by: Akhart on 12:32:16 AM 05/25/14
Stronger fences and stronger barricades yo.
Title: Re: Suggestions
Post by: Animefan666 on 10:53:08 PM 05/30/14
Quote
A vampire slashes you with their Claws for 19 damage to your leg.

Vampires are OP as hell, they need to be nerfed.....
Title: Re: Suggestions
Post by: Richard Skull on 06:04:44 PM 06/02/14
Vampires are OP as hell, they need to be nerfed.....
It's probably just bloodlust damage.
Title: Re: Suggestions
Post by: Zman090 on 01:56:30 PM 06/12/14
I may be easier if ya didn't have to remember 40 passwords sig.
Title: Re: Suggestions
Post by: Animefan666 on 03:21:37 PM 06/23/14
I'd like to suggest a new zombie skill. Anyone who's seen enough zombie movies knows that zombies use smells among other things to find their next victim.

This skill would allow zombies to track down anyone bleeding or burning with the same range as Smell Rot.

I haven't been able to think of a name for this skill yet, but I'm workin on it. I'm open to suggestions....
Title: Re: Suggestions
Post by: Steel Reserve on 03:17:13 PM 06/24/14
I don't have any suggestions. I just wanted to use this thread to express my gratitude to the programmer who added backpacks to the game.  It felt real good the first time I loaded one up with medkits and canned vegetables.

Title: Re: Suggestions
Post by: ReaperEgg on 02:29:27 PM 06/27/14
Amen!
Title: Re: Suggestions
Post by: Lambda on 02:37:47 AM 06/28/14
The canned pet food should feed stray dogs. Stop this nonsense and SAVE THE STRAY DOGS <3
Title: Re: Suggestions
Post by: Fluttermaster on 06:14:03 PM 08/26/14
In my opinion, some things should be improved, like when the player leaves.

I mean, it's nice that even if you log out your character will stay where is left, but it may not be better improve a kind of "auto-defend" when the player logs out or leaves ? Like, having your character fighting back automatically with the first weapon in the inventory and so fighting back for his/her life ?
Or at least, if it is too complicated or it doesn't sound good, wouldn't be better insert an option like "Sleeping" used when the player has to log out, disconnect or has to restore the AP ? Or maybe, insert an automatic message on people that logged out or disconnected like "*nickname* is sleeping" ?

At least, in my opinion, in those two ways it would look better than imagining a player simply standing there like a stupid and letting another one to kill him/her...
Title: Re: Suggestions
Post by: Kraufen on 07:21:20 PM 08/26/14
I don't lie disconnecting, part of the charm of the game to me is the whole having to try to surive even offline

I suggest getting the hiding skill if you die a lot, it will take you off the viewable map and players have to search for you

Sleeping isn't a bad idea, maybe you cannot hide when you sleep but you gain more ap
Title: Re: Suggestions
Post by: Kraufen on 09:37:26 PM 08/26/14
Pictures in profiles like scrollwars.
I know the argument is "But they'll add dicks and shit" but I mean the same with SW I don't get it just bloody report people who do such things. and its simple enough to add I'm sure.
Title: Re: Suggestions
Post by: Fluttermaster on 05:14:55 AM 08/27/14
Yeah, I know about the Hiding skill, that I'm soon going to gain; but this suggestion was infact made not to avoid to be killed when offline, but instead to give a sense about why the player, as normal human, doesn't react to the wounds inflicted, standing there like a stupid.
Like, with the sleeping option infact it would make more sense as the player is sleeping and is killed while asleep, unable to react to the other player. And also the thing of gain a bit more AP while sleeping looks pretty nice and useful...
While instead, thinking better, maybe the "auto-defense" system may be a bit too complicated to be done as it should include a kind of "bot" that has to do all the actions that a normal player online would do.
So yeah, probably the "Sleeping" option would be the more interesting one :)
Title: Re: Suggestions
Post by: Mammon on 01:03:22 AM 08/28/14
Just so you guys know, unless someone donates a ton of money, I completely lose it and decide to work on this one day, Mo becomes an amazing programmer with lots of free time, or someone else who isn't just trying to give themselves advantages in game or steal the database to sell the email addresses decides to volunteer to code, nothing is going to get added. EVER.
Title: Re: Suggestions
Post by: Kraufen on 05:50:10 PM 08/28/14
Mammon y u crush my dreams
Title: Re: Suggestions
Post by: Slimebeast on 06:13:44 PM 08/28/14
Darryl is the girlfriend that tells you it's over, then shows up drunk at the door two nights later.
Title: Re: Suggestions
Post by: Mammon on 12:59:12 AM 08/29/14
A reboot of Scroll Wars is more likely than more HR updates. >:(
Or maybe a reboot of HR.

Or a reboot of ReBoot.
Title: Re: Suggestions
Post by: Slimebeast on 02:11:22 AM 08/29/14
^The lies cuz reboot more work den add-ons.
Title: Re: Suggestions
Post by: Mary on 05:23:46 AM 08/29/14
Darryl is the girlfriend that tells you it's over, then shows up drunk at the door two nights later.

I like to imagine you are speaking in literal terms here
Title: Re: Suggestions
Post by: Mammon on 12:25:59 PM 08/29/14
^The lies cuz reboot more work den add-ons.

Yeah but it's a mess as it is right now and I'd rather have a fresh start but YOU'RE RIGHT I DO LIE, HAHAHA
Title: Re: Suggestions
Post by: Djinnius on 10:16:08 AM 09/15/14
When a Vampire that is a carrier bites some one  (NPC)  since they turn can't we have it were they protect the vampire at the location that they were bitten at.  I guess that could become to powerful  but it would make since they person who was bitten would see that vampire that bit them as like a father or Mother to them and would have some loyalty to them.

Title: Re: Suggestions
Post by: Herbert West on 09:15:53 PM 09/20/14
It would be really cool if Revival Serum could fit in a backpack.
Title: Re: Suggestions
Post by: Fluttermaster on 05:43:30 AM 09/21/14
Yeah, agree with Herbert West.
Also in my opinion could be added the Gas Can as weapon to set fire to buildings or people with a Lighter.
Title: Re: Suggestions
Post by: Lambda on 02:12:41 PM 09/21/14
Flutter you can drop a gas can to make a fire bigger :)
Title: Re: Suggestions
Post by: Mammon on 02:27:24 PM 09/21/14
Flutter you can drop a gas can to make a fire bigger :)
Well, anything you drop while standing in a burning building will say that it burns, but it doesn't make the fire any bigger.
Title: Re: Suggestions
Post by: Fluttermaster on 04:03:19 PM 09/21/14
Yeah. But I meant, also use it like... Weapon, for example throwing it to an enemy and make it explode; or bigger spreading of fire than usually it would do. But probably it would be too much to ask :/
Title: Re: Suggestions
Post by: Animefan666 on 05:39:12 PM 09/22/14
That's actually feasible flutter. In UD, if by some miracle you manage to hit someone with a Gas Can, then shoot them with a Flare Gun, the result is that they suffer 20 damage from the resulting inferno.

Perhaps a similar concept can be done with a Gas Can and a Molotov Cocktail. The Gas Can itself wouldn't do damage, but it would splash gas on them and would be heinously inaccurate (maybe 10%?). It might require a new status ailment (soaked?), but in theory it is possible.
Title: Re: Suggestions
Post by: Týr on 07:32:01 PM 09/22/14
Perhaps a similar concept can be done with a Gas Can and a Molotov Cocktail. The Gas Can itself wouldn't do damage, but it would splash gas on them and would be heinously inaccurate (maybe 10%?). It might require a new status ailment (soaked?), but in theory it is possible.
The question is can a weapon also be used as an interactive item?

If you make it a weapon can the gas can still be used as ammunition and fuel for chainsaws and generators respectively?

What if it were made so that "heal" was changed to "use"? Generators are already a target so it wouldn't be much of a stretch I don't think. Then you can introduce functionality to other items, even as just a gag. That way not everything has to be an attack.
Title: Re: Suggestions
Post by: Fluttermaster on 05:08:02 PM 09/25/14
Yeah. And also, I have another idea.
I know it may be a little "not-really-fair" thing, but due recentely the Lazarix Case to carry Revival Serum has been added, wouldn't be great also add two containers for healings and ammo, like a "Doctor Bag" or/and an "Ammo Belt" ? I know as I said that may make the things "too easy", but still if a container for Revival Serum has been created it would be a pity not add those also for healings and ammo, in my opinion.
Title: Re: Suggestions
Post by: Týr on 09:28:50 PM 09/25/14
Yeah. And also, I have another idea.
I know it may be a little "not-really-fair" thing, but due recentely the Lazarix Case to carry Revival Serum has been added, wouldn't be great also add two containers for healings and ammo, like a "Doctor Bag" or/and an "Ammo Belt" ? I know as I said that may make the things "too easy", but still if a container for Revival Serum has been created it would be a pity not add those also for healings and ammo, in my opinion.
Well then it wouldn't be much to expect holsters and sheathes for primary weapons (only one of each, obviously).

Keep it simple or go all out.
Title: Re: Suggestions
Post by: WakaWa on 11:38:15 AM 10/28/14
Just to sort of add to the list of suggestions going on here..

It would be nice if the walkie talkies allowed us to talk to any body on your group's alliance(your groups allies).
Title: Re: Suggestions
Post by: IronMikeTyson on 01:47:21 PM 10/28/14
I say we reboot the entire game! EVERYONE STARTS AT LEVEL 1! 
Title: Re: Suggestions
Post by: IronMikeTyson on 12:54:39 PM 10/31/14
Okay a real suggestion (and a double post, but really who even comes here anyway). 

Is there any way it could be done where you can use the same item multiple times without clicking the "consume" or "use" button.

Instead of hitting "consume" on soda 6 times, just have an option to use more than one?  It would still cost the same AP.  Just "You use 6 cans of soda and use 6AP"
Title: Re: Suggestions
Post by: Slimebeast on 02:17:47 PM 10/31/14
Maybe some day.

There are actually a ton of updates possibly down the line, but it's difficult to stay motivated.
Title: Re: Suggestions
Post by: Mammon on 02:51:38 PM 10/31/14
Super difficult to stay motivated. -_-
Title: Re: Suggestions
Post by: Begsby on 01:53:05 PM 11/21/14
Here's a suggestion for the power plant. Whereas it takes a zombie or a vampire to flip one switch to turn the power off, it takes a human 12 to turn it off or on. Surely a human would be able to find this master switch as easy as a zombie or a vampire? As it consumes a lot of AP to perform this action.

*Edit*

Also the effect Dazed isn't wearing off.
Title: Re: Suggestions
Post by: Slimebeast on 03:42:07 PM 11/21/14
The switch off is an emergency kill switch in case of dangers. Like: "SHIT TURN IT ALL OFF." It only goes one way.

But yeah if everyone hates the shit out of it I guess something could change.
Title: Re: Suggestions
Post by: Begsby on 06:01:39 PM 11/21/14
But yeah if everyone hates the shit out of it I guess something could change.

Good call.
Title: Re: Suggestions
Post by: Slimebeast on 06:33:49 PM 11/21/14
:P
Title: Re: Suggestions
Post by: Zman090 on 08:25:50 PM 11/21/14
Make a skill that boost a humans chance to successfully cade if another human is in the same building as them. That'd be nice. Also some option to like fortify a building so that it has specific bonuses for all human players inside, like a watchtower allowing players to see outside without going out or bonuses to cade and repair.
Title: Re: Suggestions
Post by: Akhart on 12:41:01 AM 12/02/14
Suggestion for human skills:

Since we now have consumable weapons.  Any chance there could a skill that increases accuracy while using them?

If it helps, you could combine the blunt and bladed weapon skills into one, and turn the removed one into the new consumable skill to remove the need to add a new skill and increase the level cap.
Title: Re: Suggestions
Post by: IronMikeTyson on 03:39:49 PM 12/14/14
Can you make my player immortal? I HAS MONIES!
Title: Re: Suggestions
Post by: WakaWa on 06:04:55 PM 12/14/14
Can you make my player immortal? I HAS MONIES!

Oh my.

 Aren't you already unstoppable? Lol
Title: Re: Suggestions
Post by: Slimebeast on 02:05:24 AM 12/15/14
$100,000 = Immortal character for life.
Title: Re: Suggestions
Post by: Mammon on 01:20:48 PM 12/15/14
$100,000 = Immortal character for life.
I support this.
Title: Re: Suggestions
Post by: Slimebeast on 01:50:04 PM 12/15/14
$100,010 so Darryl can have some.
Title: Re: Suggestions
Post by: WakaWa on 09:45:06 PM 12/17/14
A counter that keeps track of how long you've been a certain race without dying(maybe only the given player can see it -not having it public).

It might make for an interesting idea   ;D
Title: Re: Suggestions
Post by: Begsby on 08:46:54 AM 01/08/15
How about if Humans could make traps that tracked the prey a certain way or puts a status on the affecting character or NPC?

Seen as though Zombies and Vampires have there own way of tracking, shouldn't Humans?
Title: Re: Suggestions
Post by: nekrologist on 10:53:33 PM 02/16/15
I have suggestion: Do a playtest of Hellrising (with better maps) in http://roll20.net (http://roll20.net) .

Is the easy-to-use virtual tabletop that brings pen and paper gaming to the web the right way. Built on a powerful platform of tools, yet elegantly simple, it focuses on enhancing what makes tabletop gaming great: storytelling and camaraderie. It's incredibly user friendly, and runs right in your web browser, so there's nothing to download or configure. 


#Invalid YouTube Link#
Title: Re: Suggestions
Post by: Slimebeast on 11:06:28 PM 02/16/15
wha
Title: Re: Suggestions
Post by: nekrologist on 12:10:37 AM 02/17/15
IDEA: Do a playtest of Hellrising (with better maps) in http://roll20.net (http://roll20.net)


http://www.youtube.com/watch?v=gKBNbXqxolQ
Title: Re: Suggestions
Post by: Mammon on 01:14:40 AM 02/17/15
Are you sure you aren't some kind of bot
Title: Re: Suggestions
Post by: Slimebeast on 03:14:36 AM 02/17/15
I thought so too but then I checked the IP. No worries.
Title: Re: Suggestions
Post by: zacx666 on 08:16:35 PM 02/24/15
ok, so while playing today, I started thinking, vampires can't drain other vampires, and zombie blood is a bit infected, so is it possible for vampires to lazarix inject other players? so then we can have more humans, and also more blood to go around, since it would actually be nice for vamps to have some mobile blood centres
Title: Re: Suggestions
Post by: Dick Datson on 10:16:17 AM 03/18/15
It would be neat if you could put your Lazarix Access Tag in your Lazarix Case.  :lookaround:
Title: Re: Suggestions
Post by: Begsby on 07:21:12 PM 03/19/15
Hey. There's a problem with the fences. For example, when there's two in a row you can sneak between them. The only way to stop it is by putting a fence up inbetween them, I.e north or south of the join in the middle. Can we get this sorted so if two fences are adjoining you can't sneak through them? As it's a pain searching for fences is in parking lots as it is. Thanks =)
Title: Re: Suggestions
Post by: Mammon on 07:58:00 PM 03/19/15
Hey. There's a problem with the fences. For example, when there's two in a row you can sneak between them. The only way to stop it is by putting a fence up inbetween them, I.e north or south of the join in the middle. Can we get this sorted so if two fences are adjoining you can't sneak through them? As it's a pain searching for fences is in parking lots as it is. Thanks =)
I don't even understand what you're saying.
Title: Re: Suggestions
Post by: WakaWa on 10:33:42 PM 03/19/15
I don't even understand what you're saying.
I can help! I will draw a picture for da Mammon!  :thumbsup:


[attachimg=1]
Title: Re: Suggestions
Post by: Begsby on 03:20:50 AM 03/20/15
I can help! I will draw a picture for da Mammon!  :thumbsup:


(Attachment Link)

Exactly
Title: Re: Suggestions
Post by: Slimebeast on 01:56:12 PM 03/20/15
DID SOMEONE SAY CHEERIOS

(http://zombieportraits.com/wp-content/uploads/2012/03/zom-bee-500x427.jpg)
Title: Re: Suggestions
Post by: Mammon on 03:15:18 PM 03/20/15
Well, I don't know how I missed this, but I hope it's fixed now.
Title: Re: Suggestions
Post by: Begsby on 07:25:39 PM 03/20/15
Well, I don't know how I missed this, but I hope it's fixed now.

Thankoo =)

Sorry for the bad explanation but thanks to wakawa for drawing it up!
Title: Re: Suggestions
Post by: WakaWa on 02:28:20 PM 04/02/15
Can't seem to consume blood bags as a vampire, I click it and nothing happens... would be great if it worked again... thanks.

Also, I included a screen-shot, I don't know if it helps, but maybe there's something I'm missing here(?)

[attachimg=1]
Title: Re: Suggestions
Post by: Mammon on 10:01:53 PM 04/02/15
Can't seem to consume blood bags as a vampire, I click it and nothing happens... would be great if it worked again... thanks.

Probably fixed... apparently nobody even cared enough to report this for about 3 weeks.
Title: Re: Suggestions
Post by: WakaWa on 05:14:05 PM 04/03/15
Probably fixed... apparently nobody even cared enough to report this for about 3 weeks.

Yep, it's fixed! At last I don't have to bleed to death from those Werewolf claws anymore... Thanks again.
Title: Re: Suggestions
Post by: WakaWa on 06:14:45 PM 04/19/15
I wasn't sure if anybody else was going to report this but... since they haven't yet I suppose I could.

1: It seems the game just got setback at LEAST 24 hours.

2: As a vampire you can use lunge without it forcing you to stand up after you successfully attack somebody.

3: I'm not sure if this one is just me or everybody, but yesterday(mostly) the server seemed to shutdown for both Hell-rising and the forms(for quite a while). I tried to access it on two different devices, ISPs, and operating systems(just outta curiously). However, like I said I'm not 100% sure this one is on my side or not, but I just wanted to mention it in case.
Title: Re: Suggestions
Post by: Slimebeast on 06:17:49 PM 04/19/15
The host faceplanted and had to git gud.
Title: Re: Suggestions
Post by: WakaWa on 06:24:46 PM 04/19/15
The host faceplanted and had to git gud.


Oh, I thought it was something like that..  thanks Slime ;D
Title: Re: Suggestions
Post by: Mammon on 04:00:43 PM 05/24/15
2: As a vampire you can use lunge without it forcing you to stand up after you successfully attack somebody.
This is old but I think I fixed it. Honestly I don't know when it broke...
Title: Re: Suggestions
Post by: Diletante on 05:43:50 PM 05/27/15
Hi, all! I'm somewhat new to the game, my in-game (main) is Diletante.
Here's my 2-cents to improve this game. And I know many of those been suggested before, granted, but I still think those would be nice aditions.

1: As it is, the barricades kinda help undead more than humans, in a sense. Reason is: they get exp for breaking it. We get nothing from rising em. Maybe some little exp for erecting a cade would balance a little.

2: Also, cades alone are no good (It kinda gives that feel you just gave your cat a rat inside a box. He knows it is in, and will try and open it for the snack) Maybe being able to craft and set traps would be nice. It would expand the crafting, even giving more reason to learn that craftmanship skill. Or maybe whole new skills just to set traps.

3: More weapons:
a) We could have Bow and Crossbow, and be able to either find or craft arrows/bolts. We could use those arrowheads we find at museum, or craft with metal scraps.
b) Also, I imagined a nasty Sniper rifle, which would allow you to shoot 1 pannel away. Sure, with a baaad hit chance. It also would be useless in close-combat (enemy on same pannel).
c) A Flammethrower, for all our pyromaniac desires. We already have gas can to fuel it.

4: Fire and burning should do more dmg on undead (or less dmg on living).

5: Since Zombies are "stupid" while Vampires are (less stupid), I think having zombies "deliberatelly" damaging places (Decimate) while vampires "passively" damage places (Raze) should be swapped. Vamps even have more AP than zombies, anyway.

6: Werewolf race. I am currently planning skills for this suggestion, if there would be any interest in it. so far, came up with these:

60 AP / 60 HP
Attacks:
Bite (35% chance, 3-5 dmg) Claws (40% chance, 2-3 dmg)
Werewolves are unable to wield weapons and cant open doors or manipulate objects. They also CANNOT use radio, map (item) and GPS (see bellow).

Feral Claws: 10% more chance to hit with your Claws, 3-4 dmg.
~Brutal Claws: 5% more chance to hit with your Claws, 3-5 dmg.
Vicious Bite: 10% more chance to hit with your Bite, 4-6 dmg.
~Shred: 45% of time, your Bite attack causes Bleeding.

Dexterity: Enables opening doors and manipulating objects.
~Clear Thought: Enables using Radio, Map and GPS.

Moon Trance: (costs 3 AP) Recovers 1 HP.
~Improved Regeneration: Moon Trance recovers 1-2 HP and has a small chance (20%) of removing a status.
~~Greater Regeneration: Moon Trance recovers 1-3 HP and has a reasonable chance (35%) of removing a status.
~~~Blessed Curse: When killed, you can spend 10 AP to enter a comatosis state in which you start recovering. Then, you can later rise up as a Werewolf again. (will need to pay 10 AP to rise as usual; this skill doesn't work if you are Infected when you die. You also cant use it if a human injects you with Lazarix Serum, as you become a recovering human).

Feral Instinct: Increases chances of finding hiding enemies.
~Track Scent: (works like the Vampire ability to track prey)
~Howl: Terrifies enemies (costs 2 AP, has chance to work, affects enemies on same pannel)
~Survival Instinct: Increases hit chance (5%) and damage with Claws (+2) and Bite (+3) when bellow 1/4 of max HP.
~~Dire Instinct: Increases hit chance (5%) and damage with Claws (+3) and Bite (+4) when bellow 1/3 of max HP.

Lycantropy: Enemies killed by your Claws or Bite have a 30% chance of entering a regenerative comatosis and  become a Werewolf instead of becoming an undead.
~Moonblood: Whenever you are ressurected, from undead to human, you may choose to rise as Werewolf instead.
~Shapeshift: Disguises yourself as a Stray Dog. (costs 2 AP) Cannot use indoors. (it is the "hiding" skill for Werewolves. you *can* move while disguised, but cant manipulate anything even with proper skil, cant enter any place, and cannot attack)
~~Pounce: When disguised, surprises an enemy by attacking while shifting back into Werewolf (you'll shift even if the attack miss) 30% chance, 2-3 dmg, gains % bonus from Claw skills and hit/dmg bonus from Survival or Dire Instinct.


Well, lemme know what you guys think of it ^^ see ya in Serling.
Title: Re: Suggestions
Post by: Mammon on 05:53:39 PM 05/27/15
One thing I will say is that it is highly unlikely that any more playable races will be added.

The other stuff, if Mo says it's okay or a ton of players want something changed and Mo begrudgingly agrees, then it's fine.
Title: Re: Suggestions
Post by: Slimebeast on 06:03:20 PM 05/27/15
The Zombie and Vampire skills you mentioned used to be the other way around, and got swapped because people asked they be switched. XD
Title: Re: Suggestions
Post by: Kraufen on 09:08:09 PM 05/27/15
I gotta say I do like his weapon ideas. I would love crossbow/bots or bow and arrows.
I'd also love a flamethrower.

His werewolf skills are cool but I doubt they will be added.
Title: Re: Suggestions
Post by: WakaWa on 09:14:39 PM 05/27/15
Make it so a zombie can tell the difference from an NPC zombie and an actual player, it kills me to have to wait 5 minutes to see which ones don't move, lol.

Thanks
Title: Re: Suggestions
Post by: Mammon on 09:20:34 PM 05/27/15
Make it so a zombie can tell the difference from an NPC zombie and an actual player, it kills me to have to wait 5 minutes to see which ones don't move, lol.

What do you mean
Title: Re: Suggestions
Post by: WakaWa on 09:34:55 PM 05/27/15
I mean when your a zombie, all the zombie NPCs and actual player zombies smell actually the same. There should be a difference in wording between the two
Title: Re: Suggestions
Post by: Mammon on 09:38:07 PM 05/27/15
I thought I changed that yesterday. ???
Title: Re: Suggestions
Post by: WakaWa on 10:08:37 PM 05/27/15
Sorry just noticed it not to long ago >.<

THANK YOU!!!!!!!!!!!!!!!!!!!!!!!!! You made me love playing as a zombie even more. My new favorite update
Title: Re: Suggestions
Post by: Diletante on 10:10:29 PM 05/27/15
The Zombie and Vampire skills you mentioned used to be the other way around, and got swapped because people asked they be switched. XD
Which is bizarre and kinda senseless, in more than one way. But still, if they asked... should had them reasons to.

On another note, that skill to choose to raise up as a zombie when ressed... seems to be bugged. My zombie alt was killed AND ressed by a Lazarix Researcher, and the dropdown din't give me the zombie option. I wandered as a human till I found a zombie NPC to kill me. But someone else came and ressed me, and again, couldn't raise as zombie.  :bleed:
Title: Re: Suggestions
Post by: Kraufen on 10:13:59 PM 05/27/15
Traps would be really cool by the way
Title: Re: Suggestions
Post by: Mammon on 10:19:23 PM 05/27/15
On another note, that skill to choose to raise up as a zombie when ressed... seems to be bugged. My zombie alt was killed AND ressed by a Lazarix Researcher, and the dropdown din't give me the zombie option. I wandered as a human till I found a zombie NPC to kill me. But someone else came and ressed me, and again, couldn't raise as zombie.  :bleed:

Well, that's probably more to do with the NPC rezzing being bugged... hmm
Title: Re: Suggestions
Post by: Mammon on 10:35:03 PM 05/27/15
Ohhh... It's neither, you just didn't have enough AP to stand up as a zombie. It costs 15 AP instead of the 10 that you need to stand as a human.

I should still show the button but disabled, or something...

Anyway, as for traps... I remember Mo saying that he tried to put in traps before, but I don't know if he's still interested in having them in the game.
Title: Re: Suggestions
Post by: IronMikeTyson on 01:45:08 AM 05/28/15
I want a mermaid race that can live in the pond
Title: Re: Suggestions
Post by: Slimebeast on 02:20:46 AM 05/28/15
If you want to figure out the trap thing, that'd be fine. I asked one of the previous devs but he never cared.
Title: Re: Suggestions
Post by: Mammon on 12:54:38 PM 05/28/15
Yeah but I don't know what *kind* of traps.
Title: Re: Suggestions
Post by: Kraufen on 01:07:25 PM 05/28/15
landmines
Title: Re: Suggestions
Post by: WakaWa on 01:19:20 PM 05/28/15
Yeah maybe make it so landmines do major damage, then maybe traps that have the different effects to, such as ones that can cause bleeding, chilled .. etc.
Title: Re: Suggestions
Post by: IronMikeTyson on 01:26:31 PM 05/28/15
Yeah but I don't know what *kind* of traps.

A catapult that when activated kills the character and send them to opposite side of the map.
Title: Re: Suggestions
Post by: Kraufen on 01:33:16 PM 05/28/15
Bear traps
Title: Re: Suggestions
Post by: WakaWa on 01:44:20 PM 05/28/15
A catapult that when activated kills the character and send them to opposite side of the map.

I want catapults!
Title: Re: Suggestions
Post by: Mammon on 02:14:58 PM 05/28/15
Mainly I was talking to Mo since you guys can't be trusted to not want lame bullshit. -_-
Title: Re: Suggestions
Post by: Kraufen on 02:19:24 PM 05/28/15
Mainly I was talking to Mo since you guys can't be trusted to not want lame bullshit. -_-
My suggestions weren't lame  :bleed:
Also crossbows pls
Title: Re: Suggestions
Post by: WakaWa on 02:34:06 PM 05/28/15
Mainly I was talking to Mo since you guys can't be trusted to not want lame bullshit. -_-
B-but I've never suggested lame stuff to you mammon...

Also, we need crossbows with wooden stakes that do more dmg to vampires only  ;D
Title: Re: Suggestions
Post by: Kraufen on 02:36:15 PM 05/28/15
Also for a new area I would want a zoo with NPC animals.  :hurr:
Title: Re: Suggestions
Post by: Mammon on 02:42:27 PM 05/28/15
See, the problem is I can't tell if you're joking or not. :-\
Title: Re: Suggestions
Post by: WakaWa on 02:48:34 PM 05/28/15
See, the problem is I can't tell if you're joking or not. :-\

Seriously though, add crossbows and stakes. It'll be like Fright Night!! Also, if it helps I'm not the only one that wants crossbows, alot of people do.
Title: Re: Suggestions
Post by: Kraufen on 02:56:57 PM 05/28/15
See, the problem is I can't tell if you're joking or not. :-\
I'm not joking. I would like a zoo area. Would make for cool bosses fighting lions and shit.
Title: Re: Suggestions
Post by: Diletante on 06:45:30 PM 05/28/15
Ohhh... It's neither, you just didn't have enough AP to stand up as a zombie. It costs 15 AP instead of the 10 that you need to stand as a human.

I should still show the button but disabled, or something...

Anyway, as for traps... I remember Mo saying that he tried to put in traps before, but I don't know if he's still interested in having them in the game.
Oh, that's that, then. Not fair, zombies already have few AP. 15 AP is almost the same as finding a building and jump. Well, thanks for the info. (a disabled option showing the AP cost would be nice)

Yeah but I don't know what *kind* of traps.
Stuff like landmines (damage) something made with gas can set at a door that causes burning. A classic 2 granades and a wire thingie would also be cool. The typical bearhugger could be either found or crafted, maybe? We could also take that shovel that's already in-game and make pit traps, maybe? (I better don't get started, I love Trap Gunner and Kagero/Deception, I could go on and on like forever.)
Traps could be set at ground (any pannel), at a door or even at a barricade or fence. Depend on the trap. And to either set or detect a trap, maybe a human skill. This way other humans could avoid traps, but undead would suffer. To craft trap, maybe just having the Craftmanship would suffice. Heck, This skill should even be REQUISITE for trapper skill...
Title: Re: Suggestions
Post by: Diletante on 06:52:33 PM 05/28/15
I'm not joking. I would like a zoo area. Would make for cool bosses fighting lions and shit.
PH34R the Zombie Penguin and the Vampire Elephant.  :bleed: ;D
Title: Re: Suggestions
Post by: IronMikeTyson on 11:46:35 PM 05/28/15
I want the tokens to actually work the arcades

EDIT:  Here's an actual suggestion.  If a building is fenced in, can the dumped bodies go outside the fence instead just outside of the building?
Title: Re: Suggestions
Post by: Mammon on 04:24:12 PM 05/29/15
How exactly would they get outside of the fence?
Title: Re: Suggestions
Post by: IronMikeTyson on 11:25:59 PM 05/29/15
Use an extra AP to dump them outside then dump then again outside of the fence?
Title: Re: Suggestions
Post by: ReaperEgg on 10:30:02 PM 05/31/15
Hello!

I've been carrying around a Lantern since that Halloween scavenger hunt, It would be cool to see those come back and do something :)
Title: Re: Suggestions
Post by: Mammon on 10:59:47 PM 05/31/15
No.
Title: Re: Suggestions
Post by: IronMikeTyson on 03:26:38 AM 06/01/15
Why are there no summer seasonal items.  I want to kill someone with a giant umbrella and heal myself with pina coladas
Title: Re: Suggestions
Post by: Ben Garrison on 03:51:16 PM 06/01/15
I think you should add Confederate uniforms, since you already have Union ones. It only seems fair.
Title: Re: Suggestions
Post by: Dysplasia on 08:41:42 PM 06/01/15
add the option to overthrow group leaders who have abandoned the game(12+ months inactive)
Title: Re: Suggestions
Post by: WakaWa on 09:13:47 PM 06/01/15
add the option to overthrow group leaders who have abandoned the game(12+ months inactive)

That would be pretty cool actually.
Title: Re: Suggestions
Post by: Kraufen on 10:26:22 PM 06/01/15
add the option to overthrow group leaders who have abandoned the game(12+ months inactive)
This would legitimately be useful and then older group could possibly have a chance of reviving themselves. I would love to do so with widow makers since for some reason I gave doxic control and now he is gone.
Title: Re: Suggestions
Post by: Mammon on 01:14:31 AM 06/02/15
Well, I guess so.

Also I probably should have paid more attention to this thread from the beginning, since Mo basically okayed several suggestions a long time ago that I never actually implemented. :lookaround:
Title: Re: Suggestions
Post by: Slimebeast on 03:35:44 AM 06/02/15
^ Senseless quaking no one can translate.
Title: Re: Suggestions
Post by: Mary on 10:32:56 AM 06/03/15
there should be C.H.U.D. enemies in the sewers
Title: Re: Suggestions
Post by: Kraufen on 12:41:44 PM 06/03/15
Well, I guess so.

Also I probably should have paid more attention to this thread from the beginning, since Mo basically okayed several suggestions a long time ago that I never actually implemented. :lookaround:
One giant update time?
Title: Re: Suggestions
Post by: Kraufen on 01:11:42 PM 06/03/15
Even in the second post, Mo seemed to okay many things, like Storage for items and this


Start new players with walkie talkies or something, so the game doesn't seem so dead from the outset and they stick around



This is probably an unfortunate necessity. "Unfortunate" because it sort of kills the mood for me... ie: "You're all aloooooone! Oh noes! Find people to connect with!"


This is actually needed to halp people get used to the game and get halp
Title: Re: Suggestions
Post by: Slimebeast on 07:05:56 PM 06/03/15
Pretend the Sludge Fiends are CHUDs.
Title: Re: Suggestions
Post by: IronMikeTyson on 11:45:53 PM 06/03/15
I want an army of Mo NPCs that attack buildings randomly.  "A large group of bearded men are attacking the barricade!"
Title: Re: Suggestions
Post by: Gyro on 03:22:42 AM 06/04/15
I'd like to see human NPCs that inject random corpses they find lying around.
Title: Re: Suggestions
Post by: Slimebeast on 03:32:08 AM 06/04/15
...
Title: Re: Suggestions
Post by: Kraufen on 09:12:37 AM 06/04/15
I'd like to see human NPCs that inject random corpses they find lying around.
That's already exists....
Title: Re: Suggestions
Post by: WakaWa on 12:27:51 PM 06/04/15
Give us more images to put on the telly.
Title: Re: Suggestions
Post by: Kraufen on 03:04:12 PM 06/05/15
Embedding of pictures and maybe youtube video in profile?

I know sw had it and yes I know mo doesn't like it because they could post pictures of dicks and shit buit we never had that problem in sw
Title: Re: Suggestions
Post by: IronMikeTyson on 03:43:58 AM 06/06/15
Why are there corpses that can't be removed in the fort?  It seems to be happening more often
Title: Re: Suggestions
Post by: Mammon on 12:01:34 PM 06/06/15
They're just NPCs, don't worry about it.

Unless you want to waste AP dumping corpses that won't ever get back up and bite you?
Title: Re: Suggestions
Post by: Kraufen on 07:48:05 PM 06/10/15
So I was thinking on my way home from work of a few things.


Other than a zoo, though a zoo would be nice. pls mo :bleed:


1. I personally think Ap regeneration Items should exist for each race, just hard to find. Maybe make them an npc drop that is rare, and make them give low ap regen.  Like energy drinks for humans, perhaps something else for undead. Maybe have them give 5-6 ap. If its hard to find, people could grind npc's for em but would waste more ap getting them than using them.

2. I noticed humans like to bunch together, and not hide. I thought maybe a skill that would help people who do this, since people like the feel of being in bases, plus would make the game look more populated than if they were just all hiding, and give a reason not to always hide. Maybe make humans take less damage/or have heal rates go higher when standing in groups, give them something to chill together.

3. Zoo with Zombie lions

4.spooky skeleton race


Title: Re: Suggestions
Post by: WakaWa on 10:43:40 PM 06/18/15
Faster AP regen rates?...
Title: Re: Suggestions
Post by: Lambda on 02:38:54 PM 06/23/15
GUIZE I HAVE AN IDEA. Y'know how you were all talking about selling special items, but thought it wasn't a good idea because not everyone would be willing to pay and that'd make the game unfair? Hell, level 73s here have a shit ton of XP to spare. I'm throwing this in, if you still consider new cool spec items, it'd be very amusing if we could 'buy' them with our extra XP. That would also give an extra motivation to low level players.
Title: Re: Suggestions
Post by: WakaWa on 05:36:27 PM 06/25/15
Bear traps need to do more damage, 3dmg doesn't really do anything, especially considering you can't put more than one trap in a building at a time.
Title: Re: Suggestions
Post by: Mammon on 05:47:14 PM 06/25/15
I'm open to allowing more than one trap, inside AND outside.

But Mo thought (rightfully) that players are dicks and would just fill the entire map with traps. I think that'd be neat.
Title: Re: Suggestions
Post by: Slimebeast on 05:58:37 PM 06/25/15
"Nerf traps" "remove traps" "I can't play because of traps" "make new skills to stop traps more" "traps need fixing"

^ THE FUTURE IF YOU DO THAT
Title: Re: Suggestions
Post by: WakaWa on 06:11:57 PM 06/25/15
"Nerf traps" "remove traps" "I can't play because of traps" "make new skills to stop traps more" "traps need fixing"

^ THE FUTURE IF YOU DO THAT

B-but... that sounds fun. Can traps at least do 6 damage or maybe we can only place two in a building? Pleasseeeee
Title: Re: Suggestions
Post by: Slimebeast on 06:33:06 PM 06/25/15
There are different traps.
Title: Re: Suggestions
Post by: WakaWa on 06:54:14 PM 06/25/15
There are different traps.

Oh, we haven't discovered them yet I guess  :-\, I'll be back after we have them all.
Title: Re: Suggestions
Post by: Mammon on 07:12:10 PM 06/25/15
I think a problem with crafting is that people will never discover the recipes because they throw away things that they think are junk but are actually part of a recipe. Plus, good luck having all the items at the same time. And actually looking at the crafting screen.
Title: Re: Suggestions
Post by: WakaWa on 08:07:23 PM 06/25/15
I think a problem with crafting is that people will never discover the recipes because they throw away things that they think are junk but are actually part of a recipe. Plus, good luck having all the items at the same time. And actually looking at the crafting screen.

Maybe we can get some sort of hints at least? I hate to say it but we really aren't that smart... it may take months(if ever) if not.
Title: Re: Suggestions
Post by: Mammon on 08:21:33 PM 06/25/15
Maybe something can be done to put in hints, in the game, aside from the hints given by the crafting skill when you have 2 of the components...

Hmm...
Title: Re: Suggestions
Post by: ReaperEgg on 09:30:18 PM 06/25/15
NPC's that drop recipes or recipe hints, we discussed this :p
Title: Re: Suggestions
Post by: Slimebeast on 09:54:40 PM 06/25/15
Don't order Mammon around like he's some kind of Mammon.

Maybe it should give recipes if you have 1 required item. I dunno.
Title: Re: Suggestions
Post by: ReaperEgg on 10:02:22 PM 06/25/15
I wasn't ordering him :(
Title: Re: Suggestions
Post by: Slimebeast on 10:06:30 PM 06/25/15
STOP MANSPLAINING
Title: Re: Suggestions
Post by: WakaWa on 10:15:39 PM 06/25/15
We can order Mammon around?! Why no one tell me dis! I want a wereduck race, Mammy.
Title: Re: Suggestions
Post by: ReaperEgg on 11:54:44 AM 06/28/15
More than likely already suggested and beat into the ground but here goes a couple skill ideas....

For zombie something like "Recent Memory - Allows you to use a gun once per day/time frame"

And for Vamp's in the senses tree "Vampiric Focus - Able to find out exactly who is behind a barricade once per day/time frame." Or something that would cost some HP and AP to raise hit chance with bladed weapons.

I would suggest something for human, But there's a couple things I haven't found out about them yet due the recent updates, wooden boards etc.
Title: Re: Suggestions
Post by: Lambda on 01:07:18 AM 07/02/15
I would suggest something for human, But there's a couple things I haven't found out about them yet due the recent updates, wooden boards etc.

I have an idea! Humans dragging corpses Ö For when we fence the PP, we trap our enemies in :C so like... dragging a corpse around to a certain space limit while using more AP to move could be nice.
Title: Re: Suggestions
Post by: Jonas-McKay on 05:04:11 PM 07/14/15
maybe as long as the backpack (or similar container) is open, we can use it, like if i have ammo in backpack and its open  i can reload my guns, or use a med kit, and maybe also let us put ammo in the weapon harness (cause all the real weapon harness's I've seen have a pouch or something for ammo, also there's far less then 8 guns in the game)
Title: Re: Suggestions
Post by: Dysplasia on 03:19:01 PM 07/17/15
When punching people damage slowly ramps up with each successful hit, hitting a max of around 5 damage.

also did you make it so TKs don't count when it's mutual GROUP enemies too? if so that's bullshit and pls remove.
Title: Re: Suggestions
Post by: Mammon on 03:36:39 PM 07/17/15
You're not supposed to be wanting TKs. I don't fucking get you people.

Fine, I'll just remove it entirely. Fuck you all.
Title: Re: Suggestions
Post by: Lambda on 03:43:01 PM 07/17/15
You're not supposed to be wanting TKs. I don't fucking get you people.

Fine, I'll just remove it entirely. Fuck you all.

 :iloveyou:
Title: Re: Suggestions
Post by: Slimebeast on 05:29:25 PM 07/17/15
Remove what? WHAT EVEN ARE YOU SECRETLY DOING.
Title: Re: Suggestions
Post by: Mammon on 06:56:14 PM 07/17/15
I made a good game but then I  had to take it out.
Title: Re: Suggestions
Post by: Jerran on 05:08:01 PM 07/22/15
There's 2 suburbs on the eastern half of Serling, with almost nothing in them. Most players seem to congregate around the fort. Maybe put something comparable to the fort there to help disperse the crowds?
Title: Re: Suggestions
Post by: Slimebeast on 08:47:17 PM 07/22/15
A Butt Emporium?
Title: Re: Suggestions
Post by: Jerran on 12:23:14 AM 07/23/15
I was thinking something more like a large store or something. (The Butt Emporium isn't out of the question though)

Maybe something comparable to a Walmart.

Here's a possible layout

Household - Electronics - Military Surplus
Hardware - Pharmacy - Hunting and Camping
Clothes - Checkout - Groceries
Title: Re: Suggestions
Post by: Jerran on 10:27:01 AM 07/24/15
The checkout would be the entrance. A few snacks, as well as cigarettes and lighters can be found here.

You are standing in (store name)'s checkout. Neatly lined shopping carts are rusting by the boarded up windows.

Powered: The conveyor belt on one of the checkout counters appears to be broken, as it is running non-stop on it's own.
Unpowered: The checkout counters sit idly, slowly collecting dust.

Items: Cigarette, Lighter, candy bar, bag of chips, etc
Title: Re: Suggestions
Post by: Human on 05:25:41 PM 07/28/15
Maybe add cars?

You use 1 AP to move 2 tiles instead of 1, but they're very loud.

You craft them with car batteries, scrap metal and tires. You can only craft cars at the garage.

other ideas for the car:

Since you make your own car, I don't think they are very reliable and will probably break often. If you want to repair your car you need to go to the garage.

put this garage in one of the 2 suburbs on the eastern half of Serling, with almost nothing in them. If humans want to use their cars they need to go to the garage. So this could be a place for humans to protect, while this is a place for zombies and vampires to destroy.

Maybe make a new skill called driver or something that lets you drive your car.
Title: Re: Suggestions
Post by: Jerran on 08:01:59 PM 07/28/15
Wouldn't the auto shops we have be enough? Besides, they would probably only be able to drive on streets and parking lots, assuming you could even figure out how to BUILD a crude one.
Title: Re: Suggestions
Post by: Human on 10:43:04 PM 07/28/15
But that would probably be too easy to get an item that can reduce the amount of AP you use.

Title: Re: Suggestions
Post by: Lambda on 05:52:41 PM 09/27/15
Can I have a belt to store medkits? pls mo
Title: Re: Suggestions
Post by: Slimebeast on 06:46:43 PM 09/27/15
Do those exist irl?
Title: Re: Suggestions
Post by: Lambda on 07:12:03 PM 09/28/15
Y-yes  :hurr:
Title: Re: Suggestions
Post by: Priest on 05:07:22 PM 10/16/15
Here's a thought, have comic books link to a randomly Mo approved comic strip (only once, then that comics link is set). Much like the map item links to a map.
Title: Re: Suggestions
Post by: Kraufen on 07:24:45 PM 10/16/15
Here's a thought, have comic books link to a randomly Mo approved comic strip (only once, then that comics link is set). Much like the map item links to a map.
I like this idea and its win-win for mo
Title: Re: Suggestions
Post by: WakaWa on 11:48:53 AM 10/17/15
The search filter to include a radio button for fences only would be very helpful.
Title: Re: Suggestions
Post by: Priest on 07:19:51 AM 10/18/15
Suggestion: Removal of the skills that allow a player to raise as a zombie or vampire after a revival injection.

Reason;

To become a zombie again;
1) You can always jump from a building (not sure of other suicide methods). (Direct)
2) You get killed by any method other than vampire with infection capabilities. (Indirect)

To become a vampire again;
1) You can get killed by an NPC vampire. (Indirect)
2) You get killed by a player with infection capabilities. (Direct)

To become human again;
1) You have to be raised by an injection. (Direct)

With multiple methods of raising as your previous class and only a single method of becoming human, this could add a bit of balance.

Alternatively,  add in an indirect method of raising as a human and a good example would be for a creature to go to a Lazarix building and there could be an option to humanize for a small AP cost (equivalent to cost of standing + x AP)

(I may have gotten my directs and indirects crossed up)
Title: Re: Suggestions
Post by: Kraufen on 08:48:15 AM 10/18/15
Suggestion: Removal of the skills that allow a player to raise as a zombie or vampire after a revival injection.

Reason;

To become a zombie again;
1) You can always jump from a building (not sure of other suicide methods). (Direct)
2) You get killed by any method other than vampire with infection capabilities. (Indirect)

To become a vampire again;
1) You can get killed by an NPC vampire. (Indirect)
2) You get killed by a player with infection capabilities. (Direct)

To become human again;
1) You have to be raised by an injection. (Direct)

With multiple methods of raising as your previous class and only a single method of becoming human, this could add a bit of balance.

Alternatively,  add in an indirect method of raising as a human and a good example would be for a creature to go to a Lazarix building and there could be an option to humanize for a small AP cost (equivalent to cost of standing + x AP)

(I may have gotten my directs and indirects crossed up)
I don't think it should be removed. While yes it would be benificial, there isn't really a huge vampire playerbase right now and would hurt them greatly, plus it isa good mechanic, just a little flawed.

I personally think there should be a chance of failing so that the revive can work sometimes, not all the time.


Alternatively,  add in an indirect method of raising as a human and a good example would be for a creature to go to a Lazarix building and there could be an option to humanize for a small AP cost (equivalent to cost of standing + x AP)

I like this, maybe it only works if the power is on.
Title: Re: Suggestions
Post by: Priest on 08:54:35 AM 10/18/15
Change to Electric Fence options.

IRL, a make shift electric fence made with a car battery would have little effect on something that can't die from cardiac arrest or asphyxiation. The battery would short out before any significant damage was actually done.

Against a living person, it would be quite a jolt and possibly cause death.

Proposed change;

-Undead treat electric fences as if they were chain link fence while humans still have to deal with electrical damage (unless they're wearing insulated gloves).

or

-Undead short out electric fences (after taking 1 hit of initial electrical damage) turning them into chain link fences.

Title: Re: Suggestions
Post by: Priest on 09:09:29 AM 10/18/15
Change to Zombie death message;

Current message "Everything begins to go dark as you start to feel numb and cold. You die." (may be others, this one caught my attention)

Being mindless (or near mindless), Zombies don't feel anything. All the nerve receptors are dead so they couldn't feel numb or cold.

Title: Re: Suggestions
Post by: Kraufen on 10:03:52 AM 10/18/15
Change to Electric Fence options.

IRL, a make shift electric fence made with a car battery would have little effect on something that can't die from cardiac arrest or asphyxiation. The battery would short out before any significant damage was actually done.

Against a living person, it would be quite a jolt and possibly cause death.

Proposed change;

-Undead treat electric fences as if they were chain link fence while humans still have to deal with electrical damage (unless they're wearing insulated gloves).

or

-Undead short out electric fences (after taking 1 hit of initial electrical damage) turning them into chain link fences.
You may as well remove them at that point considering humans can just use rooftop run to get by them essentially making electric fencing pointless. Essentially what you are asking for is to make them completely pointless. Why even put them up if they do 1 damage, or no damage at all. They exist as a deterrent. Maybe make them do somewhat less damage, either with a skill or in general, IE 5 instead of 10. or make them easier to break. Or a skill for each undead race that makes them take less electrical damage.

The other option would be one electric fence linked to chain does less damage, but if your whole wall of fence is made of electric it does more as they are connected to more car batteries.

I'm all for realism and stuff, but also got factor in use of the item. It costs 6 ap to make and 4 to put up. What is the point of using 10 ap to make and place electric fences when they they would do literally nothing at all.

Also realism is zombies and vampires bodies still have nerves. Their body would still take damage even if they can't feel it. Its like those people who feel no pain, they still take damage even if they cannot feel it. A body can easily be set on fire from being electrified.

TLDR making them do one damage or no damage would make them pointless, they dont exist to keep humans out of places.
Title: Re: Suggestions
Post by: Priest on 10:19:00 AM 10/18/15
Change to Electric Fence options.

IRL, a make shift electric fence made with a car battery would have little effect on something that can't die from cardiac arrest or asphyxiation. The battery would short out before any significant damage was actually done.

Against a living person, it would be quite a jolt and possibly cause death.

Proposed change;

-Undead treat electric fences as if they were chain link fence while humans still have to deal with electrical damage (unless they're wearing insulated gloves).

or

-Undead short out electric fences (after taking 1 hit of initial electrical damage) turning them into chain link fences.


1 hit worth of damage, not a single damage point. As far as I can tell from checking the wayback memories and a few points here and there that Mo made, the idea of keeping things as close to real  as possible was what the goal was (keeping in mind vampires and zombies are real in this world).

A dead body can not be set on fire from electricity, it can be burned from a large amount of electrical current in a localized area. Even lightning strikes to a living person only affect where it travels. The damage and death come from the effect of electricity on a living organisms biological functions. Undead don't qualify for that and would short out a battery operated fence before it would kill them (except in low HP cases).

Electric fences are designed to keep the living out of places or to pen living things in.

Title: Re: Suggestions
Post by: Kraufen on 10:27:07 AM 10/18/15


1 hit worth of damage, not a single damage point. As far as I can tell from checking the wayback memories and a few points here and there that Mo made, the idea of keeping things as close to real  as possible was what the goal was (keeping in mind vampires and zombies are real in this world).

A dead body can not be set on fire from electricity, it can be burned from a large amount of electrical current in a localized area. Even lightning strikes to a living person only affect a small area. The damage and death come from the effect of electricity on a living organisms biological functions. Undead don't qualify for that.
Regardless that would still making them largely pointless even if they did only do 10 damage once. You may as well outright just remove them from the game and make some other option.
Thanks for ignoring my other options such as skills and maybe linking the electric fences to make stronger current.
I'm sorry you broke into one of our houses and probably died hitting the electric fences. I'tll be okay. I would support nerfing the damage to 5, or if it does damage only once, to up the damage it does once.


EDIT:
Muscles are stimulated by electricity. The effect of an electric shock depends on which muscles the current goes through. A current of more than 10 mA causes sustained contraction (tetanus) of the flexors, that is, the muscles that close the fingers and draw the limbs towards the body. The victim thus cannot let go of the source of current.

If the extensors (the muscles that open the figures and extend the limbs away from the body) are tetanized, the victim is propelled away from the current source, sometimes as much as ten metres!

Muscles, ligaments and tendons may tear as a result of the sudden contraction caused by an electric shock. Tissue can also be burned if the shock is lasting and the current is high.

I`m fairly certain zombies still need muscles to move, or they can't move. It could also remove AP from undead rather than HP. Maybe send them another block away, if there is another fence there they could receive more damage.

Last I checked Electricity can also impair brain functions, which the undead parasite fungus clearly needs to at least move. Since it would probably be the only function left, therefore it got hit by a hard enough electrical current, it could damage whatever it needs to move.

http://www.hydroquebec.com/security/effet_courant.html

Again I'd support nerfing it some way, maybe it requiring more car batteries for more damage, I dunno, but essentially rendering them pointless is in no way helpful, at least not to humans, which they are not made to keep out or in, gameplay wise
Title: Re: Suggestions
Post by: Priest on 11:11:16 AM 10/18/15
I don't care what you support or not and I don't care that your butthurt that I didn't comment on the skill suggestions.

To put your ass at ease, here's some commentary lotion on your suggestions;

"You may as well remove them at that point considering humans can just use rooftop run to get by them essentially making electric fencing pointless." -You jumped from my suggestion of making electric fencing more realistic to ERMAHGERD I CAN'T HANDLE A CHANGE SO I'M JUMPING TO THE EXTREME AND GET RID OF DA FANCE.

I proposed several changes that keep with reality, including one where it turns from electric to normal chain link.


"Essentially what you are asking for is to make them completely pointless." -Not at all, with one suggestion I suggested that they affect living tissue and not undead things and with the other suggestion I proposed taking initial damage and then staying active as a barrier.


"Why even put them up if they do 1 damage, or no damage at all." -You misunderstood what I was trying to say and have completely missed the point of electrifying a fence irl. This specific point didn't even deserve recognition. I'm still pointing it out so you can't cry in the reply I know your butthurt is going to force you to say

"They exist as a deterrent." -Yes they do and would still apply as a deterrent to other humans who work for undead.


"Maybe make them do somewhat less damage, either with a skill or in general, IE 5 instead of 10." -No, the damage is good but needs to be applied to the correct species. You can't effectively electrocute something that is dead and expect it to die from cardiac arrest or asphyxiation.

"Or make them easier to break." -No, no matter what, it's still a metal based fence and should be treated as such.

"Or a skill for each undead race that makes them take less electrical damage." -This jumps back to my point that you can't use a weak electrical source to cause electrical damage to a dead thing. You can cause the flesh to cook in a localized area, and that's my thought behind the 1 hit worth of damage before shorting out but you decided to gloss over that fact without thinking about it.

"The other option would be one electric fence linked to chain does less damage, but if your whole wall of fence is made of electric it does more as they are connected to more car batteries." -This isn't a viable option, each side has to be treated as a separate surface. Using your idea of increased or decreased damage means that as long as one piece of fence is destroyed, all the fences would stop being electrified at once, rendering all the AP spent into building and placing them pointless.


"Also realism is zombies and vampires bodies still have nerves." -They do and their dead. The physical structure is still inside but it has no function. It can't transmit pain, it can't transmit reflex actions. It's not receiving blood and oxygen because undead don't have respiratory function or blood flow (vampires might have blood flow after feeding but no oxygen so all nerves would be dead).

"Their body would still take damage even if they can't feel it. Its like those people who feel no pain, they still take damage even if they cannot feel it." -Undead would receive minor burns, and at worst immobility for a short period due to muscles being forced to contract. We're talking about a car battery, it really can't do a lot of damage. Also, your example of using living people as an analog for undead doesn't quite fit.

"A body can easily be set on fire from being electrified." -You really need to stop getting your information from TV and movies. Here's a link to a fairly accurate and basic understanding of how electricity kills and why a car battery wouldn't sizzle someone. http://gizmodo.com/5262971/giz-explains-how-electrocution-really-kills-you (http://gizmodo.com/5262971/giz-explains-how-electrocution-really-kills-you)

"TLDR making them do one damage or no damage would make them pointless, they dont exist to keep humans out of places." -These were never the options I suggested, they were what you decided the options were. Keeping humans and animals out of places or livestock in places is exactly what electric fencing is for.

Title: Re: Suggestions
Post by: Kraufen on 11:55:28 AM 10/18/15
I don't care what you support or not and I don't care that your butthurt that I didn't comment on the skill suggestions.


To put your ass at ease, here's some commentary lotion on your suggestions;

"You may as well remove them at that point considering humans can just use rooftop run to get by them essentially making electric fencing pointless." -You jumped from my suggestion of making electric fencing more realistic to ERMAHGERD I CAN'T HANDLE A CHANGE SO I'M JUMPING TO THE EXTREME AND GET RID OF DA FANCE.



I proposed several changes that keep with reality, including one where it turns from electric to normal chain link.

And I posted other things, like upping damage if you do that what you suggested. It costs 10 ap to make and place. If it hits only once for ten damage, its literally 1 damage for AP used, making placing them utter pointless.Also do you even know what rooftop run skill is?

"Essentially what you are asking for is to make them completely pointless." -Not at all, with one suggestion I suggested that they affect living tissue and not undead things and with the other suggestion I proposed taking initial damage and then staying active as a barrier.

As stated above I suggested if we do that upping the damage, for same reasons as above

"Why even put them up if they do 1 damage, or no damage at all." -You misunderstood what I was trying to say and have completely missed the point of electrifying a fence irl. This specific point didn't even deserve recognition. I'm still pointing it out so you can't cry in the reply I know your butthurt is going to force you to say
Yes, I misunderstood, read above about my suggestion upping the damage if it only affects once

"They exist as a deterrent." -Yes they do and would still apply as a deterrent to other humans who work for undead.

√ Rooftop Run - By crossing rooftops, you can find safe entrances into adjoining buildings without stepping onto the ground below.  Literally what part of rooftop run that you don't understand. They can pass through the inside of buildings with just one skill. This is already a problem but its also essential because we need the same skill to bypass the fences. but yeah it would make it useless because most humans working for the undead would buy this skill.


"Maybe make them do somewhat less damage, either with a skill or in general, IE 5 instead of 10." -No, the damage is good but needs to be applied to the correct species. You can't effectively electrocute something that is dead and expect it to die from cardiac arrest or asphyxiation.


"Or make them easier to break." -No, no matter what, it's still a metal based fence and should be treated as such.

"Or a skill for each undead race that makes them take less electrical damage." -This jumps back to my point that you can't use a weak electrical source to cause electrical damage to a dead thing. You can cause the flesh to cook in a localized area, and that's my thought behind the 1 hit worth of damage before shorting out but you decided to gloss over that fact without thinking about it.

"The other option would be one electric fence linked to chain does less damage, but if your whole wall of fence is made of electric it does more as they are connected to more car batteries." -This isn't a viable option, each side has to be treated as a separate surface. Using your idea of increased or decreased damage means that as long as one piece of fence is destroyed, all the fences would stop being electrified at once, rendering all the AP spent into building and placing them pointless.

And what you are suggesting makes it pointless to unless damage is upped for that initial one time shock. Otherwise I may as well just place regular fence since its easier to place and wont require me using 6 ap just to do 10 damage when with a shotgun I can take out a full health zombie if every shot hits its mark in that AP


"Also realism is zombies and vampires bodies still have nerves." -They do and their dead. The physical structure is still inside but it has no function. It can't transmit pain, it can't transmit reflex actions. It's not receiving blood and oxygen because undead don't have respiratory function or blood flow (vampires might have blood flow after feeding but no oxygen so all nerves would be dead).
Again - not feeling pain does not equate not taking damage...

"Their body would still take damage even if they can't feel it. Its like those people who feel no pain, they still take damage even if they cannot feel it." -Undead would receive minor burns, and at worst immobility for a short period due to muscles being forced to contract. We're talking about a car battery, it really can't do a lot of damage. Also, your example of using living people as an analog for undead doesn't quite fit.
Again I suggested multiple car batteries, and adding onto that a generator or something to make it stronger

"A body can easily be set on fire from being electrified." -You really need to stop getting your information from TV and movies. Here's a link to a fairly accurate and basic understanding of how electricity kills and why a car battery wouldn't sizzle someone. http://gizmodo.com/5262971/giz-explains-how-electrocution-really-kills-you (http://gizmodo.com/5262971/giz-explains-how-electrocution-really-kills-you)
Already posted a link of my own, I guess you were writing a reply when I posted it

"TLDR making them do one damage or no damage would make them pointless, they dont exist to keep humans out of places." -These were never the options I suggested, they were what you decided the options were. Keeping humans and animals out of places or livestock in places is exactly what electric fencing is for.
However in game functionality like that is pointless, its meant to keep undead out not humans or keeping livestock in. Yes you can use it to lock people in buildings but thats called trolling and generally frowned upon
Title: Re: Suggestions
Post by: Kraufen on 12:21:29 PM 10/18/15
BTW I have some other realistic suggestions and implications

Why can zombies use radios? They shouldn't even be able to speak. Remove that shit.
Why can they add or remove clothing to themselves? Why would they need to do that? Remove that shit
Why do zombies have healing items? How do they know where to find them? How do they know it will help them in any way? Why would they even think of healing themselves? Remove that shit.
Why are we completely fine after being savagely mauled by zombies/vampires just after being stuck with one needle? clearly that needs to be changed to since we just get up and go about our business.
Why can't vampires use guns? Wouldn't they be better at using guns than humans with being supernatural beings and all, last I checked vampires in most mythologies weren't mindless monsters.

My point is, realism is fine and all, bit if it takes away from the fun of the game I don't see a point in it.

And I just want to say you dont make bad suggestions, I just feel they need to be tweaked in some ways a lot or in some essense only a little
Title: Re: Suggestions
Post by: Priest on 12:58:50 PM 10/18/15
Your entire argument against my ideas is based around taking the rooftop skill, seems to me that that's what needs to be slapped with the nerf bat in order for my ideas to become effective. Nothing you've said negates my commentary on what an electric fence can actually do though.

Your points around humans being able to dodge the fences entirely and thus making them useless doesn't factor in that an electric fence would keep out all low level humans (and those without the skill) and provide 1 round of damage before shorting out in addition to remaining a metal barrier. You say that making a fence and placing it takes 10 AP, and compare it to being able to decimate a zed with a shotgun and 10 AP.

So here's a scenario that's fairly common from what I can tell, that decimated zed has two friends and once you've blown your 10 AP on one zed, you still have 2 others to contend with. A electric fence turned chain link fence does the initial damage, and then provides a barrier for all undead and low level humans who still have to expend a metric asston of AP to tear it the rest of the way down. Seems quite balanced to me.

On top of all that, you're getting stuck on not feeling pain does not equate to not taking damage. I've addressed this already and there's just not enough juice in a car battery to cause the kind of continual damage that your trying to protect. Your solution of stringing a bunch of batteries into the fence or adding a generator to increase damage isn't the solution or even applicable to why I was proposing the change. I'm going for a realistic-ish approach and you seem to be pushing for extra defence from undead and the stats say Humans don't need the extra defence.

As for the rooftop skill;

Once I take it and examine what it can and can't do, what cost it has to use and where it's applicable I'm sure I'll have commentary on that as well. As for now, I don't have a full understanding of it's capabilities aside from what's written down in the info on the skill page. My initial thoughts make me wonder if it costs AP to use, does it take building height into account (I.E. you can travel between buildings of equal height or from a taller building to a shorter building but not from a shorter one to a taller one), does it cost extra to enter a building that's been fenced or barricaded. These are things that I don't know yet, but I will.

(added to address the points in the continuation post of yours)

-Zeds shouldn't be able to use radios aside from listening to them IF they were left on while they were human and only if they have the intellect skill.

-Zeds shouldn't have access to their inventory at all. Not picking things up, not using things (without the skill that allows weapon use)because they're zombies and crave brains not a shiny new baseball bat. Essentially, have everything auto filtered for the search option. So a zed can search for players and auto toss everything else away in disgust.

-You can't take away something a player has searched for as a human, I could understand dropping your basic inventory on zombification and retaining worn things like clothing and backpacks but in order to use the weapons skills in that scenario, weapons would need to be worn and I don't think we can wear a weapon so that idea is dead before it starts.

-As far as I can tell, we're not completely fine after being mauled and revived. We start with lower HP and a good chunk of AP spent to stand up. I don't think the revival serum has ever been dissected and explained, for all we know, it's a fast acting, short lifespan antifungal plasmatoxin mixed in a slow acting, long lasting hemoglobin regenerator base.

-The vamps can't use guns as far as I read because their based off of vampire blah from some movie or other where they're damn near feral and have big fucky hands, their not sparkly, their not hyper intelligent or magical. Their one pay grade up from zeds with some limitations on what they can and can't hold.

The fun of the game will always be there whether or not any changes are implemented HR/SW have always been fun games. Balancing this game needs some more attention and the stats show it.

I don't expect any of my suggestions to make it into the game, Mammon is coding and I know better than to expect him to work on something I suggest. I don't have boobs or money to motivate him and wouldn't expect him to code because I want a change anyways. He helps Mo, not me.
Title: Re: Suggestions
Post by: Kraufen on 01:12:42 PM 10/18/15
Another thing, is also unrealistic but this isn't to prove a point I have always found this a problem. I feel like AP should function like BP did in scrollwars.
For one what happens when I run out of ap, why am I stuck in one place? Am I just so tired I can't move? Even if I am tired why can't I get into a building to escape.

I feel like AP should only be for actions i.e reloading, attacking, barricading, sensing ect.

Another thing was the mediation like in sw, we should have a way to maybe *set home here like in UD but in our "home" we could set ourselves to sleep which would increase ap by like two ap returning, but you can't hear any radio or anything, and you take more damage when sleeping from attacks.

Also auto-defense function would be neat but unsure if doable, you could maybe set what weapon to use via profile and your character could attack back like when one attacks npc's
Title: Re: Suggestions
Post by: Priest on 01:37:12 PM 10/18/15
I'm not sure of this but I think AP was changed from SW style to the HR style to prevent or limit something or other, Mo might be able to answer the exact why but I'm pretty sure it was done like that for a reason.

The meditation style (sleeping) feature and the auto defense feature are things I support fully.

Sleep - no chat heard at all, ap regens with either a bonus or at a x2 rate)

::You've managed to develop the ability to sleep anywhere, AP regenerates at a faster rate at the cost of obliviousness.
*If sleeping; Can't auto defend for the first hit, add dazed if woken up and doesn't automatically go back to sleep if left alive after the first hit. Radio and chat come back on if woken up.

Zombies can't sleep, Vampires have a similar skill called Torpor

Auto-Defend -  Get hit, attack back with the first weapon in the list

*Can't reload weapons and would default to first non-reloadable melee weapon if you run out of ammo for the first slot weapon so holding a full inventory of loaded guns wouldn't help you). Undead use their highest hit % melee attack.
Title: Re: Suggestions
Post by: WakaWa on 02:01:32 PM 10/18/15
Another thing, is also unrealistic but this isn't to prove a point I have always found this a problem. I feel like AP should function like BP did in scrollwars.
For one what happens when I run out of ap, why am I stuck in one place? Am I just so tired I can't move? Even if I am tired why can't I get into a building to escape.

I feel like AP should only be for actions i.e reloading, attacking, barricading, sensing ect.

Change from AP to BP would be really nice and alot more realistic it seems,  if you were to do this it would certainly increase the action which sounds great. But maybe make it so it still cost points to use the chat, doesn't really cut out the Duggar spam though but I guess that's where the ignore list comes in.

Slimebeast please.
Title: Re: Suggestions
Post by: Slimebeast on 11:50:15 PM 10/18/15
There was basically a plan for Scroll Wars to have a bunch of new point types in a huge update that never occurred.

Walk Points, Battle Points, Action Points, etc. all separate for easier management.

Dunno if it'd work for HR, but there's an informations.
Title: Re: Suggestions
Post by: Kraufen on 11:58:25 PM 10/18/15
There was basically a plan for Scroll Wars to have a bunch of new point types in a huge update that never occurred.

Walk Points, Battle Points, Action Points, etc. all separate for easier management.

Dunno if it'd work for HR, but there's an informations.
That's not a bad idea. I just don't really like the whole limit on walking. Maybe a limit to it in certain circumstances (I.E) if you are hurt it starts to cost AP to move, or some of the status effects
ALSO OMG ITS MO
Title: Re: Suggestions
Post by: WakaWa on 12:41:07 AM 10/19/15
There was basically a plan for Scroll Wars to have a bunch of new point types in a huge update that never occurred.

Walk Points, Battle Points, Action Points, etc. all separate for easier management.

Dunno if it'd work for HR, but there's an informations.

I like it! It sounds much better
Title: Re: Suggestions
Post by: Priest on 02:29:57 AM 10/19/15
There was basically a plan for Scroll Wars to have a bunch of new point types in a huge update that never occurred.

Walk Points, Battle Points, Action Points, etc. all separate for easier management.

Dunno if it'd work for HR, but there's an informations.

If any of this was implemented, I'd reduce the number of accounts any one player could have to 1 but raise the number of characters a player could have to 3.

People could still technically be alt whores but it would take that extra step of using multiple IPs.

I'm not too sure how many unique players there are but I'm curious as fuck.
Title: Re: Suggestions
Post by: Kraufen on 02:47:08 AM 10/19/15
If any of this was implemented, I'd reduce the number of accounts any one player could have to 1 but raise the number of characters a player could have to 3.

People could still technically be alt whores but it would take that extra step of using multiple IPs.

I'm not too sure how many unique players there are but I'm curious as fuck.
There are already at least two people who are confirmed to have alt armies.

More than half the current players aren't alts apperently. though thats what Mammon told me like 4 days ago
Title: Re: Suggestions
Post by: Slimebeast on 02:27:47 PM 10/19/15
That's not a bad idea. I just don't really like the whole limit on walking. Maybe a limit to it in certain circumstances (I.E) if you are hurt it starts to cost AP to move, or some of the status effects
ALSO OMG ITS MO

Yeah, on Scroll Wars it was going to be that walking over "normal" tiles would cost 0 Walk Points (WP), but walking through forests, fields, etc. would cost 1, walking mountains would take 3 or 4, etc.
Title: Re: Suggestions
Post by: Mammon on 04:03:48 PM 10/19/15
It's a game, not real life.
Title: Re: Suggestions
Post by: Kraufen on 04:32:03 PM 10/19/15
Yeah, on Scroll Wars it was going to be that walking over "normal" tiles would cost 0 Walk Points (WP), but walking through forests, fields, etc. would cost 1, walking mountains would take 3 or 4, etc.
That would have been really cool if it had been implemented, would have stopped the team killers from going all over looking for people in sw.
Title: Re: Suggestions
Post by: Priest on 09:57:04 AM 10/20/15
PICNIC...er...PENS...um..I MEAN PICTURES!

I could use some visual incentive to smash NPCs.

Kinda like the old days where you mouse over the name and some random crap pixel art passing for a mob shows up. Right now we have tool tips giving a brief description, would it be difficult to add some art to them?
Title: Re: Suggestions
Post by: Mammon on 11:51:36 AM 10/20/15
To be honest, as it is I think there's probably too much information in tool tips, considering people on mobile can't even see it, as far as I know.
Title: Re: Suggestions
Post by: Priest on 11:56:18 AM 10/20/15
Is mobile use a big thing now?
Title: Re: Suggestions
Post by: Mammon on 12:03:54 PM 10/20/15
Apparently? I don't understand it, tbh.

But then again I never leave the computer.
Title: Re: Suggestions
Post by: Priest on 12:08:20 PM 10/20/15
Weird.

Not you being glued to the comp, that's probably normal.

So I guess I need a link to a sprite sheet, may as well add the sprites to the wiki if that's an option.
Title: Re: Suggestions
Post by: Kraufen on 03:23:58 PM 10/20/15
When at work i check in from my phone. However i know people who actually play mobile. I find it to slow in pvp combat
Title: Re: Suggestions
Post by: Priest on 06:03:56 PM 10/24/15
The item Vile Serum has a [Use], and heals, cures and infects.

Could it be added to the ammo list for the injector? It seems like something that could be injected.
Title: Re: Suggestions
Post by: WakaWa on 09:20:35 PM 10/24/15
I FOUND A BUG, I THINK....

People who have been inactive a day have a star next to their name in the group.

Title: Re: Suggestions
Post by: Slimebeast on 01:02:42 AM 10/25/15
That's to let group leaders know who's inactive.
Title: Re: Suggestions
Post by: Priest on 10:58:18 AM 10/25/15
 A Mantis Drone is too far away to hit with your Dark Tentacles.

-Can Dark Tentacles be added to the ranged weapons list?
Title: Re: Suggestions
Post by: Priest on 12:18:21 PM 10/25/15
Would it be difficult to add the feature;

if [player] has [item1] in [inventory/worn] then [item2] can be found at [locationZ]

if [player] does not have [item1] in [inventory/worn] then [item2] can not be found at [locationZ]
Title: Re: Suggestions
Post by: Lambda on 12:36:45 PM 10/25/15
Can we store candies in our trick or treat bags?
Title: Re: Suggestions
Post by: Mammon on 12:49:13 PM 10/25/15
Can we store candies in our trick or treat bags?
So long as it's a weapon, no.

Would it be difficult to add the feature;

if [player] has [item1] in [inventory/worn] then [item2] can be found at [locationZ]

if [player] does not have [item1] in [inventory/worn] then [item2] can not be found at [locationZ]
Not difficult, but why.
Title: Re: Suggestions
Post by: Priest on 01:13:19 PM 10/25/15
Adding another layer to the game.

I'll use a Malignus idea example,

Malignus could drop a [Lv 7 Security Card] as an ultra rare drop. Seems uselss, might have a [wear] action or a [Use] action.

If you have the card, and go inside a self storage facility searching. You can find [Cat Crate] which uses up the Security Card.

[Cat Crate] has a one time [Use] feature or can be traded. [Cat Crate] turns into [The WhatWalker], an annoying NPC boss with [ :awesome: loots]

Boss: The Whatwalker

Designation: Machine

Storage Contact: Cat Crate

Number in Storage: 1

Description:

The “Whatwalker” is a tripodal item of unknown type. Surface is a pale green with black mottling. A single sphere of what appears to be mother-of-pearl sits on a fleshy cushion at the uppermost point of the “limbs”. Each “limb” ends in a self-adhesive two-pronged “foot”.

Item is ambulatory and appears to be self-motivated. It seems to detect conversations between two or more human subjects, and will approach said speakers quickly and silently. Immediately upon reaching the area of conversation, the item will sharply demand “WHAT?” in an off-putting, shrill voice.

No other activity has been observed.

No power source has been located at the time of this report.


Further Notes: We're keeping it in a cat crate. Please let us know if Dr. Malignus plans to produce anything similar in the future… and if so, why.
Title: Re: Suggestions
Post by: Priest on 01:41:27 PM 10/25/15
Thoughts?
Title: Re: Suggestions
Post by: Mammon on 01:59:05 PM 10/25/15
Uhh... ???
Title: Re: Suggestions
Post by: Priest on 02:36:10 PM 10/25/15
I mean about the item search pre-requisite. The whole Malignus and Whatwalker thing was for illustrative purpose. I thought the concept would open up new possibilities.
Title: Re: Suggestions
Post by: Kraufen on 03:38:14 PM 10/25/15
That seems like a good idea. I like the idea of maybe the bosses dropping hidden item stuff. Like a security access card that might let you access special hidden areas for example
Title: Re: Suggestions
Post by: Mammon on 03:41:43 PM 10/26/15
Honestly, the way searching and NPC drops work can use an overhaul, but it would take a lot of effort.
Title: Re: Suggestions
Post by: Priest on 04:27:35 PM 10/26/15
I'm not going to push for this one, it seemed like an easy addition in my brain but then again I really don't understand the ins and outs of coding very well.

I'm sure that we'll be happy and angry at anything you do and don't do so have fun with life.
Title: Re: Suggestions
Post by: Priest on 11:23:20 AM 10/27/15
!! A Mantis Helicopter is too far away to hit with your Dark Tentacles.

Why can't Tentacles be both a blunt and ranged weapon?
Title: Re: Suggestions
Post by: Mammon on 11:39:45 AM 10/27/15
Items can only be one type, i.e. something can't be both a weapon and wearable.

Lots of game systems are restrictive like that but it'd be a hassle to change them.
Title: Re: Suggestions
Post by: Priest on 12:00:21 PM 10/27/15
New undead skill tree?:

Monstrous weapons:

Undead (Vamps/Zombie) have a +5% to +15% when using non standard weapons.

Dark tentacles, Cow horn, Shadow Talons, Bloated Stumps, Mannequin Limb, Prosthetic Limb, Severed Arm, Severed Head, Thigh Bone and Concoction.

I don't know if this is a practical change or if it would be difficult to implement.

The goal of this is to allow for an undead evolution of sorts, Zombies using Dark Tentacles seem a hell of alot scarier than one trying to bite at me and a Vampire using Shadow Talons effectively seems more fearsome than one with basic claws.

Just a thought.
Title: Re: Suggestions
Post by: Priest on 09:58:20 PM 10/27/15
Surfboard, already found on Beaches

Could allows for movement over water tiles.
Title: Re: Suggestions
Post by: Kraufen on 06:34:09 PM 10/29/15
A little text box next to contacts to write info on why they are enemies/friends

So like i could write i.e confirmed alt of person so i know when tjey come back why they are my enemies
Title: Re: Suggestions
Post by: Priest on 03:46:54 PM 10/31/15
New Temporary Races (temporary makes it valuable)

Killed by a necronid? No problem!

You're now a Necronid with a new skill tree!

Killed by Mantis security? That's alright too! They've taken your body to their labs and turned you into an undead killing Cyborg complete with a new skill tree. (side note: now MANTIS is a friendly faction to you, too bad no one else likes your new look)

Have you been beaten up by a Scarecrow? Well the humiliation doesn't stop there! The scarecrow has been playing too much FNAF and he stuffs you onto a pole and fills your innards with straw before plopping a pumpkin on your noggin. You're now a spooky scarecrow! (with a skill tree)

I'm guessing most of this concept is either too difficult to code into the game or too much work to ask for but I liked the thought and figured I'd share it.

Title: Re: Suggestions
Post by: Priest on 06:05:39 PM 10/31/15
Well, in doing my Venomortis testing I noticed something.

You claw at the Venomortis with your Hands for 0 damage to the arm.
You claw at the Venomortis with your Hands for 1 damage to the chest.
You claw at the Venomortis with your Hands for 4 damage to the gut.
You claw at the Venomortis with your Hands for 3 damage to the neck.
You claw at the Venomortis with your Hands for 6 damage to the gut.
You claw at the Venomortis with your Hands for 0 damage to the arm.
You claw at the Venomortis with your Hands for 2 damage to the chest.
You claw at the Venomortis with your Hands for 3 damage to the neck.
You claw at the Venomortis with your Hands for 2 damage to the leg. It dies.

It seemed (and I hope SB or Mammon can confirm) that it has a weak point (the gut seemed unarmored)

So I thought it might be an idea to implement targeted attacks (for increased AP cost) or certain weapons that will only hit a one location.
Title: Re: Suggestions
Post by: Mammon on 06:35:29 PM 10/31/15
>Meat Seeking - Zombie does increased damage when striking the head or gut.

There are no weak points.
Title: Re: Suggestions
Post by: Priest on 01:20:01 PM 11/02/15
Change to 'Box of Nails'

Since vampires can craft, I propose that Box of Nails be added to the list that vampires can search for and keep.

I think they're set to ammo right now and can't be kept if you're a vampire when searching.
Title: Re: Suggestions
Post by: Priest on 01:26:36 PM 11/03/15
Shovels

Can we get a functional [use] feature that allows for tunnels to be dug?

-could dig into fortified locations
-could dig into sewers
-could dig out a secret base

Cost __ AP to dig a hole (one tiles worth of material)

Usable by all races
Title: Re: Suggestions
Post by: Slimebeast on 01:40:49 PM 11/03/15
The first thing to ask with these is "how would it affect other aspects of gameplay", second is "would people use these things if they were added".
Title: Re: Suggestions
Post by: Kraufen on 02:28:36 PM 11/03/15
I`m sure some people would use it, Not sure how it would affect gameplay. Digging tunnels would make barricades sort of pointless right? :lookaround:
Title: Re: Suggestions
Post by: Mammon on 02:35:33 PM 11/03/15
It'd probably balance out by taking thousands of AP to dig.
Title: Re: Suggestions
Post by: Priest on 03:11:01 PM 11/03/15
SB:"The first thing to ask with these is "how would it affect other aspects of game play", second is "would people use these things if they were added"."

How would this affect other aspects. (using max dig AP)

I see this as affecting hiding, bases, movement, fences and barricades.

Fences and walls: You can tunnel under them. The cost of digging one tiles worth would need to be similar to what it takes to break down the strongest fence (80-100 attacks on a bad day), this would slow down it's use as a troll tool as well.

Barricades: Tunneling into a building is no easy task with a high AP cost but think of the excitement. You have a group barricaded and fenced in a base and sounds start coming from underground. The floor breaks open and undead start pouring in. Keeping the Dig cost similar to a max barricade bashing evens everything up. Floor or door, the zombies want in.

Small areas could be dug out for bases: Humans aren't the only race that needs to hide. With Sirling being scoured by MANTIS, Lazarix and Alt scouts, hiding space is at a premium. It has become very difficult to hold any public location as a base.

However if we were able to 'dig' out a base (max 3x3?) we could add [Entrance] in a corn field, beside a river or inside a grocery store. For extra AP you could hide the entrance and people only see it if they search the tile.

This doesn't take away from the multi-block buildings that already exist, because there's no resources to search for underground (unless you decide otherwise). So players still have to go gather resources outside.

A tunnel might need reinforcement or it collapses or NPCs could spawn on 'Reinforced Tunnel' tiles. If you die in a collapsed tunnel, your body digs it's way to the surface when you revive. NPCs just die in collapsed tunnels (no loot). Tunnels could be destroyed with explosives or by breaking supports.

They could open up access to the sewer system because their on the same level. They could dig down more than one level.

I'd use this if you added it. I think it sounds awesome but I can't speak for other people.
Title: Re: Suggestions
Post by: Kraufen on 05:00:56 PM 11/03/15
Btw something that might also be cool would be a metro.subway system  :hurr:
Title: Re: Suggestions
Post by: Priest on 06:58:59 PM 11/03/15
(http://i.imgur.com/BTRjA7Q.png)
Title: Re: Suggestions
Post by: WakaWa on 04:56:56 PM 12/20/15
Group list is broken, one group went off to the right and the name is in another.

http://hellrising.com/group_list.php
Title: Re: Suggestions
Post by: Slimebeast on 05:02:47 PM 12/20/15
Ha! Look at that shit. That's some shit right there. XD
Title: Re: Suggestions
Post by: Mammon on 05:54:50 PM 12/20/15
I don't see it? ???
Title: Re: Suggestions
Post by: Slimebeast on 06:02:12 PM 12/20/15
It must have never existed, by gum.
Title: Re: Suggestions
Post by: WakaWa on 07:20:37 PM 12/20/15
It was broken I swear! I even asked a friend and they saw the same  D:

I should of screen shot it ;-;
Title: Re: Suggestions
Post by: Lambda on 08:13:00 PM 12/20/15
Can confirm, it was broken for a moment :p
Title: Re: Suggestions
Post by: Slimebeast on 11:10:39 PM 12/20/15
>: )
Title: Re: Suggestions
Post by: udontneed2know on 05:01:51 PM 12/25/15
I have a suggestion: What about a tracker?

It could be a new item, or a feature of the cellphone or GPS. It would allow players (group-members, mutual friends, you decide) to see the coordinates of each other. It could be turned on and off by clicking on the item, just like how we open and close the backpack. The coordinates could appear on the friend list, group page, or even the item itself, in a drop-list like the items inside a backpack.

What do you guys think?
Title: Re: Suggestions
Post by: Christina Rose on 07:09:35 AM 12/29/15
I would like to suggest werewolves, and cars, and vampires having the ability to fly and drop people off the map.
Title: Re: Suggestions
Post by: Mammon on 03:34:50 PM 12/29/15
I would like to suggest werewolves, and cars, and vampires having the ability to fly and drop people off the map.

Finally, some good ideas.
Title: Re: Suggestions
Post by: WakaWa on 04:42:40 PM 12/29/15
Finally, some good ideas.

I'VE BEEN SUGGESTING WEREWOLVES FOREVER ;_;

MAMMON PLS
Title: Re: Suggestions
Post by: Priest on 11:47:37 PM 12/29/15
So the majority of your vocal population wants a fourth race? (Cause I'd like it too)

Is there a way to work this into the game or is that a hard coded not possible?
Title: Re: Suggestions
Post by: Slimebeast on 12:33:24 AM 12/30/15
It'd be a lot of work AND it would throw everything way out of balance more than it is now unless Werewolves were just like Vamps and Zombies - in which case, what's the point?

A system for Cars was posted on the Admin-Only forum way back when the forum was on a different site. Never came to be, etc.
Title: Re: Suggestions
Post by: Dick Datson on 11:09:03 AM 12/30/15
I would like to suggest werewolves, and cars, and vampires having the ability to fly and drop people off the map.

A classic suggestion that has been needed to be implemented for some time now.   :propeller:
Title: Re: Suggestions
Post by: Mammon on 03:22:04 PM 12/30/15
Werewolves, skeletons, and terminators shall all be added as playable races for the new year.
Title: Re: Suggestions
Post by: Slimebeast on 09:01:32 PM 12/30/15
The idea for cars was basically:

- No AP to move around, but uses up Gas Can "ammo" like power tools, etc. per move.
- When you are attacked, car takes damage too.
- When car is beyond use it has to be 'pushed' for 2 AP a square to an Auto Shop and fixed for AP.

Etc.
Title: Re: Suggestions
Post by: Mammon on 09:07:38 PM 12/30/15
Cars, helicopters, and Metal Gears shall all be added as usable vehicles for the new year.
Title: Re: Suggestions
Post by: Slimebeast on 09:08:29 PM 12/30/15
Welp, go for it.

Also, the idea was there would be an actual limited number of vehicles in the city.

Like 1 Ice Cream Truck, 2 Sedans, etc.

They'd have to be fixed for them to be used, over and over again... forever. :D
Title: Re: Suggestions
Post by: Mammon on 09:20:38 PM 12/30/15
No, my plan is to keep promising crazy things that might get people excited, so that eventually as time goes on, they realize that they won't actually be added, and cry.
Title: Re: Suggestions
Post by: Slimebeast on 01:31:19 AM 12/31/15
Problem with that is there's always a new crop of hopefuls that arrive in waves.
Title: Re: Suggestions
Post by: Priest on 09:04:12 AM 12/31/15
No, my plan is to keep promising crazy things that might get people excited, so that eventually as time goes on, they realize that they won't actually be added, and cry.

No!

If I have to throw boobs after boobs to entice you to do it, you can be damn sure I'll do it.

I just need to find some boobs that won't be missed...*heads to the graveyard with a butcher knife*


Boobs.
Title: Re: Suggestions
Post by: Mammon on 12:09:16 PM 12/31/15
Sounds like you're the boob.
Title: Re: Suggestions
Post by: Priest on 12:51:04 PM 12/31/15
You already knew that, and since your a big fan of boobs I guess that makes me your favorite person!
Title: Re: Suggestions
Post by: killerofthestix on 10:49:59 AM 01/09/16
Think it'd be possible to add a way to change your characters name?
Could make it so it costs 500-3000 EXP depending on the level.
Title: Re: Suggestions
Post by: udontneed2know on 11:26:14 AM 01/11/16
Make rifles hold 30 rounds, pistols hold 15 rounds, and shotguns hold 8 shell, while making their ammo stack up to 2. It would give the players the same amount of ammo, but increase realism.
Title: Re: Suggestions
Post by: Lambda on 05:35:23 PM 01/11/16
pls mo make a sex shop with gagballs to wear and dragon dildos to beat up people with
Title: Re: Suggestions
Post by: Lambda on 05:27:04 PM 01/21/16
guize i for once have a not completely stupid suggestion- you know how zombies with smell rot can differentiate NPCs from actual players, it'd be cool if vamps could do that too with their senses
Title: Re: Suggestions
Post by: Mammon on 06:15:35 PM 01/24/16
guize i for once have a not completely stupid suggestion- you know how zombies with smell rot can differentiate NPCs from actual players, it'd be cool if vamps could do that too with their senses
Ok.
Title: Re: Suggestions
Post by: Lambda on 07:23:20 PM 01/24/16
* You sense the presence of 1 being inside. They seem less intelligent than most.

Cool thanks!!
Title: Re: Suggestions
Post by: 90minipa on 09:14:08 PM 01/24/16
I have a suggestion! Buildings and streets that have the lights on could show their font in yellow color  =)

This would make the building stand out to zombie or vampire passing by looking for survivors.


also, thank you Mammon for adding the reload button!!! It's awesome


Title: Re: Suggestions
Post by: Ophelia Pain on 12:08:32 AM 01/27/16
i have some vampire suggestions

"Lair" would go under the defile skill and  would let vampires create lairs out of damaged buildings sorta like humans use barricades they would keep out humans and zombies and stop roof running but wouldn't keep out other vampires. they could be broken into just like barricades removing the rubble and fighting the dread that keeps the others out

"Jagged Slash" after Supernatural Strength would add a chance to cause bleeding to claw attacks or maybe use it under the Fanged Bite skill instead or it could come after Blood Letting and apply bleeding to all attacks

"Inhuman Regeneration" after Rafter Hang would let a well feed vampire [one that killed a something or maybe drank a blood bag] heal some damage every time that got ap back or maybe a bigger heal once

"Familiar" after Cursed Blood would let a vampire have a pet by feeding a stray dog or cat its blood the pet would add a tiny amount of damage to each attack or maybe cause damage to things that attacked the vampire it could work like a worn item

"Written in blood" after Defile would let vampires leave messages in blood that only other vampires could see

"Ravenous" would increase the healing of blood bags and hearts
'Heart Breaker" would give a higher chance to get a heart after killing a human
"Gourmet" would increase the chances of finding blood or hearts at hospitals

Silent Whisper is kind of a pointless skill now with phones and group chat but it would be really useful if it made you immune or very resistant to all the vampires Supernatural Senses skills it would also give vampires some more reason to work together and not kill each other i really think all the races need more of that.

thanks for looking  ;D
Title: Re: Suggestions
Post by: Slimebeast on 04:30:48 AM 01/27/16
Since Zombies can infect with bite, I don't see why there couldn't be a bleeding skill for Vamp claws. Of course it'd be a % chance of happening, not always.
Title: Re: Suggestions
Post by: Mammon on 01:42:55 PM 01/27/16
Aren't vampires powerful enough, though?
Title: Re: Suggestions
Post by: Slimebeast on 01:45:36 PM 01/27/16
Yeah, but hey. We can file it away for when they need something new. After Humans get cars that insta-kill by hitting people, etc. (no, not really.)
Title: Re: Suggestions
Post by: Mammon on 01:54:26 PM 01/27/16
After Humans get cars that insta-kill by hitting people, etc.

ON IT
Title: Re: Suggestions
Post by: Slimebeast on 04:41:41 PM 01/27/16
After that, jets.
Title: Re: Suggestions
Post by: Ophelia Pain on 09:43:35 PM 01/27/16
ON IT

they are really powerful but all they do now is kill things most of my suggestions were for them to do other things that dont really make them more powerful just more interesting to play

i think lairs would be good cus you could like have a war for buildings between humans and vampires then zombies already kinda own the streets so it sorta fits
Title: Re: Suggestions
Post by: da131tch on 08:38:33 PM 03/23/16
The description for the repair button says, 'reparing', and it's driving me crazy.
Title: Re: Suggestions
Post by: Xrun321 on 09:44:10 PM 03/23/16
It's on propose  :'(
Title: Re: Suggestions
Post by: da131tch on 10:34:44 PM 03/23/16
  :facepalm:
Title: Re: Suggestions
Post by: Cairath on 05:31:18 PM 04/06/16
Suggestions:

Title: Re: Suggestions
Post by: ReaperEgg on 03:16:28 AM 04/09/16
Is there anyway we could please get more broadcast goodies? I've tried almost every horror film in the public domain and only found 3 on top of the game inspired 3. I was also extremely* saddened this one wasnt in there...

(http://www.fmvmagazine.com/wp-content/uploads/2012/09/The-last-man-on-earth4.jpg)
Title: Re: Suggestions
Post by: First World on 06:18:49 PM 04/09/16
Could someone explain the donation process clearly, I have 2 HR characters and want multiple items. Ive just got bought a kitana, but I want First World to get it but Im not sure how to specify who. Also my email seems to be non functional, so you know, I cant recive emails...
(also posting this to stop the spam filter).

Edit: The Mall has instructions for items, my device would not show steps, how to get the item to your character. Sorry bout dat.
Title: Re: Suggestions
Post by: Slimebeast on 08:05:10 PM 04/09/16
I physically log in and put it in your character's inventory. :D "First World" it is!

Thanks for helping to support the game!
Title: Re: Suggestions
Post by: ReaperEgg on 12:19:05 AM 04/22/16
More Flavor like the broadcast one above... Please consider that one first :D

Anyway, Just to add another button to the bottom, a Bull Horn, only used by humans, ran on batteries, and can be heard within a two - three block radius, for the shiggles I guess. Inspiration...

https://m.youtube.com/watch?v=BtNNn88Gxfc

Also maybe set the eerie moans back to where everything can hear them again besides just other zombies, for spookiness, And thats all for another round of useless suggestions.
Title: Re: Suggestions
Post by: WakaWa on 08:04:29 PM 04/27/16
Some of us were wondering if we can have Gas Cans added in the ammo only filter, so we don't have to keep switching back and forth. It would make things alot easier, and gas is used as ammo for some weapons such as the chainsaw and flame thrower so it really would help alot.

Please!!!
Title: Re: Suggestions
Post by: First World on 05:52:25 PM 05/10/16
I was wondering why a weapon harness can only hold certian weapons. Is there a way to attatch others or was it only ment to store small projectile boom sticks only? I mean it holds a t-shirt cannon...
My metaphorical arms are getting full of guns and blades that im not going to be throwing away.

 :lookaround:
Title: Re: Suggestions
Post by: Slimebeast on 06:00:44 PM 05/10/16
Have you stored in Banks yet? :D
Title: Re: Suggestions
Post by: hellraizer on 01:25:30 AM 05/11/16
   I have 2 suggestions - an to improvements on graphics, and other to turn this game like tabletop:

1) If u want to upgrade the features of your grid web-based game of zombies, when possible look at "The Evil Resides" ( http://www.newgrounds.com/portal/view/657456 (http://www.newgrounds.com/portal/view/657456) ) like inspiration to improvements. Is a simple game with 8-bits real-time movements but simple graphics to create.

   How much more visual and not only textual is easier to localization, understanding of the game. No need awesome graphics but just simple graphics and sprites. With no or less graphics we look like we're playing like we're blind.

http://www.youtube.com/watch?v=bVewJNqQ8Ck


2) Furthermore would be a good idea to turn it a tabletop (like https://roll20.net (https://roll20.net) ) but with one difference: no needing a dice-roller simulator, just use action points instead of.

If u want something well-over , watch the game series "Decisions new city" (zombie game topdown in flash; is possible to download) -->

http://www.youtube.com/watch?v=olUCeGr_cy8
Title: Re: Suggestions
Post by: First World on 08:09:31 AM 05/11/16
How much more visual and not only textual is easier to localization, understanding of the game. No need awesome graphics but just simple graphics and sprites. With no or less graphics we look like we're playing like we're blind.

So basicly, change Everything about the game.
Thats one of the stupidest things ive ever read

Great suggestion! Not.
Go play that pile of crap, Dead frontier

Edit; Ok, that sounded mean. But really, watching the videos, what you suggest would make HR a completely different game.
Title: Re: Suggestions
Post by: hellraizer on 10:25:07 AM 05/11/16
So basicly, change Everything about the game.
Thats one of the stupidest things ive ever read

Great suggestion! Not.
Go play that pile of crap, Dead frontier

Edit; Ok, that sounded mean. But really, watching the videos, what you suggest would make HR a completely different game.

Not necessarily to change system, but at least upgrade and incorporate the graphics like that, as much as possible (i imagine that "The evil resides" is easier than).
Even Hellrising being a turn-based and no real-time.
Title: Re: Suggestions
Post by: First World on 06:24:58 PM 05/15/16
The beauty of H.R. is that it a low graphic, browser text game. Adding extras will cause it to slow down and load slower. That would require a new more expensive server to run it. 

Title: Re: Suggestions
Post by: Mammon on 06:52:51 PM 05/15/16
lol
Title: Re: Suggestions
Post by: hellraizer on 03:02:11 PM 05/19/16
The beauty of H.R. is that it a low graphic, browser text game. Adding extras will cause it to slow down and load slower. That would require a new more expensive server to run it.

   But I showed two examples; the first is "The evil resides" is lighter than (8-bits graphics):

http://www.youtube.com/watch?v=UIjWJ4w7SBE
Title: Re: Suggestions
Post by: Hypnos T-Type on 09:48:14 AM 05/29/16
Hi, i wanted to know if is possible to make the character profiles compatible with images
Example: i mean like you paste this in your profile <img src="http://i.imgur.com/3z2h041.jpg?1" title="source: imgur.com" /> (http://imgur.com/3z2h041) an appears an image when others are watching your profile
Title: Re: Suggestions
Post by: First World on 01:29:05 PM 05/29/16
Hi, i wanted to know if is possible to make the character profiles compatible with images
Example: i mean like you paste this in your profile <img src="http://i.imgur.com/3z2h041.jpg?1" title="source: imgur.com" /> (http://imgur.com/3z2h041) an appears an image when others are watching your profile
Seconded!!! Please, pretty please. Please with (condiment of your choice) on top.
Title: Re: Suggestions
Post by: Slimebeast on 02:46:39 PM 05/29/16
Problem tho: People posting porn, gore, etc.
Title: Re: Suggestions
Post by: Mammon on 06:17:04 PM 05/29/16
Solution: It costs $50 to use images in your profile. The privilege gets revoked if you use any of that kind of stuff, but you can pay another $50 to get it back.
Title: Re: Suggestions
Post by: hellraizer on 06:23:30 PM 05/29/16
More 8-bit graphics as suggestion for visual mode:

http://www.youtube.com/watch?v=UIjWJ4w7SBE

(https://s04.justpaste.it/files/justpaste/d306/a11782880/file12.png)

(https://s04.justpaste.it/files/justpaste/d306/a11782880/file13.png)

(https://s02.justpaste.it/files/justpaste/d306/a11782880/77.png)

Title: Re: Suggestions
Post by: Slimebeast on 06:46:03 PM 05/29/16
We can't create an entirely new game to replace Hell Rising. It's not feasible for us.

Basically what you're talking about is turning a text-based website into a graphical tile-based game. The two things don't translate. It's like asking to turn Reddit into Super Mario Brothers. It just doesn't work.
Title: Re: Suggestions
Post by: Mammon on 07:44:49 PM 05/29/16
It could work, it would just be an entirely different game.

And I'm not doing it.
Title: Re: Suggestions
Post by: hellraizer on 09:29:20 PM 05/29/16
We can't create an entirely new game to replace Hell Rising. It's not feasible for us.

Basically what you're talking about is turning a text-based website into a graphical tile-based game. The two things don't translate. It's like asking to turn Reddit into Super Mario Brothers. It just doesn't work.

Ok.
I thought was possible and relatively easy just replace each other images of backround, like so-so

(https://s04.justpaste.it/files/justpaste/d306/a11782880/file15.png)

Well, now i realize that isnt possible for while, then.
Later.

Title: Re: Suggestions
Post by: First World on 07:29:11 AM 05/30/16
Solution: It costs $50 to use images in your profile. The privilege gets revoked if you use any of that kind of stuff, but you can pay another $50 to get it back.
Deal!

Wait....  :hurr:
Title: Re: Suggestions
Post by: Hypnos T-Type on 08:47:09 PM 05/30/16
Problem tho: People posting porn, gore, etc.
i really hope nobody will do that, but if they do, These people will be banned, like the people that writes vulgarity in their profiles
posdata: If aproved please dont make it and option exclusively for pay users, that will discourage me, sorry for my bad english
Title: Re: Suggestions
Post by: wanker on 11:16:31 PM 05/30/16
What.....we can't have vulgarities in our profiles?  :(
Title: Re: Suggestions
Post by: First World on 04:02:52 AM 05/31/16
i really hope nobody will do that, but if they do, These people will be banned, like the people that writes vulgarity in their profiles
  :C
posdata: If aproved please dont make it and option exclusively for pay users, that will discourage me
  :monoclepop: I say, steady on there old bean.

What.....we can't have vulgarities in our profiles?  :(
We can't profile other peoples Vulgarity?  D:
Title: Re: Suggestions
Post by: Dvorak on 02:04:32 AM 07/28/16
How about a graveyard where you can bury players who have been inactive for long enough (like a few months or a year) and once you bury them you get a nametag or some sort of item that you can wear and it displays that persons name.

Completely unnecessary to the game but it's nice to reminisce.
Title: Re: Suggestions
Post by: wanker on 02:24:10 AM 08/04/16
It would be nice if the action buttons could be made a bit bigger.  It can be difficult to hit the right one sometimes when playing via a smart phone.

Edited to add:  can we also get bullet proof eye patches and armored cups.

Edited to also add:  weapons should have a small chance to break or malfunction and should be useable as a club when empty or broken.


Edited to finally add: I promise not to add anymore edits if you implement any of my suggestions.
Title: Re: Suggestions
Post by: Dvorak on 08:14:42 AM 08/04/16
I think a durability on weapons would be good. Also a way to repair them. Maybe they have x amount of uses before they break and you can repair them at any time with the proper materials. Maybe you could repair a shotgun but finding another shotgun, stripping it for an ap and then repairing for another ap. or 2.
Title: Re: Suggestions
Post by: Slimebeast on 04:05:01 PM 08/04/16
Durability would be cool, yeah. It'd give people more to do, for sure.

I wouldn't say things should break forever, but maybe they'd become "(Broken)" next to their name and be ineffectual until repair at a Hardware Store or Factory/Warehouse or something.

But hey, whateva whateva.
Title: Re: Suggestions
Post by: wanker on 05:44:24 PM 08/04/16
Yeah as far as durability goes, I was thinking the weapons would take 1-5 tries to unjam or repair.


What about the armored eye patches and cups?  Are these a go also?
Title: Re: Suggestions
Post by: Dvorak on 12:48:53 AM 08/05/16
I wouldn't say things should break forever, but maybe they'd become "(Broken)" next to their name and be ineffectual until repair at a Hardware Store or Factory/Warehouse or something.

I'm in favor of that system.

Do we want more unceartinity in weapons? Maybe jamming or whatever can be an alternative to a firearm "breaking" to encourage having more ARs at once. But if the same is done fore shotguns lets say, it might make them significantly worse. SGs are low capacity high damage and take a shitton of ap to reload. So its pretty vital not to have them jam. Maybe there can be conditions - so like a prefect condition sg has 0% chance of jamming and a god awful one has like 90%

throwing out some huge MAYBES here
Title: Re: Suggestions
Post by: Mammon on 01:27:32 AM 08/05/16
You're all nuts.
Title: Re: Suggestions
Post by: Dvorak on 01:43:44 AM 08/05/16
You're all nuts.

Thats a good reason to do it? :D
Title: Re: Suggestions
Post by: wanker on 02:27:28 AM 08/05/16
You're all nuts.

Thats why we need armored cups.

We also need silencers so we can shoot without giving away our positions.  You can balance the advantage by reducing damage and reliability of the host weapon.
Title: Re: Suggestions
Post by: Thedarkgamer02 on 02:21:22 AM 08/15/16
Would it be possible to add a function to HR that allows you to search through all the Mortalities that you've found in the game?
Title: Re: Suggestions
Post by: Mammon on 11:42:45 AM 08/15/16
No, they're just a random message.
Title: Re: Suggestions
Post by: wanker on 03:33:20 AM 08/16/16
We need flamethrowers.  And Vampires should regain ap faster if they rest inside a coffin.
Title: Re: Suggestions
Post by: ReaperEgg on 11:37:16 AM 08/16/16
We do have Flame throwers. >_>
Title: Re: Suggestions
Post by: The Hunter on 04:55:47 PM 08/16/16
Do night vision goggles do anything?
Title: Re: Suggestions
Post by: Mammon on 09:00:33 PM 08/16/16
They ran out of batteries.
Title: Re: Suggestions
Post by: wanker on 09:11:18 PM 08/16/16
We do have Flame throwers. >_>

Huh....I guess I need one.
Title: Re: Suggestions
Post by: The Hunter on 09:55:25 PM 08/16/16
They ran out of batteries.

Can't tell if serious or not.

I'm going to check just incase if serious.
Title: Re: Suggestions
Post by: Mammon on 12:33:43 AM 08/17/16
There aren't any more of the ones that fit in the goggles.
Title: Re: Suggestions
Post by: The Hunter on 01:58:59 AM 08/17/16
There aren't any more of the ones that fit in the goggles.

Lame..

Night vision goggles would be useful when the power is put off. I know that's what generators are for, but still, I never really stay in one spot for too long.

NVGs should negate the side effects of darkness when charged and put on, but give the same penalties as darkness does when the lights are put on or you are in daylight. That'd be cool.
Title: Re: Suggestions
Post by: Don Durk on 02:01:33 AM 08/17/16
How opposed would you be to the idea of crafting stations in certain buildings that enable crafting of specific items like batteries for NVGs. It would add more strategic locations that humans can try to control or undead/human killers could camp for kills.
Title: Re: Suggestions
Post by: The Hunter on 02:19:01 AM 08/17/16
How opposed would you be to the idea of crafting stations in certain buildings that enable crafting of specific items like batteries for NVGs. It would add more strategic locations that humans can try to control or undead/human killers could camp for kills.

I wouldn't oppose it at all, but I do think that vampires and zombies camping it may not happen. It's easy to get in and get out quickly. Specific crafting places don't hold danger because of what can be crafted, they are dangerous just as any other location could be.
Title: Re: Suggestions
Post by: Don Durk on 04:56:10 AM 08/17/16
Perhaps there is only one such building enabling tier 3(?) crafting recipes and it's in the open. Somewhere where humans would have to  risk quite abit to get in and out and have the crafting done.
Title: Re: Suggestions
Post by: The Hunter on 03:00:36 PM 08/17/16
Perhaps there is only one such building enabling tier 3(?) crafting recipes and it's in the open. Somewhere where humans would have to  risk quite abit to get in and out and have the crafting done.

I still don't think the risk would be that great.  If it's still a building, then it can be barricaded and hidden in.

Regardless, it's still a cool idea, and would be good hunting grounds for us, if you know what I mean.
Title: Re: Suggestions
Post by: wanker on 10:36:06 PM 08/23/16
We should be able to erect fences inside multi-tile buildings like forts, malls, grocery stores etc.


Title: Re: Suggestions
Post by: Don Durk on 02:22:26 AM 08/24/16
When you heal someone you should have a small chance of your hand slipping and accidentally killing them.
And it counts as a Team Kill.

You try to stitch up so and so but hit an artery. They die.
Title: Re: Suggestions
Post by: Thedarkgamer02 on 02:25:19 AM 08/24/16
We should be able to store our melee weapons inside our Weapon Harnesses.
Title: Re: Suggestions
Post by: Don Durk on 02:28:09 AM 08/24/16
We should be able to store our melee weapons inside our Weapon Harnesses.

What about an entire new item where you can store up to 2 Melee Weapons?
Title: Re: Suggestions
Post by: WakaWa on 06:05:34 PM 08/25/16
What about an entire new item where you can store up to 2 Melee Weapons?

I think that's what Guitar Cases are for  :monoclepop:
Title: Re: Suggestions
Post by: Don Durk on 06:54:37 PM 08/27/16
I think that's what Guitar Cases are for  :monoclepop:

Huh, they are too. Cheers :)
Title: Re: Suggestions
Post by: Don Durk on 08:35:38 PM 09/02/16
Here's a suggestion. The ability to drag dead players one square for the cost of 10ish ap. It would make bases actually viable.

inb4 too much work
Title: Re: Suggestions
Post by: Kraufen on 08:40:19 PM 09/02/16
I like it
Title: Re: Suggestions
Post by: wanker on 11:30:52 PM 09/02/16
Bases are not viable against determined attackers no matter how far you drag them.
Title: Re: Suggestions
Post by: Don Durk on 06:36:41 PM 09/03/16
And thats a good thing. We dont want them to be amazing but at this point they're kinda useless after the first zombie gets in.
Title: Re: Suggestions
Post by: wanker on 11:49:08 PM 09/03/16
And thats a good thing. We dont want them to be amazing but at this point they're kinda useless after the first zombie gets in.

Once you make a nice base and move all the food into one area you won't be dealing with a zed or two, it will be mass waves.  The only way to keep a base for any length of time is with a strong force of active defenders coupled with aggressive perimiter patrols and barricading every building in the area to limit jumping off points for attacks.  Dragging the body's a space or two won't do much.  ANG and Army Force Control couldn't hold a base against a well coordinated attack either, and they had a lot of defenders.
Title: Re: Suggestions
Post by: Kraufen on 11:59:58 AM 09/07/16
Image embedding for profiles. I know the argument against it was people upload stupid shit, but that never really happened in scrollwars. Just think about it
Title: Re: Suggestions
Post by: Kraufen on 12:24:31 PM 09/07/16
Once you make a nice base and move all the food into one area you won't be dealing with a zed or two, it will be mass waves.  The only way to keep a base for any length of time is with a strong force of active defenders coupled with aggressive perimiter patrols and barricading every building in the area to limit jumping off points for attacks.  Dragging the body's a space or two won't do much.  ANG and Army Force Control couldn't hold a base against a well coordinated attack either, and they had a lot of defenders.
While I mostly agree with your statement, you do need a lot of actives, bring up ANG and ACF is kind of a moot point. Back then fences and their variants (electric, barbed) nor traps (landmines, bear traps) existed to help them.
This iswhy one also makes mutiple bases for different groups so the whole population of the game is not in the same spot.
Title: Re: Suggestions
Post by: wanker on 11:50:56 PM 09/12/16
You should be able to use a fire extinguisher on yourself to counter act the effects of burning.  Of course you would probably be chilled if you chose to do so.

Also, the drop rate for a bag of blood is way too low.  It should be more like the drop rate of antibiotics.
Title: Re: Suggestions
Post by: Animefan666 on 10:36:52 PM 09/27/16
Idea for a new crafting recipe:

2AP + Corn + Grenade = Corn Husker

6-10 damage
Inflicts weakened status.
Title: Re: Suggestions
Post by: Kraufen on 11:17:57 PM 10/02/16
Shotguns should cause a status effect of some sort. Makes no sense that people ar being shot by a shotgun and have no reaction. Maybe something like dazed or terrify would work
Title: Re: Suggestions
Post by: Don Durk on 03:24:19 AM 10/03/16
Shotguns should cause a status effect of some sort. Makes no sense that people ar being shot by a shotgun and have no reaction. Maybe something like dazed or terrify would work

Terrify is a bit OP and i think its nice to reserve that for Horror-y weapons like the Skullbanger, headachers and talons.
Maybe it could be cool if a crafting recipe for special shells that do dazed and the works?
Title: Re: Suggestions
Post by: Kraufen on 08:50:53 AM 10/03/16
Terrify is a bit OP and i think its nice to reserve that for Horror-y weapons like the Skullbanger, headachers and talons.
Maybe it could be cool if a crafting recipe for special shells that do dazed and the works?
That could work. I dunno I just feel like being shot by a shotgun is fairly traumatic and something should happen lol
Title: Re: Suggestions
Post by: Animefan666 on 09:59:07 PM 10/04/16
Idea: Make the Bladed Glove wearable like the Brass Knuckles.
Title: Re: Suggestions
Post by: Animefan666 on 01:49:14 PM 10/18/16
I'm back with another idea:

The ability to convert excess XP to AP when you've reached level 74 at a ratio of 25 AP per 1000 XP.
Title: Re: Suggestions
Post by: Kraufen on 02:09:52 PM 10/18/16
I'm back with another idea:

The ability to convert excess XP to AP when you've reached level 74 at a ratio of 25 AP per 1000 XP.
I support this
Title: Re: Suggestions
Post by: Animefan666 on 11:24:47 PM 10/20/16
It's me again and I'm back with yet another idea:

Armor Sets (or at least the effect of Armor Sets)

Examples would include:

Night Vision Goggles
Ghille Suit
Fatigues
Dog Tags
Boots

Effect : +1-3 damage with Firearms, +5% accuracy with Firearms and Bladed Weapons.

Scrubs
Lab Coat
Bio-hazard Suit
Plastic Gloves
Lazarix Access Tag

Effect: +5 to Healing

Cows Skull
Noose
Patchwork Skin Suit
Burial Shroud
Toe Tag

Effect: +5% accuracy with Teeth, +5% chance to infect

Amulet
Eyebrow Ring
Cloak
Fingerless Gloves
Mantis ID-Badge

Effect: +3 Plasma Feeding

A more viable alternative to making it work would probably be to turn them into a recipe and the resulting item would take up the equip slots of the items used to make it. I left out anything Armor related to try and simplify it further.
Title: Re: Suggestions
Post by: ReaperEgg on 11:35:57 PM 10/20/16
Good idea Anime.

And I have a question more so than a suggestion, Could the old SW system of BP instead of AP be a possibility or is AP hardwired to the game?
Title: Re: Suggestions
Post by: The Hunter on 11:33:58 PM 10/22/16
I think corpses with descriptions (or names from what they were) should be implemented, along with how they died.

When I hear gunfire, and I check the block, I see a corpse. Just, a corpse with no distinguishable features. I try to think of whether it was a human player with a gun shooting or if it was a vampire or zombie attacking a Mantis Grunt or Scout, but ultimately, I never know.

So, I propose a new feature: The ability to "checK" corpses.

This ability could be exclusive to humans or not, I don't really care. Though leaving it to humans would probably be easier.

Two skills would be implemented, one that is passive, and another that allows you to "checK" a corpse for their cause of death, at the cost of 1 AP.

Recognition - You can tell which race or faction a corpse belongs to. (Faction being Mantis.)

With this skill, you can see a corpse and recognize that it was a Bloater, a Construction Worker, Lazarix Researcher, Mantis Grunt, a Human player or Vampire player and so on and so forth. It is passive and doesn't require AP to use.

There is 1 corpse here. They seem to have been a Mantis Security Grunt.

There are 2 corpses here. One seems to have been a Necronid. One seems to have been a human wretch.

There is 1 corpse here. The body is vampiric, but you can't recognize who it belongs to. (When it is a player you don't recognize)

There is 1 corpse here. The body is zombified, and you recognize that it belongs to ________ (When it is a player you do recognize.)

Another skill can be acquired after getting Recognition. "Investigate." This allows you to check for the cause of death of the corpse.

Investigate - Allows you to investigate corpses to determine the cause of death.

A few examples of this could be

- You examine the Mantis corpse, and notice bite marks on their neck. This seems to have been their cause of death. (Vampire would be assumed)

- You examine the corpse of Louis (a player); you find an old bite mark on their body. They seem to have died to an infection. (Zombie infection assumed, due to the bite being old.)

- You examine the corpse of a Zombie Wretch, and find burnt skin across their body. Fire seems to have been their cause of death. (Died to Burning)

This skill allows humans to know if a vampire or zombie could  be around their general area.

I'd be willing to write the sentences and shit for the Investigation and Recognition for in game use and in more detail, I like to write anyway.

Title: Re: Suggestions
Post by: Animefan666 on 11:46:13 PM 10/22/16
It does bother me a bit when I check in on sounds of gunshots, but all I see is a generic corpse, looking as indistinguishable as the rest. Good idea.
Title: Re: Suggestions
Post by: Mammon on 01:24:37 AM 10/23/16
Whether these are good ideas or not, I'm working on something else at the moment, so I don't know when/if HR will ever get any updates aside from bug fixes.
Title: Re: Suggestions
Post by: Animefan666 on 02:12:27 AM 10/23/16
We can dream :P
Title: Re: Suggestions
Post by: Vanana Voidshriek on 05:46:40 PM 10/23/16
I too am always wondering who or what the corpse is I see.
But wouldn't it make a problem for zombies hiding as a corpse though ?
Title: Re: Suggestions
Post by: Don Durk on 09:36:04 PM 10/23/16
It does sounds like a good idea and i think animes idea for Items sets to grant bonuses sounds like fun aswell, also they would have to be more difficult to get than simply searching a building. If both those things go ahead, I think vamps bloodthirst fade should stay the same/be removed.

Anyway, Good luck Mams in the new project :)
Title: Re: Suggestions
Post by: Animefan666 on 05:15:38 PM 10/27/16
it's me again. You're probably sick of me pestering you, BUT I DON'T CARE!!! IT'S IDEA TIME!!!

Bigger discussion box. One that can hold more than 30. Possibly throw in a scrolling function to limit the size of the box, but not the content.
Title: Re: Suggestions
Post by: nocturnal owl on 04:07:41 AM 10/28/16
help, check my corpse, need revival serum...waiting at redemption st (516, 499)... want to be human again... thanks!  :-)
Title: Re: Suggestions
Post by: Don Durk on 06:30:16 AM 10/28/16
it's me again. You're probably sick of me pestering you, BUT I DON'T CARE!!! IT'S IDEA TIME!!!

Bigger discussion box. One that can hold more than 30. Possibly throw in a scrolling function to limit the size of the box, but not the content.

Now that, is a bloody wonderful idea mate. No more will i miss out on everything that happened and SMS's i've gotten because I go to sleep when all you people wake up xD
Title: Re: Suggestions
Post by: Vanana Voidshriek on 07:41:21 AM 10/28/16
it's me again. You're probably sick of me pestering you, BUT I DON'T CARE!!! IT'S IDEA TIME!!!

Bigger discussion box. One that can hold more than 30. Possibly throw in a scrolling function to limit the size of the box, but not the content.

I need this! No more missed messages <3
Title: Re: Suggestions
Post by: Animefan666 on 12:25:20 AM 11/09/16
Hey, it's me... again...back with another idea:

4AP + Severed Arm = Green Ration

Heals 6-8hp (used by Humans and Zombies)

Crafted in a Factory
Title: Re: Suggestions
Post by: Don Durk on 12:43:34 AM 11/09/16
4AP + Dead Fish + 2 Fire Extinguisher = Frozen Fish
45% Hit Chance 2-3 dmg chance to inflict chilled
Title: Re: Suggestions
Post by: Slade Stryker on 07:17:35 PM 11/10/16
4AP + Dead Fish + 2 Fire Extinguisher = Frozen Fish
45% Hit Chance 2-3 dmg chance to inflict chilled
Like the Vikings used? XD
Title: Re: Suggestions
Post by: 8BitWarrior on 02:29:35 PM 11/18/16
Can we stoke fires with other things besides Gas Cans? Books and Oil Paintings come to mind....
Title: Re: Suggestions
Post by: Animefan666 on 02:31:24 PM 11/19/16
Dear Mammon,

Hi! I'm back again with another thing!

Increase AP cost for climbing in and out of EHB barricades by 5. As it stands, barricades do little in the way of protection because you can just bypass them quite cheaply.

Sincerely,
Me
Title: Re: Suggestions
Post by: Mammon on 03:55:38 PM 11/19/16
They're supposed to protect against undead, not other humans. You're the ones all playing the game wrong.
Title: Re: Suggestions
Post by: wanker on 05:55:55 PM 11/19/16
Dear Mammon,

Hi! I'm back again with another thing!

Increase AP cost for climbing in and out of EHB barricades by 5. As it stands, barricades do little in the way of protection because you can just bypass them quite cheaply.

Sincerely,
Me

I would like to make make it impossible to use roof top run to get into ehb buildings.  If a human can get in through the roof then vampires should be able to fly up to the roof and enter too.

Also, we should be able to craft popcorn.
Title: Re: Suggestions
Post by: Slade Stryker on 03:14:27 PM 11/20/16
I GOT THE BEST IDEA EVER!

On April 20 every year we should find pot. It damages for 20 HP and inflicts dazed. Then we can combine that with chocolate and get Pot Brownies! Pot Brownies heal for 25 HP and inflict dazed and stunned and are craftable in Restaurants and Pot is found in Warehouses, Apartment Buildings, and Schools! Find 1-5 each time! Chocolate found in Restaurants, Hospitals, and Schools! Find 2-3 each time!

(This is a joke i came up with and in no way to i actually endorse the use of drugs in real life or video games alike. This probably wont be added but it is just for fun and games guys. Don't flag me or whatever XDDDD)
Title: Re: Suggestions
Post by: Don Durk on 09:53:39 AM 12/19/16
When you reach level 74 (or maybe as you max out each race?) you can start to use XP to buy power ups.

human:
For 5/2.5k XP you can upgrade your skill with a weapon by 1% hit chance up to a maximum of 80% or 40% of the weapons base hit chance, whichever is reached first. Each death as a human while you have the weapon on your person decreases the hit chance by 5% down to the base level. Storing it in a bank or group storage automatically resets it to base rates. Becomes unusable as an undead if melee

Vampire:
For 10k XP you may rafter hang without losing your blood thirst.

For 2k XP you can heighten your senses to either sense through EHB OR to perform a search of the 3x3 grid you're currently in the middle of. This would not sense through EHB and would reveal zombies hiding.

Zombie:
For 15k XP you're able to mutate, increasing your maximum HP to 120 until death

What do you people think?
Title: Re: Suggestions
Post by: Don Durk on 10:53:21 AM 01/11/17
Ability to unload weapons
Title: Re: Suggestions
Post by: Slimebeast on 04:03:53 PM 01/11/17
What about unloading them... on each other?

>: D
>: D
>: D
Title: Re: Suggestions
Post by: Don Durk on 02:47:36 AM 01/12/17
:O this changes EVERYTHING!

Actually it just occurred to me why that suggestion wouldn't work. Ah well. ::) ::)
Title: Re: Suggestions
Post by: da131tch on 11:29:49 PM 01/13/17
I suggest a captcha instead of a locking mechanism for logging in too many times. When it's been a while since you've logged in AND you tend to drink, being locked out is a major bummer for when you get that HR itch. Also, Mo, my kids play with me now. Can we still send pics to get zerg leniency?
Title: Re: Suggestions
Post by: Don Durk on 06:38:34 PM 01/14/17
DA! :D

Also make snipers a thing.
- Drops from The Warcophagus (Maybe an event boss?)
- ammunition only found on The Warcophagus
- 23 - 28 damage inflicts weakened
- comes under the Assault Weapons category and starts with an accuracy of 10% up to a max of 40
- ammunition does not stack
- each reload gives you 2 bullets
- heard from everywhere on the map
Title: Re: Suggestions
Post by: Roly on 05:27:04 PM 01/18/17
Anyone else get the feeling that they are not going to be doing anything new with this game? Mammon ? :(
Title: Re: Suggestions
Post by: Mammon on 08:19:47 PM 01/18/17
Wow, you finally caught on.
Title: Re: Suggestions
Post by: Slimebeast on 08:43:05 PM 01/18/17
Darnel's been saying that for years, even during updates. XD WHO KNOWS ANYMORE
Title: Re: Suggestions
Post by: Mammon on 08:56:46 PM 01/18/17
I mean it this time. I haven't even looked at the source code since last year.
Title: Re: Suggestions
Post by: Don Durk on 04:27:40 AM 01/19/17
Suggestion: make some players game mods and let them be able to make changes to the fucking game.[attachimg=1]
Title: Re: Suggestions
Post by: Roly on 03:00:59 PM 01/19/17
Just give Roly 20 ap per cycle and he will kill everyone till they rage quit!  :theend:
Title: Re: Suggestions
Post by: Slimebeast on 12:21:58 AM 01/23/17
Can you imagine multiple random people making changes... holy shit you think it's a garbage fire NOW...
Title: Re: Suggestions
Post by: Mammon on 12:23:44 AM 01/23/17
The main problem I see is if someone else were to work on it they would need to be totally disinterested in actually playing, otherwise, well, power trips, etc.
Title: Re: Suggestions
Post by: Don Durk on 05:27:44 AM 01/23/17
SB - I actually quite like the game, hence why I play it. But I think it could be better, more in-depth, more balanced and more variety. Besides, I don't mean for anyone to make changes, only a select few.

Mams - That's valid. However, there is also the other extreme of someone who is so in-love with the game that they wouldn't pull that kind of shit.
Title: Re: Suggestions
Post by: Don Durk on 09:33:00 AM 03/08/17
We need Mortalities to be displayed as badges on the characters profile. Finding them all should grant them a bonus of some kind.

Also, any chance you can reverse the inventory/equipment order? If you're playing from a phone it's a pain in the dick to scroll to the bottom to withdraw shit. Alternatively you could put it in columns.
Title: Re: Suggestions
Post by: rontow on 04:10:14 PM 03/18/17
I think adding Ninja stars of david, a weapon that can be found in Synagogues, would be a great idea
Title: Re: Suggestions
Post by: Slimebeast on 05:47:11 PM 03/18/17
XD

That sounds lie a sin...agogue.
Title: Re: Suggestions
Post by: Don Durk on 06:32:27 PM 03/20/17
+ Long Bow | 1 ammo, base hit rate of 5%, 8-9 damage, ignores armor
+ Short bow | 1 ammo, base hit rate of 15%, 5-9 damage.
+ Quiver. Wearable, used to store 10 arrows.

Add archery skill tree.
- Basic Archery Training: +10% chance to hit with bow weapons
   - Intermediate Archery Training: +10% chance to hit with bow weapons
   - Skilled Archer: Increases bow ammo capacity by 1
   - Advanced Archery: +15% hit chance with Bow Weapons
      - Double knocking: For 3 AP the archer can fire 2 arrows at the target
      - Master Archer: Using Double Knocking will automatically reload you bow if arrows are present in Quiver.
Title: Re: Suggestions
Post by: Slimebeast on 07:11:48 PM 03/20/17
There have been Crossbows for a while. I think nobody's noticed. :O
Title: Re: Suggestions
Post by: Mammon on 08:50:15 PM 03/20/17
tbh there's lots of things nobody noticed

smh
Title: Re: Suggestions
Post by: Slimebeast on 08:58:03 PM 03/20/17
XD

You can find arrows and crossbows in sport stores. The stats can always be tweaked, especially since I don't remember what they were by now.
Title: Re: Suggestions
Post by: Don Durk on 09:49:57 PM 03/20/17
That's actually really cool. That's weird, when I first got the Love Bow i went searching for arrows and never saw a crossbow come up. Hm.

But that's cool. I still think we should get more skills for bows, to make the Love Bow actually useful.
Title: Re: Suggestions
Post by: Mammon on 10:15:57 PM 03/20/17
This isn't Scroll Wars.
Title: Re: Suggestions
Post by: Don Durk on 10:19:41 PM 03/20/17
But everyone loved Scroll Wars  :-[
Title: Re: Suggestions
Post by: Mammon on 10:47:10 PM 03/20/17
Then why is it dead??
Title: Re: Suggestions
Post by: Slimebeast on 10:50:44 PM 03/20/17
Mammon looked at the "final" code once and literally died IRL.
Title: Re: Suggestions
Post by: Don Durk on 01:33:25 AM 03/21/17
I don't know I wasn't there.  :'(
Title: Re: Suggestions
Post by: Roly on 03:09:37 PM 04/17/17
Hows about adding a tops list catagory "most deaths" .. that is all, good day.  ;D