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This page is for the storage of Suggestions that have passed Peer Review and have been considered Good and Worthy Suggestions. To qualify for this page, the Suggestion must fit the following criteria:

  1. The suggestion must have 2/3 majority Keep to Kill votes (1 Spam = 1 Kill).
  2. The suggestion must have been able to be voted on for 2 weeks.

This is not the place to put new Suggestions.
The Suggestions Page is the queue for new Suggestions to be voted on and suggested.

Any Suggestions that have not been voted on will be removed from this page.


Notes for Editors

Those who are placing Suggestions on this page should do so under the following procedure:

  1. Take the entire template and paste it into this section.
  2. Remove the entire suggest_votes field.
  3. Add the field suggest_notes=Todo..
  4. Add the field suggest_moved=~~~~~.
  5. replace "suggestion" with "psuggestions".

The new template will look like:

===Suggestion Name===
suggest_time=Old Timestamp|
suggest_type=Original type|
suggest_scope=Original scope|
suggest_description=Original description|
suggest_notes=#/# Keep/Total. [Optional additional - see below]|
  • suggest_notes is to be used by responsible moderators only. Go through the votes and discussion for the particular suggestion and summarize any intelligent comments that could be used to potentially enhance the suggestion. No new comments are to be added, but original comments may be edited/paraphrased for content. New comments regarding a reviewed suggestion should go on this page's discussion page.

UI: Main Screen


Actions Do not Reset Attack

Timestamp: Ron Burgundy 23:57, 10 February 2007 (UTC)
Type: Fix
Scope: Combat Survivors, Ron Burgundy, Wes Mantooth
Description: This may be a dupe, but I'm horrible at looking for them. Sorry in advance, if it is.

When you attack a zombie, the page reloads and whatever means of attack you last used is automatically selected in the attack dropdown menu. That is, you can hit a zombie with your axe twice in a row without selecting "fire axe" again.

Things are different when you multitask. For instance, if you attack a zombie with an axe and then drag a body outside, the page will come up with "punch" in the attack menu instead of "fire axe."

This always slips me up, it's kinda a pain, and, though I have absolutely no knowledge of coding, doesn't seem like it should be hard to fix. In fact, it seems like something Kevan missed while writing things.

Notes: 15/17 Keep/Total.
  • Was "Actions Do not Reset Attack (bugish fix)"
Left Queue: 13:50, 21 March 2007 (UTC)

Add Map Link

Timestamp: 1812lsd 20:36, 19 December 2006 (UTC)
Type: Direct Link to map.
Scope: Main page change.
Description: Can I suggest that a direct link to the map of the city you are in be placed on the main city page, so it makes it easier to get to rather than having to go through the wiki page all the time.
Notes: 12/16 Keep/Total. Well accepted as is.
Left Queue: 10:41, 7 January 2007 (UTC)

Add note to when you cannot barricade

Timestamp: 01:36, 21 March 2007 (UTC)
Type: improvement for barricading
Scope: survivors
Description: This is a simple suggestion. Much like the "If you barricade any more, survivors will not be able to enter" message, this would say "It appears you cannot barricade any more." when you hit the barricade limit (EHB +2). It would be useful for people who don't know what the maximum barricade level is.
Notes: 16/24 Keep/Total (exactly 2/3). Kill voters wanted to keep uncertainty about maximum level of barricades.
Left Queue: 18:33, 26 May 2007 (BST)

Border flavor text

Timestamp: Chris' 'Redfield 18:45, 9 April 2007 (BST)
Type: Flavor text.
Scope: Everyone.
Description: ok. The Border of Malton in my opinion is a bit dry, and needs updating.

I suggest that the border of malton be shown on the map and be able to click on it. When you have clicked on it, instead of moving a player there, you will get one of these messages. Also, kills are a bit bland, "you get a headshot" or "you kill polysaurous". this would work best with the "bloodstains" suggestion.


  1. A large blockade of what seems to be: Cars, dead bodies, and barbed wire, blocks your path. You reconsider your escape.
  2. Seeing an opening, you dash for a small exit in a smaller blockade. You suddenly are on your back, as you were frightened by 3 warning shots by what seems to be a few soldiers perched on a barricaded tower. going any more would result in death.
  3. You peek over a Large wall seperating you from escape. you see 2 large electric barbed wire fences, and a small platoon of soldiers, with a helipad and an extremely large M1 Abrams tank, you jump off of the wall and hope they didn't see you. you reconsider.


  1. You begin to walk onto what seems to be a road that leads out of malton. But are stopped by a Large deserted Blockade of random things. you cannot pass.
  2. you walk into what seems to be a large fence. a large bullet passes by your head, and you decide not to progress onward.
  3. A large Makeshift military wall stands in your way, you can't pass.
Notes: 16/20 Keep/Total. kill votes were concerning other suggestion that author wanted to split with this. It's not included here as not being relevant
Left Queue: --~~~~T''' 19:43, 21 August 2007 (BST)

Class Prefixes

Timestamp: 17:24, 24 Nov 2005 (GMT)
Type: Game feature
Scope: all classes
Description: Remember this from the "Create a Character" screen?

(eg. "Bub", "John Smith" - this may get a "Doctor" or "Sergeant" prefix later in game, depending on your class, so don't add one here)
Whatever happened to it? Not a very big issue I know, but it would be fun a little bonus for people playing if this was implemented in the future. Even though I get the feeling that this suggestion is moot as it could be already in the pipeline, there's no harm in it serving as a reminder for people. The prefix for your charcter's name could be earned with the relevant class either by hitting level 10 or possibly by acquiring all survior skills; a small memento that the game recognises your achievements and "promotes" you.

We have a "Sergeant"/"Sgt." prefix for military types and a "Doctor"/"Dr." prefix for science classes already established, another one could be "Officer" for cops and possibly firefighters. Any discussion or further takes on this idea ie, other prefixes/classes etc can be held on the Discussion page. Thanks for reading!

Edit: This entire idea could be summed up with an option under your profile with a checkbox, allowing the player the choice of displaying their prefix or not. This would be for the people who have alreday given themselves a title/prefix (even though we were advised not to, lol :P).

Notes: 21/21 Keep/Total = 100%
  • Unlock larger ranks as you progress in level.
  • Ranks next to your name should be bold so you can tell a real Sgt. from a corpse class player who put Sgt. in their name and turned prefixes off.
  • A checkbox will turn the prefix on or off.
  • There could be a whole line of prefixes, for each class. An idea for establishing your rank could be specific to what you actually do. (i.e. Healing gets you "Nurse", "Scrub", "Doctor"; Taking samples and reviving gets you "technician", "scientist", "Zombologist"; Killing zombies with firearms gets you "private", "sargeant", "major".)
  • Was "Prefixes".
Left Queue: 15:45, 9 Dec 2005 (GMT)


Timestamp: 19:39, 11 Nov 2005 (GMT)
Type: Interface Enhancement
Scope: Universal Gameplay
Description: Include a time stamp at the top of the page whenever it loads. This will allow for easy comparison with the time stamps on the list of events that happened since your last turn. Most people don't have their computer clock set to GMT, and it's nice to know how long ago that guy came running through your hideout shouting "run for your lives!"
Notes: 11/11 Keep/Total. Possibly keep track of user profile-specific time differential.
Left Queue: 03:27, 26 Nov 2005 (GMT)

Colorize Contacts Dropdown List

Timestamp: Cap'n Silly T/W/P/CAussieflag.JPG 05:56, 16 February 2007 (UTC)
Type: Menu change
Scope: People who use dropdown menus.
Description: Currently, contacts are the same colour as everyone else on a dropdown list. I'm suggesting the names in a dropdown list are colourized too.
Notes: 14/17 Keep/Total.
  • Implemented when in voting.
  • Was "Contact Dropdown List Fun Colours LOL"
Left Queue: 16:09, 23 March 2007 (UTC)

Display contacts outside "list names" link

Timestamp: Heretic144 16:31, 7 April 2007 (BST)
Type: Crowd display change
Scope: Humans and Zombies
Description: When a crowd of survivors fifty or more are in a building, any of them that are on your contact list are still displayed rather than having to click "list names".

Ex: There is a crowd of sixty survivors gathered here. You recognise Xyu, Kevan and RedZeko among them. [list names]

Basically it saves you the trouble of listing all the names just to check if a certain person is present, as long as they are on your contact list.

Notes: 20/20 Keep/Total.
  • Was "Display Change"
Left Queue: 22:30, 29 May 2007 (BST)

Drop-Down Menu Improvement

Timestamp: Kaminobob 06:58, 20 November 2006 (UTC)
Type: improvement
Scope: Anyone with a skill that lets them see HP, or asterisks, or whatever else HP related marks there are...
Description: short and simple: if you have a skill that lets you see a character's HP via any marking (numbers, * thingies), that mark will also be next to the character in the in any drop-down menu it appears in. nothing will be changed, deleted or moved, the number (or * dealie), will just appear in another place, in addition to first one. and no, i dont have or know how to make a firefox extention to do this automatically.
Notes: 17/17 Keep/Total. 100% in favour.
Left Queue: 23:05, 7 December 2006 (UTC)

Familiar Zeds vs. Non Familiar Zeds

Timestamp: Poodle of doom 21:35, 9 April 2007 (BST)
Type: Improvement to game mechanics.
Scope: Everyone who ever wished to differentiate between a zed they don't know, and a zed who is their fallen comrade. See below for details.
Description: I think that it would be wonderous to be able to differentiate between a zed that you are familiar with, and one you aren't familiar with. As it stands right now, the game will say "You recognize [insert name here]". However, if you were going to attack some of the zeds in that spot, you have no clue who your shooting at. If there is a zed that you recognize, you have the option of targeting them directly. However, the opposite is not true. This is what my suggestion pertains to. I believe that it would be helpful to be able to chose not to shoot a certain zed. Instead of firing randomly, and finding out later, you shot someone in your group, or your best bud, I think that a game improvement is needed here. One that allows you to differentiate between zeds, and be capable of targeting unfamiliar zeds, rather then zeds at random.

The mechanic I am addressing is that you can't choose not to attack a specific zombie when you attack a random zombie. For example, that when you attack a group of zombies, the specific zombies that you recognize should be excluded so that you don't accidentally hit a zombified teammate. It would be an "Unfamiliar Zombie" function. Example: "I have three known pker's in this stack of zombies, 7 people I do not know, four syringes, and want to actively avoid sticking the guys I do not want to revive."

Notes: 11/16 Keep/Total.
Left Queue: --~~~~T''' 19:50, 21 August 2007 (BST)

IP Limit Tracker

Timestamp: 1715 GMT, November 21, 2005
Type: Clientside User Information
Scope: All Players
Description: IP Limit Tracker
  • Function:
    • Omnipresent Tracker: Presently the IP Limit tracker already activates when you have 10 moves or less remaining. This proposal would have the IP Limit tracker always be present and inform you how many moves you had left that day even if you had more than 10 left.
    • Hideable Tracker: This proposal also contemplates a "Hide" function that the player could toggle so that the IP Tracker would only appear at 10 or less as it presently does.
    • No increase in IP Limit: Please note that I am not in any way proposing an increase in the IP Limit cap or any alteration of any game mechanic. I merely suggest that, while we keep the IP Limit exactly as it is now, we provide information to players as to their status vis-a-vis the limit.
  • Reasons for Implementation:
    • Better planning, avoids causing strandedness: For players with several characters, or those that incessantly check their status throughout the day without taking their AP's, the IP Limit is a very real limit. As a result, sometimes when you do decide to move your character a distance greater than 10APs away, you find that in the middle of your journey that while you have more than enough APs to get to your destination, you will not be able to get there because of the IP Limit. Consequently, the player is inadvertently stranded not because of poor planning (they had ample APs) but because of an IP Limit whose scope was made to them altogether too late.
      • Example: If a player has 20AP and wants to run 15AP away, he should know that he only has 11 IP hits left.
    • People do not track their IP Logins: Unlike your AP amount, which is displayed to you at all times, no one tracks how many times they've logged into the page per day (except perhaps the most neurotic of us), nor should they be expected to. It is sometimes confusing for players to understand that it's not just taking an AP that counts against your total, but simple logging in to check in on your character or other such actions as well. I don't believe anything constructive is accomplished by encouraging players to have a pad of paper and pencil by their computer to tally off manually how many times that day they loaded map.cgi.
    • Does not encourage excessive buildup of multiple characters: This proposal will not encourage "spamming characters" as it does not actually lift or increase the IP cap, and can also apply with equal force to players who may only have 1 or 2 characters, but like me, check on them throughout--Carfan7 03:20, 22 Nov 2005 (GMT) the day with almost obsessive frequency to see if they're safe (hey it's a good game, I like logging on). As the IP cap will stand at 160 even after this proposal, there is no danger of increased bandwith or server flooding.
    • Does nothing to adversely affect flavor or realism of the game: The IP Limit is an entirely artificial construct that is dictated purely by the practical need to limit site access and has no bearing upon or grounding in the theme, flavor or storyline of the game--a point driven home by the fact that for those generous players that have donated their $5 to Kevan (a very worthy cause mind you), this IP limit simply does not exist for them. Accordingly, while having the cap at 160 (as it is now) is very important and should be kept as is, there is no RP/realism reason that a player should only know that he's running out of turns 10 turns prior.
Notes: 14/14 Keep/Total = 100%. I'm behind a corp proxy where other people play. Damn if I know how many IP some stranger used today, or which proxy IP will get sent to urbandead. I NEED THIS.
Left Queue: 15:17, 6 Dec 2005 (GMT)

Map Links to Wiki Locations

Timestamp: 01:40, 31 December 2006 (UTC)
Type: Game interface
Scope: All players
Description: The name of the building/block you are standing in is a link to the wiki page by that name.


  • Easy access to wiki information for all players.
  • More likely to get players updating the status of each block.
  • Easier navigation of the wiki for all.
  • More likelyhood of new players being able to enter the metagaming side of Urban Dead, where a lot of the action takes place.


  • More access may mean more vandalism?
  • Unexperienced wiki'ers editing in a random fashion.

Maybe this should be held off until all locations have a page? But it would be one hell of an idea, once we've finished the locations project, but at the rate we're going, it shouldn't take too long before this is very useful. Even if it's implemented beforehand, I assume it can't be that hard for Kevan to set this up so that if there isn't a wiki page, no link is made, as is done with the groups on the stats page.

Late edit - Voters noted that it would be preferable to have the links open in a new window. Was also suggested that having a GPS be a requirement for activating the linkification (as with the existing FF extension) -- boxy T L ZS PA DA 23:03, 6 January 2007 (UTC)

Notes: 29/29 Keep/Total. Unanimous.
  • Was "Link to Wiki Location Pages".
Left Queue: 18:07, 23 January 2007 (UTC)

Refresh Button

Timestamp: Jstoller 19:44, 11 Nov 2005 (GMT)
Type: Interface Enhancement
Scope: Universal Gameplay
Description: Add a button to refresh the display. This would eliminate the problem of reposting form data when you hit the browser's refresh button. It adds a great deal of convenience with negligible effort.
Notes: 5/8 Keep/Total. Implement as a do-nothing form post, maybe. High-level Firefox-based alternative exists.
Left Queue: 03:27, 26 Nov 2005 (GMT)

Statistics Page Link

Timestamp: 4:21, 28 July 2006 (PST)
Type: Interface change
Scope: Everyone
Description: There should be a button added to the control panel underneath the main world display that links directly to the Game Statistics page.
Notes: 6/7 Keep/Total. Well accepted as is.
Left Queue: 12:56, 21 August 2006 (BST)

Text Color Change

Timestamp: Pickmansmodel 19:28, 21 February 2007 (UTC)
Type: Visual change
Scope: Text
Description: While the current background and base character-name (those not assigned a specific color in a Contacts List) text is pleasing to most of us, a friend of mine who wanted to join in recently found a problem. He's red/green colorblind, and so he sees "You are inside Braker Cinema.            is also here." Granted, this is not common. However, a quick tweak to the name-text color might open up the game to a few more folks.
Notes: 12/14 Keep/Total.
Left Queue: 14:12, 26 March 2007 (BST)

Time Till Next AP

Timestamp: 15:03, 23 Dec 2005 (GMT)
Type: Game Mechanics/Helpful Information
Scope: Everyone
Description: Sometimes, wether by design, or circumstances beyond your control, you run out of AP with unfinished business that still needs to get done. This usually involves being one (or several) AP shy of safety. This necessitates you logging in/out or viewing contacts until you get that one AP necessary to enter safety (or do whatever). Upon running out of turns, have the 'time until next AP earned' displayed at the bottom of the page. Reduces server load.--Nessola 15:02, 23 Dec 2005 (GMT)
Notes: 9/12 Keep/Total. Well accepted as is. Some people killed because they belive that players should pay attention to their AP and how much they have of it.
  • Was "Next AP".
Left Queue: 15:13, 12 May 2006 (BST)


Autodrop Useless Double Item

Timestamp: 15:47, 3 May 2006 (BST)
Type: Aggravation saver
Scope: Survivors searching
Description: I don't consider this a dupe of Multiple Item Drop, as that one requires a button to be invoked. I'd like to see something much more simple: In the case that your search produces an item which you already have, and for which there could be no possible use in having duplicates, I suggest the player automatically drop the item immediately:

Searching the building, you find a GPS Unit. However you already have one, and so you discard it.

This would only take effect on non-consumable items such as the following:

  • DNA extractor
  • GPS unit
  • Flak jacket
  • Fire axe
  • Kitchen Knife
  • Length of pipe
  • Baseball bat
  • Crowbar
  • Wirecutters
  • Mobile phone

This would have no effect on finding and retaining the following items:

  • Shotgun (not "consumable" per se, but definitely good to have multiples)
  • Pistol (same)
  • Flare gun
  • Pistol clip
  • Shotgun shell
  • Revivification syringe
  • First aid kit
  • Portable generator
  • Fuel can
  • Spray can
  • Newspaper
  • Book
  • Poetry book
  • Beer
  • Wine

If I have to explain why this is an improvement, you haven't been playing Urban Dead long enough. (Grumbles about throwing away 10 GPS units in a row...)

Notes: 27/33 Keep/Total.
  • Suggested that this could be made an option.
  • Was "Autochuck".
Left Queue: 15:21, 18 May 2006 (BST)

Drop the Gun, Keep the Ammo

Timestamp: Uncle Bill 03:32, 10 March 2007 (UTC)
Type: Inventory
Scope: People with guns
Description: As you all know by now, the new game changes make it a lot harder to carry around a lot of loaded weapons. That makes sense, because how many people do you really see walking around with six shotguns? Unfortunately, with search rates being what they are, you are just as likely to find a partially loaded weapon as you are ammunition. Getting rid of the new weapon helps you keep your inventory small but is a waste of ammo.

So here's my solution. From now on, dropping a weapon will transfer it's ammunition to a partially loaded gun if you have one available. Some examples:

  • You have two pistols (3)(6) and find one more (4). Dropping either of the partially loaded pistols gives you (6)(6). One extra bullet is wasted because you had nowhere for it to go.
  • You have two pistols (1)(3) and drop one of them. You end up with a pistol with (4) shots left.
  • Dropping a fully loaded pistol gives you a pistol clip, which takes up less space.
  • Dropping a shotgun (1) gives you a shotgun shell. A shotgun (2) would give you two shells.
  • If you have two shotguns (1)(1) and drop one, it loads the other one (just like with pistols).

I know that there have been other inventory combining suggestions before, but I feel that not only is this needed now more than ever, but that this one keeps things as simple as possible.

Notes: 26/29 Keep/Total.
  • Kill votes were concerning this as a free action.
  • Was "Lose the Gun, Keep the Ammo".
Left Queue: 18:15, 24 May 2007 (BST)

Drop Items Free (No IP)

Timestamp: Reaper with no name 17:32, 20 September 2006 (BST)
Type: Slight game mechanics change.
Scope: Dropping items
Description: Currently, it costs 0 AP and 1 IP hit to drop an item. Considering the fact that there are so many useless items in the game (crucifixes and newspapers, anyone?) and only 51 inventory slots, this can be a problem. In fact, the so-called "useless" items are actually harmful as a result of this, because they take up inventory space and players must raise their IP count in order to get rid of them. Also, many players of Urban Dead have multiple characters, and would rather not have their IP count reach 160 in a single day when only using two characters simply because they were searching for shotgun shells and kept getting pistol clips instead. Therefore, I suggest that there should be no IP cost for dropping items. This way the only inconvenience useless items (or other undesired items taking up inventory space) would produce is the time it takes to select them and press the "drop" button.
Notes: 11/12, well accepted as is.
  • Was "No IP cost for dropping items".

Since 20th April 2007 it's possible to autodrop certain items, this solves the problem, though the part of suggestion about all dropping made iphit-free is not implemented(?)

Left Queue: 16:02, 3 October 2006 (BST)

Drop Items: Streamlining

Timestamp: Mon Dec 19 16:08:39 JST 200507:14, 19 Dec 2005 (GMT)
Type: UI improvement
Scope: Dropping items
Description: Two changes in the user interface:
  • After a search, the newly-found items should be selected by default for dropping. This allows one-click dropping of newspapers in hospitals.
  • When dropping an item, if another matching item is present in the inventory, it should be pre-selected. For instance, when dropping a "Pistol(0)" to make space, the next such pistol should be preselected. (However, this does not apply to partially loaded pistols, as they differ in their ammo count.)

These two suggestions make the UI more consistent (preselection in the drop-down box for "drop" behaves like previous attacks) and faster to use.

Notes: 8/9 Keep/Total. Accepted as is.
  • Was "Drop items: Usability improvement".
Left Queue: 11:17, 6 May 2006 (BST)

Dropping Similar Items

Timestamp: BadgerW 21:36, 9 February 2007 (UTC)
Type: UI Improvement
Scope: Everybody, but Survivors mostly
Description: Basically, if you have more than one of an item, drop the bottom-most one, not the top-most one. I groan every time I pick up a new GPS unit or DNA extractor in a NecroTech, because now they're back all the way at the bottom of the inventory and I can't find them as quickly. This change ought to be very simple to implement, and won't negatively impact anybody.

I know there are Firefox extensions etc. that let you do crazy stuff with the UI (including inventory management), but I don't like them (yes, I've tried them). I like the lo-fi feel of the original game. But I hate it when I have to drop the GPS unit that I've carefully worked to the top row of my inventory.

Notes: 20/21 Keep/Total.
  • Was "Drop Last Of Similar Items".
Left Queue: 13:28, 21 March 2007 (UTC)

Inventory Organizer

Timestamp: Jon Pyre 08:57, 18 February 2007 (UTC)
Type: Improvement
Scope: Inventory
Description: Simple addition. I suggest adding just to the right of the drop item button another button, "Move Top", also listing all your items. Selecting an item with this would cost 0AP, 1 ip hit, and move it to the top of your inventory. This would make organizing items easy, you could arrange them in any order and put like items together. Since there's nothing at the bottom of the screen except the drop button having just one more button there shouldn't clutter the display and it should certainly unclutter the inventory.

If moving items to the bottom of your inventory would be easier for some reason then "Move Bottom" would work just as well as an alternative, even if it does sound like a bad dance ballad.

Notes: 11/14 Keep/Total.
  • Was "Move Top: Inventory Organization"
Left Queue: 13:43, 26 March 2007 (BST)

Item Stacking

Timestamp: 17:17, 10 Nov 2005 (GMT)
Type: Game Mechanics
Scope: Display

Show multiple copies of items in inventory once, with a number to indicate quantity. (Weapons with varying amounts of ammo count as different items.) Always fire guns with the lowest amount of loaded ammo first.

For example, rather than seeing this:
First Aid Kit [self], First Aid Kit [self], Pistol(6), Pistol(0), Pistol(2), Pistol(0), Shotgun(2), Shotgun(2)
you would instead see this:
2x First Aid Kit [self], Pistol(2), Pistol(6), 2x Pistol(0), 2x Shotgun(2)

The drop box for dropping items would show items only once.

Notes: 13/15 Keep/Total. Firefox plugin:[1] . Alternative implementation: First Aid Kit [self] x2, Pistol(2), Pistol(6), Pistol(0) x2, Shotgun(2). Should not force players to use Firefox.
  • Was "Inventory Stacking".
Left Queue: 19:05, 25 Nov 2005 (GMT)

Multiple Item Drop

Timestamp: 21:28, 20 Nov 2005 (GMT)
Type: improvement
Scope: all
Description: Change CGI scripting to allow multiple items to be highlighted in drop menu. This would reduce server load and the annoying process of dropping the 10 GPS units acquired in a day of searching the Necrotech office. It would not affect balance, because dropping doesn't take AP anyway.
Notes: 15/15 Keep/Total = 100%.
  • Make a checkbox beside every item and a button on the bottom called "Drop selected items."
  • Drop SPECIFIC items, not the "first item of that type in the list". Dropping items should give that item's unique id, not a generalized name for that item.
  • "Drop Duplicates" button that would drop only the items that aren't useful when you have more than one (fire axes, flak jackets, GPS units, etc); this would NOT affect pistols/FAKs/generators/ammo/etc.
Left Queue: 15:01, 6 Dec 2005 (GMT)

Remaining Inventory

Timestamp: 21:51, 12 Nov 2005 (GMT)
Type: Display change
Scope: Survivors, item screen
Description: This would display the amount of "free" space you have left in your inventory, letting you know how many more items you can pick up before you won't be able to carry anymore.
Notes: 15/15 Keep/Total. Helps newbies realize there is a limit to their inventory space. Add a note about encumbrance and how much each item weighs. There is a Firefox extension for this.
  • Was "Remaining Inventory Display".
Left Queue: 21:56, 27 Nov 2005 (GMT)

Remove Things From Menus

Timestamp: 00:55, 20 July 2006 (BST)
Type: Interface Improvement
Scope: Menus
Description: I noticed that it's not only possible to heal the barricades, but also that you can target dead bodies under the attack menu, that you can target yourself with the DNA Extractor, etc. It is especially irritating that in many cases, these "bad choices" are the first one on the drop down list. My suggestion is a such:
  1. Remove all instances of "self" from menus, except from a FAK's menu.
  2. Remove all instances of "the barricades", "the generator" and "the transmitter" from menus, except from the attack menu.
  3. Remove all instances of "so and so" from menus where "so and so" is a dead body — they can't be interacted with, no reason for them to be there.
  4. Remove the DNA Extractor's menu entirely — it is unnecessary to target anything, so just leave the button there.
  5. Remove everything from the Revivification Syringe's menu, with the exception of "a zombie", and the names of standing zombies in your contact list.
Notes: 30/30 Keep/Total. Overwhelming support.
Left Queue: 09:41, 10 August 2006 (BST)

Separate Items from Weapons

Timestamp: 20:05, 22 Jan 2006 (GMT)
Type: Inventory improvement
Scope: Inventory
Description: Have some sort of divide between weapons and other items, just to help inventory navigation. Perhaps just a line separating the two.. So you'd have Pistols, Shotguns, Axes and crowbars etc... And a line beneath it separating them from the rest of the items, such as ammo, spray cans, syringes and all that stuff. Personally I've found it annoying to have a half loaded pistol smack bang in the middle of my inventory with all the clips and other stuff. And possibly have another section for clothing? For flak jackets I mean.. So when you find one it goes into your inventory. Then you use it, and it appears in a separate section titled clothing or something similar, with a message reading "You put on the Flak Jacket"... Which could possibly lead to other wearable item possibilities? Maybe give a point to the crucifix.. "You put on the crucifix.. but it doesn't seem to help you"
Notes: 8/11 Keep/Total. Accepted as is.
  • Was "Inventory Layout".
Left Queue: 13:23, 25 May 2006 (BST)

Show Encumbrance in Drop Menu

Timestamp: Jon Pyre 10:31, 9 April 2007 (BST)
Type: improvement
Scope: The drop button
Description: When freeing up space it'd be nice to know how much encumbrance something uses up without having to consult the wiki constantly. I suggest next to every item's appearance in the menu next to the drop button it show the %encumbrance. So it'd look like this:

"Spraycan 2%"

Note this would only be inside the drop menu, not next to items in your inventories.

Notes: 23/23 Keep/Total.
  • Was "Inventory Layout".
Left Queue: --~~~~T''' 19:36, 21 August 2007 (BST)

Report: Events

Attack Report Includes Weapon Used

Timestamp: 02:32, 9 Nov 2005 (GMT)
Type: Interface
Scope: Players
Description: Changes attack and damage messages players see. Replaces the current text of "X attacks you for Y damage" or "You attack X for Y damage" with a bit more descriptive text, such as "X blasts you with a shotgun for Y damage" or "You club X with a baseball bat for Y damage". If possible, several different descriptive lines could be used in random fashion. So, if you hit a zombie two times with an axe, you might see "You chop a zombie in the chest with your axe. They take 3 damage" and then "You hack at a zombie's face with your axe, they take 3 damage". Kills could also get flavor, ie.: "Your axe cleaves through a zombie's head, they take 3 damage and die". Of course, victims of attacks will see similar messages. "X bludgeons you with a crowbar, you take 2 damage" or "A zombie bites down on your arm, you take 4 damage". Hopefully this wouldn't take too much work to implement and I don't see it bogging down the server a whole lot.
Notes: 15/15 Keep/Total. Alternatives include display text in less detailed way: "You hack at a zombie's face with your axe, they take 3 damage" "zombie-3"; solves problem where if survivor attacker dies it does not say a zombie attacked you; request made for descriptive shot misses;
  • Was "Flavor Text".
Left Queue: 18:32, 25 Nov 2005 (GMT)

Chance of Actions Not Seen

Timestamp: 07:07, 26 Jan 2006 (GMT)
Type: Improvement
Scope: Common Sense
Description: Destroying a generator in a building full of survivors or murdering someone is a pretty difficult action to pull off without anyone noticing. However it can be done, it is possible to destroy and kill and then make your escape to another part of the building before anyone can spot you. The more people there are however the more difficult this is. Killing someone in an empty hallway or floor of a building is easier to pull off secretly than one milling with people. There's just a greater chance of there being a witness who catches you doing the deed. It's the difference between attacking someone in a dark alley and attacking someone in an auditorium full of people. Therefore I suggest that whenever a survivor kills a fellow survivor or destroys a generator indoors there is a 5% chance for each other survivor in the room that their identity will be revealed to everyone, up to a maximum chance of 95%. If you think those odds are too high why don't you try doing something obvious and illegal in a room with 19 other people and see if you can succeed more than one in twenty times. There would always be a minimum 5% chance of getting away with it, following the logic that even under the most difficult conditions its possible to succeed at being stealthy. The messages would be simple: "MaltonDude was caught destroying the generator" "MaltonDude was caught over the body of SurvivorMan." This is not caught as in "physically caught and captured" but rather caught as in "spotted by someone/caught red handed/caught in the act". Everyone in the room would see these. It shouldn't result in spam because PKing and Generator Destruction would not keep recurring in one location because perpetrators would have to keep moving or be caught eventually. It's good flavor too for criminal roleplayers. What's the fun of being a criminal if you aren't on the run from Johnny Law? And it's good flavour for those who want to be an awakened zombie angry at the living. "That zombie we brought back reverted and went on a killing spree! He murdered SurvivorMan! Why was I such a fool to revive MaltonDude?! We shouldn't have played God! Now he's out there, a living man with the killing instinct of the walking dead. What have I done... Mea culpa."
Notes: 28/36 Keep/Total. Well accepted as is, however people disliked the 'omnipresent' aspect of the suggestion. However this concern is negligable because of the notifications change.
  • Was "Making Covert Actions Conform to the Real World".
Left Queue: 08:42, 28 May 2006 (BST)

Color Text For Message Types

Timestamp: Jon Pyre 04:13, 5 October 2006 (BST)
Type: Improvement
Scope: Messages
Description: If there's a lot of radio spam I sometimes want to skip past it, but I risk passing over other messages mixed in with them. I suggest giving different types messages different text colors so you can easily find speech or attacks mixed in with whatever else there is. Here are some color suggestions:
  • Speech/Feeding Groan/Death Rattle/Gestures: White.
  • Killing and generator/transmitter destruction: Red.
  • Radio: Pale yellow.
  • Healing/Revivification: Blue.
  • Flares: Orange.
Notes: 28/30 Keep/Total. (93%) Well accepted as is (with suggestion of an on/off toggle).
  • Was "Color Text to Help Distinguish Different Types of Messages".
Left Queue: 22:41, 19 October 2006 (BST)

Flavor Text for More Actions

Timestamp: 22:37, 27 Jan 2006 (GMT)
Type: Flavor improvement
Scope: All players
Description: Have flavor text for more actions, not just attacks, etc.

List moved for space concerns.

Not to be confused with Suggestions/9th-Nov-2005#Flavor_Text. This is a complete list of flavor text, not just 3 or 4 examples and "leave the rest to Kevan." No new items will be added, no new search percentages, etc. This is just an effort to make the game a little less repetitive.

  • Comment - A lot of kill voters seem to be missing a vital point on the suggestions page. "Elegant implementations of ideas might be taken up or used as raw material, though - the best place to communicate these ideas to me would be through the peer-reviewed Suggestions page of the Urban Dead Wiki."--Kevan No game feature that has come from the suggestions page has made it into the game exactly as it was proposed. This somewhat originated from a suggestion that took place a few months back requesting that more detailed and variable descriptive text be added to building descriptions. Half of the keep voters volunteered their services to help write descriptive text. Obviously, as there is no real (or easy) way for Kevan to have contacted all the people who volunteered their services to write text - this is a preemptive service to him in response to the last (at least 2 that I can recall) suggestions that were requests for more flavor text - but failed to truly offer any in the suggestion. It is not in the suggestion architect's heads that all of their text will be put into the game. We are merely including a plethora of text to help Kevan out in this regard. He is more than free to pick and choose and edit what he would like to put into the game. We are merely helping him with raw material. If you do not care for the prospect of more flavorful text, you are more than free to vote accordingly. If you do care to see more flavorful text, killing it because you are not pleased with what we have done word for word is just insuring that Kevan is going to have to do all the work himself, and thus probably wont do it. Kevan is a very smart guy (as far as he has made this great game for us all, and done a supurb job with the things he had done), and he is more than intelligent enough to use his good discretion with the text provided. Perhaps he would only implement some deathblow text - perhaps just some search text - etc. I think it fair that if you would like to see more flavor text in the game, you allow him to see this and do as he sees fit.
  • Note 1Also, I would like for it to be noted on this suggestion that some voters have made a valid point about the text becoming redundant over time. Some voters have suggested that the flavor text have a percentage of showing along with the usual/current game text. 10% - 20% of showing some super-flavor text with actions is a good way to add the flavor without having it get stale as the game goes on.
  • Note 2 Also should be noted that simply highlighting key words such as "You find X" within the flavor text resolves any issues with having to search '4 lines of text' to find if you were successful - while still retaining the flavor for those who wish to enjoy it.
Notes: 39/56 Keep/Total. Well accepted as is. Some people complained how long the suggestion was. People disliked it as it would produce spam and make it harder to see if an action succeeded or failed.
Left Queue: 10:01, 28 May 2006 (BST)

Flavour Text For Cade Smashing

Timestamp: Cap'n Silly T/W/P/CAussieflag.JPG 03:36, 24 February 2007 (UTC)
Type: flavah, yum!
Scope: zombies
Description: When survivors 'cade, they get a message, such as: "Using an empty drinks machine, you add to the barricade" or whatever. When attacking barricades, zeds get "You smash at the barricades. Part of it collapses". I suggest when zeds break down a cade level, they get something like "You smash at the barricade, dislodging a vending machine. Part of it collapses"
Notes: 21/22 Keep/Total.
  • Was "Zombies Get Flavour Text For Cade Smashing Because They Should"
Left Queue: 13:56, 28 March 2007 (BST)

Ignore Certain Types Of Message

Timestamp: 07:31, 12 June 2006 (BST)
Type: Profile addition
Scope: Everyone. Not an earplug dupe.
Description: Profiles would contain a number of tick boxes which allow you to ignore certain gamespam. These would allow you to ignore speach, groans, kills, flares, generator/radio deaths and radiochatter.

Speach, groans and kills (people dying in the room with you) would have the options "ignore all", "ignore unfamiliar(i.e. not on contact list)", and "ignore none(default). Flares, generator kills and radiochatter would have "ignore all" and "ignore none(default)".

  • clarification: Each of these would be handled seperately. You would have a setting for speach, another setting for groans, another setting for kills, etc. So you could (for example) choose to watch all kills, ignore all unfamiliar speach, and ignore all groans, GKs, RKs, flares and radiochatter.

You would not count as being in the top 50 for listening if you would not hear what they said due ignoring. That is, if you were number 29, the 51st most active person would get to hear what was being said instead of you. Ignore unfamiliar for kills would show you both people killed by people on your contact list and people on your contact list being killed.

If any ignored events occured since your last action in you would get the applicable (not timestamped) messages just under "Since your last turn:"

You heard some talking, but didn't pay attention. You heard some noises, but didn't listen. Some people died, but you ignored their plight. The radio chattered a bit, but you didn't care. You saw some flares, but didn't see where they landed.

(no message for GK or RK)

Anyone accessing your profile would be able to tell what game messages you are ignoring.

Notes: 20/20 Keep/Total. Well accepted as is as it cuts down on message spam.
  • Was "Ignore Function".
Left Queue: 02:59, 30 June 2006 (BST)

Killed With A (Blank)

Timestamp: 04:26, 29 June 2006 (BST)
Type: Utility improvement
Scope: All players
Description: When you're killed, you can see what weapon you were killed with, but surrounding zombies and survivors only get the message "x killed y." This suggestion would change that to "X killed Y with a Z," where Z = knife, shotgun, flaregun, pistol, axe, etc.

In the case of zombie kills, the format would be “A zombie (clawed/bit) X to death.‿

Finally, I don’t know if infection deaths are already reported, but they would now be reported as “X died of an infection.‿

This suggestion wouldn't add lines of spam, it would just add a little more interest and flavor, especially for players who like to finish off their opponents with a signature weapon. It would also further the friendly rivalry between axe-users and shooter-users.

Notes: 30/30 Keep/Total. Well accepted as is.
Left Queue: 09:29, 13 July 2006 (BST)

More "Since Your Last Turn" Events

Timestamp: 22:41, 11 Nov 2005 (GMT)
Type: Gameplay Enhancement
Scope: Universal Gameplay
Description: Increase the events listed under "Since your last turn." For instance, include entrances and exits: "A zombie walks in the door," or "Larry climbs in over the barricade," or for those using Free Running, "Curly climbs out a second story window." Then there's things like "The door rattles for a moment," if a zombie unsuccessfully tries to enter a closed building, and "You hear crashing noises outside," if someone is attacking your barricade.

Another way to increase the tension is if there are say 6 or more characters (zombies or survivors) outside the building you're in, the location description could include something like "you hear movement outside." Likewise, if there are lots of people in the building you're standing outside of, you might be told "You hear movement in the building." They could be friends or foes, you won't know till you step inside, but it helps set the scene. After all, no group of people can be that quiet.

There are other events that are deserving of description, but this is a good start. More suggestions are welcome. I know this will require more server resources, but it greatly enhances the feel of the game and improves RP.

Notes: 8/13 Keep/Total. Supported, but concerns about server load abound. Suggests include saving for only exceptionally important events and summarize/condense multiple similar events: "Blank, blank, and blank entered since your last turn", "Blank and blank were killed", "Barricades were successfully attacked x times", etc.
  • Was "More Events".
Left Queue: 03:27, 26 Nov 2005 (GMT)

Report Barricade Attacks

Timestamp: 05:07, 27 Nov 2005 (GMT)
Type: User interaction
Scope: Survivors
Description: Message would appear when a barricade or generator is destroyed (not simply weakened), indicating the survivor who committed the final act. If a flare is visible to all, sabotage in the confines of a barricaded building should be visible to those occupying the building. if voters think this is a legitimate PKer action, perhaps a roll could be included for steath (the generator is destroyed / no one sees you destroy the generator).

Author Note: Some consider PKers / Greifers a legitimate part of the gameplay. Doesn't bother me -- but perhaps this could be implemented as a skill to be earned, instead of some zerging action. See (rejected) suggestion called "Lost Soul" - useful for anonymous sabatoge.

Notes: 19/20 Keep/Total.
  • I don't think someone could not notice you beating on a generator with a crowbar or an axe in a crowded building, though you just show everyone's actions/attacks/etc. if we're going this route.
  • If a zombie destroys the barricade/generator, link to the profile.
  • Make the message bold.
  • Sole Dissenter: "I like the paranoia induced by ignorance of who's attacking the barricades."
  • Note: While the generator part has been implemented, the barricade part hasn't.
  • Note: in update on 31st of May the barricade part is also implemented.
  • Was "Show Destroy Barricades/ Generator".
Left Queue: 03:27, 12 Dec 2005 (GMT)

Screams of the Dying

Timestamp: 01:00, 1 Jan 2006 (EST)
Type: flavor, notification,
Scope: Survivors, Zombies, flavor
Description: Proposal: Screams of the Dying would notify humans and Zombies of recent slaughters nearby.

Alot of the recent changes, have involved sounds (Feeding Groan, Supply Crates:Helicopters) and I like the added elements of sound to the RPG. Well, in all dead movies, other than the groans of the dead, you will hear screams of the humans who are being eaten.

What "Screams of the Dying" would do, is anytime 5 humans are killed in a 1 hour period in the same block (inside or out) the adjacent squares would see something like: "From 1 block North, the Screams of the Dying can be heard over the groans of the undead".

This will notify humans that things are geting pretty dangerous around them, or to try and help their fellow survivors. This will also notify Zombies of a nearby buffet. It is similar to feeding groan, but a very narrow notification (only 8 blocks immediatly surrounding affected block would hear the screams). I believe it would help feral Zombies as well as newbie Zeds, If they are at the right place at the right time.

I think the biggest addition it would bring, would be to the overall flavor of the game. Imagine that you are in your hideout, safe and sound. Then suddenly the screams of other humans break the silence and let you know you are not as safe as you thought!

Sidenote: The # of deaths per # of hours is open to negotians. My first thought was 8 deaths in a 12 hours, but I did not want to overload the servers (I figured 8 deaths in 12 hours was fairley common!) But it dont write code or deal w/ servers, so that is open for discussion.

---DarthMortis 01:00, 1 Jan 2006 (EST)

Notes: 30/36 Keep/Total
Left Queue: 21:47, 17 Jan 2006 (GMT)

Sickening Thump: Suicide Report

Timestamp: 04:09, 12 April 2006 (BST)
Type: Flavour Change
Scope: Tall building occupants
Description: Characters who are currently survivors but wish to be zombies often jump out of windows in tall buildings. Nobody notices, in game! I suggest that a message be visible to characters in the building: "Wannabezomb steps out of the third floor window! You hear a sickening thump outside". And to characters outside: "You see someone falling from a high window. You hear a sickening thump". The point of this is to allow suicides to posture and make final speeches, followed by proof that they actually went through with the deed (rather than just walk out of the building), and for zombie hordes outside to be heartened by obvious sincere attempts to join them. This won't cause much spam - no matter what, suicides are far less common than flares. I managed three in a day in the Second Siege of Caigar ("Syringe: 20 AP. Jumping from a tall window: Priceless") but even in the busiest time this won't fill your screen.
Notes: 48/49 Keep/Total. Overwhelming support.
  • Was "Sickening Thump".
Left Queue: 11:59, 20 June 2006 (BST)

Translate ID #'s to Name Links

Timestamp: Rheingold 05:07, 7 December 2006 (UTC)
Type: Improvement
Scope: Survivors
Description: You type:
  • "Watch out for Rheingold#123456! He smashed the generator this morning!"

The server reads text#sixdigitnumber as a piece of code, and outputs:

  • "Watch out for Rheingold! He smashed a generator this morning!"

Why? Because this is less gameworld-breaking than seeing my profile ID splashed all over the place.

Potential objections:

-This harms PKers, rotters, etc! No, because they have to have my profile link already in order to do this. It also wouldn't allow them to spread more names faster as the code takes up the exact same amount of space in the text entry box (more space, if they were just splashing numbers before).

-This code won't work! Obviously, Kevan will implement it in the way that's easiest and puts the least strain on the server.

Notes: 23/25 Keep/Total. Well accepted as is.
  • Was "Translate ID #'s to name links for flavor".
Left Queue: 11:59, 23 December 2006 (UTC)

Who threw me out?

Timestamp: Dance Emot.gifTheDavibob LLLDance Emot.gif 16:49, 6 February 2007 (UTC)
Type: Message
Scope: Recently killed survivors/zombies.
Description: Right. This is a simple suggestion – when dead, since you can still hear/see other things, why not add who chucked you out the window? Just a simple message:

[x] dumped your dead body out the building.

This might make zombies search for revenge, but no more than if you kill them, and it would be helpful, mainly for newbs who don’t know about bodies being flung out, and wonder why they are outside. This only applies if your body is thrown out of the window, you wouldn’t see others being thrown out.

Of course, it would still be in the same dark grey text as other messages when you are dead. This would also apply if you are a reviving body, as well as if you have just been killed, whether as a zombie or a survivor.

Notes: 19/24 Keep/Total.

Implemented on 3rd December 2007

Left Queue: 12:58, 21 March 2007 (UTC)

Report Ransack

Timestamp: S.Wiers X:00 03:02, 1 March 2007 (UTC)
Type: improvement
Scope: anybody in a building when it is ransacked
Description: If nothing else, this change is needed because a building being ransacked should be more obvious than a generator or radio being destroyed! As with those actions, ransacking a building should be a reported event, with a report along the lines of "A zombie has ransacked the building. BARHAH!!!"

Besides being a logically visible event, this would provide a link to the ransacking zombie's profile, allowing zombies to contact list the hero of the moment, and thus perhaps follow them in future attacks. Note that this event report would only ever be visible to zombies, as a building can not be ransacked if there are survivors present.

Notes: 16/16 Keep/Total.
  • Was "Make Ransack a Reported Event"
  • 31st May 2007 - implemented
Left Queue: 16:22, 22 May 2007 (BST)

Report: Location

Last Seen Before Lights Out

Timestamp: 04:07, 3 Dec 2005 (GMT)
Type: Game mechanic change
Scope: Anything that runs out of AP
Description: Instead of having it so when you run out of AP you just get that blank "Exhausted, you can go no further." how about changing it so that you see the contents of the room as though you had >0 AP, but at the very end it says "Exhausted, you can go no further." And then, from then until you regain at least 1AP, it shows that same description, with a little notice showing when it was the last time that room was in that status. Or, just the part about showing you the room before you run out of AP, if the latter is too hard to implement. Nobody likes walking blindly into a building that could have other players (friend or foe) in it already.
Notes: 19/26 Keep/Total.
  • Main issue people had was with server load and that the player should budget AP better.
  • No suggested improvements
Left Queue: 09:14, 19 Dec 2005 (GMT)

Mark Zombies/Bodies In Your Group

Timestamp: 13:52, 18 Jan 2006 (GMT)
Type: General/Interface
Scope: Groups
Description: Basically allows players to identify zombies and dead bodies on their own group. Would otherwise work the same way as having them on your contact list. This would help characters with their contact list full of groups members.

To prevent people switching their group temporarily to grief on opposing groups, there should be an option to switch the feature off. This would make your character unrecognisable by group affiliation. Also useful for Feral, Independent, On Strike and similar groups.

The suggestion obviously wouldn't affect mechanics of current contact list.

Notes: 19/19 Keeps
  • Was "Mark zombies/bodies with same group affiliation".
Left Queue: 13:41, 10 Feb 2006 (GMT)

Record Last Action (What People Did)

Timestamp: Gene Splicer 15:34, 19 October 2006 (BST)
Type: Interface, flavour, stuff
Scope: Everyone
Description: Proposal:

That the system take note of the last action a Player performed as a hidden variable, thereby making it available to the system for Flavoursome, Technical and Gameplayerish reasons.


This would be kept track of in the same way as current HP/AP/XP, but storing the php reference for the action instead of a number(see your address bar after you perform an action to see what I mean). Every AP regen this would be wiped, as it can be assumed that the character has wandered off to do something else, such as go to the bathroom or sleep.

A Practical Application:

Room description flavour

Below the list of survivors/zombies in the room description would be added a quick summary of what everyone is up to. Descriptions include:

You see 4 people working on the barricades, 2 people hovering near the generator, 7 engaged in a heated discussion and 1 standing proudly by some graffiti.

You see 1 zombie attacking a figure, 2 attacking the barricades, and 1 standing around looking dazed(just stood up).

If the number of Survivors is greater than 50 you must click "View all survivors" to see this information(as with people's names in very large buildings). If the number of Zombies is greater than 50 but there are less than 50 humans you must click something similar ("view all zombie activity"?) to get the zombie information. If there are more than 50 survivors and more than 50 zombies, clicking either of these would show activity for both.

Survivors/Zombies who have no recorded last move (no action taken since last AP regen) or people doing uninteresting tasks (searching etc) do not appear in this flavour description, it is assumed they are just kind of milling around the place.

You cannot tell if a Zombie/Survivor was attacking a zombie or a survivor, it merely notes you were attacking a "live target".

This would make room and outdoor descriptions much more interesting, allow you a reasonable idea of how active a prospective safehouse is and what everyone is doing, and also make it feel more like the other players are actually people, and not just names at the top of the screen. It also allows Zombies a non-verbal method of determining when an active attack is going on (You see a horde of 20 Zombies here. You see 2 zombies attacking the barricades)

Potential Future Usefulness:

A lot, really. Abilites based on your opponent's last action, abilities based on your last action, abilities that cannot be performed twice in a row, couple of peer reviewed/undecided/(rejected)/still under vote suggestions that could be implemented much easier. (none of which are listed here to avoid charges of suggestion linkage)

Notes: 24/24 Keep/Total (100%), well accepted as is.
  • Was "Record Last Action".
Left Queue: 23:40, 2 November 2006 (UTC)

Remove "HP" From Display

Timestamp: 21:35, 19 Jan 2006 (GMT)
Type: Game Improvement
Scope: Players with Diagnosis Skill (or zombie equivalent)
Description: I suggest removing the large 'HP' displayed inside the hit point totals of individuals as displayed with the Diagnosis skill, and its zombie equivalent. It would save room, and neaten the display. I think it would be easy to discern that numbers inside parenthesis next to names are hit points without having to take up room with the letters HP next to every one.
Notes: 15/16 Keep/Total. Well accepted, one person was concerned that it wouldn't be as user friendly.
  • Was "Remove large 'HP' from display".
Left Queue: 15:03, 23 May 2006 (BST)

Shadows (Limited X-Ray Vision)

Timestamp: 19:35, 12 Dec 2005 (GMT)
Type: Balancing the Barricades
Scope: Zombies
Description: Now that we have powered buildings with lights inside, perhaps a good way to balance this is to let zombies see the shadows of people? If there is an abandoned hospital, it should appear very different from a hospital with a working generator, lights on inside, and thirty people. This would also allow some strategizing on whether or not to set up your generator.

Server load shouldn't be too much of an issue, would just change the "lights" message to something like "lights on inside, you see XXX" where XXX="a few shadows", "many shadows", or "a lot of moving shadows". I assume this would most accurately be a skill that costs 100XP, and have a pre-requisite of Memories of Life.

This stems from zombie movies where it is always very important to cut the lights, hide, stop moving, etc. The idea of mini forts full of humans and lights and noise seems a little Mad Max to me.


Notes: 16/22 Keep/Total. Other ideas include being able to turn off the generator/light switches so the lights go out and Zombies are not able to see the shadows.
  • Was "Shadows".
Left Queue: 05:53, 30 Dec 2005 (GMT)

Show Current/Max HP

Timestamp: 00:05, 7 Dec 2005 (GMT)
Type: Interface
Scope: Everyone
Description: Very simple: with Diagnosis or the zombie equivalent, you can see a character's current and maximum HP. I figure this would be pretty simple development, wouldn't tax the server, and would make it easier for healers to find patients (in other words, one wouldn't need to click on every 50 HP character to find out which has Bodybuilding)
Notes: 13/16 Keep/Total.
  • show health as a % rather than current/max. Cuts down on clutter and makes it easier to scan for healing targets.
  • A way to keep from wasting FAKs/IP hits on a hospital full of 50hpers in the hopes someone has Bodybuilding?
  • Ways to address clutter: (1) Health as a percent, (2) color-coding (red = not at max, green = at max) (3) an asterisk next to the HP indicating that the person needs a FAK.
  • Alternate implementation - show this in the use first aid/attack drop down menus only.
Left Queue: 19:35, 22 Dec 2005 (GMT)

See Body Building mark with Diagnosis

Timestamp: 11:36, 2 March 2007 (UTC)
Type: Display difference for Diagnosis
Scope: Both sides
Description: Diagnosis, by nature, is a skill that allows you to see if someone is hurt (and how bad) by looking at them, but as it currently stands, that doesn't include any way to see who has more muscles than others (Body building). I suggest we add a slight display change to the characters with body building. Instead of saying (50hp), make it ((50hp)). Easy visual cue that they've got it. That way, you don't have to waste IP hits looking at every 50 in the list to see who's got it.
Notes: 17/21 Keep/Total.
  • Was "See who's Pumped, Built, Ripped, Well-Muscled, etc.".
  • Although similarity to suggestion above, there were no dupe votes. Kill votes were concerning use of Back features of browsers to decrease number of IP hits
Left Queue: 20:10, 22 May 2007 (BST)

Winter Season

Timestamp: 13:42, 30 Nov 2005 (GMT)
Type: Flavour
Scope: Outside descriptions of blocks
Description: As the winter season begins, add flavour to the outside block descriptions. FoEx, instead of "You are standing outside the Laimbeer Building, a tall white-stone building." have it say "You are standing outside the Laimbeer Building, a tall white-stone building covered in snow." and similar addendums. "Caution: Slippery surface!" sign could also be added to the inside descriptions of public buildings like malls etc.
Notes: 18/23 Keep/Total.
Left Queue: 16:40, 15 Dec 2005 (GMT)

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