Suggestion:20070530 Brain Rot Clickety-Click Preference Schmeference

From The Urban Dead Wiki
Jump to navigationJump to search


Stop hand.png Closed
This suggestion has finished voting and has been moved to Undecided Suggestions.


Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing


20070530 Brain Rot Clickety-Click Preference Schmeference

Jorm 00:57, 30 May 2007 (BST)

Suggestion type
Skill Change

Suggestion scope
Super Excellent Zombies with Brain Rot

Suggestion description
This is just a simple idea to make it so that, when a zombie purchases brain rot, he or she is given a check box (much like the "don't search for these items" type thingermajobbies).

If checked, ZOMBIE CANNOT BE REVIVED. AT ALL. ANYWHERE. NOT EVEN INSIDE OF AN NT BUILDING.

If unchecked, zombie can be revived anywhere and everywhere.

Everybody wins. No more having to buy brain rot to avoid combat revives, while at the same time dooming yourself to near-eternal zombiehood.

Change to add: scanning works and shows if the flag is on or not; I could give two shites about that so whatever.

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.


Keep Votes

  1. I AM HE AND YOU ARE WE AND WE ARE ALL TOGETHER.--Jorm 00:59, 30 May 2007 (BST)
  2. This is an elegant way to sidestep the combat revives issue. While you could still CR zombies who haven't yet purchased brain rot, it makes brain rot much more viable for all zombie players, rather than just those who want to commit to undeath.--Kali Magdalene 01:06, 30 May 2007 (BST)
  3. I'm ambivalent. Commitment makes the rot mean something. But being able to occupy an NT with the assurance of no CR ... . --Dan 01:33, 30 May 2007 (BST)
  4. Aye -- Murray Jay Suskind 02:00, 30 May 2007 (BST)
  5. Keep - The title got me. Oh, and the idea itself, of course.--Lachryma 02:13, 30 May 2007 (BST)
  6. Keep WE ARE ANNONYMOUS, WE R LEGION... ow fuck, i must sign this shit. --People's Commissar Hagnat [cloned] [mod] 02:16, 30 May 2007 (BST)
  7. Keep - Woot! I've been terrified of buying BR for a long time (it nerfs parachuting) but with this change in place, it would be better. It makes RP sense at any rate. If a zombie with BR really, really wanted to be revived, it would find a way. Same with a zed who wants to stay dead. --Hhal 02:33, 30 May 2007 (BST)
  8. Keep- Desu.--Bluish wolf 02:44, 30 May 2007 (BST)
  9. Keep - No more hassle at the revive point! --JudeMaverick W! TJ! Talk Zzz... P! 08:39, 30 May 2007 (BST)
  10. Keep -Just to get all those idiots who whine about combat revives to shut up. O nooo I want to play as a zombie but don't want to buy brain rot because that's scary. WHAAAAH WHAAAAHH, you revived me you.. you... bad person you... survivors are PooPoo heads because they revived me while I was to much a wimp to buy the skill that would prevent it!!! If this would be wide spread I wouldn't have to listen to that anymore. We'd also get rid of those revive points and moronic Mrh? cows because you could simply revive those who gave consent by checking the appropriate box. It would create a far more realistic way of play. GOD I hope this gets implemented.--Vista +1 09:03, 30 May 2007 (BST)
  11. Keep/Change Yup. Would love to see this implemented, but the DNA scanner must be able to tell you if you can revive the zombie or not.--Seventythree 11:01, 30 May 2007 (BST)
  12. Keep - Jonny12 talk 11:35, 30 May 2007 (BST)
  13. Keep - The other kill voters have convinced me. Revivers don't need to know whether their stick is futile or not. When zombies get a 100% accurate instant killing skill to equal the combat revive, and breathers have to pay and severely restrict themselves to get incomplete immunity to it, then we can worry about being sporting. This is pure gold as it is. --Mold 15:38, 30 May 2007 (BST)
  14. Cool Yeah, like I said, great idea, as long as folks know (assuming they take the trouble to scan) whether the zombie is a needle buster or not. I bet Brain Rot in even in the "don't revive me" form would get a lot more use if this was implemented. --Seb_Wiers Imagine 23:17, 30 May 2007 (BST)
  15. Keep-Very useful!--qmzp 00:50, 31 May 2007 (BST)
  16. Keep - Sounds pretty good. Vista makes some points too. --Sonofagun18 06:43, 31 May 2007 (BST)
  17. It would end Brain Rot Revive Clinics however. Thay may actually be a good thing though...--ShadowScope 06:53, 31 May 2007 (BST)
  18. keep Just to be clear tho... rotters even with the revive me box flagged would still need to be inside a powered NT right? If not then this is a kill. As for scanning; it should require as successful scan which remained as hard to get on the rotter as before! VOTE CHANGED --Honestmistake 10:05, 31 May 2007 (BST)
  19. Keep - Not a bad idea.... makes brain rot more useful for death cultists! --Ducis DuxSlothTalk 14:23, 31 May 2007 (BST)
  20. Keep - If zombies can't have a one-shot-one-kill absolute weapon, then at least give them some sort of defense against it! Grogh 02:47, 3 June 2007 (BST)
  21. Keep - As per what the people above said. --Nikitis 04:27, 4 June 2007 (BST)
  22. Keep - Finding ammo for 1 pistol:3 ap. Breaking down a NT 'cade as a zombie:10 ap. Breaking down that cade knowing you can't be CRed:Priceless. A dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 19:34, 4 June 2007 (BST)
  23. Keep - I like! --DonTickles 21:26, 6 June 2007 (BST)
  24. Keep - Do it for the lolz. I'm tired of hearing whiners and assholes from the other side responding, well you shouldn't have bought the rot. This would shut everyone up once and for all. --karek 21:49, 6 June 2007 (BST)
  25. Yes--Priz 05:58, 13 June 2007 (BST)

Kill Votes

Change Needed - Great idea- with this, EVERYBODY can buy EVERY skill, and still play how they like. However, there is one important "must have" change - people who scan the zombie must know whether it can be revived. I'm not caring if Brain Rot still makes scanning the zombie harder when a zombie does wish to be able to be revived, but the person who scans the zombie certainly should find out whether they would be wasting a needle or not if they did try and revive the zombie. --Seb_Wiers Imagine 01:08, 30 May 2007 (BST) Vote altered per included change. --Seb_Wiers Imagine 23:17, 30 May 2007 (BST)
  1. Kill - The point of brain rot is that THERE IS NO GOING BACK. This nerfs that aspect of Brain Rot. --Saluton 02:15, 30 May 2007 (BST)
    I don't where you've been for the past, oh, year, but this hasn't been the case for Brain Rot for a long time. There absolutely is going back. It was implemented to solve the problem of people being dumbasses and buying a skill and then crying about it. Only, that implementation totally hosed tons of zombie tactics.--Jorm 23:08, 30 May 2007 (BST)
  2. Kill/Change- As Seb's suggestion.--Grigori 03:08, 30 May 2007 (BST)
    Change - Leave it to Seb to again remind me of something important I hadn't considered. I love this idea, Brain Rot should be good all the time, rather than something you take as a source of pride and defense, and then sometimes regret if you need to talk or whatnot - but I agree that with the toggle should come an indication when scanning of which mode the rotter is in. Throw that in and this is a winner with me. --Mold 03:36, 30 May 2007 (BST) EDIT: Slightly reworded my reasoning --Mold 04:39, 30 May 2007 (BST) vote changed --Mold 15:38, 30 May 2007 (BST)
  3. Kill - I like it as it is --Duke GarlandTLCD SSZ 07:54, 30 May 2007 (BST)
  4. Kill - your own fault if you wander inside a powered NT. -- Dance Emot.gifTheDavibob T 09:21, 30 May 2007 (BST)
    hurrrrrrrr.--Jorm 23:08, 30 May 2007 (BST)
  5. Kill - No going back! That's the tradeoff for being immune to combat revives. - BzAli 13:21, 30 May 2007 (BST)
    But you're *not* immune to combat revives. At all. That's what's so fucking irritating about the "can be revived in a powered NT building". How pointless. Especially now, with the balance so out of whack: my soldiers, of whom probably 75% have rot, get combat revived *ALL THE TIME*. It doesn't matter how AP expensive it is or not anymore. Yay for 1 shot insta-kill weapons to which there is no defense.--Jorm 23:08, 30 May 2007 (BST)
  6. Kill - I know plausibility isn't everything. But I prefer stuff that has at least a vague attempt at an IC rationalisation.- Black Mask 19:27, 30 May 2007 (BST)
    This is a lame reason to kill; I could come up with a zillion "IC" reasons why this would work. Make up your own! It's not my job to come up with those; that's Kevan's. So stop being lame! Reject lameness! Accept super-excellence!--Jorm 23:08, 30 May 2007 (BST)
  7. Kill Unnecesary change. I don't see how it would affect the game. --Secruss 19:58, 30 May 2007 (BST)
    Well, it would reduce combat revive whinging to null because you can truly say "well, go buy Rot" and not have the response "I can't, if there is a skill that comes out that I wanna buy, blah, blah blah". Plus, zombies can actually seige NT buildings with a possible hope of victory. So there are two reasons as to how it would affect the game, both of which are positive.--Jorm 23:08, 30 May 2007 (BST)
  8. change its hould be changed but so that you can still be revived if in a powered NT but otherwise it should be able to be switched on and off.--Bank1 19:29, 30 May 2007 (GMT)
    This is essentially a kill vote, since this "change" pretty much obviates the entire purpose of the suggestion.--Jorm 23:08, 30 May 2007 (BST)
  9. Kill - Not keen on this at all. --The Hierophant 13:05, 31 May 2007 (BST)
  10. Combat reviving is an essential way for survivors to save themselves, even though it creates zombie spies and stuff...This nerfs CRing. I hope you know that. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:37, 31 May 2007 (BST)
  11. Kill - No thanks, I think Brain Rot should stay unchanged. --ZombieSlay3rSig.pngT 15:45, 31 May 2007 (BST)
  12. Kill -- Brain Rot is a choice you should have to live with, not be something you can turn on and off. Combat Revival is a risk of non-rotter zombie "life." Unless you're going to give survivors zombie-seeking, insta-kill automatic sniper shotguns with 20-shot capacity and free ammo, this is WAY too overpowered. -- Firemanrik 16:02, 31 May 2007 (BST)
  13. kill On re-reading i realised IT did allow brainrot to be switched on and off and that frankly sucks! change it so it only allows rotters to resist revival even in NTs and it gets my keep! --Honestmistake 11:05, 1 June 2007 (BST)
  14. kill The ability to combat revive and dump rotters who are camping in NT Buildings is the only thing keeping survivors alive right now. Too overpowered, anyway. Now that combat revives cost 10 AP, they're not broken any more. P.S. Re-ing every kill is considered poor etiquette. Magentaine 04:31, 2 June 2007 (BST)
  15. CHANGE -while I like the idea, this will be a major buff to brain-rot. in addition to keeping it's benefits while losing it's bad side, you're actually IMPROVING it's benefits by making it so the zombie can avoid revives even in an NT. (and may I mention that that would make NT access weaker than it already is)? what if you made it so that, if checked, the zombie can still be revived in a powered NT. This would have the added benefit of making it still possible to play survivors on "hard mode", something which you really should have thought of, since you do it. --AlexanderRM 23:21, 6 June 2007 (BST)
    Well, that would obviate the entire point of the change. I'm trying to find a middle ground between the old behavior (never get revived, ever) and the people-whining-'cause-they-can't-buy-skills-or-won't-buy-brain-rot set. I will disagree that NTs are "weak" right now - they're stronger than any other building, since you can combat revive rotters in them - and the building can be ransacked while you do it (and I won't even get into the horrid zombie/survivor balance swing that currently grips the city). I wouldn't personally flip off the switch but I know people who would, and as a game designer, I know "more options is better than fewer options" in a situation like this.--Jorm 23:58, 6 June 2007 (BST)
  16. Kill - This is too much of a Brain Rot buff. armareum 09:40, 8 June 2007 (BST)
  17. Kill - ditto, Brain Rot is fine as it is. maybe a button not to buy it.----Sexualharrison MR ה TStarofdavid2.png Boobs.gif 13:26, 8 June 2007 (BST)
  18. Kill it to pieces - The thing of the thing is, Brain Rot is supposed to be a disease, not some kind of magic revivifying shield. The side effect of the disease is a more difficult revive. It's meant so that if a zombie player wants to be revived, it's a big trouble to actually get it done, between finding a powered NT building and finding someone willing and able to revive them there. This not only makes the Necronet Access skill doubleplusunuseful (aside from predicting zombie waves, but maybe that's just for independents), but also trivializes the entire skill of Brain Rot. There are good ways and bad ways of handling people who no longer want this skill, and this would be a bad way. Kalir FTW! Z/S UD Potato Words 07:19, 13 June 2007 (BST)
    As a more game-balancing point, I noted you state that combat revives within powered NecroTech buildings are common, making the Brain Rot skill useless as is. Allow me to offer a few points on this. 1: They need not only NT Employment, not only Lab Experience, but Necronet Access to revive a brain-rotted zombie. That's a level 3 character at the least right there; they've made significant progress to even be able to do this. 2: The building must be powered to do this, meaning that there has to be a portable generator with fuel hooked up in the building. This should be your first target if combat revives are your biggest threat. 3: If the building is not powered, a prospective combat reviver needs a minimum of a portable generator, a fuel can, and either 20 AP or a Necrotech syringe per zombie. Once they have all this in place, they need to use 10 more AP for each zombie in the building. Assuming they can carry all that (what with weaponry, First Aid Kits, and other miscellaneous items), assuming they start out with a syringe for each brain-rotted zombie in the room, assuming they started in the room with full AP, they would be able to take out five zombies with Brain Rot. That's a whole lot of assumptions. 4: Given the abhorrent OOC behaviour of many characters, it's unlikely that combat revives in this situation will do much good, as I've heard that rotters are likely to carry shotgun shells to thank their revivers with, and PKers are much more dangerous to your average Necrotech scientist than a rotter. Kalir FTW! Z/S UD Potato Words 08:02, 13 June 2007 (BST)

Spam/Dupe Votes

  1. Spam - Last time I checked survivors didn't have a "can't be zombified" button. Now, out of the survivor-pro arguments, to negate an undesirable effect and a valid survivor tactic that -hate it or not- is effective in the short term, just based on purists arguments... go join some church. --Matthew Fahrenheit YRCT+1 02:15, 2 June 2007 (BST)
    HAHAHAHH! For someone who seems to demand respect and higher conduct among people on the wiki, I just just have to say: way to abuse the spam vote, dude.--Jorm 02:20, 2 June 2007 (BST)
    First, I do not recongnize what you call "abuse of the spam vote". There are as many ways to use the spam vote as there's people voting, and my way is spamming suggestions that point to unworkable changes for the game. Second, you come from an old generation of players andwiki users, even older than me by quite a while, but yet we shared a time when the suggestion pages were a nasty place for suggesting this kind of crap. You know that back then you would have gotten this suggestion spammed to hell by people who liked to reason their arguments with the "dos and do nots" in one hand and "frequently suggested ideas" in the other. Save me the arguments not aimed at defending your suggestion but at attacking me, please. --Matthew Fahrenheit YRCT+1 02:31, 2 June 2007 (BST)