Suggestions/10th-Jan-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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Interior Barricading

Spaminated w/ three votes including my own. The change to allow malls/large buildings to be swarmed if one quadrant falls was intentional. --Mikm 02:58, 10 Jan 2006 (GMT) }}


Getting to know one better...

Timestamp: 01:23, 10 Jan 2006 (GMT)
Type: Game Improvement, making friend
Scope: Everybody
Description: We should have in the change in the Edit Your Profile. It should be optional of course, but it should let you for all who looks at your stat page see a email, webpage, msn screen name, and aol screen name. This is so we could contact each other (and maybe stop the spam on the wall of a persons webpage address got like 5 of them in my notebook -_-.) It shouldn't be too hard to put it on so... all I can say is I'M FULL! I mean why not?

Votes

  1. Keep - Already have a website link so no harm. Plus it'd be voluntary. Edit: Server strain would be minimal compared to other peer-approved additions, and consider message boards with tons of users and full profile fields. They seem to be okay. -- Amazing 01:44, 10 Jan 2006 (GMT)
  2. Kill - If someone wants to put that information up, they can put it in their description. Tacking on four more fields in every single one of the 350,000+ profiles is not a server-friendly request. It slows database response time because the information is simply stored on more hard drive sectors. Bentley Foss 02:30, 10 Jan 2006 (GMT)
  3. Kill - if people want to Meta-game, they can follow the wiki link on the main page to get all the resources they need to do it.--Bermudez 02:47, 10 Jan 2006 (GMT)
  4. Kill - I agree with Bermudez and Bentley. --Jak Rhee 03:07, 10 Jan 2006 (GMT)
  5. Kill - If all else fails, just link to your wiki user page. --McArrowni 03:28, 10 Jan 2006 (GMT)
  6. Keep - I might not use it, but I like the idea. --Brizth 03:30, 10 Jan 2006 (GMT)
  7. Keep What Brizth said. --Scorpios 4:00, 10 Jan 2006 (GMT)
  8. Kill - For the reasons stated above. --intx13 05:39, 10 Jan 2006 (GMT)
  9. Keep - I cant say that is has a high prioraty for me. almost useless, but he why not?--Vista 10:31, 10 Jan 2006 (GMT)
  10. Kill - "hello ^_^ asl plz" -- "19/bargah/margah" -- "oooh want 2 cyber" -- *CLAW BITE BITE CLAW*. There's plenty of places to socialize. Let games be games. --DirkDirkly 12:31, 10 Jan 2006 (GMT)
  11. Kill - Put it in the profile text, or as the one link we do get. It would be nice if we could edit that link, though. --Dickie Fux 14:31, 10 Jan 2006 (GMT)
  12. Keep -- As long as it wouldn't, in fact, hurt the server load too much I would be fine with this. Would allow people to metagame on a more personal level without havgin to wade through forums and such if they feel so inclined. I probably wouldn't use it but I don't see the harm (again noting server concerns, about which I am mostly clueless). --Thelabrat 00:10, 11 Jan 2006 (GMT)
  13. Kill -- Bentley was right about server issues. Plus, it takes away from any realism or RPing by shoving people's real-life internet info in your face. --Jack Destruct 02:27, 11 Jan 2006 (GMT)
  14. Kill - Supremely unnecessary at this point in time. The game needs real improvements not extra fluff. --Daednabru 04:41, 11 Jan 2006 (GMT)
    Keep - I'd at least like to be able to add or change the stuff thats already there. --MorthBabid 20:36, 30 Jan 2006 (GMT) Note: Vote cast after voting ended. Velkrin 19:26, 18 May 2006 (BST)
    • Final Tally - 5 Keep, 9 Kill, 0 Spam - 19:26, 18 May 2006 (BST)

--- -

Penalize search in crowded buildings

Timestamp: 02:49, 10 Jan 2006 (GMT)
Type: balance change, strategy, items
Scope: survivors
Description: Decrease the chance of finding an item in a crowded building. This encourages survivors to spread out, and also automatically balances power between zombies and survivors: as the number of survivors increase, each of them will have a harder time finding items, and as the number decreases, each will have an easier time finding items.

Clarification: By "penalize", I mean relative to the odds given in an empty building, not relative to the odds that exist right now. This suggestion also includes making search more rewarding in empty buildings. Perhaps a better title/description would have been "make search odds dependent upon the number of survivors in the building, with it being more difficult to find items in crowded buildings and easier to find items in empty buildings.

Votes

  1. Keep: Built in protection against either side getting too powerful. AlbusX 02:50, 10 Jan 2006 (GMT)
  2. dupe - been said before, the searches are the way they are on purpose, leave them alone --Bermudez 02:53, 10 Jan 2006 (GMT)
  3. Kill - The whole zombies eating them thing tends to get the survivors to spread out. --LtMile 02:54, 10 Jan 2006 (GMT)
    1. It encourages me to find other survivors, so that they can reinforce the barricades, take hits from any zombies that get in, and then kill those zombies. AlbusX 03:59, 10 Jan 2006 (GMT)
  4. Kill - Search odds are fine. Anyways, zeds already have more efficient (HP per AP) attacks than survivors. --Mikm 02:57, 10 Jan 2006 (GMT)
  5. KIll How does this "balance power between survivors and zombies"? Plus this discourages seiges, which frankly is a BIG part of the game and some of the most fun. --Jak Rhee 03:06, 10 Jan 2006 (GMT)
    1. When there are a lot of survivors, each one is less powerful because he can't find items as quickly. When there are few survivors, each one is more powerful, because he finds items quickly. AlbusX 03:59, 10 Jan 2006 (GMT)
    2. This change may encourage sieges, since right now there is no benefit to keeping possession of several malls--we could all pile into one mall and still have no trouble finding more shotgun shells. AlbusX 03:59, 10 Jan 2006 (GMT)
  6. KILL! -Unless they make your odds better when the lights are on this balances nothing Drogmir 03:16, 10 Jan 2006 (GMT)
  7. Kill - Did, perhaps, you stop to think that there are two search-odds-increasing, mall-oriented skills for a reason? Nothing personal, but skills exist for a reason. Coincidental effects (meaning, things other than what is explicitly programmed into Urban Dead--individual graffiti messages would be an example) should never effect gameplay. Bentley Foss 03:18, 10 Jan 2006 (GMT)
    1. I didn't mean
  8. killRhialto 03:41, 10 Jan 2006 (GMT)
  9. Kill Leave searches alone. -Velkrin 03:44, 10 Jan 2006 (GMT)
  10. Kill - Search odds seem fine to me... right about now the game feels very balanced, actually. That's not to say that suggestions aren't good, but it seems a bit unnecessary to start making changes to existing features (especially features with few complaints) when things are evening out. Intx13 06:15, 10 Jan 2006 (GMT)
  11. Kill - People will just start barricading above VS more... And I don't think a change is necessary. -Signal9 06:24, 10 Jan 2006 (GMT)
  12. Kill - Leave search rates alone please. - Asrathe 08:05, 10 Jan 2006 (GMT)
  13. Kill - if you want to change the single most important part of survivor gameplay, have the curtesy of actually thinking the math trough. It may prevent a very bad suggestion suggestion from being made, or make it passable. the fact that you didn't do that would normally be reasons enough of a kill But in this suggestion it doesn't matter. survivors should never be punished for gathering together. --Vista 10:24, 10 Jan 2006 (GMT)
  14. Kill - a: being a caiger mall survivor i hate this idea,leave my rates alone b: in a real life situation survivors would group for safety.. c:some idea's good..this idea bad (Someone sign this please --Jak Rhee 21:13, 10 Jan 2006 (GMT))
  15. Kill - Kind of a fun idea and certainly logical from the icky realism point of view but I think the search balance is just fine how it is at the moment. Also agree with those stating this would discourage seiges which are too much fun. --Thelabrat 00:13, 11 Jan 2006 (GMT)
  16. Kill - If this was the realistic case, we'd all be dead from starvation and inability to find ammo/FAKS long ago. Nice try, though. --MorthBabid 09:16, 18 Jan 2006 (GMT)
    Kill - This would lead to PKing and kill seiges. --Mr NoName 15:27, 31 Jan 2006 (GMT) Note: Vote cast after voting ended. Velkrin 19:26, 18 May 2006 (BST)
    • Final Tally - 1 Keep, 13 Kill, 1 No Link Dupe- 19:26, 18 May 2006 (BST)

Shock

Retracted for later Revision and Resubmission. Please direct any thoughts, comments, ideas, or puking to the "Shock" area on the Discussion Page. I've saved all of your votes with the original text for personal reference and all that. Thank you for your comments! -- Amazing 02:42, 11 Jan 2006 (GMT)


Group/Clan Bonuses

Timestamp: 08:42, 10 Jan 2006 (GMT)
Type: Combat tweak
Scope: Everyone
Description: In order to implement this suggestion the pre-suggestion must be made that you may only change your 'group' once every 24 hours, with a possible confirmation box placed to help prevent mistakes.

Part One: People who are in the same 'group' (i.e. RRF, Caiger Survivors, On Strike) do not have their fellow members listed in the attack list, i.e. they will be non-attackable by their fellow group members. This is to prevent accidental attacks mainly though I admit this feature is mostly flavor. Addendum - if you attack another player you cannot change your group to the same group as that player for 24 hours.

Part Two: General combat bonuses for groups, both offense and defense. Ex: If 50 RRF zeds attack a fire station barricade there will be a hit rate bonus applied based on the number of 'allied' zeds in the same block, for each zed's attack. I figure a *maximum* bonus of 1.25 the rate of normal attack would suffice (i.e. a 25 percent increase of a hit rate, example being a 40% attack now going to 50%), with this maximum perhaps being achieved at 100 attackers and the bonus scaling linearly. This rewards coordination and promotes grouping.

As for defense, the hit rate for a person attacking a mob of people in the same group will go down. Ex: 100 Caiger Mall Survivors in Caiger Mall. An independent unaffiliated feral in the mall would suffer a reduced chance to hit any of those survivors, with a maximum accuracy decrease of 25% of their hit rate (40% hit rate going to 30%). This defense bonus scales linearly and the 25% defense bonus is achieved at 100 defenders. This bonus does NOT apply to barricades, only the people inside. This defense bonus and the offense bonus stated above would work against each other, with a perfect balance having the same net result as complete unaffiliation.

Makes sense to me in regards to flavor since I would assume allied group members would 'cover' each other in raids and defenses. Also encourages formation of groups, joining larger groups, rewarding coordination (especially among zeds since they're generally better organized).

I've seen the suggestions about mob bonuses be shot down but an implementation in this fashion seems more reasonable.

Votes

  1. Kill - I would love to vote keep, but I see too much potential for abuse in this. If you wanted to attack someone, you could attack them and then change your group affiliation to theirs so they couldn't attack back. This is perfect for those who like to harass or grief specific groups. --Daxx 09:01, 10 Jan 2006 (GMT) Edit, for addendum: That's a way to solve the problem which works, but I don't think it's an elegant one. It adds lots of seperate status tags for the server to work with, and in all honesty I don't think 24 hours is that long a time. It's only 48 AP, after all. (Thinking to self: Day 1. When in safehouse, unload all ammo and retreat to safe distance. Day 2. Search for more ammo. Change group affiliation. Day 3. Search for more ammo. Wander into previous safehouse with impunity. Rinse and repeat.) Also, I'm not in favour of part two at all because of the whole temporary bonuses thing, and that I can't think of a realistic situation where the attacking bonus would actually come into play.
    • Re: - I addressed this already, as follows: Addendum - if you attack another player you cannot change your group to the same group as that player for 24 hours. FireballX301 09:05, 10 Jan 2006 (GMT) Edit: Can't argue the part about the inelegance, but it's the only solution that comes to mind. Regarding the applications of part 2, sieges, sieges, sieges. We've seen the affiliated zeds rout the malls lately in mall tour '06, and this could help or hurt them depending on how the humans reorganize.
  2. Kill --Jack-Swithun 09:40, 10 Jan 2006 (GMT)
  3. Kill - if you look at the statistics you'll notice that the majority of the players are not part of any group. so why penalize them? that what make groups more powerfull come from the simple fact that they are organized. and this already happens in game. a group of 50 is already far more powerful then 50 individuals put together. Single players would have to put an a group affilliation simply not to be wiped away. that is forcing players to play the game as you would like the game to be played.--Vista 10:04, 10 Jan 2006 (GMT)
    • Re: - Think about it. If your city was invaded by zombies, would you go out on your own? No, you would not. The human psyche is hardwired to "safety in numbers." Rewarding humans for being humans is surely a good thing. --Matson Jade 17:12, 10 Jan 2006 (GMT)
      • What are you talking about? people are already getting together and clumping together in groups! it called organization and groups. Why didn't caiger fall but all the other malls before did? Caiger was organized. being in a organanised group already carries it's own reward, you got revived faster, people watch your back while you are logged off. rebarricade safe houses that you use, make sure all their members all healed. this already happens. attacks are timed together for maximum result. You want change the stats to represent the effects of organization in the game while it excist totally within the game already? The organization itself and its effects? can't you see the logical fault with that?--Vista 17:58, 10 Jan 2006 (GMT)
  4. Kill - One of the ways newbs in my group get exp is to attack and then heal other group members. Other players may have reasons to attack people in their group (someone wearing their group tag despite not really being a member; in-group PK'ing events; or whatever). I don't think they should be forced to stop doing that just because some people are too stupid/lazy to make sure they are not attacking the wrong person. Plus, I agree with what others have already said. - Asrathe 10:27, 10 Jan 2006 (GMT)
  5. kill Rhialto 14:14, 10 Jan 2006 (GMT)
  6. Kill - Well, Daxx beat me to it. This carries a lot of state tracking that we really don't need. No one should be immune to attack (unless they've just been killed), ever. Also, don't penalize players for not belonging to groups. Incidental items (namely, those things not specifically coded into Urban Dead, such as specific graffiti messages, survivor chat in safehouses, etc.) should never effect gameplay. The only gameplay-altering effects we should ever see should come from skills and items. Bentley Foss 15:27, 10 Jan 2006 (GMT)
  7. Keep See my reply to Vista's post above. --Matson Jade 17:12, 10 Jan 2006 (GMT)
  8. Kill The bonus comes from working with others. 50 uncoordinated people in one square aren't as powerful as 50 organized people. --Mikm 22:21, 10 Jan 2006 (GMT)
  9. Kill - Not really fair to those who don't want to join a group, or newbies who don't know the difference between one group and another. --Dickie Fux 23:49, 10 Jan 2006 (GMT)
  10. Kill Doesn't make sense for zombies. Makes sense for suvivors (kinda) but that'd be unfair. --Jon Pyre 00:14, 11 Jan 2006 (GMT)
  11. Kill - This is just a stupid idea. Most group names don't even exist! --ALIENwolve 00:19, 11 Jan 2006 (GMT)
  12. Kill Dickie Fux and Vista have covered most of my ideas. I would love to see some automated way of adding the members of a group you join go into your contact list down the road (adding all my RRF homies was a tedious chore for my zed) but based on my limited knowledge about the server, it would just make bad lag and I just have to deal with it. --Thelabrat 00:22, 11 Jan 2006 (GMT)
  13. Kill DUDE. Every Zombie would just be in group "Zombie", and every survivor in group "Survivor". Voila, everyone gets the bonuses. Fools. --Slicer 01:56, 11 Jan 2006 (GMT)
  14. Kill - I'd like to remidn the writer that this is not EverSuck or Guild Wars or any of those other MMORPGS. ---Jak Rhee 03:21, 11 Jan 2006 (GMT)
  15. Kill - OMGD 4 t3h gl0ryz o t3h H0rd3. How I mine for fish? --MorthBabid 09:17, 18 Jan 2006 (GMT)
    Kill - This would kill the lone zombie hunter image and be too abusable. --Mr NoName 15:31, 31 Jan 2006 (GMT) Note: Vote cast after voting ended. Velkrin
    • Final Tally - 1 Keep, 14 Kill, 0 Spam - 19:26, 18 May 2006 (BST)

---

Market and cash

Found to be a Dupe of General Store, and Store SEE Zerging and the FAQ about trade for more details.

I've got to say i'm little disappointed, yes, I did bother reading all that BEFORE I did the post and I think the idea addressed the short comings in all of them along with the "problems" mentioned in the FAQ. So be it though, its not like it would have be easy to implement most likely anyway. --Takigama 06:04, 11 Jan 2006 (GMT)

--Matthew Stewart 16:53, 10 Jan 2006 (GMT) ---

Dark Science

Retracted for rethink, discussion and possible Resubmission. Any further comments or suggestions - please direct to my discussions page. I have copied all of your votes with the original text for reference. Many thanks for the useful comments and discussion, best wishes to all and Have Fun!!!!! --KyleTravis 01:56, 22 Jan 2006 (GMT) ---

Behavioral Research

Timestamp: 19:58, 10 Jan 2006 (GMT)
Type: New Skills and Item
Scope: NectoTech
Description: NecroTech is very pleased with the job you have done so far, but there is still much work to be done. For reasons too complicated for just any low-level employee to comprehend, it is important to study the behaviour of zombies. For this reason, certain operatives with lab experience will be instructed to find tracking devices that are to be implanted in target zombies in order to study the behaviour of zombies.
  • New item: Tracking Device - Can be found in NecroTech Buildings.
    • Survivors with Behavioral Research Clearance can attempt to implant it on a zombie (1AP).
      • There is a 50% chance of success to implant the Tracking Device. Successful implantation grants 5XP.
      • Faliure to implant the Tracking Device will cause loss of the tracking device. Attempts to implant onto a zombie that is already being tracked will be treated as faliures.
    • Only zombies with Sense Pain can distinguish between zombies that are being tracked and those that are not.
    • A zombie cannot remove a tracking device from itself.
    • A zombie with Sense Pain can remove the tracking device from a tracked zombie. Takes 1AP, grants 5XP.
    • When a tracked zombie dies, it loses its Tracking Device. When a zombie is revived, the (now) survivor removes the tracking device, thereby breaking and discarding it.
  • New skill (survivors): Behavioral Research Clearance - Placed under Lab Experience, required to use tracking devices.
    • When in a powered NecroTech building and with Behavioral Research Clearance, a survivor can click "view computer console," which will display a new screen of the full 100x100 Malton grid, with numbers in each square representing the number of tracked zombies in that block.
      • Only numbers for suburbs with powered phone masts are shown.
      • When attempting to view the computer console in a suburb without a powered phone mast, an error message is displayed (something along the lines of "Error: Connection to database severed.")
  • New skill (zombies): Sense Pain - Zombies with this skill can sense the discomfort inflicted by the painful implant, and remove the tracking device from any tracked zombie.

What this adds:

Makes the game more interesting for both sides. This provides another XP source for science-oriented charachters (trust me, low-level scientists need it), and provides both an XP source and a "help your friends" element to the zombie side. Also adds a use (and therefore value) to generators.

All this said, don't forget the practical use of being able to track zombies - knowing where they are. In turn, zombie groups can use this to confuse survivors, adding another element of strategy to the game.

Edit: Interface Issue: Displaying a 100x100 grid on one screen might be impractical. Suggested Solution: Show one suburb at a time (starting with the current) with navigation buttons to view the other suburbs. Directional navigation and a list (or map) of suburbs are both possible solutions.

Votes

  1. Keep - Author's vote. --Signal9 19:58, 10 Jan 2006 (GMT)
  2. Keep - I really like this one. Adds flavor and new things to do, and more places to put generators. --Brizth 20:20, 10 Jan 2006 (GMT)
  3. Kill - Huhuh, a 100x100 grid, right. Other than being very bandwitdh-consuming (and server-side CPU consuming, I suspect), this idea would be too hard to implement for the small advantages it gives. --Hexedian 20:20, 10 Jan 2006 (GMT)
    Note: Vote removed. Read the "Invalid Votes" section before voting. --LibrarianBrent 23:44, 10 Jan 2006 (GMT)
    • Re: - Let's see... 10000 integers = 40000 bytes (at most - 20000 if they're short int's) = 50KB of memory on the server. Suggested implementation - update changes (not the whole thing) every time a zombie with a tracking device moves or a tracking device gets destroyed, meaning 8 bytes of information changed at most for every "event". Plus the server already keeps track of where charachters are on the 100x100 grid of malton. --Signal9 20:30, 10 Jan 2006 (GMT)
  4. Keep - Not that big of a deal, Hexedian. The server does that many times over: to check barricades, survivor/zombie amounts, etc. --TheTeeHeeMonster 20:24, 10 Jan 2006 (GMT)
  5. Keep - However, I would consider making the experience necessary to implant the device lower, say on the same lines of the syringes. Also, I worry that it might be too easy to just remove them, but... heck, if it's a problem.. there can always be a Tracking Device Mk2... :P Plus, I suppose it does allow for more implants to be inserted (thus more XP flow for scientists)--Zarquon 20:30, 10 Jan 2006 (GMT)
  6. Keep - I actually like this, it would be fun to watch survivors scream about 70 implanted zombies in the factory nextdoor to their safehouse. --Qwako 20:31, 10 Jan 2006 (GMT)
  7. Keep - great idea, and great flavor. --Firemanstan 20:38, 10 Jan 2006 (GMT)
  8. Keep - I love it - --ramby 20:44, 10 Jan 2006 (GMT)
  9. Keep - Yup, very flavorful and it's hard to call the phantom of game balance over this one. --Omega2 20:51, 10 Jan 2006 (GMT)
  10. Keep Sweeeeet!!!! -- Mattiator 20:55, 10 Jan 2006 (GMT)
  11. Keep - Finally, a way for zombies to get non-combat exp that isn't totally moronic. Also, I like that this would increase the importance of phone masts, giving zombies more of an incentive to attack them, and survivors more of an incentive to keep them maintained. - Asrathe 20:55, 10 Jan 2006 (GMT)
  12. Keep - VERY complex, but the idea itself is interesting and well thought out. -CWD 20:56, 10 Jan 2006 (GMT)
  13. Keep - New skills for zombies and survivors to gain a little extra XP, not unbalancing, adds flavour, doesn't really hurt the server. Bravo. --WibbleBRAINS 20:58, 10 Jan 2006 (GMT)
  14. Keep -- Nice. Adds thigns fo rboth sides to do, gives what may be a little strenght to survivors who are gettign thei rasses handed to them. A little complex to code, but still... I like it. An you know how rarely I vote keep on anything --Jak Rhee 21:02, 10 Jan 2006 (GMT)
  15. Keep – Like the flavour and all sounds very interesting – really minor thing – do Zombies feel pain ?. --KyleTravis 21:11, 10 Jan 2006 (GMT)
  16. Kill Not useful enough and not enough benefit to warrent it. All the "multiply it by a billion" sever-load spam voters have suddenly got amnesia. Edit: They're seperate comments, Vista. -- Amazing 21:34, 10 Jan 2006 (GMT)
  17. Keep - Well thought out, and we need some more science skills. Adds tasty flavour. -- Catriona McM 22:00, 10 Jan 2006 (GMT)
  18. Kill Amazing "multiply it by a billion" is for game effects that look fine at first glance but are horrible overpowered when used in large measures, not with server load. I don't see how it applies here? edit thanks, just wondering if you saw something I didn't see.--Vista 22:13, 10 Jan 2006 (GMT)
  19. Keep - it will only update once every half hour, right ? this way there wont be people just toying with the monitor to see how the zombies are moving. --hagnat 22:22, 10 Jan 2006 (GMT)
  20. Keep - i like the idea of offering zombies a chance to get some non-combat XP.--Salicyclic 23:01, 10 Jan 2006 (GMT)
  21. Keep - A zombie with the skill should be able to remove it from themself with no XP bonus. Jirtan 23:16, 10 Jan 2006 (GMT)
  22. Keep, excellent idea! --LibrarianBrent 23:44, 10 Jan 2006 (GMT)
  23. Keep - I still think the Sense Pain zombie skill is a little wonky, but the suggestion as a whole is great. --Dickie Fux 23:43, 10 Jan 2006 (GMT)
  24. Kill Eh, seems out of genre to me. The zombie horde is supposed to be too numerous to ever tag and catalogue. --Jon Pyre 00:09, 11 Jan 2006 (GMT)
  25. Keep Well put together, well explained, doesent seem like it will really affect the server, gives zombies a non-combat method of gaining exp. I can't really find a fault in it!--Etherdrifter 01:13, 11 Jan 2006 (GMT)
  26. Keep You've thought through a useful, fun and flavoursome suggestion. Three thumbs up! --Matson Jade 01:03, 11 Jan 2006 (GMT)
  27. Keep, Excellent idea! --Nicks 01:50, 11 Jan 2006 (GMT)
  28. Keep - So keep it ain't funny! --krupintupple 21:13, 10 Jan 2006 (EST)
  29. Keep - There are a lot of possible issues with this, but it gets through for flavour. Still, only 'Keep' because I know Kevan would implement it with a lot of finesse (which is what it would require) --Jack Destruct 02:39, 11 Jan 2006 (GMT)
  30. Keep - HAWT! More skills, a non-combat zed XP-gain, more items...more fun! MaulMachine 02:43, 11 Jan 2006 (GMT)
  31. Keep Everyone wins! Yay! Althuogh I would think that since zombies can't feel pain, perhaps another name would be best for their ability? Like "Feel Signals" perhaps? --Volke 03:19, 11 Jan 2006 (GMT)
  32. Kill - I'm going to say kill on this one, just because of how complicated it is. Think about the current skills in the game... get skill, search for item, use on player, benefit. And there really isn't any big explanation of how skills work... they're simple enough you just pick it up. Revivification is probably the most complicated of these, and that's not that complicated. This suggestion is really, really complicated... maps that only show certain sectors of the city, three skills relevant only to each other, paragraphs of explanation needed... as it stands I think it's a bit much for a game that players are just supposed to grasp as they play. Intx13 03:18, 11 Jan 2006 (GMT)
    • Re: Not really - Survivors: Get skill, find item, implant. Zombies - Get skill, remove implant. Plus the survivors can look at the screen and see where tracked zombies are. --Signal9 05:32, 11 Jan 2006 (GMT)
  33. Kill - Although I like the sound of this idea, I agree with Intx13 - this idea is too complicated. --Daednabru 04:34, 11 Jan 2006 (GMT)
  34. Kill - This suggestion is rather complicated for my tastes, and it gives people free intelligence reports about hordes. Granted, they're in-game, but I like the idea of the city being abandoned, with all lines of communication down, sinister, shadowy, etc. Does the device work for everyone with a locator, or only the person who implanted it? There are minor technical issues with the first, and major technical issues with the second, on par with "R.I.P. server". The bit about needing other zombies to do surgery on the tagged to remove it, etc., was too much for me. If this was merely a Science skill and device that granted you XP (and nothing more) for tagging the zombie, then I would likely vote "Keep" on it. Bentley Foss 04:54, 11 Jan 2006 (GMT)
    • re: You should have read it a little more carefully - the "locator" is just a function of Powered NT Buildings in a suburb with a working Phone Mast that only people with the Behavioral Research Clearance can use (which already limits the intelligence reports by a lot). And it shows all implanted zombies (remembering who's implant it was would be insane - I'd never suggest that). As for the server load issues, take a look at my conversation with LibrarianBrent (continues on talk page). --Signal9 05:32, 11 Jan 2006 (GMT)
  35. Keep - There are problems with this suggestion. It's complicated. It gives information too easily. But I like science skills, and obviously Kevan could make whatever changes he likes if he decides to implement something like this. So I'm giving this idea my support. X1M43 06:30, 11 Jan 2006 (GMT)
  36. Keep - I would prefer that the intelligence reports could only give info about the suburb you're in but I like it just fine as is also. Science is good. --Thelabrat 09:12, 11 Jan 2006 (GMT)
  37. Keep - Maybe the suburb being scanned also has to have a working phone mast to transmit the data. Very well balanced, but what are the find odds for the trackers? --shadowrunner9
  38. Keep - This could determine where the zombies are hording and thus can warn people to evacuate the are,like a seismometer. --Penance 17:40, 11 Jan 2006 (GMT)
  39. Keep - I like the suggestion. And for those voting kill because "It's too complicated", read the top. That's not neccessarily a good reason for a kill vote. --Pinpoint 18:19, 11 Jan 2006 (GMT)
  40. Keep � If it doesn't hamper the server overmuch, hell yes. Bartle 18:39, 11 Jan 2006 (GMT)
  41. Keep - Wow, I really like this... I want a new scientist skill, and this one is great! -- Norminator 2 19:31, 11 Jan 2006 (GMT)
  42. Keep - Win-win situation = FUN! --Felix Fitzpatrick 02:09, 12 Jan 2006 (GMT)
  43. Keep --Lord Evans 06:02, 12 Jan 2006 (GMT)
  44. 'Kill -- There have been more...elegant suggestions to have the same effect. Plus, tracking any player is a bad idea. Can be used for nefarious griefer reasons. Creative, tho.--MorthBabid 09:21, 18 Jan 2006 (GMT)
  45. 'Kill -- This idea doesn't really add much to the game. Aside from the fact that the NecroNet access has partially subplanted your Map idea, it doesn't add much to the experience. Just because you know that the zombie headed West it doesn't grant the player any benefit. Being a scientist character myself I can sympathize with wanting more XP, but this doesn't do much for the scientist or the zombie player. -- Quasispace 10:32 21 Jan 2006 (GMT)
  46. Kill - The Trackin device should only work for an allotted period of time. It would need to run out of battery or something. --Uncle Willy 00:55, 24 Jan 2006 (GMT)
  • Tally Keep 34 Kill 10 (1 unsigned)
  1. Keep - Scientists need the advantage.--Mr NoName 15:35, 31 Jan 2006 (GMT) Note: Vote cast after voting ended. Velkrin 19:26, 18 May 2006 (BST)

---

Barricade Watch

Timestamp: 20:27, 10 Jan 2006 (GMT)
Type: Innate survivor ability
Scope: Survivors inside barricaded buildings
Description: As an innate ability, survivors are able to see other survivors inside their safehouses attacking the barricades. This would be displayed on screen as "_____ tears the barricade down to _____". This would not show each successful attack on the barricades from the insides, only when the barricade is brought down a full level (i.e. from VSB to QSB, etc.), and by whom. This would not show attacks on the barricade from outside of the safehouse, only those made from inside.


  • Not to argue solely from the point of realism - but where as a murder could take place in secret inside of the building (the way a player can PK someone and it does not show to other survivors in the building), a survivor tearing down the barricades would be hard, if not impossible to hide from the others. I believe this would reduce the effectiveness of Zombie Spies cracking open safehouses from the inside with a crowbar, which most of the UD community looks down upon, while not specifically making a target of those who are bringing an overly barricaded building from HB to VSB for non free runners (as it would show only the levels brought down to, not simply a generic "attacks the barricades" message).

As a side note - If this is unpopular solely on the fact that it is an innate ability rather than a skill, I believe it would go extremely well with the peer reviewed suggestion Law Enforcement. However I am not aware of the correct way to present it in conjunction with that skill, unless the proper way would be to resubmit the Law Enforcement suggestion with this tagged on (?). Regardless, I have suggested it as an innate ability, because I believe it should be as such.

Votes

  1. Keep: - Shameless author vote. --Firemanstan 21:00, 10 Jan 2006 (GMT)
  2. Keep: I don't see much of a reason not to... but keep in mind that this is more likely to just help identify who is tearing the barricades down - because you are more likely to be offline than online when that happens. --Signal9 20:38, 10 Jan 2006 (GMT)
  3. Keep Seems reasonable. The only tweak I might propose (if it's possible), is for the skill to only work when you have AP - I.E. if you enter a building with your last AP and "fall asleep," you can't tell if somebody attacked the barricades during the period between "falling asleep" and getting a new AP. Of course, it could be argued the noise of attacking the barricade would "wake you up." (I agree with others that it should probably be a skill rather than an innate ability, though.)-CWD 20:43, 10 Jan 2006 (GMT)
  4. Kill - No, that makes it too hard for coordinated zombie to work when one person gets revived. Metagaming and ZSing are perfectly ligit tactics, don't nerf them - --ramby 20:48, 10 Jan 2006 (GMT)
  5. Keep - Not a bad Idea... --Lord Evans 20:49, 10 Jan 2006 (GMT)
  6. Keep - Nice idea. I simply don't know how would that nerf zombie tactics the way Ramby stated. At most, it would make it harder for zombie spies to tear down barricades, and that's good. The zombies should work on their own, and not need survivors to help them. --Omega2 20:55, 10 Jan 2006 (GMT)
  7. Keep Zombie Spies have it WAY WAY too easy. Beign a Zombie Spy.. bveign nay spy.. should be the most dangerous proffession in the game. This goes a little way towards added that, buts its really reasonable. I WOULD perfer to see it as a Skill though, under Construction. More Skills = Good --Jak Rhee 21:11, 10 Jan 2006 (GMT)
  8. Keep - Zombie spying is allowed, but shouldn't be near impossible to notice. just like Pk'ing is allowed but isn't anonymous. --Vista 22:06, 10 Jan 2006 (GMT)
  9. Keep - It should be fairly obvious when somebody tries to dismantle the barricades. --Mikm 22:56, 10 Jan 2006 (GMT)
  10. Keep --TheTeeHeeMonster 23:00, 10 Jan 2006 (GMT)
  11. Keep --Salicyclic 23:05, 10 Jan 2006 (GMT)
  12. Keep - Sounds good. --Dickie Fux 23:52, 10 Jan 2006 (GMT)
  13. Keep This game only works because most people are nice and play the side they belong to. There's no reason the living shouldn't be able to single out and kill the insane/evil living that act in obvious ways. I'd prefer to see it as a skill though, and as a skill it should only inform you if it was used to weaken barricades below Very Strong. --Jon Pyre 00:05, 11 Jan 2006 (GMT)
  14. Keep - I have long thought that something like this would be a good idea. John Rove 00:35, 11 Jan 2006 (GMT)
  15. Keep - Useful, flavoursome. Two thumbs up. --Matson Jade 01:05, 11 Jan 2006 (GMT)
  16. Keep - Wicked Retahded Keep! --krupintupple 21:06, 10 Jan 2006 (EST)
  17. Kill I dont see anything wrong with the flavor. It's just I dont know how usefull it is, this will just cause the sabatour to leave the bldg. before going to work with the crowbar. bbrraaiinnss 2:05 Jan 11 2006
  18. Keep But only if it doesn't sound the alarm when lowering it from Heavy to Strongly, as a lot of times newbies without Free Running need to smash down the barricades to be able to get inside! Without the exception, people will PK newbies thinking they're newly-created zombies spies! --Volke 02:40, 11 Jan 2006 (GMT)
  19. Keep - Anything that discourages the PKers and Zombie Spies (Serious Business) is good. --S Kruger
  20. Keep - Sounds good to me! Intx13 03:21, 11 Jan 2006 (GMT)
  21. Keep - Nothing wrong I can see, but I do like the Law Enforcement or Surveillance idea more. --Daednabru 04:36, 11 Jan 2006 (GMT)
  22. Kill - I just don't like this. It's more bookkeeping for the server, and I (for one) really don't care if a survivor tears down the barricade or not. I have never experienced this "phantom PKing" that seems to happen to everyone else. (Unsigned vote.)
  23. Keep --LtMile 12:58, 11 Jan 2006 (GMT)
  24. Keep - Whee! I like. I hate the whole idea of zombie spies and think that they are completely out of genre, and this makes it harder for them to live. --Pinpoint 18:24, 11 Jan 2006 (GMT)
  25. Kill � The effectiveness of the crowbar in human hands is a myth. And it's still far more difficult to tear down a barricade than put one up. If you're mauled overnight while in a building, don't blame zombie spies�blame the inattention of your roommates. Bartle 18:47, 11 Jan 2006 (GMT)
    • Re: - Myth? huh.. this says it isn't.. I'm not suggesting that spies not be allowed to attack barricades - merely that they not be given a free ride in doing so. --Firemanstan 19:31, 11 Jan 2006 (GMT)
      • I don't know if you've ever tried using a crowbar, but they're pretty useless (except maybe against crates). Bare zombie hands are more successful against barricades than a survivor with a crowbar, wiki or no. All this suggestion implies is PKing, anyway. Bartle 01:10, 12 Jan 2006 (GMT)
    • I have tried. It worked quite nicely for me (and I do play characters on both sides of the game, so I am familiar with how it works compared to bare hands). If you are voting Kill because you want to continue pking without fear of respite, that is your right. If you've never played a dedicated survivor character, or do play PKer, or do play Zombie Spy - I can understand why you vote kill. If you are arguing semantics (which is the only thing I can figure aside from the others), I'm not sure what you are hung up on. Crowbar or no, the point of this is to make it more difficult for people to use (IMHO) a bitch tactic. please move any further discussion on this suggestion to my talk page if you genuinely do not understand the point of it. --Firemanstan 07:46, 12 Jan 2006 (GMT)
  26. Keep - Would be nice to be able to use the same ability to see which arseholes are free-running around HBing every bloody thing, too.--Bert Krutters 18:53, 11 Jan 2006 (GMT)
  27. Keep - But make a seperate skill -- Norminator 2 19:33, 11 Jan 2006 (GMT)
  28. Kill - Zombie Spies. Serious Business. - CthulhuFhtagn 19:56, 11 Jan 2006 (GMT)
  29. Keep --Whitehouse 20:59, 11 Jan 2006 (GMT)
  30. Keep-- I like. --Kirk Howell 13:47, 24 Jan 2006 (GMT)

#Kill - It would peanilize people trying to let servivors into the buildings. --Mr NoName 15:38, 31 Jan 2006 (GMT) Voting ended 1/24/06 --Blahblahblah 21:11, 20 February 2006 (GMT)

    • Final Tally - 25 Keep, 4 Kill, 0 Spam - 19:26, 18 May 2006 (BST)

---

Another Taser Suggestion

Timestamp: Mattiator 20:41, 10 Jan 2006 (GMT)
Type: Weaponry
Scope: Defensive weapons
Description: Yes I know this has been suggested before. But most were poorly thought out and removed AP. this one is different. This taser has a very low damage/AP rate. It does 1 damage at 10 percent chance to hit. That sounds useless, but the taser has both rates doubled if there is a generator in a building. It is also affected by Basic firearms training, which adds 15% accuracy. The ammunition would be in the form of batteries. Batteries have 10 ammunition, and can be found in malls in hardware stores and police stations. Tasers can be found in police stations. At maximum capability the Taser has a 1dmg per AP rate. With a generator and firearms training it does 2 damage at 50% to hit

When you reload a taser, you get an item, called a Dead Battery. Dead batteries can be recharged for 6 AP. Please do not spam this because Tasers have been suggested before.

Votes

  1. Kill Even with a generator it's only 2 damage at 20% to-hit, and even with all the firearm skills (you didn't specificy exactly how it would be affected by them), it'll do less than half the damage of a pistol. Plus, it needs ammo. Useless. -CWD 20:48, 10 Jan 2006 (GMT)
    • Re: Thanks. I changed it. - Mattiator 21:01, 10 Jan 2006 (GMT)
  2. Kill - You are better off using a pistol or fire axe - --ramby 20:50, 10 Jan 2006 (GMT)
  3. Kill - Do some math. Assuming best case scenario for both ('Hand to Hand Combat' and 'Axe Proficiency' for the axe, 'Basic Firearms Training' and being inside a powered building for the taser), the axe is a better choice. Spend 10 AP attacking with the taser (50% to hit, 2 dmg), and you will hit 5 times for a total of 10 dmg. Spend 10 AP attacking with an axe (40% to hit, 3 dmg), and you will hit 4 times for a total of 12 damage. This is before we factor in searching for ammo and reloading. Anywhere without a working generator, even attacking with a Punch becomes a better option than the taser. Attack rates are equal (10% base, or 25% with 'Basic Firearms Training' for the taser and 'Hand to Hand Combat' for the fist), but a Punch doesn't require searching for ammo. - Asrathe 21:30, 10 Jan 2006 (GMT) Edit: Did some math to show why this isn't worth implementing.
  4. Kill - Good try, but it's hardly better than punching someone, and that doesn't need re-charging etc. --WibbleBRAINS 21:03, 10 Jan 2006 (GMT)
  5. Kill - Ok.. I wont Spam it, but I will savagely kill it. Like Asrathe said.. it needs ammo and is over all weaker than the fire axe. Sur eit has a hire hit chance, but when you factorr in rechargign and ammo searching, it has a lower HP/AP ratio than the fire axe. All arfoudn a waste of time. --Jak Rhee 21:07, 10 Jan 2006 (GMT)
  6. Kill - I think you definitly put some though into this suggestion. and it certainly has some merit. With attacks it is always best to put in the HP/AP effecientcy. but you made a mistake in the suggestion, at best it wouldn't do 1 HP/AP but less because you forgot the recharge cost has to taken into account. and that lowers the HP/AP dramatically. even belows shotguns' 0.8HP/AP, the lowest HP/AP of the used weapons. Shotguns low HP/AP is offset with a high damage result. your suggestion makes just a to marginal weapon. And beyong that, the basic problem with survivor weapons suggestions is that there really isn't a gap in the arsenal that needs filling since the peer reviewed advanced knife training.--Vista 21:52, 10 Jan 2006 (GMT)
  7. Kill *Aims Vote Gun at his head*. Look, you might as well just punch the person. Also, if you will introduce another item (like your batteries), put them in another suggestion, and I will happily destroy it with great satisfaction. *Pulls Vote Gun trigger*. AllStarZ 23:51, 10 Jan 2006 (GMT)
  8. Kill - There's no real need for this. --Dickie Fux 23:54, 10 Jan 2006 (GMT)
  9. Kill Also you don't plug tasers in. --Jon Pyre 00:00, 11 Jan 2006 (GMT)
  10. Kill Worthless. --Slicer 01:58, 11 Jan 2006 (GMT)
  11. Kill I won't go as far as to say it's "worthless", but it doesn't seem to be needed. Also, working better inside buildings with running generators seems particulary unnecessary... how many times are you fighting zombies inside well-kept buildings? Unless you're PK'ing, that doesn't seem that beneficial. Intx13 03:25, 11 Jan 2006 (GMT)
  12. Kill - "Worthless" might be harsh, but I cannot fathom why anyone would ever use this weapon. Pistols and axes are just more effective for the AP costs. Survivors have quite enough ways to attack already--I don't believe they need more. (The bit about the generator doesn't make any sense either.) Bentley Foss 05:01, 11 Jan 2006 (GMT)
  13. Kill - This weapon has no advantage over any other weapons that already exist. --Signal9 05:55, 11 Jan 2006 (GMT)
      • re** thanks. I'm reworking it to make it more powerful. Mattiator 17:09, 12 Jan 2006 (GMT)
  14. Kill - A good thematic idea...but a useless game mechanic. --MorthBabid 09:22, 18 Jan 2006 (GMT)
    Keep - You got me on the rechargable batteries --Mr NoName 15:39, 31 Jan 2006 (GMT) Note: Vote cast after voting ended. Velkrin 19:26, 18 May 2006 (BST)
    • Final Tally - 0 Keep, 14 Kill, 0 Spam - 19:26, 18 May 2006 (BST)