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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
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This suggestion has been found to be a dupe of this peer reviewed suggestion. --The General T Sys U! P! F! 00:20, 11 June 2006 (BST)

Frenzied Groan

Timestamp: 20:30, 10 June 2006 (BST)
Type: Skill adjustment
Scope: Zombies with Feeding Groan
Description: If a zombie is faced with more than 20 survivors and uses the Feeding Groan skill, the emitted Groan is louder. As a normal feeding groan is displayed as "You heard a low groaning from somewhere", a frenzied groan would be shown as "You heard frenzied groaning from somewhere" or with some other text, still so, that it would be clearly different from the usual groaning messages. The groan would be heard in a six block radius as usual.


  1. Keep - Nice flavour --Otware 21:47, 10 June 2006 (BST)
  2. Keep - Sounds good to me. Helps hording. No extra spam. - David Malfisto 22:28, 10 June 2006 (BST)
  3. Keep - You do know the groan already varies in volume depending on how many survivors there are, right? "Low" is the most basic, with "deep" and "threatening" providing the medium and strong versions. But since "threatening" only means 5 or more survivors, I guess we can provide another tier above that. I'd only suggest that something be done to the text (bolded or colored) to make this type of groan stand out -- I don't pay a lot of attention to groan "volume." --Ember MBR 22:32, 10 June 2006 (BST)
    • Re - Huh, I didn't notice this one before, thanks for informing. --Nob666 22:49, 10 June 2006 (BST)
  4. Keep - It does, Ember? Well anyway I like it. --Niilomaan 22:41, 10 June 2006 (BST)
  5. Keep - As per Ember. --Jimbo Bob ASSU! 22:44, 10 June 2006 (BST)
  6. Kill -This is was over powered and it will be impossible to play the game as a survivor if this was brought into the game.--Labine50 MHGMalTel 22:55, 10 June 2006 (BST)
    • Note - Troll vote removed. Defend on talk page. --Grim s-Mod U! 05:13, 11 June 2006 (BST)
    • Note - Strike out removed as trolling part of vote has been moved to talk page.--The General W! P! Mod 11:20, 11 June 2006 (BST)
  7. Keep - You can hear louder groans from farther away, so the ones that are farther away had more survivors at the time of the groan by default. However, this would let zombies know that it's better to attack the closer target, giving them more AP to attack a larger number of survivors. --Darth Sensitive talkW! 23:28, 10 June 2006 (BST)
  8. Keep - Labine, one word: WHAT? Calling this overpowered is right up there with saying that cheese is taking over the video game market: It makes no sense. All this does is expound on an already existing idea. It's not even that big a change. Whoop-de-doo, they know that there are a bunch of survivors that a zombie is eating, guess what else does that: Feeding Groan. I wasn't even going to vote until I read Labine's comment. Not everything suggested is overpowered because it gives aide to the other side. --Arcos 00:15, 11 June 2006 (BST) Edit: Also Labine, there's a vertical line in your signature that cuts off all the votes after yours.
  9. Keep - Exactly. How the hell can this be OMFG THIS IS TEH OVAPOWERERDDD. Labine. This is almost like the existing system, still, what do you mean imposibly to play the game as a survivor? Have you tried to play as a zombie. Now THATS impossible, and we have managed it through such a long time with the broken game, so now a groan to call the fellow zombies are overpowered? How about the city wide radio? "WOOP WOOP. I've got a radio that I can call on everyone when theres a mall seige! OMFG, look, how can that zombie groan to get other zombies, overpowering!!!!! omfg omfg. Zombies can only play as one, because they are the suck. And they should die." Please, zombies are played by people, they are not NPCs that can just be treated like trash. --Changchad WTFW!SGP 00:29, 11 June 2006 (BST)
  10. Keep - When I heard this I pictured that guy from Team America flailing in the back of the jeep. Don't know why but because of that I'm voting keep. Sonny Corleone WTF 02:46, 11 June 2006 (BST)
  11. Keep - Labine, do us a favor, play the fu***** game. --Matthew Fahrenheit 04:02, 11 June 2006 (BST)
  12. Keep - I don't see why not. It'd be a step towards balance. --A Bothan Spy Mod WTF U! 04:19, 11 June 2006 (BST)
  13. Keep - Psh, don't mind Labine, he says that about everything. You could make a suggestion that makes survivors have one-hit kill machine guns and he'd still say it'll make playing as a survivor impossible. Anyway, I like this new "tier". Tokakeke C4NT 05:13, 11 June 2006 (BST)
  14. Keep - this wont have any effect at all on game balance though. --Grim s-Mod U! 05:16, 11 June 2006 (BST)
  15. Keep - very helpful to all of zombie kind.--Gage 05:22, 11 June 2006 (BST)
  16. Keep -Keep what the hell does it matter if the groans a little bit louder.Its in no way overpowered.--LCpl Mendoza 05:25, 11 June 2006 (BST)
    • Tally - 15 Keep, 0 Kill --Gage 05:22, 11 June 2006 (BST)
      • Note - Troll vote struck out. remove trolling from vote and remove strikeout or defend on talk page. --Grim s-Mod U! 05:28, 11 June 2006 (BST)
      • Note -Trolling part of vote removed per request.--LCpl Mendoza 05:36, 11 June 2006 (BST)
  17. Keep - Verily. Helps, when my zombie char is in ridleybank, you know, to know when we're dealing with few feral survivors that didn't get the memo on sleeping in Ridleybank, from a full on assault on the homeland. Also, Lambine, one could argue RADIOS made it way too hard on zombies. You know, not having to move blocks over blocks again to tell someone that the Zeds are coming, or that thh streets is (still) watching.--William Raker 12:18, 11 June 2006 (BST)
  18. Keep - Would be a good indicator that a veritable feast is over there. Better flavour text would be preferable, though. –Xoid 09:30, 12 June 2006 (BST)
  19. Keep - Very overpowered hey. i think bold or somehting would be good. its nice to have them stand out when your scrolling through your page or 2 of groansNazreg 10:59, 12 June 2006 (BST)
    • Re - Ember also mentioned bolding the text. I really like the idea, the text would be noticed among all the other groans. --Nob666 13:40, 12 June 2006 (BST)
  20. Keep - Helpful without unbalancing things. –Bob Hammero TW!P! 01:42, 15 June 2006 (BST)

Alteration of Medical Skill Tree

Timestamp: 21:59, 10 June 2006 (BST)
Type: Skill alteration
Scope: Players with Diagnosis and First Aid/Surgery
Description: I propose that the First Aid skill tree is made to require Diagnosis as a prerequesite. At the moment Diagnosis is on its own, but it seems logical that it should be grouped with First Aid and Surgery, seeing as it is a medical skill. My justification for putting Diagnosis first in the skill tree would be that to treat somebody with a FAK you would be expected to be able to diagnose a problem - you don't just bandage somebody or give them drugs if you can't see anything wrong with them. This would leave the option open for putting in other new medical skills into the enlarged skill tree.

There is no way that this alteration would unbalance the game. Most people get Diagnosis before First Aid anyway, so it doesn't alter the way that most players would purchase skills.


  1. Keep - Author vote. Makes the game more realistic. --Otware 21:59, 10 June 2006 (BST)
  2. Keep - An idea this good is bound to be a dupe though. My one problem is that there'd be all of two science skill branches - one for dedicated Necro's and one for healers. But meh, thems the breaks. David Malfisto 22:30, 10 June 2006 (BST)
  3. Keep - But give it a name. --Niilomaan 22:39, 10 June 2006 (BST)
    • Re - Did I not give it a name? ...oops. --Otware 14:03, 11 June 2006 (BST)
  4. Keep -Why not? Hey, why isn't the timestamp showing???--Labine50 MHG|MalTel 22:58, 10 June 2006 (BST)
  5. Kill - then what would be the starting skill for medics and doctors?--Cah51o 23:50, 10 June 2006 (BST)
    • Re - Firefighters start with Axe Proficieny but not Hand to Hand Combat. --Otware 09:16, 11 June 2006 (BST)
  6. Keep - To Cah51o, if you think about it, diagnosis is more basic than First Aid, so technically the starting skill should actually be diagnosis rather than first aid, there were some talks about it before, but I think no changes were made anyways. I suggest calling this just a alteration of the medical skill tree. --Changchad WTFW!SGP 00:37, 11 June 2006 (BST)
  7. Spam - why fix it if it isn't broken? That is just more work for Kevan. The next update needs to be helping zombies, not rearranging some frivolous human skills that don't NEED rearranging.
    • Tally - 5 Keep, 2 Kill --Gage 05:30, 11 June 2006 (BST)
  8. Keep - Hell, why not. Real doctors and medics don't usually heal at random.--William Raker 12:20, 11 June 2006 (BST)
  9. Kill - It works better this way, you can be selfish and have sugery but if you dont care about others u cant know weather they need your help--xbehave 12:44, 11 June 2006 (BST)
  10. Kill - Broken, gives starting chars a skill they don't have the prereqs for. And for the last time, first aid != diagnosis. First aid is a standard civilian medical training that treats symptoms like bleeding, diagnosing is the process of actually finding the cause of these symptoms to treat them effectively. --Zaruthustra-Mod 17:58, 11 June 2006 (BST)
  11. Keep - Zarathustra could argue the same for bargain hunting; you don't need to know your way around stores to find a bargain, if you know what you're doing. Doesn't mean that the skills are going to be separated. Regardless, I like this suggestion. –Xoid 09:28, 12 June 2006 (BST)
  12. Keep - as it is you can heal 15hp and not know what the shits wrong with you. oh well i thorght it should be done in this order anyway as diagnosis is the more useful skill. Nazreg 11:06, 12 June 2006 (BST)
    • Tally - 8 Keep, 4 Kill, 12 Total. --Otware 12:53, 12 June 2006 (BST)
  13. Keep - This is a great idea. It would go well with the "Doctor Change"(docs start w/diagnose) suggestion, too. --Raystanwick 02:35, 13 June 2006 (BST)
  14. Kill - This just doesn't seem right somehow. –Bob Hammero TW!P! 01:45, 15 June 2006 (BST)
  15. Kill - First aid, then diagnosis >.< --Gene Splicer 14:42, 16 June 2006 (BST)

Wake Up From Revival In A Safehouse

This suggestion has been Spaminated with 4 Spams and {{{2}}} non author keeps.--The General T Sys U! P! F! 00:16, 11 June 2006 (BST)

Drag Victim

Timestamp: 20:45, 10 June 2006 (EST)
Type: Balance Change, Skill, & Improvement
Scope: Zombies and Dead Bodies
Description: Please read the whole suggestion and the voter/author comments before making your vote…

“We all know that many zombies can be grabby, and often choose not to let go of certain possessions they had when they were alive. As zombies continue to attack and feed on humans, for whatever reason they do, their perspective of their victims seems to have changed. People must appear to be a needed possession in the clouded eyes of a zombie. It has been witnessed lately that zombies have started to grab their recent kills and drag them into nearby buildings. The reason why they do this is unclear, as they often seem to leave the bodies there, intact. It was thought that they were storing the bodies for later consumption, but some view this as a kind of parental instinct to protect their “offspring.�? Needless to say, most of those types of views are generally shot down, as the belief that zombies are mindless cannibals, incapable of any form of compassion, culture, or organization, continues to prevail.�?

Ok, how it works: This is a zombie skill that must be acquired, unlike the human version of Dump Bodies, which can be done by any living human. To get the skill the zombie must spend (100 XP) and have the prerequisite skill, (Tangling Grasp.) This skill allows a zombie to drag dead bodies that are laying right outside a building in with them as they break into that building. Once inside, the bodies are dropped and will (stay there till either the body stands up or humans dump the bodies outside again.)

Zombies can only drag bodies into the building they are laying in front of. Zombies who have this skill will have the button option to spend (1 AP) to “Grab Dead Bodies.�? That zombie will then have grabbed all the bodies in the square that were there at that time. New bodies will not be auto grabbed, and can be grabbed by any zombie who has the skill too. Should the zombie who has grabbed the dead bodies be killed, leave the square not entering the building, or the bodies they are carrying stand up, the bodies are dropped where they were picked up. (In the case of bodies standing up, only the ones who stand are dropped, the rest are still held.) All remaining bodies are dropped inside should the zombie who grabbed them make it into the building while they are still grabbed. (Bodies being grabbed and those who witness either the bodies being grabbed or dragged and dropped into the building will get messages stating that has/is happening.) (If the bodies stand while still grabbed, the zombie who grabbed them will get a message stating that they lost their grip on a body as it began to move.)

I feel this skill should be implemented to help balance the human ability to dispose of bodies before they stand back up. Just to help it‘s implementation, the parts of the suggestion that are in ( ) can be altered or even removed to make the suggestion more acceptable.


  1. Author vote Keep - I have no comments yet.--Savat 20:48, 10 June 2006 (EST)
  2. Kill - While I do think humans should have to spend more than 1 AP to dump tens of bodies at a time, I don't understand why zombies want to push the bodies back in. The likelihood of any of those bodies standing up as zombies before they just get dumped out again doesn't seem high. It's not any more "Pied Piper" than dumping bodies now, but I just don't see the point. Also it's a two-step process (grab bodies, step inside the cracked safehouse), which is sort of frowned upon. --Ember MBR 02:25, 11 June 2006 (BST)
    • Re - I would have this for zombies as the opposite reason that humans want to get rid of bodies... If nothing else it makes me feel like there is the possability of it being usefull, even if the chances of the bodies being tossed again before they can stand are high. But it might be even more usefull if that building has no humans in it.--Savat 22:45, 10 June 2006 (EST)
  3. Spam - Has been discussed..many..many times.. such as here. Tokakeke C4NT 02:56, 11 June 2006 (BST)
    • Re - I think you need to re-read this suggestion and compare it to your link... They are very different suggestions.--Savat 22:40, 10 June 2006 (EST)
  4. Spam - This is almost a dupe, but still manages to retain most of the retardedness. WARNING: Savat, if I see you replying to every kill vote, you'll get reported for vandalism. Read through the rules at the top of this page. --A Bothan Spy Mod WTF U! 04:04, 11 June 2006 (BST)
    • Non-Author Re - He isn't, he's just detailing his suggestion. 343 Striked to save time. 343
  5. Comment - Suggestion edited after add. Tokakeke C4NT 05:15, 11 June 2006 (BST)
    • Note - I checked every revision. The only difference is the adding of a single "(" to the suggestion. Such comes under the heading of fixing a typo, and is permitted. --Grim s-Mod U! 05:21, 11 June 2006 (BST)
  6. Spam - What is the strategic significance to dragging dead bodies? It will only take the survivors 1 AP to shove all the dead bodies out anyway... so who cares? --Gage 05:37, 11 June 2006 (BST)
    • Re - What is the strategic significance of shoving all the dead bodies out? The opposite is the reason it is strategic for zombies to be able to do the same. The chance that the body will stand up while still in the building. The only issue for both sides is the fact that reviving bodies are still seen as dead bodies untill they stand.--Savat 11:48, 11 June 2006 (EST)
    • Tally - 1 Keep (author), 1 Kill, 3 Spam --Gage 05:37, 11 June 2006 (BST)
  7. Keep - Imagine a hapless zombie dragging 800 bodies into Ciager Mall after cracking down the baracades, then them all standing up at once. It would be priceless. Beside that, it would never happen, no hoard is that organized, but If it could, priceless. The harmanz, uh humans would never have a chance. 343 06:26, 11 June 2006 (BST)
  8. Kill - Too overpowering. No justification. Zombies shouldn't be given exact equivalent of human skills. --Otware 09:24, 11 June 2006 (BST)
  9. Kill good idea but the method is too complicated, make it similar to the human ability. you can only perform the action when the building is enterable.--xbehave 12:50, 11 June 2006 (BST)
    • Re - What do you think of the idea of it being more like throwing the bodies into the open door way? What I mean is instead of it being a 2 step process of grabing the bodies and then entering the building, just make it so you have the option of throwing the bodies into the building ahead of you only if the doors are wide open? Then you can enter after them. It will be closer to the human ability that way, but humans will still have the avantage of being able to toss bodies out even when the building is fully barricaded.--Savat 11:50, 11 June 2006 (EST)
  10. Kill - Or how about we don't give survivors yet another way of XP farming? Seriously, "you dump, I'll drag". SSS. No piper skills. Ever. Repeat. No (more) pied piper skills ever. - David Malfisto 19:59, 11 June 2006 (BST
    • Re - What are you talking about? I never said anything about gaining XP... Last I knew, survivors didn't gain XP from dumping bodies either. Also, this is no more pied piper than the human ability to dump bodies... Please read the suggestion before you vote.--Savat 20:36, 11 June 2006 (EST)
      • - I just read the section on XP gain and saw that humans do get XP for dumping bodies... I find that horrable as it might as well be XP farming as it is. I still stick to what I suggested, but think that perhaps this can be a way of zombies finally having another way to gain XP.--Savat 21:25, 11 June 2006 (EST)
  11. Kill - Zombies are not survivors. Survivors are not zombies. Zombies don't need a "dump bodies" skill anymore than survivors need an "infectious bite" analogue. --Mookiemookie 23:26, 11 June 2006 (BST)
    • Re - Zombies also have stronger attacks with their hands and teeth than they do with blunt weapons, yet zombies still have those. Plus, humans have the ability to revive, which is a stronger version of the zombies infectious bite. Humans still have an advantage even with this skill being implemented, because humans don't need to buy it to do it, and they can do it even if the building is barricaded to the max... I don't see why this is such an issue.--Savat 20:46, 11 June 2006 (EST)
  12. Keep - I'm going out on a rotten limb here and voting Keep. Why shouldn't zeds be able to drag reinforcements into a building? Maybe not 800 at a time, but maybe one or two? I think it would make for an interesting strategy. -- John the Quicker 16:23, 12 June 2006
    • Re - I didn't feel that there should be a limit to the numer of bodies that can be dragged in, since there isn't a limit to the number that can be dumped out. But, for the sake of betterment, what would you think of a 50 body max per zombie? A lot less than 800, but enough to still make the chances of one of them signing on soon after the drag worth it. If you want to haggle, I'm up for it.--Savat 17:51, 13 June 2006 (EST)
  13. Kill - As Ember said. --Raystanwick 02:42, 13 June 2006 (BST)
  14. Kill - As per Ember. –Bob Hammero TW!P! 04:29, 15 June 2006 (BST)

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