Suggestions/10th-Oct-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.
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Silencer

Mod-Spaminated with 5 spam votes. It broke one of the fundamental assumptions that PKing should not be encouraged.--Gage 08:32, 10 October 2006 (BST)


New Character Class: Thug

Timestamp: MrAushvitz Canadianflag-sm.jpg 05:44, 10 October 2006 (BST)
Type: New Civillian Character Class
Scope: Not so law abiding character element in Malton
Description: Drug addicts, drug dealers, professional criminals, hookers, pimps, con men, small time theives, big time theives, some homeless people, Yakuza, Triad, smugglers, black market sales, hitmen, etc.

Thug:

Civilian Starting Character Class.

  • Starting Equipment: Kitchen Knife, 6 Beers
  • Starting Skill: Knife Combat

The Thug is basically no different than the fireman, except in their philosopy for living, and choice of weaponry. Cops want to kill zombies, keep law and order, and save lives... firemen kill zombies & save lives. The Thug is usually all about killing zombies, and saving themselves.

Firemen start with a Fireaxe and Axe Proficiency skill, this character starts with a Kitchen Knife and Knife Combat. Same deal, different way of doing it, enjoy!

Essentially this character isn't something new per se, but it sure does add some definition as to your character's function in Malton.

This could give rise to "Gang" groups (some of which already exist currently), as well as some RP animosities (Cops don't like Thugs, back atcha..) Perhaps certain criminal elements have actually stepped up to protect their "turf" from anyone, especially the living dead.

Possible Character Development:

  • Thugs could go for further hand to hand specialization, or get into guns as soon as possible. Like the fireman, this character shouldn't have much trouble getting XP off the start.
  • They could kill zombies in the area, or maybe just kill people who ask too many questions. Maybe they do provide protection but for a price!
  • The stress of the zombie incursions could be pushing a lot of survivors over the edge, and maybe drug use is becoming more and more prevalent again.

The story arcs you use are your own "take" on what's going on.

Bottom line: the Thug has a lot of options, and can definately add to gameplay. They are a portion of our regular society.. why not be the "bad boy" in the apocolypse?

Note: Not to be confused with the Convict or Punk in peer reviewed, those character classes are different than this one.. especially with starting equipment and starting skills. (Convict has length of pipe, Punk is more of a building tagger...) This one is more open ended, so it could be a commonly seen survivor class in time.

Keep Votes

  1. Author Keep - Starting Accuracy Thug Vs. Fireman: Knife level 1 ~ 35% accuracy 2 damage weapon : Axe level 1 ~ 25% accuaracy 3 damage weapon (This is with starting skills at level 1.) Could be a very fun character running around shanking zombies, hitting up other survivors for cigarettes, drinking too much.. etc. Works in well with current game as is. Recent News: Knife Throw just made it into Peer Reviewed, adding another knife skill to this character's options.--MrAushvitz Canadianflag-sm.jpg 05:44, 10 October 2006 (BST)
  2. Keep - I like the idea. I assume it is implied that this, like the fireman, will be a civilian class (ie. for the XP required to buy skills). Since the knife has become a more viable combat weapon early on, it seems there should be a class specialized in it. --Rgon 07:00, 10 October 2006 (BST)
  3. Keep - Don't get me wrong I generally hate suggestions for new classes as there really isn't much need, but I think this one will fit in with the recent addition that knifes are better weapons for 'new players' and stuff. --MarieThe Grove 16:08, 10 October 2006 (BST)
  4. I dont think this is too bad of a suggestion... --GhostStalker 16:27, 10 October 2006 (BST)
  5. Excellent idea and presentation. I wouldn't mind this going in the game, and it would also be helpful when starting out. -Mark 17:16, 10 October 2006 (BST)
  6. Keep - Reasonable idea. (Daaah. For a while, I was thinking fireman was a military class, because axe proficiency is a military skill.) --ExplodingFerret 17:51, 10 October 2006 (BST)
  7. Good one Aushvitz. Now that the knife is better this would make a good starting class.--Grigori 20:35, 10 October 2006 (BST)
  8. Keep - To all the people who say "why would I want to start with this?" think about all the people who start as consumers, they choose a weak starting class for the RP benifit! --Officer Johnieo 23:43, 10 October 2006 (BST)
  9. Keep - Its all good.--Canuhearmenow Hunt! 01:41, 11 October 2006 (BST)

Kill Votes

  1. Kill I don't really think new classes add that much. Yay, a chance to start with a suckier skill. --Jon Pyre 06:14, 10 October 2006 (BST)
  2. Kill - This class just doesn't really appeal to me...--Mr yawn 06:25, 10 October 2006 (BST)
  3. Worthless starting skill. KC is notoriously among the last skills survivors get (along with tagging etc). Rheingold 07:14, 10 October 2006 (BST)
  4. Meh, I don't really see anything wrong. I'm voting kill because I don't think the game really needs more classes right now. Instead, what I think we need is class differentation.--Pesatyel 07:47, 10 October 2006 (BST)
  5. Yeah, we don't really need another civilian class. What Pesatyel said. --Pinpoint 07:57, 10 October 2006 (BST)
  6. Weak Fireman --Gene Splicer 10:24, 10 October 2006 (BST)
  7. Nothing wrong with it, it's just useless. --Nob666 12:14, 10 October 2006 (BST)
  8. Kill - I think you should put the numbers you showed me in the suggestion and resubmit it (although using far less words). --Funt Solo 18:27, 10 October 2006 (BST)
    • Re - I shouldn't edit or resubmit a suggestion without some significant change to it's game mechanics. Thanks for rescinding your spam to a kill. Maybe I can squeeze a Keep out of you? --MrAushvitz 00:32, 11 October 2006 (BST)
  9. Kill - Put more thought in to your suggestion not many people would like to start with a knife, 6 beers and knife combat compared with a cop that has pistol, a flak jacket and basic firearms training--Zombie Spray 00:38, 15 October 2006 (BST)

Spam/Dupe Votes


Knives in Mansions

Timestamp: Reaper with no name 14:17, 10 October 2006 (BST)
Type: Improvement
Scope: Searching in Mansions, Knives
Description: C'mon, whoever heard of a mansion without a kitchen?! Or a kitchen without kitchen knives? Didn't think so. So why is it that you can't find knives in mansions? Knives are arguably the hardest to find of all the melee weapons, because all the buildings that have it (besides the malls, of course) only have a 1% search rate for it. Worse yet, knives are easily the weapon that new players need the most, because of their lack of combat skills and the knife's high starting accuracy. Making knives so hard to find just nerfs newbies. So, let's make it so that knives can be found in mansions, and have a 5% search rate. This should help remedy the problem.

Keep Votes
For Votes here

  1. Author Keep- It's just common sense, really. Who ever heard of a mansion kitchen that didn't have any knives in it? --Reaper with no name 14:17, 10 October 2006 (BST)
  2. Newbie Friendly - Ka-ching. --Funt Solo 14:26, 10 October 2006 (BST) This is similar to Find Knives in Hospitals, but clearly not a dupe. --Funt Solo 21:11, 10 October 2006 (BST)
  3. Well duh! - Nob666 15:32, 10 October 2006 (BST)
  4. OMG - Perfect, that what this suggestion is.--Mr yawn 16:00, 10 October 2006 (BST)
  5. Keep - Well I looked for a dupe but I don't think it has been suggested like this. But I do disagree adding knifes to just mansions because they are all barricade to EHB and newbies can't get in there either. --MarieThe Grove 16:12, 10 October 2006 (BST)
  6. I'm with Solo. -Mark 17:18, 10 October 2006 (BST)
  7. Anything that can help newbs is always good in my book. --Winnan 17:22, 10 October 2006 (BST)
  8. Fair enough. I don't see how this can unbalance the game too much, it mostly helps noob non-military survivors. Not sure if cades will nerf this entirely, but *shrug*. --ExplodingFerret 17:53, 10 October 2006 (BST)
  9. Keep - YES! Especially with all those top of the line german steel chef's knife sets. Zere so efficient.. ya ya! --MrAushvitz 17:59, 10 October 2006 (BST)
  10. Kizeep - Nice thing. Helps bewbies --BBM 19:18, 10 October 2006 (BST)
  11. Keeptacular- Helps newbs, and that's ALWAYS a good thing.--Grigori 20:34, 10 October 2006 (BST)
  12. Great, but I think it might be a dupe... Rheingold 21:24, 10 October 2006 (BST)
  13. Still unsure about dupe thing But I am willing to give it the benefit of the doubt. -- Andrew McM W! 22:11, 10 October 2006 (BST)
  14. Keep - I find nothing wrong with this. I would imagine my own knife suggestion is about the closest to a 'dupe' of this suggestion as exists in peer reviewed, but different enough for me. Kevan has since added pubs and schools to the list of locations which shows he has attempted to address this issue. However, I think a boost to the search percentages in these new locations should also be considered as mansions alone aren't very common. --IrradiatedCorpse 22:19, 10 October 2006 (BST)
  15. Keep - Duh.--J Muller 23:42, 10 October 2006 (BST)
  16. Knives should be added to a LOT more places than JUST mansions. And Officer Johnieo, the knife was recently made into a more "newbie-friendly" item, but FINDING one is still pathetic. THAT is the why for the suggestion.--Pesatyel 05:04, 11 October 2006 (BST)
  17. Keep - I'd personally rather see knife search rates go up in some other places, but it's on the right track. --Rgon 05:10, 11 October 2006 (BST)
  18. Makes sense, and helps the newbies in a good way. --Pinpoint 08:24, 11 October 2006 (BST)
  19. Keep - The suggestion makes sense, and if it might help starters, why not? --GPLechuck 08:34, 11 October 2006 (BST)
  20. Damm Right a kitchen with out knifes just like a lounge room without furniture--Zombie Spray 00:43, 15 October 2006 (BST)
  21. Keep - More items, yay! --Forakh 00:16, 24 October 2006 (BST)

Kill Votes

  1. Adds nothing - I don't know, it just seems pointless. The knife is a terrible weapon, and most people would perfer a fire axe. And how many mansion are in Malton anyway?--Officer Johnieo 23:39, 10 October 2006 (BST)
    • Re - Axes are only better than knives if you have some combat skills. Otherwise, the knife is better. That's why the knife is considered to be the "newbie" weapon. But knives are so hard to find they are almost useless to newbies. This is meant to address that. --Reaper with no name 22:37, 15 October 2006 (BST)

Spam/Dupe Votes
Dupe/Spam Votes here


Fire Fighters Start With Radio

Timestamp: Funt Solo 14:39, 10 October 2006 (BST)
Type: Class Alteration: Survivor
Scope: Fire Fighters
Description: Fire Fighters start with wirecutters - which are currently useless. They should start with a radio instead.

Keep Votes

  1. Don't have anything against it. - Nob666 15:34, 10 October 2006 (BST)
  2. Yay - Finally, a decent item for firefighters!--Mr yawn 16:01, 10 October 2006 (BST)
  3. Author - I was swithering between a Flare Gun and a radio as the two items that seemed to fit the mould best. With a Flare Gun being a potential weapon, and the firefighter already having an axe, I opted for the radio. (GPS was jumping up and down holding it's hand in the air, but I just ignored it.) --Funt Solo 16:53, 10 October 2006 (BST)
  4. Seems reasonable. --ExplodingFerret 17:55, 10 October 2006 (BST)
  5. Keep - Makes sense, to update the Fireman's equipment to include new gear. Besides wirecutters are easy enough to find without even really trying. That plus firemen can rush to various "emergencies" which is more fun! "I'll save you!" --MrAushvitz 17:57, 10 October 2006 (BST)
  6. Keep- Replace a completely useless waste of space with a useful waste of space... I like it.--Grigori 20:43, 10 October 2006 (BST)
  7. Alpha Charlie Delta - Better to have a box that broadcasts spam instead of a usless toy. --Officer Johnieo 23:41, 10 October 2006 (BST)
  8. Keep - Do actual firefighters carry wire cutters with them? Seriously, I forget. --ALIENwolve 04:09, 11 October 2006 (BST)
  9. Meh, taking a look at all the items and what other classes get, seems okay. Nothing major.--Pesatyel 05:14, 11 October 2006 (BST)
  10. Keep - When I joined UD, wirecutters were totally useless. Good idea to change this for the new firefighters --User:Soccerfan667MFD 09:51, 11 October 2006 (BST)
  11. Keep - In light of it being an integral part of the starting items suggestion, Keep. -- Andrew McM W! 21:32, 22 October 2006 (BST)

Kill Votes
#Kinda like it I like the general idea of changing the starting items around a bit more, but I'm not happy with firefighters getting radios. Discuss with me for god's sake. -- Andrew McM W! 15:38, 10 October 2006 (BST)

  • Re - You're supposed to tell me why it's a bad idea, I think, rather than me think up a reason. (As it happens, I chose radios because of the flavour.) --Funt Solo 16:25, 10 October 2006 (BST)
  • Re - Alright. Changed. -- Andrew McM W! 16:39, 10 October 2006 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here