Suggestions/11th-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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Acid Spit

Spaminated with 4 spams and several kills. Close to several other zombie projectile attacks such as vomiting (but not close enough to warrant a dupe). -Mikm 01:07, 11 Jan 2006 (GMT)


Stun Gun

Spaminated - 3 Spam votes, No Keeps. Violates the "no instakill" rule. --Schlagwerk 06:54, 12 Jan 2006 (GMT)


Heightened Awareness

Timestamp: 01:47, 11 Jan 2006 (GMT)
Type: Skill
Scope: All players
Description: A player with this Skill will see a map view with slightly different BUTTONS. The player has been around long enough to recognize things from a distance, and to recognize other things EASIER than they did before.

This skill crosses over to Zombies.

Right now all location buttons are white with red text. (at least in my browser?)

I propose that, through CSS, the buttons displaying each location's name could be altered by in-game events.

For example:

All normal locations with nothing special listed below would remain white with red text, as they currently are.

  1. NecroTech Building buttons would be Dark Purple when you aquire the necissary skill to identify NT buildings that already exists.
  2. Buildings with a running generator would have Gold text.
  3. Buildings Barricaded ABOVE Very Strong would have BOLD text.
  4. Buildings whose doors are wide open would have ITALIC text.
  5. Locations with a Horde of Zombies (IE: the large number required to qualify as a horde) would have a Dark Red button. (This trumps the NT purple.)
  6. Buildings with a Cell Phone tower that is operational would have UNDERLINED text.
  • There are more possibilities, which will come to you as you read this. Right now I want to keep this brief and I think that the above are the best examples I can put forth, and if you like or don't like this suggestion by now, rattling off more wouldn't change that.
  • As far as I know, changing it around so that certain buttons have different CSS styles wouldn't be too huge a problem with code or server requirements.
  • This would greatly increase a player's ease of identification and will tell players what buildings are Barricaded above VS and which are Wide Open from a distance. I think that these facts by themselves make this a skill a lot of folks would love to buy.
  • There would of course need to be a SMALL key to the color schemes and text attributes below the map view. As I've set this up, there would be no problem with multiple styles on one location. (An NT building with doors wide open and a running generator would be a Dark purple button with italic, gold text.)
  • It is entirely realistic that a survivor or zombie could see that the next building over has its doors open, or has so much crap in its doors that it's Heavily Barricaded.

Votes

  1. Keep - Not to incriminiate myself, but who farked with the ENTIRE PAGE LAYOUT? p.s. I dig this idea. p.p.s. DURRRRRRR! changed to keep. sorry folks. --krupintupple 20:47, 10 Jan 2006 (EST)
  2. Keep, good idea! --LibrarianBrent 01:56, 11 Jan 2006 (GMT)
  3. Keep - Author Vote. I wanted to point out I changed "Bright Yellow" text to "Gold Text" for the working generator. Yellow on White would have been bad. :X Haha! -- Amazing 02:01, 11 Jan 2006 (GMT)
  4. Keep - A simple font change and a reference and you get info. Would barricade strength apply to blocks you're not in? That would be adding something. --ALIENwolve 02:04, 11 Jan 2006 (GMT) Additional Question - So if you were inside a building and a large hoarde was gathering outside of it you'd be able to notice it through the "windows" of the building?--ALIENwolve 02:50, 11 Jan 2006 (GMT)
    • Re: - Ideally, yes. I guess I didn't directly mention that the buttons would apply to the whole 3 x 3 map view. That's up for debate, and if people vote Keep but want it only on your current tile, it'll be added into the "Peer Approved" notes IF it gets there. Additional Answer: I meant for this to only work outdoors, but neglected to mention through my own lack of forsight. The exception being "Large Buildings". That said, I didn't write it in (ugh) so it's open to personal preference. If you want it to be outside-only, say so on your vote.. whichever way you do vote. :( The building you are IN would of course have all the colors and text styles appropriately applied. Maybe you could see 'out windows' if barricades for the building you are in were VS or below. -- Amazing 02:09, 11 Jan 2006 (GMT)
  5. Keep Even as a zombie this would be helpfull, it would cross over would it not?Edit: I would like to perpose that it be an all classes skill, as in be the first to be avilable for both zeds under MemOLi but also as humans, perhaps under construction? ---ramby 02:13, 11 Jan 2006 (GMT)
    • Re: Indeed it would cross over. :) -- Amazing 02:15, 11 Jan 2006 (GMT)
  6. Comment I'm holding off on voting for one reason. I really, really don't like the ability to see large hordes. You cite that this ability reflects a persons experience in Malton... how does it give them X-Ray vision to see a large horde in a building? And if you meant outside the building... aren't there just numbers for that? Also the Necrotech buildings are already identifiable on the map.. as "A Necrotech Building" --Jak Rhee 02:27, 11 Jan 2006 (GMT)
    • Re: I meant that you would see the Outer Location in Dark Red, as opposed to the interior of a building showing as Dark Red on the outside. The numbers are there, but you have to admit that seeing a big red button would attract more attention than the text. "Ease of Recognition". Same with NT buildings. With the new "Big Building" update, you would be able to see other 'wings' of a large building as red if you are inside. -- Amazing 02:36, 11 Jan 2006 (GMT)
  7. Keep - Um. I like, but if it's a new skill, why does it say improvement, and not skil? MaulMachine 02:50, 11 Jan 2006 (GMT)
  8. Kill - Don't like it. Removes a large amount of fear and paranoia on the survivor's part because they can easily tell the status of everything around them - and fear and paranoia are what makes this game. Also seems to advantage survivors slightly moreso than zombies; zombies already know when a door is wide open due to feeding groan (which they already had to spend 100XP on), and no matter what level barricades are at, zombies still need to smash them completely down to get inside. Would consider a change to 'Keep' if it were outdoors only - as zombies spend more time outdoors - and with a Brain Rot equivalent, but still probably not. --Jack Destruct 02:57, 11 Jan 2006 (GMT)
    • Re: Since this transfers to Zombies, they can also see where Harmanz are most likely hiding as well. There's some of your fear back again. :) -- Amazing 03:45, 11 Jan 2006 (GMT)
  9. Kill - I think I agree with Jack. The paranoia of never knowing if a building is gonna be barracaded or not when you approach is a big part of the atmosphere of the game --Jak Rhee 03:02, 11 Jan 2006 (GMT)
    • Re: - Can you please combine this vote with your Comment above, or delete one? Thanks. -- Amazing 03:45, 11 Jan 2006 (GMT)
  10. Kill I see three major problems with this. 1: You're letting players know what other buildings have before they go near them. This makes things far too easy on both survivors and zombies in deciding which building to go to. 2. We don't know how far into the building you need to be to be able to see whats going on inside. The barracades could be all at the front door on a floor without windows, or the light coming from the building could be very dim, making it hard to see from a block away. 3. You use realism to support your argument. Realism is not a valid argument. Velkrin 03:32, 11 Jan 2006 (GMT)
    • Re: "Realism" is not a good argument. That said, a suggestion is not an argument. -- Amazing 03:45, 11 Jan 2006 (GMT)
      • Re:I'm talking about this: "It is entirely realistic that a survivor or zombie...". That is not a suggestion, that is a comment/argument, in support of your skill, located just above votes as your last bullet point. Velkrin 05:42, 11 Jan 2006 (GMT)
        • Re: No, it's a simple comment within the text of the Submission. Don't put your own meaning behind my words. I don't have to "argue" with anyone when I'm writing suggestion text. -- Amazing 06:03, 11 Jan 2006 (GMT)
  11. Keep I'll vote keep, but I think it would have to be expensive. Like having a high level requirement on it to buy. But it's cool, easy to implement, and I don't think takes much from the fear aspect of the game. Besides, it could always be toned down to give less info if necessary, I'm sure. --Intx13 03:34, 11 Jan 2006 (GMT)
    • Re: It may be a good "Level 10" skill. Anyone who thinks so should include "As a level 10 skill" in their Keep votes if they wish. -- Amazing 03:45, 11 Jan 2006 (GMT)
  12. Kill- Right now i hate the current layout. One firefox extention later. I love my seeable buildings and guns Drogmir 03:46, 11 Jan 2006 (GMT)
    • Re: Your choice of browser and extensions is irrelevant to Suggestion Voting. -- Amazing 03:53, 11 Jan 2006 (GMT)
  13. kill - Yeah, helps suvivors out too much. Even though I am treasurer of the WCDZ. --Jon Pyre 04:00, 11 Jan 2006 (GMT)
    • Re: ..... Every single thing that helps Survivors transfers to Zombies for their own specific use. -- Amazing 04:27, 11 Jan 2006 (GMT)
  14. NoVote - I want to see where this goes. --RAF LT. General Deathnut 05:11, 11 Jan 2006 (GMT)
  15. Kill - I don't like this because it allows players too much information about their environment. There's something fun about not really knowing a lot about your surroundings. Also, this requires pulling a lot more information from the database whenever someone steps outside. Instead of merely displaying player locations for nine squares, this suggests adding eight more calls for barricade strength, eight more for generator status, eight more for cell tower status, and one that I can't quite figure out for the "horde of zombies", given that the game already displays the number of zombies in a visible location... Therefore, kill for gameplay reasons, and definite kill for technical considerations (24 more database calls per outside movement is a bad idea). Bentley Foss 05:36, 11 Jan 2006 (GMT)
    • Re: - Gosh, server and code are such horrible excuses for a Kill. By your reasoning, let's take out colors for blocks and names of buildings, then we'll save tons of resources! -- Amazing 06:16, 11 Jan 2006 (GMT)
    • Comment: - Correct me if I'm wrong, but I think the reason for the lag in the game is not the database, but the webserver. I mean, most databases running on a decent machine can withstand the 5,000 or so users that might be logged on at any given time. I know of websites that can withstand thousands of viewers pulling down info constantly, with every refresh. I think the bottleneck is at the webserver, and adding an extra classname or two to the stylesheet is not that much extra load. If someone knows otherwise about the server situation, I'd be interested to hear it. --Intx13 17:31, 11 Jan 2006 (GMT)
    • Please see the discussion page for an extended discussion on this topic. The rest of these 3-4 Reply-long discussions need to be moved there as well, per Re: rules. Bentley Foss 17:55, 11 Jan 2006 (GMT)
  16. killRhialto 06:06, 11 Jan 2006 (GMT)
  17. Kill -"I wanted to destroy something beautiful" --Contaminated 06:09, 11 Jan 2006 (GMT)
    • Re: Fair warning, the above two votes will prolly be struck out if you don't come up with some actual reasons or echo another voter's. -- Amazing 04:42, 12 Jan 2006 (GMT)
  18. Keep - I like this idea. I would also like to point out the NT and horde colourings could be done with a simple firefox/greasemonkey plug-in. Also if this suggestion never happens and people really wanted it a metagaming "power tracker" could be introduced for tracking generators and allowing users to get the information as they need it. --Tekgo 07:35, 11 Jan 2006 (GMT)
  19. Kill - If people want to know what's going on around them, they should have to spend AP scouting. Also, I'd like to say I find it funny how Amazing constantly whines about people breaking the rule about non-author Re's, but ignores the "Comments are restricted to a single comment per vote" rule to discuss Velkrin's vote. Hypocrite. - Asrathe 08:30, 11 Jan 2006 (GMT) EDIT: So, when you whine other people are breaking the rules (and delete their comments because of it) it's fine, but when someone else makes a comment about you breaking the rules, they are a troll? Once again, your hypocrisy astounds me.- Asrathe 12:49, 12 Jan 2006 (GMT) EDIT: Blatent lie. You deleted comments made by myself and others on your 'Fire Hose' suggestion. A look at the Discussion page history shows you did not move them to the discussion page as you claim. Ignoring that, you still break the rules yet cry about other people doing the same thing, you hypocrite. - Asrathe 22:19, 13 Jan 2006 (GMT)
    • Re: - Trolling is not the best way to make your point. Edit: I don't delete comments, I move them to the Discussion page you self-righteous troll. Edit: Maybe if you didn't break the rules, troll, you wouldn't be at the mercy of someone forgetting to move a comment. So much time has passed I'm not even sure what you're talking about anymore. Suffice to say you should learn to read and understand rules or you don't have any place to bitch and whine like a toddler whose toy has been taken away. -- Amazing 18:18, 11 Jan 2006 (GMT)
  20. Keep - Love. It. I do think it's too much info as currently presented. Keep wide open doors but drop other barricade status (a barricaded door may look much like a secured door to us on the street), drop horde display (especially if you meant hordes INSIDE buidlings). Keep generators and phones masts but perhaps not visible if the barricades are heavy (shrug). I don't know how much of a pain from a coding end it would be but if the stuff I think should be dropped were given a percentage chance of being seen (20% chance to notice the barricades next door for example) I'd be kosher with that as well. Defnitely a level 10 skill or a skill that requires more XP to buy. --Thelabrat 10:03, 11 Jan 2006 (GMT)
  21. Keep - Very good idea. --Rani 12:27, 11 Jan 2006 (GMT)
  22. Kill - Stupid. Removes the risk of going outside for humans, as they can easily find their way back to an entry point with it, rather than running the risk of getting left outside. --Grim s 15:09, 11 Jan 2006 (GMT)
  23. Kill - Stupid idea. How are survivors meant to see how heavily barricaded buildings are from outside? If humans have to be inside to barricade it makes sense that the barricades would be on the inside. Unless the zombies are ninja zombies from space or something I don't think they could jump through the windows. Also, good job on screwing over the brain rotters.. --Qwako 17:45, 11 Jan 2006 (GMT)
    • Re: The text of the suggestion answers your question. If it's Heavily Barricaded, one would probably be able to see all the crap stuffed in a doorway. Keep in mind that building doorways do not all face in one direction in rows IRL. -- Amazing 18:18, 11 Jan 2006 (GMT)
  24. Kill -X-ray vision is bad for the game. zombies knowing what doors are weaker from a distance? survivors knowing from within how much zombies are out there? no not a good idea IMO. But Qwako using brain rot as a stop for survivor skills is a poor argument, that way there never can be a new crossover survivor skill. that be a good job on screwing over survivors (and zombies who don't have brain rot too) --Vista 17:50, 11 Jan 2006 (GMT)
    • Re: Re-read suggestion and comment on Hordes outside your building. There is no X-Ray vision. Picture a store front in the city with it glass doors and windows, and picture yourself facing those buildings from a distance. You would most likely be able to tell there were desks and chairs and refrigerators and whatnot all stacked against the doors. You could also tell by the fact that Zombies and other Survivors couldn't get in to that building. if we were arguing realism. -- Amazing 18:18, 11 Jan 2006 (GMT)
    • Tally: 10 Keep 12 Kill 22 TotalVelkrin 19:05, 11 Jan 2006 (GMT)
  25. Kill - I've always seen the entry point to a building as not neccessarily being a door. Maybe a window propped open, maybe the "active" section of the building is the second floor and above. Whatever. There are loads of places and ways of entering buildings and the AP spent on getting into a building is an AP spent on searching for and finding the right one or seeing someone signalling you from a window or whatever. Even if you did consider the door to be the one and only entry point to a building, most buildings in a town are, in fact, not glass-fronted shops. Why would you be hiding out in a glass-fronted shop anyway? Why would you barricade the door if the zombies would just walk through the glass? GAH! So much wrong with this idea. --Bert Krutters 19:03, 11 Jan 2006 (GMT)
  26. Kill - Skills that remove the fear and uncertainty from the game are bad. -- S Kruger
    • Re: - I have REPEATEDLY stated that it helps Zombies find humans as well. There's some fear right back in it. -- Amazing 04:42, 12 Jan 2006 (GMT)
  27. Kill - As stated above: stupid, unnecessary, counter-productive - the list goes on. --Daednabru 20:09, 11 Jan 2006 (GMT)
    • Re: D.) None of the above. -- Amazing 04:42, 12 Jan 2006 (GMT)
  28. Keep, Actually, I think it's a good idea. Common sense says that after a while, folks would know what to look for in terms of barricaded buildings --Nicks 01:04, 12 Jan 2006 (GMT)
  29. Kill - Removes the need for scouting. I agree that after a while in a quarantined city one would know what mostly everything looks like, but realism isn't applied here. --Schlagwerk 07:22, 12 Jan 2006 (GMT)
  30. Keep - I like it, it adds a nice look to the game. - Jedaz 08:50, 12 Jan 2006 (GMT)
  31. Keep - --Kcold 12:53, 12 Jan 2006 (GMT)
  32. Kill - Scouting is there for a reason. And anyway, you couldn't tell if one whole side of a building's barricades had been bashed in on the side you couldn't see, or that a door on the side you couldn't see was open... and yet while a building lit with a generator might be a consideration... Would a generator lit building really need a SKILL to see? --Depherios 13:10, 12 Jan 2006 (GMT)
    • Re: As I've said over and over, the skill is that you have HEIGHTENED AWARENESS of your surroundings from EXPERIENCE in Malton. You know the SIGNS of a building barricaded safely with zombies and survivors locked out. You NOTICE lights on in a building in the distance almost automatically because you're TRAINED by EXPERIENCE to make note of these things almost subconsciously. Uuugh. -- Amazing 22:36, 12 Jan 2006 (GMT)
  33. Kill For Jack Destructs reason. Plus, simply get a tool that can do something like this. Scorpios 9:51, 12 Jan 2006 (GMT)
    • Re: Don't tell people to download something else. That doesn't apply to suggestion voting. -- Amazing 22:36, 12 Jan 2006 (GMT)
  34. Keep just like the zombie hunter skill restrict it to a higher level( I suggest 20th and higher)must be restricted from the masses as it would make the game less frightening. This skill is exactly what high level zombies and survivores need to help them use thier AP better it allows what would be leaders to do just that, lead. .- --Stoy Winters 00:57, 13 Jan 2006 (GMT)
  35. Kill I love this but it needs to be like head shot and have a level limit say 10 15 or 20, for those that think this would kill scouthing, i dont htink so. Most people or at tleast those that are smart should have free running and maybe evven barricading by this time so i dont think that it will realy effect that issue. The only time ive ever been worried about not finding a place is when every place in a city has been hevily barricaded. SImply put Put a high level limit on it say 15 and id say keep it. User:ericblinsley 4:08pm japan Jan 13 2006
    • Re: I said it could be a level 10 skill. I'd appreciate a change to "Keep" with "As a level 10 skill" because otherwise this idea will totally die in flames. -- Amazing 18:56, 13 Jan 2006 (GMT)
  36. Kill - There's a reason you can't tell how a building is barricaded till you are right up close to it. If it ain't broken, don't fix it! --Daednabru 06:10, 14 Jan 2006 (GMT)
  37. Kill - There is no way I'd be able to remember those distinctions, or else my name isn't...er...what was it again?

--MorthBabid 09:24, 18 Jan 2006 (GMT)

  1. Keep - Great Idea COme on vote Keep, and you morons, He said there would be a KEY if you dont Remember!!!! Perhaps this should be a Zombie Hunter Skill, to indicate vetran status. --Kirk Howell 13:54, 24 Jan 2006 (GMT)
    Keep - I like the idea of seeing baricades, but not the idea of having to implement this with Mac os where the buttons can't hold the words that should be on them. --Mr NoName 15:43, 31 Jan 2006 (GMT) Note: Voted after deadline. Velkrin 19:42, 18 May 2006 (BST)
    • Final Tally - 15 Keep, 21 Kill, 0 Spam - 19:42, 18 May 2006 (BST)

The Last Taser Suggestion You'll Ever Need

Timestamp: 04:03, 11 Jan 2006 (GMT)
Type: Item
Scope: Survivors
Description: Tasers will be found in Police Departments and Malls in Gun Stores. Their search chances will be 10% of current "you find nothing" messages (it doesn't affect the search rates of other items at all). It will have three charges and be unable to recharge afterwards. The effect it has will be as follows:

You zap the zombie with the Taser. It doesn't notice.

You zap SurvivorName with the Taser. (The following three sentences are at random.) SurvivorName flinches slightly, as if jolted mildly by static electricity. SurvivorName giggles a bit- that tickles! SurvivorName just looks at you- exactly what were you expecting to happen?

That's right- it does NOTHING. It takes five direct shotgun blasts to kill a human being in this game, what the hell do you think a Taser is going to do? This item can be used to get someone's attention, not to mention confuse the hell out of newbies. Demonstrates the harsh realities of Urban Dead.

Votes

  1. Keep I'm putting this in Main Suggestions instead of Humorous because I think this is something that Kevan should actually implement. Games of Taser Tag will probably spread across Malton like wildfire... --Slicer 04:03, 11 Jan 2006 (GMT)
  2. Kill - It's the best taser suggestion that I can think of, but obviously, it's useless, so I have to kill. --Signal9 04:38, 11 Jan 2006 (GMT)
  3. Keep - I'm all for pointless fun. --Arcos 04:39, 11 Jan 2006 (GMT)
  4. Spam - Making inane suggestions purposefully is so 2 days ago. - CthulhuFhtagn 04:39, 11 Jan 2006 (GMT)
  5. Keep - And I quote, "OH GAWD THIS IDEA IS LIKE HAWT EYE SECKS." Useless =/= bad, but it does sometimes = fun!--'STER-Talk-Mod 04:46, 11 Jan 2006 (GMT)
    • Re - I hath been quoted? MaulMachine 14:23, 11 Jan 2006 (GMT)
  6. Keep - Why not? --Daednabru 04:47, 11 Jan 2006 (GMT)
  7. Spam - Not a-freaking-gain. STOP voting KEEP on silly suggestions! You stupid moronic...EDIT: He crossed out our Spam votes... Holy Shit, you have NO RIGHT to edit our votes. You are NOT a mod and yes this IS Spam.. pointless, silly... SPAM! By and by, you have been reported to a moderator --Jak Rhee 04:55, 11 Jan 2006 (GMT)
  8. Spam - This area is full of some of the most immature people. I'm talking about the Keep Voters. Edit: It's spam in that it's rediculous and utterly useless. You're incorrect. Edit 2: X1M43's mother is a saint. -- Amazing 04:59, 11 Jan 2006 (GMT)
    • Note - This is not Spam, therefore your vote is invalid. Also keep nasty jibes to yourself, thank you. --Daednabru 05:03, 11 Jan 2006 (GMT) original author responses only
  9. Spam Nothing to add. --Hexedian 05:03, 11 Jan 2006 (GMT)
  10. Keep way too much fun. --RAF LT. General Deathnut 05:06, 11 Jan 2006 (GMT)
  11. Spam - This IMHO adds nothing to game play, or adds so little it is pointless. - --ramby 05:11, 11 Jan 2006 (GMT)
  12. Keep -Perfect, by the way I really enjoyed that you thought it out in comparison to other weapon effects. Seriously 5 shots from a shot gun at close range. Humans and zombies are beefier than real life, like cinematic "its a flesh wound" Last Action Hero style. “I've been jumping from roof to roof, leaping from fire-escape to fire escape and shimmying up drainpipes with seven gun shot wounds for 20 blocks and I'm read to fight!” actually happens in this game. Humans are tough in this world. I blame the zombie plague for making people tougher. --Contaminated 05:15, 11 Jan 2006 (GMT)
  13. Spam - This suggestion has no merit. Bentley Foss 05:27, 11 Jan 2006 (GMT)
  14. Keep - Those spam votes have no merit - but, I think this suggestion would be fun. Kind of like reading a book or newspaper. (well book actually gives something sometimes but I doubt people are farming books) Riktar 06:00, 11 Jan 2006 (GMT)
  15. Kill - It's not quite spam, but there's no need for this, and it doesn't really fit the flavor of a city of the dead. X1M43 06:41, 11 Jan 2006 (GMT)
  16. Spam - Tzzz. pass it on. --RAF Private Chineselegolas 07:18, 11 Jan 2006 (GMT)
  17. Spam Velkrin 07:44, 11 Jan 2006 (GMT)
  18. Kill - This may not be Spam, but it is pointless. - Asrathe 08:34, 11 Jan 2006 (GMT)
  19. Kill - Not spam because there's plenty of other pointless flavor items in the game. But I don't relish the initial flood of tasering (useless or not) that will come from the 10-12 year old crowd the first few days online. I love your sugggestion summary, however. Hilarious. --Thelabrat 10:09, 11 Jan 2006 (GMT)
    • Tally: 7 Keep, 4 Kill, 8 Spam. I believe I've made the first suggestion where the voting went Keep-Spam-Keep-Spam. Think, though: Suppose someone had suggested a book or newspaper on the Suggestions page, and they weren't already in the game? Those items would have been killed, maybe even Spaminated.. --Slicer 12:13, 11 Jan 2006 (GMT)
  20. Spam - "Stupid" is not a flavor. --Dickie Fux 13:42, 11 Jan 2006 (GMT)
  21. Spam - Mostly because someone had the nerve to cross out other people's Spam votes. --Monstah 16:09, 11 Jan 2006 (GMT)
  22. Spam - because books and newspapers aren't silly, but this is. funny silly as suggestion yes. annoyingly silly in game.--Vista 17:38, 11 Jan 2006 (GMT)
  23. Kill - see what happens when you cross out a SPAM vote? Now you know, if you want it to pass, to cross out a KEEP vote next time. bbrraaiinnss 17:52 Jan 11 2005
  24. Spam - my first spam vote ever... this is really ridiculous. it might be fun(ny) for the first 5 minutes.. then it would get really old, really fast. --Firemanstan 18:28, 11 Jan 2006 (GMT)
  25. Spam - So many new people to add to the Enemies of the State list... --TheTeeHeeMonster 20:17, 11 Jan 2006 (GMT)
  26. Spam - This is pointless. --Whitehouse 21:06, 11 Jan 2006 (GMT)
    • Tally 7 Keep, 5 Kill, 14 Spam. This one's probably going to die. I would greatly prefer it, however, if people didn't vote a certain way based on what some asshole does to other people's votes. I'm the author of this and I haven't crossed out jack shit. --Slicer 22:00, 11 Jan 2006 (GMT)
  27. Kill I dont really think kevan needs any help creating flavor items. --Zaruthustra 22:13, 11 Jan 2006 (GMT)
  28. Spam Lol to me this is pretty ridiculous and funny I mean that's a pretty stupid suggestion, no offence. *edit* fine then spam and sry about breaking the message breaking -Shadow213 01:21, 12 Jan 2006 (GMT)
    • Re: Humorous isn't a valid vote, and stop breaking the page! You put your message right between Zaruthustra's and his signature. --Slicer 01:37, 12 Jan 2006 (GMT)
  29. Kill - It's supposed to be a zombie apocalypse. Too silly to be seriously implemented. --Schlagwerk 07:27, 12 Jan 2006 (GMT)
  30. Keep Pointless fun. If not laser tag, then people are going to keep up PK Wars for fun. Scorpios 9:54, 12 Jan 2006 (GMT)
  31. Kill The rules say not to add something everyone will drop, right? If it does nothing, it just takes away search odds for no real reason. I wanted to vote spam on this, but unless I vote kill, keeps will be the same or outnumber the kills, and we can't have that! In fact, rather than waste ammo from my Vote Gun, I'm going to just take a slice at this with my VoteKnife! Buy now, for only 19.95! --Volke 23:15, 12 Jan 2006 (GMT)
    • comment - reread the "valid votes" section :). "spam" votes are counted as "kill" if the suggestion is not spaminated. --Firemanstan 23:20, 12 Jan 2006 (GMT)
  32. Kill - Waste of AP. No point to it other than for kicks and giggles. --Natural Life 03:40, 13 Jan 2006 (GMT)
  33. Kill - I'd vote 'Spam', but I don't think anyone has been this unfunny before. --MorthBabid 09:25, 18 Jan 2006 (GMT)
  34. Kill - Thank God that this is the last taser suggestion anyone would care to kill. --Penance 17:56, 24 Jan 2006 (GMT)
    Kill - I think they are in direct blasts to humans, and this will cause spam. --Mr NoName 16:00, 31 Jan 2006 (GMT) Note: I'm really starting to hate this guy. Voted after deadline. Velkrin 19:37, 18 May 2006 (BST)
    • Final Tally - 8 Keep, 11 Kill, 15 Spam - 19:37, 18 May 2006 (BST)

Vampires

Spaminated with 4 Spams and 1 Kill.. and an author keep. And YES the Spams coutned.. just because the author was being serious doesnt mean that we didnt think the suggestion was so wildly out of the ballpark that it wasnt Spam. --Jak Rhee

God this sucks . . . there's like a billion zombies and not like one vampire. - The Goth Chick 06:19, 11 Jan 2006 (GMT)

Yeah, the survivor/Zombie/Vampire ratio is way unfair. We should go on strike. -- Andrew McM 19:58, 11 Jan 2006 (GMT)


Radios For Group Communication (Revised)

Timestamp: 07:24, 11 Jan 2006 (GMT)
Type: New item/Skill
Scope: Suvivors
Description: This is a revision of the previous Radios For Group Communication suggestion which is currently on the Undecided page. Radios would be an item you could find in Police Stations, Fire Stations, and Mall Tech Stores. Imagine the radio units carried in police cars, taxi cabs, in police stations, and behind security guard desks. It basically consists of a black rectangular box with a cable connecting to a handheld unit that you speak into, I'm sure you know what I'm talking about. The purpose of Radios would be to allow in-game group communication. A person with a radio would be able to send and receive messages (costing 1AP to broadcast). You could only send messages to people in your group and since it is a broadcast you would send the message to every member of your group within range that has a radio (as opposed to cell phones that target a single person). You could only belong to 1 Group (at least for the purposes of radio transmission) and only send and receive messages to/from that group, the reasoning being that you're all setting your radios to the same frequency in order to communicate. Radios have some other limitations being:
  • Radio signals have a limited range. Unlike cell phones they don't use phone masts to relay their signal further. Thus radio communication could only occur between people in the same suburb.
  • Radios are electronic devices and need power to function, they need to be plugged in. You would only be able to send/receive messages while in a building with a running generator.
  • Using a radio is harder than it seems. You have to set your radio to the right frequency and have an idea of what you're doing. Using radios, both for sending and receiving would require a civilian Radio Operation skill.

Now I'm sure some of you have concerns about this. I'll try to convince you not to worry about them:

  • Q: Why is this necessary when people can use forums?

A: This is in game. I prefer that to metagaming. Besides, why be forced to sign up for websites apart from the game in order to play? It's nice being able to log into Urban Dead and do all my playing there without going to a dozen other places. I'd also like to point out you can talk in game even though Instant Messenger exists.

  • Q: This is redundant! Cell phones already exist!

A: Cell phones target a single individual. Radios would allow group leaders to issue orders/information to all their members. It would allow groups to coordinate their defenses within a suburb. Basically, "We're being overrun at St. Elwes hospital! If any of you guys lounging at the mall can come and help it'd be appreciated!" A lot more effective than phoning 300 seperate individuals. At the same time cell phones would remain useful, offering unlimited range, privacy, and not requiring power or a skill. Also cell phones can contact anyone, not just group members.

  • Q: Suvivors already have enough forms of communication! They have mouths that can talk and phones! And now radios! Why not just give them telepathy!

A: Oh come on. This isn't overpowering. This would only affect people in groups that are currently forced to communicate via-metagaming because there's no viable alternative! They're already working together! Why not let them play while they're doing it?

  • Q: Think of the spam! The horrible spam!

A: With smaller groups this wouldn't be a problem but with the larger groups numbering several hundred or more there could clearly be severe spam issues. Here's why this isn't a problem though: You would only receive messages from members of your group and groups could decide who gets to belong. They could set up their own radio usage policies and if someone spams after they tell them to stop they could kick them out.

  • Q: What? A machine that sends magic voices through the air? Seems kind of unrealistic to me.

A: These actually exist! And they're common in all the locations I suggested they be found. It's totally reasonable you'd want and use one of these during a zompocalypse.

  • Q: What about the server? Wouldn't this kill it?

A: I'm not a programmer so I make no authoritative statements on this. But to my uneducated non-computer commanding mind it doesn't seem that different than talking to me. I mean, it's not the real world. It isn't as if talking to 10 people in same location is different than talking to 10 people in different locations except in the sense that you have to determine who receives the message in a different way. And there's already a mechanic in game to keep track of who belongs to which group.

This would make group play a lot more fun and a lot less necessarily metagamey. I think it'd add quite a bit to the game without unbalancing it or going out-of-genre.

  • Edit: Due to concerns voters had about the current lack of in-game group management to kick out those who spam group communication signals how about the following change. The sender and receiver must be mutual contacts of each other and they must have marked themselves as belonging to the same group, spelled identically (someone in Mall Warriors couldn't radio someone in Mall Warriorz).

Votes

  1. Keep - Surprised? So am I. But it seems really goood and really thought out. I'm tired so I may not be thinking of everything... I may change my vote come morning --Jak Rhee 07:40, 11 Jan 2006 (GMT)
  2. Kill - I really do like this idea but I think that to reduce spam and misinformation that players should be able to set their radios to listen to a specific person instead of their group affiliation. This would allow groups to make sure all info is official. It would allow for members of other groups or ungrouped survivors to get important suburb information. Also it would create a new radio operator job and make protecting him important, lest there be an info blackout.Keep- contingent on an ignorelist --Tekgo 08:35, 11 Jan 2006 (GMT)
  3. Keep This is contingent on the inclusion of adding "mutual contacts" clause to prevent SPAM from those who would temperarily change group alliance to spam a group. Other than that a wonderful suggestion. The true members of your groups should be on your contact list anyway. --Matthew Stewart 08:27, 11 Jan 2006 (GMT)
  4. Keep Agree with Matthew Stewart. Also a concern; does the game have a way of keeping track of groups that would be beneficial to this? My zed is in the RRF but that is what I typed for the group affiliation (obviously this wouldn't work for zeds it's just an example of that field specifically); other people in that group actually typed out the whole name of the group. See what I'm getting at? I like it regardless and will le tbigger nerds than me worry about it. --Thelabrat 10:16, 11 Jan 2006 (GMT)
  5. Kill - I'd probably change this to keep if you propose a viable method for a group to actually kick out someone who wants to spam them out with a radio. Rhialto 10:24, 11 Jan 2006 (GMT) Edit: That change doesn't address the realism issue; if anything, it makes the functionality of these radios even less realistic. And I like to keep both friends and enemies in my contacts list (keep your friends close, and your enemies closer), which would defeat the point of the change anyway. Rhialto 22:26, 11 Jan 2006 (GMT)
    • Re I added a new part to address people's concerns about not being able to kick out bad radio users. Now it requires mutual contact. --Jon Pyre 17:11, 11 Jan 2006 (GMT)
  6. Keep - I'm all for it. Fineally I'll be able to communicate with my homies in-game :) --Rani 12:30, 11 Jan 2006 (GMT)
  7. Keep - Because it will exclude the idiots who type their group name as 'cager mal survivor'. I wonder if it would work if you make it so that they have to be in you contact list. This would exclude people who spy by alligning group affiliation with an important group. Most people in small groups of 30 or less have all their group members in their contact list anyway, and for those like 'the riddlebank resistence front'(sic) they just need to set rotas of group members. Just a thought. --Andrew McM 12:42, 11 Jan 2006 (GMT)
  8. Keep - In-game = Good! --Nicks 02:24, 11 Jan 2006 (GMT)
  9. Keep - I'm going to vote keep, although something like mutual contant requirement would be nice. Though in real life, anyone could listen/transmit whatever channel they want, regardles of groups affiliation. --Brizth 14:38, 11 Jan 2006 (GMT)
  10. Kill - It's an interesting notion, certainly, but maintenance of the "allowed radio users" for a group is going to be a killer and a pain to implement, I'm sure. This suggestion would quickly be used by the strikers to grief everyone by DoSing the server again and then dev time would need to be wasted making sure radio messages only went to the 50 most active radio users. Pretend your irc channel / forum / whatever is a radio or something. -Torfin 16:10, 11 Jan 2006 (GMT)
    • Re I added an edit to not require implementation of a group management system. Now it requires mutual contacts instead as well as group affilitation. --Jon Pyre 17:15, 11 Jan 2006 (GMT)
  11. Keep - In-game = Good! -Monstah 16:14, 11 Jan 2006 (GMT)
  12. Keep - helps organize humans, who could use a boost in this area ever since the 50 people nerf. But Jon take out the limit on changing group aligment. it is protected enough as it is.--Vista 17:33, 11 Jan 2006 (GMT)
  13. Kill - Provisionally kill. I have concerns about this "change your affiliation once a week" thing and about the possible spam issues. Radio messages need to be given "keep" priority in the 50 message list or the 50-message limit still needs to otherwise apply. Clarify that, and I may get around to voting keep. And somebody really needs to archive the last few days' worth of suggestions. (I did it for the last month, and I'm on vacation from that now.) Bentley Foss 17:37, 11 Jan 2006 (GMT)
    • Re Vista, Bentley Foss, I have taken the affilitation change limitation out of the edited in section. You're right. Having to be mutual contacts is enough protection. --Jon Pyre 18:01, 11 Jan 2006 (GMT)
  14. Keep Author vote to protect precious suggestion. Fly baby bird, fly into the world! --Jon Pyre 18:04, 11 Jan 2006 (GMT)
  15. Keep alot better than the previous one that was undecided --RAF LT. General Deathnut 18:20, 11 Jan 2006 (GMT)
  16. Keep - help to reduce dependance on metagaming... why sure! --Firemanstan 18:23, 11 Jan 2006 (GMT)
  17. Keep I would like to see this integrated. Four thumbs up (somehow). --Matson Jade 18:39, 11 Jan 2006 (GMT)
  18. Keep I approve this skill. Velkrin 18:56, 11 Jan 2006 (GMT)
  19. Keep--Signal9 21:30, 11 Jan 2006 (GMT)
  20. Keep - Great idea! Would large groups be able to "retransmit" the signal through multiple suburbs, or the range is fixed to the suburb the broadcaster is, even if he's in the corner of the 'burb? Either answer, I still vote Keep. --Omega2 21:47, 11 Jan 2006 (GMT)
    • Re Well, you could go into another suburb and transmit the same message there a second time if your members were spread out. --Jon Pyre 21:57, 11 Jan 2006 (GMT)
    • Re I'd like it to have a 5-block radius instead (maybe 7), so people would be able to keep redirecting messages without needing to move away (it's also more realistic ), but I still vote keep. And concerning Hagnat's vote below, there's no need for that, as belonging to only one group will effectively cut your avaliable listening and broadcasting frequencies down to 1, anyway. --Omega2 00:15, 12 Jan 2006 (GMT)
  21. Kill - Why does the radio works only for people in the same group ? Let everyone be able to select a frequency from a dial and then everytime you send a message everybody X blocks away from you receives that message IF he was listening to that frequency. Switching from frequency A to B will cost 1 AP. Create a lot of selectable frequencies (say, 10k frequencies) and so people will have to know what frequency you are working with to be able to listen to you. --hagnat 23:16, 11 Jan 2006 (GMT)
  22. Keep - Well revised. Though I like Hagnat's suggestion of numbered frequencies too. --Blobmorf 03:28, 12 Jan 2006 (GMT)
  23. Keep ---Kcold 12:51, 12 Jan 2006 (GMT)
  24. Keep With selectable frequencies, it's a great way for mass communication. --The Fifth Horseman 14:36, 12 Jan 2006 (GMT)
    • Re It would work both ways. One keeps it primarily as a group chat, another makes it a short range channel for whoever you want to communicate with. The frequencies suggestion should definitely be included in the suggestion notes if this is peer reviewed, though unless that also require mutual contacts or some kind of affiliation large groups would be prone to getting spied upon by people who discover their favored frquency. That's not necessarily a bad thing, kind of adds a paranoid thrill to radios but it's something to keep in mind. --Jon Pyre 17:12, 12 Jan 2006 (GMT)
  25. Keep - Me likey. Very much in keeping, although I do have a minor quibble about the skill requirement. Most military guys I know were trained in radio operation, so I would tend to think that the military guys (or the Scout class, at least) should start with Radio Operation at drop. --John Taggart 14:55, 12 Jan 2006 (GMT)
  26. KEEP DarthMortis 15:30, 12 Jan 2006
  27. Kill Over-limited it. It's not that big of a deal. I like the idea, but tone down the requirements.Scorpios 9:57, 12 Jan 2006 (GMT)
  28. Keep - Why not? --Felix Fitzpatrick 03:26, 13 Jan 2006 (GMT)
  29. Keep While spam is a possibility, you can always turn it off. I also don't see the server issues as serious enough to warrant a kill, Kevan can make that call. --Zaruthustra 17:30, 13 Jan 2006 (GMT
    • Tally 23 Keep 6 Kill --Jon Pyre 05:08, 14 Jan 2006 (GMT)
  30. Keep - Good idea! --Daednabru 06:07, 14 Jan 2006 (GMT)
  31. Kill - Metagaming. Any group already has a wiki or personal forum, and still would even if this was added to Urban Dead. We don't need it. It'd be fluff. --MorthBabid 09:27, 18 Jan 2006 (GMT)
  32. Keep-Go Keep!! Nice idea!--Kirk Howell 13:58, 24 Jan 2006 (GMT)
    Keep -Yay for metagame! --Mr NoName 16:02, 31 Jan 2006 (GMT)
    • Final Tally - 25 Keep, 7 Kill, 0 Spam - 19:34, 18 May 2006 (BST)

Word Of Mouth

A duplicate (four votes) of Gossip. Have a nice day. --Zaruthustra 18:33, 11 Jan 2006 (GMT)


Hatchet

Removed by author.

Re It was a nice try, man. Not Spam or anything.. just flawed. The numbers take time to get the hang of. We appreciate your attempt. Keep trying! --Jak Rhee 00:24, 12 Jan 2006 (GMT)

Revised Energy Drink

Removed by Author. Still haven't quite got it yet. I think this could work, but it needs some tweakage. I'm going to try one last time before giving up on this.


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