From The Urban Dead Wiki

Jump to: navigation, search

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

Sickening Thump

Timestamp: 04:09, 12 April 2006 (BST)
Type: Flavour Change
Scope: Tall building occupants
Description: Characters who are currently survivors but wish to be zombies often jump out of windows in tall buildings. Nobody notices, in game! I suggest that a message be visible to characters in the building: "Wannabezomb steps out of the third floor window! You hear a sickening thump outside". And to characters outside: "You see someone falling from a high window. You hear a sickening thump". The point of this is to allow suicides to posture and make final speeches, followed by proof that they actually went through with the deed (rather than just walk out of the building), and for zombie hordes outside to be heartened by obvious sincere attempts to join them. This won't cause much spam - no matter what, suicides are far less common than flares. I managed three in a day in the Second Siege of Caigar ("Syringe: 20 AP. Jumping from a tall window: Priceless") but even in the busiest time this won't fill your screen.


  1. Keep - Author, Goldenboots. Goldenboots 04:09, 12 April 2006 (BST)
  2. Keep - Eh, why not? --Jon Pyre 04:54, 12 April 2006 (BST)
  3. Keep - I like this. Dickus Maximus 05:13, 12 April 2006 (BST)
  4. Keep - Why not? --ramby T--W! - SGP 05:18, 12 April 2006 (BST)
  5. Keep - I like it. --Abi79 05:41, 12 April 2006 (BST)
  6. Keep - Cool.--Pesatyel 06:57, 12 April 2006 (BST)
  7. Keep - Sounds good to me. Flavor. --Guardian of Nekops 07:15, 12 April 2006 (BST)
  8. Keep - It's always bugged me that there's no echo.--Wifey 07:21, 12 April 2006 (BST)
  9. Keep - Minor flavor that doesn't adjust balance. --Jorm 07:45, 12 April 2006 (BST)
  10. Keep - This is a fun suggestion that Would add to the game. --Spraycan Willy MalTel 07:57, 12 April 2006 (BST)
  11. Keep - Mostly useless harmless fluff. I love it. -Banana Bear4 08:06, 12 April 2006 (BST)
  12. Keep - I've always wanted to go splat when I hit the pavement. --Grim s 08:34, 12 April 2006 (BST)
  13. Keep - Why not?--Vista W! 08:49, 12 April 2006 (BST)
  14. Keep - Nice idea. - Jedaz 09:11, 12 April 2006 (BST)
  15. Keep - Chineselegolas pushed Goldenboots out of the window and listens to the thud :-p. Much better --Private Chineselegolas RAF 09:39, 12 April 2006 (BST)
  16. Keep - Flavor. I wanna see this in game as soon as possible. --EnForcer32 09:58, 12 April 2006 (BST)
  17. Keep - Ooooh yeah brother! Don D Crummitt 11:10, 12 April 2006 (BST)
  18. Keep - Nice. --MajesticNinja 12th April 2006 11:36
  19. Keep - Damm, why didn't I get here sooner? -- Andrew McM W! 11:58, 12 April 2006 (BST)
  20. Keep - No real reason for, but then, no reason against. And it would set the stage for some dramatic speeches. --Cyberbob240 CDF 12:02, 12 April 2006 (BST)
  21. Keep - No reason why not.--Mookiemookie 12:17, 12 April 2006 (BST)
  22. Keep - Damn, simple yet useful! BuncyTheFrog Talk GBP 13:33, 12 April 2006 (BST)
  23. Keep - Flavoury, I want for my ice cream --McArrowni 13:39, 12 April 2006 (BST)
  24. Keep- Great idea, would make a nice touch --Krazy Monkey13:51, 12 April 2006 (BST)
    • Tally - 24 Keeps, 0 Kills, 0 Spams/Dupes. -- 13:51, 12 April 2006 (BST)
  25. Keep -- Great flavor, plus i would like to know if its going on. Thump 2.0 a random player Zed or otherwise, has a 0.001% chance of being crushed loosing 49HP lol --Kirk Howell 13:53, 12 April 2006 (BST)
  26. Keep - Nice One - more flavour / Fluff the better KyleTravis 13:57, 12 April 2006 (BST)
  27. Keep - Love the mastercard pun ;) -- Norminator 2 14:00, 12 April 2006 (BST)
  28. Keep - It gives me pleasure. MrAushvitz 1009, 12 April 2006 (GMT)
  29. Keep - I like it, this kind of flavor is always nice. I would be concerned about text spam around Caiger Mall a few weeks ago but...its a keeper. --Lordofnightmares 17:03, 12 April 2006 (BST)
  30. Keep - Good idea, and it's also nice to know about suiciders so you won't waste syringes on them later! --Norcross 18:06, 12 April 2006 (BST)
  31. Keep - I almost want to vote Kill on this 'cause, man, have we ever had a unanimously popular suggestion? Good idea. --Reverend Loki 18:36, 12 April 2006 (BST)
  32. Keep - GAWD, THIS IDEA IS LIEK HAWT EYE SECKS MaulMachine 18:40, 12 April 2006 (BST)
  33. Keep - It adds a little comic flavour. What's funnier than raining bodies? Talos 19:03, 12 April 2006 (BST)
  34. Keep - Why not? 343 19:38, 12 April 2006 (BST)
    • Tally - 34 Keeps, 0 Kills, 0 Spams/Dupes. 343 19:40, 12 April 2006 (BST)
  35. Kill - This will encourage Zerg AIRBORNE BRIGADES YOU FOOL >:( Undeadinator 20:48, 12 April 2006 (BST)
  36. Keep - Awesome. Also this paves the way for jumping as an attack--Mpaturet 22:11, 12 April 2006 (BST)
  37. Keep - Sweet. Not really useful, but good to make a point to someone. Mattiator 22:52, 12 April 2006 (BST)
  38. Keep - With my last breath i curse zoidberg! Oh and undeadinator, what in gods name are you talking about? Its a flavor addition, it doesn't hurt anybody. Hamster Ninja 23:13 12 April 2006 (BST)
  39. Keep --MLF 01:01, 13 April 2006 (BST)
  40. Keep - Sounds good to me --zwwright 05:21, 13 April 2006 (BST)
  41. Keep - <chuckle> It only took *how long* for this to be suggested? "Give me windows and give me death!" --Ben Samuel O'Diggery --Gene W! - Talk 02:08, 13 April 2006 (BST)
  42. Keep - And in addition to being peer reviewed, this ALSO belongs on the humorous page --Cinnibar 03:15, 13 April 2006 (BST)
  43. Keep - I love fun flavor text. --Theblackgecko 03:25, 13 April 2006 (BST)
  44. Keep - "Oh my God, the PTA has disbanded!". GuavaMoment jumped out a window. And don't break the wiki while making it look like I did it. --GuavaMoment 01:48, 14 April 2006 (BST)
  45. Keep - Flavor is good, this one tastes of salt and death.--Bermudez 21:23, 13 April 2006 (BST)
  46. Keep - Got my vote. Also above vote is screwey. DavidMalfisto - 23:29, 13 April 2006 (BST)
  47. Keep - Beautiful! Can we add a bit about bones cracking? Bloodstains on the pavement, eyes popping out... Flavour is good. --einexile 16:11, 14 April 2006 (BST)
  48. Keep - Kiss me Hardy! - CthulhuFhtagn 20:53, 14 April 2006 (BST)
  49. Keep - Very good idea. G F J 16:44, 25 April 2006 (BST)

A Good Friend Watches Your Back

Timestamp: 04:33, 12 April 2006 (BST)
Type: Skill
Scope: Survivors, Zombie Hunters
Description: Urban Dead news from February 3rd: "As looter raids and sabotage attacks continue, the city's survivors are beginning to camp out in the larger, shared rooms of their safehouses". As people band together for protection those with combat experience look to protect the weaker and more vulnerable, and even the experienced are forced to depend on their allies. Level 10+ players with the skill Combat Coordination would have the ability to check off people on their contact page as either "Ally" or "Enemy". If a survivor flagged as an enemy on your contact list attacks a survivor flagged as an ally in the same location as you there is a 50% attack that you'll intercept the attack, and take the damage instead. The attacker would get a message along these lines: "You fire at Terrance Palmer but Marley gets in the way and gets hit instead.." If a survivor has more than one ally looking out for them the odds of an ally intercepting the attack never goes above 50%, but a random ally will intercept the attack half the time. The target will still receive half the damage on average, but the rest will be spread out among all the target's allies. This does not take effect when zombies attack humans or humans attack zombies in any way.

What This Means

  • 1) This would not stop PKing nor seriously impede PKers, as both the attacker and the target would have to both be on your contact list. It simply adds a feature of gameplay that makes sense from both logically and gameplay wise: That you are safer in a room with several allies than you are by yourself, and that it is harder for someone to take you by surprise when you recognize them. The problem with PKing as I see it isn't that it exists but that it does not matter how many allies are with you. You are no safer from an attacker in a heavily barricaded building with 20 allies that you are by yourself in an unbarricaded building. Strategy, numbers, and skills don't apply, essentially if the PKer knows where you are and chooses to kill you your only option is to run to another suburb. While there's nothing wrong with the possibly of having to flee it seems ridiculous that one person with a vendetta can prove more dangerous to you in a building filled with your allies than sleeping in Ridleybank by yourself. It detracts from roleplaying and social activity because becoming high profile (by founding a group or giving a good speech) is likely to get you killed. Ron Burgandy, founder of Channel 4 News spends half his time dead because he's recognized and people kill him. It seems fairly ridiculous that if the same person keeps coming into the same building to kill him over and over again that the numerous allies that surround him have no options to counteract this save than saying "Sorry Ron, better make a new low-key alt that never talks or run away to another suburb. It was nice playing with you."
  • 2) PKers could still exist to build a "climate of fear" but it would make it harder for them to pursue griefing (attacking the same person over and over again just harass). It would actually amplify the fear and make PKing more like what people claim it should be, random attacks that could strike anyone anytime. This suggestion does not prevent PKers from doing their thing and actually makes their attacks more effective at inspiring fear. People would think "I could be next" not "Better not form a group, that's like asking to be killed each day".
  • 3) Q: Why does this only take effect with survivors attacking survivors? Why wouldn't they do the same against zombies?

A: Zombies and survivors fight differently. While you might notice someone with a shotgun approaching your friend and manage to push them out of the way but accidentally get caught in the blast yourself, it's less likely that a zombie charging at your friend could be thwarted as easily. They'd probably push past you and just leap onto your friend. But beyond realism, this isn't needed for zombies. Zombies and survivors already have a method for opposing each other via barricades, feeding groan, etc. There's too much of Malton to actually find someone that attacks you or a friend and then runs away. It's not a matter of strategy or organization but that the basis of gameplay in Urban Dead, skills, are designed entirely for zombie vs. survivor conflict. If new types of conflict form new skills should be implemented as well.


  1. Keep Author vote. Here's a summary to clear up any confusion: If people have a Playerkiller on their contact list and a friendly contact of theirs is attacked half the attacks dealt with strike those people instead. It makes being surrounded by 20 friends that all know what to look out for safer than being alone. Logical and good for the game, after all half the game is about team PvP play. Player versus Player assumes the players can "versus" each other, it isn't just one getting killed by the other. This doesn't detract from the fear of random murders, but it makes griefing the same person over and over less effective.--Jon Pyre 04:37, 12 April 2006 (BST)
  2. Keep - I thought about voting kill, but this idea is really well thought out, and I see the sense in it. So, let me get this straight, in order to "step in the line of fire," you have to have both the PKer and the ally in your contacts? Dickus Maximus 05:18, 12 April 2006 (BST)
    • Re That's right. --Jon Pyre 05:24, 12 April 2006 (BST)
  3. Kill I like the idea and want to vote Keep, but I need some clarification. PKer shoots Bob with a shotgun and hits, but Bobfriend blocks the shot, so BOTH Bob and Bobfriend take 5 damage? And if Bob has 10 friends, given the same situation (and presuming they all "successfully" block), Bob would take 5 damage and 5 of those 10 blockers would take a point each? Or would each successful blocker take damage, even if it went higher than what the weapon could do (using the example, the shotgun would end up doing 15 damage, 5 to Bob and 1 to each of the 10 friends)? I'd think it would just be the FIRST person, no matter how many "successful" blocks there are would take the damage. And would Bobfriend have to hit a "block" button or would it be an automatic, random thing? PKer fires at Bob and 1 of his 10 friends nearby automatically makes a block attempt? And what about zerging?--Pesatyel 07:09, 12 April 2006 (BST)
    • Re One person takes all the damage from each individual attack. Half the time it's the target. The other half of the time it's one of the target friend's, selected randomly from those present. --Jon Pyre 07:25, 12 April 2006 (BST)
  4. Keep - Might lower the blocking percentage a bit. In response to the above, Bobfriend takes the damage instead of Bob if he blocks for him. If there is also a Bobfriend2, and multiple shots by PKer, Bob gets shot half the time, Bobfriend gets shot 25% of the time, and Bobfriend2 also gets shot 25% of the time. With three defenders Bob still takes half the shots, but Bobfriends 1, 2, and 3 split the other half of the shots three ways randomly. This is automatic, and zerging would only help your zerg allies stay alive longer, it wouldn't help Bob. Plus, both Bob and his friends must be over level 10, so zerging is unlikely. --Guardian of Nekops 07:27, 12 April 2006 (BST)
  5. Kill - PKing is hard enough as it is do not make it harder. --ramby T--W! - SGP 07:27, 12 April 2006 (BST)
    • Re The difficulty of firing several times and then moving away a few spaces? This doesn't make PKing harder unless they choose to attack the same people over and over again. Once you lose the element of surprise it makes sense that attacking a group of allies would be harder. --Jon Pyre 07:30, 12 April 2006 (BST)
  6. Kill - Here's your knee-jerk kill. No passive defenses. --Jorm 07:44, 12 April 2006 (BST)
    • Re I'd like to point out ordinary combat has a passive defense. You can assume when someone misses being hit by an axe or bite it's because they dodged, not because the attacker needs glasses. Passive defense is often a bad idea in a turn based game because it gives the attacked free attacks back. However this is not free attacks, it is a logical representation of it being harder to single out one person in a group of allies. The attacker receives no damage themselves and the attacks still injure others. --Jon Pyre 15:47, 12 April 2006 (BST)
  7. Kill - Jorm and Ramby got it. -Banana Bear4 08:00, 12 April 2006 (BST)
  8. Keep - Very well presented. --Spraycan Willy MalTel 08:03, 12 April 2006 (BST)
  9. Kill - Agreed with Jorm, no passive defenses. --Grim s 08:32, 12 April 2006 (BST)
  10. Kill - As Jorm said - No passive defenses. -Nubis A.R.S.E. 08:36, 12 April 2006 (BST)
  11. Kill - I'm on 4HP, I'll have to wait here for medical attention. Nooo Johnney(60HP), *jumps infront of the bullet and dies*. I think not - Jedaz 09:17, 12 April 2006 (BST)
  12. Kill - Jedaz raises a very good point. --Brizth W! 10:12, 12 April 2006 (BST)
  13. Kill - Turns you into an "auto defense bot". No bots. Appreciate the idea though. Don D Crummitt 11:00, 12 April 2006 (BST)
  14. Kill - The zerger's ultimate weapon. --Cyberbob240 12:03, 12 April 2006 (BST)
    • Re "zerging would only help your zerg allies stay alive longer, it wouldn't help Bob. Plus, both Bob and his friends must be over level 10, so zerging is unlikely" -Guardian of Nekops --Jon Pyre 15:58, 12 April 2006 (BST)
  15. Kill - What they said--Mookiemookie 12:15, 12 April 2006 (BST)
  16. Kill/Change - I'm torn here. I like the idea that you can only guard against someone you know is a pker, but then you can just metagame and get all the accounts of all the known PKers and put them in your list, thus protecting a lot. In order to prevent something like the 'kill yourself' scenario described up there, perhaps you could make it an option. I know anti-PK stuff get a lot of knee-jerk kill reactions, but seriously, there should be something IN-GAME to combat it. Metagame is not a good excuse to kill something. BuncyTheFrog Talk GBP 13:41, 12 April 2006 (BST)
    • Re You can only have 150 contacts so you couldn't add everyone. --Jon Pyre 15:32, 12 April 2006 (BST)
  17. Keep -- Again a confidence vote from me, its a great idea, but it should be expanded. you can only have so many people on your contact list, eventualy you wont have enough room. Zed spies/Pkers are already dirty plays, and you know they would use alts. A more effective skill would apply to every player in your group, and perhaps the group can maintain a list of known Pkers/enemies, or the skill would work on any player attaking a group member. There do need to be changes and a winning suggestion would incorportae not just this idea but other complimentary skills. --Kirk Howell 14:05, 12 April 2006 (BST)
  18. Keep - There should be an ingame way of combating PKing, and this one looks good. Zerging is out the window with the lvl 10+ requirement. There should be a note on this about making it optional, though. I trust Kevan that, if he implements this, would make it balanced (hopefully). --Pinpoint 15:31, 12 April 2006 (BST)
  19. Kill - What Jedaz said. --Abi79 15:42, 12 April 2006 (BST)
  20. Kill - At the very least there should be a "Cover Allies" button that one has to click before logging out. Even then, this is a tough sell. I'm all for counters against PKing but this one is too automatic. Like Jedaz points out, there are definitely times when you don't want to be jumping in front of bullets for your buddies, and as the suggestion stands there's no way to turn the feature off short of unchecking everybody in your contact list. --John Ember 16:36, 12 April 2006 (BST)
    • Re There is a seperate option: simply add them to your contacts but don't mark them as ally or enemy. Just regular unmarked contacts are friends. They aren't important enough to you to stick out your own neck, but they're still on your side. --Jon Pyre 21:18, 12 April 2006 (BST)
    • Re - Right, but assuming I have designated some of them as friends and I'm in the same room with them (seems like that'd be the typical scenario, right?), there's no easy way to tell the game "I'm not healthy enough to be jumping into the line of fire." --John Ember 21:32, 12 April 2006 (BST)
    • Re True, but that's such a small detail...sigh, am I going to have to retool this suggestion with the only change being a tiny off button? Dammit. --Jon Pyre 23:09, 12 April 2006 (BST)
  21. Kill - I like where this idea is heading, but there is an issues I have with it immediately. Stepping in to defend should be a seperate option to marking someone as friend or ally. There are plenty of people I'd want as a friend or ally in my contacts list, but fewer I'd take a bullet for - sometimes, the ally is fully capable of taking care of themselves. --Reverend Loki 20:35, 12 April 2006 (BST)
  22. Kill - But holy shit, would I ever vote keep if I was JFK. --Undeadinator 20:50, 12 April 2006 (BST)
  23. Kill - Provisionally. "Allies" should get a say in whether they wish to be your allies. ("John Q. Public wants you as an ally, do you accept?") --Gene W! - Talk 02:16, 13 April 2006 (BST)
  24. Keep - This makes PKers work twice as hard, and have double the chances of being found out. --Theblackgecko 03:30, 13 April 2006 (BST)
  25. Kill - Things I like about this: Contact flagging as enemy or friend. Things I don't like: autodefence bots, greifing pkers, that this would give me only a 32.5% to hit with a maxed out guns.--Bermudez 21:30, 13 April 2006 (BST)
  26. Keep - A lot of the kills didn't read this very well. Oh well. DavidMalfisto - 23:32, 13 April 2006 (BST)
  27. Kill -Heart's in the right place on this one, but the head's in a different time zone. It would be much better if it went the other way round, with the ally deciding to cover. The level 10 requirement wouldn't stop zerg-defenses, nor would a limit of 150 contacts stop you from assigning nearly all of a suburb as your ally (and one or two as your enemy). True, its still 50%, but you're still walking around with your own personal meat-shield. Perhaps some requirement that the two allies be of the same group would guide towards sanity.--Xavier06 00:26, 18 April 2006 (BST)

Multiple Floor Cading?

Timestamp: 14:26, 12 April 2006 (BST)
Type: Building Use
Scope: Survivors in buildings that have the option to 'Jump Out from'
Description: If the building has the option to Jump out from, and plummit to death as a result, there are options to barricade lower floors. Let's say a building has that option, making it a tower. Give this building 2 or 3 Cading levels: "every 5+ floors gives 1 Cading level?" It's not possible to Cade the higher floors above VS, you just can't bold a door completely shut, people would still like to enter or leave regardless of Free Running, and you can't Free Run passed a bolded door. The downside is always, you'll have to run down to the 1st Floor to exit the Building. It would mean that high buildings could have 3 levels you can take refuge to, and those levels could be caded separately as it were like a normal building,.. but stacked up. When you enter such a building there will be 'buttons' representing the floors you can go to. When you are at a certain floor only the other floor buttons are displayed.


  1. Keep-- Author Vote. I know there was this advise to keep your ideas far from adjusting cading. I don't think this suggestion would fall under this category. This obviously isn't easily implemented within the game I think. But I only approached this from an RP kinda view. If a building has more floors it would be highly unlikely that only the Building Entrance was baricaded. As a fail save for a possible breach survivors could always take refuge on higher floors and cade them. I do think a limited ammount of buildings per suburb should have this 'ability' to have multiple floors/levels. It shouldn't be common. Also NT buildings shouldn't have this.--Vykos 14:27, 12 April 2006 (BST)
  2. Kill I thought this was spreading a normal amount of barricade out, if its seperate barricades for each floor thats a dupe and dead in the water. --Zaruthustra-Mod 14:40, 12 April 2006 (BST)
  3. Dupe If I understand what you're saying, this has been done before, and was shot down because multiple levels of barricades would suck for zombies. BuncyTheFrog Talk GBP 14:41, 12 April 2006 (BST) Edit: Okay, not shot down, but here 'tis Suggestions/20th-Nov-2005#Multiple_Tower_Floors. I don't know if it's close enough to be considered a true dupe though. BuncyTheFrog Talk GBP 14:45, 12 April 2006 (BST) Note: If I can be convinced that this isn't a dupe after all, it gets a Keep from me. BuncyTheFrog Talk GBP 14:51, 12 April 2006 (BST)
    • (I really thought it wasn't submitted before. :( I missed it checking all the suggestions.) It does seem like a dupe now, but it could be tweeked. Considering stacked floors it would be realistic if the upper floors couldn't be EH caded. There's maybe one door to a floor if that's EH caded you just can't Free Run pass it, it's simply bolded shut. Maybe the upper floors have a max cading of VS and automatically revert to L+3 if somebody enters or leaves. Don't know if I can alter my suggestion above to fit that now.--Vykos 15:10, 12 April 2006 (BST)
  4. Kill Correct me if I'm wrong. My zombie gets revived, and since I don't have free running, I have to find a non EHB building with a "jump out of the window" option. If the upper floors are barricaded then I can't jump and go back to being a zombie unless I have free running to get to those floors? Abso-frig-lutely not. Forcing people to play as zombies is a big no no. Forcing people to play as a survivor should be just as big of one. --Mookiemookie 15:03, 12 April 2006 (BST)
  5. Kill - Forget having trouble committing suicide (besides, just keep an extra 100 XP handy so that when you get revived, BOOM, instant free-running), the real insane problem with this is it would make it impossible for zombies to ever find food. Going through one layer of barricades is bad enough, but two or three!? You'd never see another human again. --Pinpoint 15:34, 12 April 2006 (BST) This is almost a dupe, but not quite, since it has the whole 5 stories per barricade level thing, whereas that other one allowed you to barricade every level. --Pinpoint 15:37, 12 April 2006 (BST)
    • changed it a bit because Mookie had a real solid point. This will be my last try,.. otherwise I'll just suicide the suggestion.--Vykos 15:38, 12 April 2006 (BST)
      • Re - Oooh, changing = bad. Be prepared to see this get sent to the discussion page. It's still too powerful in my opinion. --Pinpoint 16:09, 12 April 2006 (BST)
  6. Kill - What Pinpoint said, plus also how would you reach other levels? How would you even know which floor you are in? Not to mention also how would bodies be dumped outside? From a RP perspective how can you justify being able to acess more areas in a building? These are all very important factors which appears that you didn't consider. - Jedaz 15:41, 12 April 2006 (BST)
    • Bodies would be thrown out a window just like you can jump from a window now. ( added Floor button option in my suggestion)--Vykos 15:47, 12 April 2006 (BST)
  7. Kill - Net result: every survivor player takes refuge on the third floor of the nearest tall building and zombies starve. Even with the upper two floors being limited to VSB, such a fortress could take as much as 148 AP to crack open. Very ouch. Now, it might be interesting to introduce floors which both humans and zombies can scale freely once inside. Humans could "hide" on an upper level, but not barricade it separately. Zombies would have to remember to check upstairs. --John Ember 16:44, 12 April 2006 (BST)
  8. Kill - This sort of thing has come up before. Generally no one likes it. Velkrin 20:23, 12 April 2006 (BST)
  9. Dupe - As noted previously. --Gene W! - Talk 02:19, 13 April 2006 (BST)
  10. Dupe - Yeah. Nuh uh.--Wifey 02:38, 13 April 2006 (BST)
  11. Dupe - Dupe-flavored --Cinnibar 03:18, 13 April 2006 (BST)
  12. Kill - What Pinpoint said. Humans do not need additional levels of barracading.--Theblackgecko 03:31, 13 April 2006 (BST)
  13. Kill - I can't make much sense of the proposal but it seems like a Free Running nerf and an AP sink. It's complicated enough that it goes against the spirit of the game. Most importantly, a building's internal layout and resulting action inside are things we do in our heads. For the game to add detail there would dull that. I doubt I'm the only one who imagines a building fight raging through every sort of room, hallway, stairwell, elevator shaft, and other area you might find in a real building. Urban dead is rich in flavour-by-omission. I'd like not to see any of it eroded. --einexile 16:32, 14 April 2006 (BST)

Enhanced Extractors

Timestamp: 19:03, 12 April 2006 (BST)
Type: Skill / equipement improvement
Scope: NT's and possibly DNA extractor
Description: This change would allow an NT to attempt to revive the zombie they just scanned. In effect, reviving would be integrated into the extraction process.

In game: after successfully scanning and seeing the data, immediately following the data would be a question: Do you wish to attempt a revive? and an action button (Revive this zombie 9AP) ... That button would disappear if the NT performed another action.

I chose to reduce the AP cost by 1 as the NT is already sticking a zombie with a delivery system (the extractor). Could possibly keep at 10 AP.


As an equipement mod: Mk II DNA extractors now have slots to insert MkII syringes. (Edit: Clarification, each extractor has a single slot for a syringe - there are only 2 votes at this point... feel free to remove this clarification edit if it is breaking the rules.)


As a skill, Necrotech Equipement Technician. The NT is able to integrate syringes into their DNA extractors.

Option: a MK II Extractor can hold up to 5 syringes (as ammo).


  1. Keep - This is a great idea. --Greymattergourmet 19:04, 12 April 2006 (BST)
  2. Keep - I like to revive those already scanned, but without reducing 1 AP. Also, why make it a skill or equipement modification? I mean, people couldn't talk in UD at first. It was later introduced, but, I think, without adding an explanation. It was a game flaw. Same with this. --Abi79 19:22, 12 April 2006 (BST)
    • Re - Skill or equipement modification is to explain how or why the change took place. Having a groove to put the syringe into would explain why, all of a sudden, the syringe could be used with the most recently scanned specimen. Of course, if you went for straight flaw-fix, then that wouldn't be necessary.--Greymattergourmet 19:31, 12 April 2006 (BST)
  3. Kill - Don't object to the extra button, but the AP cost should be the same. --John Ember 19:47, 12 April 2006 (BST)
  4. Kill - As Dr. Ember said, also, no optional bits next time for a stronger showing. -Banana Bear4 20:02, 12 April 2006 (BST)
  5. Keep - Might I suggest a piece of equipment which has to be used with this skill when you resubmit it? Something like Portable NT chem set or Enchanced NT Labtop, just to have that CSI feel when you pull out the big black briefcase full of god knows what chemicals manufactured by god knows who. If anything, people finding those sets will probably encourage them to buy this skill. --MrAushvitz 14:04, 12 April 2006 (BST)
  6. Kill For the same reason profiles aren't displayed when zombies are scanned. Zombie anonymity--Mookiemookie 20:19, 12 April 2006 (BST)
  7. Kill - AP cost was set like that because of the beserk combat revivers, lets not have a repeat of last month.Velkrin 20:21, 12 April 2006 (BST)
  8. Keep I"m liking this because you wont have to waste a syring on brain rotters, or you could pick and choose who to revive. --Kirk Howell 20:27, 12 April 2006 (BST)
  9. Keep - This is a Genuine, Certified Good Idea (tm) --Reverend Loki 20:38, 12 April 2006 (BST)
  10. Keep Science! --Jon Pyre 21:20, 12 April 2006 (BST)
  11. Kill I'm liking the idea (and want to vote Keep) but it needs some clarification. Just make it specifically the MkII DNA Extractor as described (insert a single syringe into it).--Pesatyel 00:03, 13 April 2006 (BST)
  12. Keep - wow, a revivification clip. That gives new meaning to combat revives.... --MLF 01:06, 13 April 2006 (BST)
  13. Keep - I like it. --mikm W! 01:38, 13 April 2006 (BST)
  14. Keep - But shouldn't this be for a Mark 3 syringe? New tech, new design = new syringe. --Gene W! - Talk 02:22, 13 April 2006 (BST)
  15. Kill - No AP reduction. I do get annoyed, though, when I try to revive a zombie that I've analyzed, only to strike some other zombie in the crowd. In other words, just have hte follow-up button, but no AP reduction.--Wifey 02:41, 13 April 2006 (BST)
  16. Keep - Technically the Extractor is already poked into the Zombie and stop whining about the AP's one less AP you have to spend. --Lyoko is Cool 03:19, 13 April 2006 (BST)
  17. Keep - I like the AP reduction, as it makes conceptual sense, and it's only one frickin' AP off a ten AP action. Plus, stacks should be the same. Once a zombie gets scanned, a player should be able to remember which zombie was just scanned.--Theblackgecko 03:34, 13 April 2006 (BST)
  18. Kill - Zombies allready have an AP disadvantage over humans why widen the gap? --Technerd 03:48, 13 April 2006 (BST)
  19. Kill - Violates the zombie witness anominity act--Mpaturet 03:49, 13 April 2006 (BST)
  20. Spam - Completely and utterly nerfs the zombies ability to block revives at a revive point if i read this correctly, which may not seem so bad at the moment, but seriously threatens to break the game as zombies will be unable to oppose revives or prevent them at all, leaving them at a serious disadvantage in the arms race between the two species. --Grim s 04:10, 13 April 2006 (BST)
  21. Kill - I would vote keep but theres a few changes that would make this better. I reckon the 9AP is fair because you have to load your extractor so the AP cost is the same over all. But how do you load your DNA extractor? Also just have this suggestion as an item and not a skill, and get rid of the optional part because it will go down better if you are only alowed to have one syringe in at a time. - Jedaz 06:21, 13 April 2006 (BST)
  22. Keep - I like this idea. --Steel Hammer 12:45, 13 April 2006 (BST)
  23. Kill - It just doesn't make much sense to me--Bermudez 21:05, 13 April 2006 (BST)
  24. Keep - I scan a Z at a revive point. All Specimins Scaned. I stick a needle into a Z. Is it the friendly I just scanned? Is it knackers! I like this. Though a new item/skill may be in order. DavidMalfisto - 23:36, 13 April 2006 (BST)
  25. Keep - I like this idea. It could use some work, but I still like it. --TheBigT 02:39, 14 April 2006 (BST)
  26. Keep -Looks like you got all your ducks in a row. You still have to find/create and then load the syringe, so there won't be an upswing in combat revives. And it requires a skill. Zeds might not be able to block revives as effiently as before, but with the 10AP revive, it seems like griefing now. When it was a 1AP action, it was an effective counter against capricious revives, but now?!? I don't care what your character is...nothing smarts more than wasting AP. Even zombies who break down barricades only to find no-one in the building get the satisfaction of having set back/limited the survivors.--Xavier06 00:42, 18 April 2006 (BST)
  27. Keep - Nice suggestion. Dickus Maximus 22:52, 20 April 2006 (BST)
  28. Keep - Could be helpful. G F J 16:48, 25 April 2006 (BST)


Timestamp: 19:03, 12 April 2006 (BST)
Type: New Science Skill
Scope: Ability to distribute HP from FAK's amungst the most needy
Description: Caregiver

Appears on Science skills tree as a seperate skill, does not apply any benefit to your zombie character. Has no additional prerequisites.

Your character's improved level of care allows you to tend to multiple wounded. Indoors, at any powered building, you can use FAK's to heal up to 3 of the most injured survivors at a time.

'Game Mechanics: '

On the item use drop down menus, when you're choosing who to use an FAK on, characters with this skill have another selection marked "The most injured." When you select this option, the computer determines who the most injured are at this indoor, powered building. When you use this skill for this healing option, it costs 2 AP to do so instead of 1 to reflect the additional efforts required to attend to multiple survivors.

The computer will choose up to 3 characters who have the LOWEST HP totals here first. In the event of a tie, the computer first selects those who are of the lowest level, if there are still ties, the computer chooses randomly from the remainders. It is possible for the computer to choose 3, 2 or even 1 survivor for this skill's effect.

The computer will calculate how many HP you can heal with your current FAK skills, and this building's type. Then it will randomly deduct 1 to 2 points from that total if this building is anything other than a powered hospital. then, with the remaining HP to distribute, the computer will divide the HP between those survivors evenly if it can, but if there is an extra point or 2 it will give those to the survivor with the lowest HP totals.

Ex. Nurse Janet enters a mall, sees there are at least 50 survivors here, doesn't need to look to see who is the most hurt (or doesn't have diagnosis) and uses this skill. With her 1st aid skill the computer starts with 10 HP, randomly chooses to deduct 2 HP, so 8 HP is left to distribute. The computer assigns 3 HP to 2 survivors, and 2 HP to 1 survivor, based on their very low HP totals. She continues this without having to constantly check the menus to see who is the most injured.

This skill excludes your character as a recipient of the healing, it only works on other survivors, and only at an indoors location, at a powered building. Your character may only gain the 5 XP for the one FAK used for healing these survivors, you do not recieve 5 XP per survivor who gains any HP from the divided up FAK use! The bonus applies only once, per FAK used.

  • Limitation: This skill will NOT heal any characters that are at 50 HP or more! (even if they normally have a maximum HP beyond that.)

If a character had under 50 HP to start and they are healed to over 50 they keep those HP, but anyone who starts at 50 HP or more is considered "well" enough to not need this assistance.

  • 2nd Limitation: This skill, by it's focus on smaller physical injuries (lacerations, cuts, bruises, etc) negates any curing of infection for those survivors treated. It requires full FAK usage on 1 survivor to get the removal of zombie infection. Infected survivors who need FAK's from others will have to talk and ask for help if they need it.

This skill's intention is to make it easier to find "targets" for FAK use if you enter a very populated building. It also makes it easier to "spread out" what FAK's you have on hand, should you find multiple wounded at a location. There are 2 reasonable and balenced limitations to this skill's usage, in addition to the fact it only works at indoors, powered buildings. This allows non-hospital safehouses a legitimate reason to have power, and it prevents the most wounded to go on suffering, unnoticed because of the sheer population size in some buildings.


  1. Keep - All those triage suggestions, but this one makes a lot more sense. Helps wounded noobs, a good way to recruit them to your survivor faction. A lot of limitations, to prevent abuse, can save time and server loads. --MrAushvitz 19:03, 12 April 2006 (BST)
  2. Kill While its not a weapon, its still AoE. No.--Mookiemookie 20:20, 12 April 2006 (BST)
  3. Keep Damn, that's a long description. You need to start making little plot summaries for all your suggestions. --Cerebrus13 20:22, 12 April 2006 (BST)
  4. Keep -Great idea, Perhaps a subskill could be where it doesnt automaticaly take of 2 HP and you get to use the full 10, and a further one lets you spread across 2(5 each). Just an idea :P --Kirk Howell 20:33, 12 April 2006 (BST)
    • Re - Makes sense if it had a 2nd tier skill to lighten up the limitations a bit later on. But this one took a bit to get across so I'll just shut up and see if people can see this being used. --MrAushvitz 16:04, 12 April 2006 (BST)
  5. Keep - Folks, pay attention - this is how you make a skill that effects more than one person, yet is copletely balanced, doesn't break the game, and is still useful. --Reverend Loki 20:40, 12 April 2006 (BST)
  6. Keep - Basically spreads the FAK effect on multiple most wounded persons, at the cost of 1-2 less healing, doesn't cure infection, doesn't heal 50hp or more people. It would be a good skill I guess for the scientists, who are probably the weakest class right now. There are worries to be had however on the fact that it basically increases xp gain/wounded person (since it heals less) and is otherwise sort of redundant with diagnosis. Still decent. --McArrowni 20:51, 12 April 2006 (BST)
  7. Kill - Hard to read. It should automatically work on 3 survivors (and cost 3 AP), unless there are less than that (your idea seems too vague on that). What about those that DON'T have First Aid? If the computer automatically takes 2 HP, then each person would be healed, at most 1 HP, which seems rather pointless (unless it was under First Aid).--Pesatyel 00:27, 13 April 2006 (BST
  8. KEEP - Although I agree it should be 3AP for the 3 survivors. Giltwist 01:37, 13 April 2006 (BST)
  9. Kill - Nice in theory, but I just don't like it. --Gene W! - Talk 02:28, 13 April 2006 (BST)
  10. Spam - Goodbye, AoE. I vote "Spam" not to be insulting ,but because "Kill" implies that redemption is possible. I see no way to tweak it such that I would keep it.--Wifey 02:43, 13 April 2006 (BST)
  11. Kill - I just cannot see every using this skill. FAKs aren't that hard to get, so just use two heals on two people.--Theblackgecko 03:37, 13 April 2006 (BST)
  12. Kill - I'm pretty sure this is a new way to do an old thing, and to do it in a less efficient way. Healing is not really an issue these days. Faks are like candy on easter. -Banana Bear4 03:41, 13 April 2006 (BST)
  13. Spam - A healing version of Area of effect gets spam. This suggestion is horrible. Worse still, it allows people to automatically heal someone when they dont have diagnosis, dramatically increasing thier exp rate. FAK's should be hit or miss at that time. --Grim s 04:30, 13 April 2006 (BST)
  14. Spam - No Aria of effect, this goes for FAKs as well as weapons--Bermudez 21:08, 13 April 2006 (BST)
  15. Spam - AOE and a skill nerf? Wow Mr A, why not mess with AP as well? Heck, in a way you have! DavidMalfisto - 23:38, 13 April 2006 (BST)
  16. Kill - Needlessly devalues Diagnosis. Removes a step of direct involvement between players. Does violence to a good Firefox extension. And silly. --einexile 16:40, 14 April 2006 (BST)

Last Breath

Timestamp: 18:49, 12 April 2006 (BST)
Type: Survivor Death Word
Scope: Last Survival Attempt
Description: Comes into action when you have 3HP Left a Button Called Red Flare comes up

2 of my characters died of infection as i couldnt find a safehouse on time....

1 did but had 2 hp left was stuck there for 10hrs alone when a zed broke in and killed him.


Appears when u have 3HP Left

Appears as:

A bright red flare was fired 1 block to the East and 2 Blocks to the North!Seems someone is dying and needs help!

Maybe the red flare message can be colored red...

Works in buildings


Well gives ur dying character a chance to live and it only appears when u have 3 HP so u can only fire 2 flares before you die of infection! Though it can be a Lunch Beacon for zeds it can also maybe call a Helpful Group player....


If this may lead to spam maybe the flare only appears if u have a pistol with attlest 1 bullet in it which gets converted to a flare.


  1. Keep - Author vote and maybe just might make ur character live. --Kiiller 18:49, 12 April 2006 (BST)
  2. Kill - How do you magically get an item? Maybe it could be an item that you save for when you have little HP, but right now, no. Also, on this wiki, we like using the best possible grammar. "U" and "ur" in substitution of "you" and "your/you're" (repsectively) are generally looked down upon. Just a friendly bit of advice. --TheTeeHeeMonster 20:01, 12 April 2006 (BST)
  4. Spam - This is something (The secret Plague Flare) for nothing (Nothing) and as such it is spam. If you don't like dying of infections, you should carry a FAK. Simple. -Banana Bear4 20:05, 12 April 2006 (BST)
  5. Spam - First off, kindly use proper grammar and complete words, not internet abbreviations. As for the suggestion itself, this is an auto-defence type skill. You get down to X health and then do something without being online. You're giving people something for free since it doesn't cost any AP. Third, for your spam change idea, you're thinking about converting a bullet into a flare. You might want to look up a little more information on them, as they're extremely diffrent. Finally, carrying around a FAK or two will prevent that infection problem. Most experienced players carry at least two of them around at all times. Velkrin 20:17, 12 April 2006 (BST)
  6. Kill - Nerfs the effects of infectious bite. No thanks. And your sob stories about dying of infection didn't create any feelings of support for your suggestion. I actually laughed and then logged on to go on an infection spree. Because I'm mean like that.--Mookiemookie 20:22, 12 April 2006 (BST)
  7. Kill Mr. Webster is crying in his grave because of you. -Nubis A.R.S.E. 20:22, 12 April 2006 (BST)
  8. Kill Tell me, how exactly does a bullet transform into a flare? --Cerebrus13 20:27, 12 April 2006 (BST)
  9. Kill - Although i like the idea of a desparation signal, why 3HP? when has anyone ever checked and saw Hey i only have 1,2,3 HP left. What group of zeds is useles enough not to get 1 more hit in while i'm sleeping? Make it like 15 HP or lower, but even that is useless seeing as no one is ever playing while under attack... --Kirk Howell 20:36, 12 April 2006 (BST)
  10. Kill - Where does this flare come from? At minimum, it should require a flare gun. But then, you would just use that... Alternatively, see one of the 50 different "colored flares" suggestions in the archives. On the bright side, at least I read the suggestion and recognize that it's not an automatic action... --Reverend Loki 20:44, 12 April 2006 (BST)
  11. Kill - Carry a FAK or two. --McArrowni 21:03, 12 April 2006 (BST)
  13. Kill - This suggestion makes my face hurt. MaulMachine
  14. Kill - Pretty broken. --John Ember 21:27, 12 April 2006 (BST)
  15. Kill - ya don b a dumy by makig a sugg thats brokn but i do lik war dis is goin!!!111!! LOL LOL JK LMAO LMFAO!!!!! not really though, this suggestion sucks like a cheap porn star. Dickus Maximus 02:16, 13 April 2006 (BST)
  16. Kill - Yeah, Let's excite the zombies. "There's someone there who's an easy kill!" --Gene W! - Talk 02:32, 13 April 2006 (BST)
  17. Spam - Spammity-spam. Don't get me wrong; this time, it's a gesture of derision.--Wifey 02:47, 13 April 2006 (BST)
  18. Spam - u cannot spell. The only upside is laughing as the zombie wastes the sucker who fires this thing.--Theblackgecko 03:40, 13 April 2006 (BST)
  19. Kill - Now if there was an item called red flare then it would be better - Jedaz 06:26, 13 April 2006 (BST)
  20. Spam - Always carry a FAK, and you never need this.--Bermudez 21:11, 13 April 2006 (BST)
  21. Spam - Something for nothing. DavidMalfisto - 23:40, 13 April 2006 (BST)
  22. Spam - What Mookiemookie said, and I'm not even a zombie. --einexile 16:44, 14 April 2006 (BST)
  23. Spam - What the fuck is this bullshit? - CthulhuFhtagn 20:56, 14 April 2006 (BST)
  24. Spam - Unintelligible suggestion, doesn't really do anything but remove a lot of the penalty for dying. Tokakeke 03:09, 15 April 2006 (BST)

Horrible Scratchings

Timestamp: 20:07, 12 April 2006 (BST)
Type: New Zombie Skill
Scope: Allows zombies to eventually remove spraypainted messages, with their claws
Description: A young raven haired girl in a dirty white dress scratches at the large painted letters on the wall. The smell of the paint reminds her of the warm flesh that put it there. Maybe if she removes it the flesh will return to redo their work. She smiles. It isn't a pretty one.

Being a zombie is about the loss of identity, and of life. The dead do not like to be reminded that they are not living, and tend to remove any current reminders of the living they hate so much whenever they can.

Horrible Scratchings

Appears on zombie skills tree just under "Memories of life". Has no benefits for your human character. Has no additional prerequisites.

Your zombie character may remove (claw attack) spraypainted messages throughout Malton by scratching at them. This does not work so well on stone or metal.

Your zombie is permitted (by claw attack only) to remove messages spraypainted anywhere in Malton. This attack is available at any location that has a message on it, the message is treated as a barricade which is named "message" at the bottom of the choice of attackable targets menu (the same manner as a generator for example.)

The comparable barricade strength level of the message, is determined by the type of building or outdoor structure it is painted on. Stone & metal are the hardest to scrape at, while wood is the easiest (because it's easier to get blood all over the message due to the splinters.)

Message Removal Difficulty - Buildings Affected:

Level 3 Barricade - Any outdoor location with a monument (metal), statue, stone, metal signposts, all cemetaries, Armory.

Level 2 Barricade - All other buildings and outdoors locations not mentioned above or below.

Level 1 Barricade - All outdoor locations with a tree, or only wooden surfaces available for messages to be posted upon.

If the message is removed (final barricade level gone) your zombie reads: "You have scraped away all signs of living existance. Gain 1 XP."

  • This benefit of 1 XP is the zombie-side of the "tagging" skill, survivors can tag messages for 1 AP, and can gain XP, but it takes much longer to remove one, hence the XP benefit. Areas where survivors feel they must post messages on surfaces will also inadvertently help zombies gather additional XP if they wish to do so.
  • The entire purpouse of this skill is zombies "live" outside, it is their domain for the most part. This skill will make it more difficult for human survivors to communicate through non verbal methods, and they may have to resort to other forms of communication (ex. cell phones, radio, in person conversations, etc.), or a lot more paint to keep the message alive.
  • Zombies who have well developed claws may have something to "say" about survivors, in their own way.


  1. Keep - If anyone has a better name for this skill than me, put it with your vote, Kevan has my permission to name this skill any of the "appropriate" names suggested with these votes. All hail Samara! (The Ring) No messages are a way of zombies marking their "turf" with nothing written, and only moaning. --MrAushvitz 20:07, 12 April 2006 (BST)
  2. Kill Doesn't really do much, forces people to metagame more. --Zaruthustra-Mod 21:13, 12 April 2006 (BST)
  3. Kill No nerfing spraycans. Sorry. --Spraycan Willy MalTel 21:21, 12 April 2006 (BST)
  4. Kill No more "Make X worthless" suggestions please. --Jon Pyre 21:22, 12 April 2006 (BST)
  5. Kill While it would be awesome to be able to strike back at that S.O.B. STREETS, I do kind of agree with the above...--Mookiemookie 21:27, 12 April 2006 (BST)
    • Re - Hey.. what if a "toned down" version of this skill gave you a chance to catch the scent of someone who recently posted a message! Then you could hunt down and KILL those street posters! Oh and to reply to the below message, good point, maybe for simplification's sake make them all level 1.. but all monuments and cemetaries are level 3 (so they can still be revive points if people want them so bad!) --MrAushvitz 17:09, 12 April 2006 (GMT)
  6. Keep - Definitely not overpowered, and doesn't nerf anything. I see no downside to this, other than the "levels" being overly complex - just make them all "Level 1". --Norcross 22:09, 12 April 2006 (BST)
  7. Keep - Because I just sprinted my way across three adjacent squares with Street's handprints all over them, and goddamnit I must have vengeance. --Undeadinator 22:15, 12 April 2006 (BST)
  8. Keep - It would be even better if the removal resulted in bloody scratch marks appearing in place of the spraypaint. Zombies need a way to leave marks. --MLF 01:12, 13 April 2006 (BST)
  9. Keep - I always liked suggestions that allowed zombies to leave marks. This is not quite it, but gives a different approach to it IMO. I sort of dislike the flavor, but that's more of a nitpick --McArrowni 02:36, 13 April 2006 (BST)
  10. Keep - Turnabout being fair play, why shouldn't the removal of tags cause experience gains? --Gene W! - Talk 02:38, 13 April 2006 (BST)
  11. Kill - I like the little blurb in italics at the top, if it makes you feel any better. Kind of amusing.--Wifey 02:54, 13 April 2006 (BST)
  12. Keep - As to those who mention this will cause more metagaming by erasing vital messages, keep in mind any survivor jackass with a spray can can do the same thing, only faster. --Theblackgecko 03:43, 13 April 2006 (BST)
  13. Keep - Yes, now the walls are fair for everyone - Jedaz 06:34, 13 April 2006 (BST)
  14. Kill - Zombies are supposed to be pretty much mindless in search of brains to which to feed... Understanding that there is writing on the wall is beyond their rotted brain to comprehend that there is a message on the wall. A zombie trying to get through a barricade however is a point of necessity in order to feed. --Steel Hammer 12:54, 13 April 2006 (BST)
  15. Kill First of all, only with the tagging skill does spraypainting give XP, so having it give XP to zombies would just turn it into an XP farm at no risk since they won't have to fight! Second, those spraypainted messages often have a use, be it give information about a PKer, or simply a group marking their territory. Removing them all would just be an annoyance, and if it didn't give XP, zombies would much rather use up their AP to fight/break barricades, since that would benefit them as well as affect the survivors, instead of just being a minor annoyance. --Volke 18:30, 13 April 2006 (BST)
  16. Kill - It's hard enough to get my groups messages up, this makes it way to easy to grief revive points.--Bermudez 21:15, 13 April 2006 (BST)
  17. keep - OK who kidnaped Mr A and replaced him with a sensible clone? I am getting very fed up with reading balanced and sensible suggestions from this ringer and demand the return of the Mr A we all loath! joking aside this is one of the most interesting suggestions i have seen for weeks. it does not 'nerf' taggers and anyone willing to spend 10 or so AP to gain 1 "risk free" xp probably deserves it, esp if a message reading "blood and gore obscure some graffitti!" appears over the old one.
  18. Kill - I'd vote "dupe" but all similiar suggestions I've seen have been much better. DavidMalfisto - 23:42, 13 April 2006 (BST)
  19. Kill - Good grief. This would only affect revive points and would only serve to frustrate new players. That it forces metagaming is the only up side, but doing so at the cost of harm to the tagging skill is stupid. --einexile 17:22, 14 April 2006 (BST)
  20. Kill -Tags are already fairly worthless, being that the many survivor factions already paint over each other's tags quite frequently. While I can't see any zombie spending his AP in this fruitless venture (1 XP does not an XP-farm make), I don't see as being particularly useful either. Don't make the people who bought tagging feel even more stupid for having done so.--Xavier06 00:55, 18 April 2006 (BST)

Scent Sweat

Timestamp: 22:07, 12 April 2006 (BST)
Type: New Zombie Skill
Scope: Allows zombies to smell which buildings have had a LOT or barricade building done recently by survivors
Description: Not as attractive as blood to zombies, but they do know that sweat means manflesh and that is enough!
  • BTW, this is also a long term idea, eventually I hope for: Blood, Sweat and Tears as 3 seperate scent skills, message me if you have ideas.

It seems complicated, but it isn't, it is a skill to help feeding groan by using your sense of smell to determine by smelling a building's outside barricades which locations are good candidates for a feeding groan. Even then max. groan equivilent is for 2 survivors tops. But it is often easier than finding a survivor to do your groan, it can also help determine which "quarter" of a mall has seen the most "action" lately.

Scent Sweat

Appears on zombie skills tree just below "Scent Blood", and requires "Memories of Life" as an additional prerequisite to purchase this skill. Adds no benefits to your human character.

Your zombie can catch the scent of sweat on barricades which have had a lot of barricade construction performed on them in the last 3 hours. If the scent is sufficient, you may use it to utter a feeding groan.

You MUST already have feeding groan as a skill to be able to use it with the scent from this skill.

It is the barricades themselves that the zombie can catch the scent from (not just sweat coming through the holes in the building itself.) And barricades being an outdoors feature, unfortunately, do give away some information to an experienced predator. So your zombie cannot "see" what is going on inside the building, just what is outside.

Game Mechanics:

Every building in Malton will have a "Scent" value, which changes every 3 hours based on how many levels of barricades were added to that building in the last 3 hours. This level also drops if there is little or no building being done at all, AND if the building has a running generator (gasoline and smoke masks the scent to some degree.)

Note: This scent does not give the zombie any idea if there are actually survivors inside (or the amounts of survivors), just that there was a lot of building activity here in the last 3 hours. The building may even be empty, which is why the groan range is kept low. The scent value is a simple number it is either 0, 1 or 2.

To use this skill your zombie has a "scent sweat" button when outside a building that has at least 1 level of barricade on it. Using this skill costs you 10 AP, whether it gets a scent or not, after that you may make a feeding groan if you wish, or not. The high AP cost is to makes it so at maximum a zombie can only move and smell 4 buildings a day at most, leaving enough AP to make feeding groans at the ones that DO have sufficent scent to allow it.

Additions to scent:

Any building which has had at 30-59 levels of building in the last 3 hours - Counts as 1 survivor for feeding groan.

Any building which has had at 60 or more levels of building in the last 3 hours - Counts as 2 survivors for feeding groan.

Deductions to scent:

Any building with a running power generator (full 3 hours running without being out of fuel even once) - Deducts all current levels of scent, regardless of construction (computer does not run any scent calculations for buildings with running generators, value is always 0.) The same effect is true of any building that has has 29 levels or less of construction done in 3 hours, even if their previous value was 1 or 2, the lack of activity loses all remaining sweat scent.

  • Limitation:

This level of scent applies to every building in Malton but does not apply to junkyards (accurate scenting there is impossible!)


  1. Keep - I wanted to simplify this, but it does get around the "X-ray" limitations on suggestions (which are quite reasonable and fair.) Your information is accurate but that doesn't mean you know for sure there are still survivors inside, to groan, or not to groan, that is the question. --MrAushvitz 22:07, 12 April 2006 (BST)
  2. KillNeedlessly complex x-ray vision that will turn feeding groan into worthless spam. --Zaruthustra-Mod 23:47, 12 April 2006 (BST)
  3. Kill My eyes hurt! But seriously, People will just run around even MORE than they do now putting up generators in buildings. Not to mention it won't have much affect beyond resource buildings.--Pesatyel 00:37, 13 April 2006 (BST)
  4. Kill - I agree with Zarathustra. It's just another x-ray vision skill. --MLF 01:14, 13 April 2006 (BST)
  5. Keep - While I feel slightly unclean, I do agree with MrAushvitz. My human characters regularly barricade empty buildings. This serves to *dilute* Feeding Groan. --Gene W! - Talk 02:44, 13 April 2006 (BST)
  6. Kill 10 AP! That's being silly. --Theblackgecko 03:44, 13 April 2006 (BST)
  7. Kill - Look, it's a bird, no it's a plane, no it's a Zombie with X-ray vision. This would end up weaking Zombies because feeding groan would become pointless. - Jedaz 06:46, 13 April 2006 (BST)
  8. Kill Nerfs Feeding Groan since with this, it would no longer garuntee a meal is in the area. I also don't like the semi-Xray vision this gives, though it's by far not the worst I've seen. I mostly dislike this idea since it weakens feeding groan, which is a pretty important part of a zombie's unlife! --Volke 18:40, 13 April 2006 (BST)
  9. Kill - You could run around and over barricaded every other building, then sleep in when that was 'caded the day before. Way to much of a griefing potential.--Bermudez 21:18, 13 April 2006 (BST)
  10. Kill - Nice concept, bad idea. DavidMalfisto - 23:44, 13 April 2006 (BST)
  11. Kill - Dead bodies are everywhere and the plumbing for 30,000 people has been off since the summer. Guess what the place smells like! Not sweat. --einexile 17:30, 14 April 2006 (BST)

Enhanced Sight (Title Pending)

Timestamp: 23:01, 12 April 2006 (BST)
Type: After-Brainrot Skill
Scope: Zombie flavor text
Description: Once you have brain rot, you can get a skill called Enhanced Sight. Enhanced Sight lets you see exactly how a survivor dies when you kill him. The text would be different for each weapon. I will leave exactly what the text says up to Kevan if this is accepted but here are some of my ideas...

Teeth: You bite into Bananaboy's head and eat his brain. Bananaboy slumps to the ground. Hands: You smash KillerDucky in the chest and here his spine crack as he hits the ground. Pipe: You hit BlackHawk43 in the face with a pipe and crush his skull with your strength.


  1. Kill - would this carry over to humans? If it did it might be some incentive to play a BR human. In all honesty it is pointless and would bother me more than entertain. Just use your imagination-Banana Bear4 23:05, 12 April 2006 (BST)
  2. Kill 100 XP for a flavor skill? Just make it free. --Zaruthustra-Mod 23:41, 12 April 2006 (BST)
  3. Kill - I have 1009 XP banked, and I'm not wasting any of it on this. --TheTeeHeeMonster 23:42, 12 April 2006 (BST)
  4. Kill - I agree with Zaruthustra, just make it free (and apply to survivors as well).--Pesatyel 00:40, 13 April 2006 (BST)
  5. Kill - I'd vote yes if it were a general game-message adjustment, but a skill makes no sense --MLF 01:15, 13 April 2006 (BST)
  6. Kill - While it would be nice to spend *some* of the thousands of XP my characters have... I'll wait for something more meaningful. --Gene W! - Talk 02:48, 13 April 2006 (BST)
  7. Kill - Limits RP, really. What if I don't want to kill him that way? Normally, I wouldn't reject a suggeston for this alone, but this suggestion is purely for additional flavor text...--Wifey 03:00, 13 April 2006 (BST)
  8. Keep - I'm all for good flavor text, for players of sufficiently high level. It's a benefit to players who have been around for a long time, without making things unfair for new players.--Theblackgecko 03:46, 13 April 2006 (BST)
  9. Kill - Sub-skills of brainrot are usually a good thing. But 100XP for flavor text I don't think so.--Bermudez 21:21, 13 April 2006 (BST)
  10. Kill - I don't think so. DavidMalfisto - 23:45, 13 April 2006 (BST)
  11. Keep - This reminds me of the Bloody Mess perk in Fallout, and consider that the most successful and loved online game in history is based largely on maxed out characters collecting stuff that looks good. Not sure I like the specifics, but 100 XP for a flavor skill? Hell yeah. --einexile 17:43, 14 April 2006 (BST)
  12. Kill -I like the taste, but costs too much. Is there a brain-flavored ramen meal yet?--Xavier06 01:02, 18 April 2006 (BST)

Personal tools