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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.
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Mechanical Aptitude

Spaminated with 7/7 Spam votes. (Reason: incomplete; needs discussion.) --Funt Solo Scotland flag.JPG 09:38, 12 April 2007 (BST)


removed, as author submitted new revision at 02:36, 13 April 2007 (BST) --Duke Garland 16:40, 13 April 2007 (BST)


Timestamp: 14:40, 12 April 2007 (BST)
Type: skill.
Scope: survivors.
Description: This skill is available to Level 10+ survivors and costs 100XP to buy.

How it works:

  • A drop down box containing the names of all human (not zombie) characters who commited a GK, RK, murder or assault (within the last 24 hours) while you were present in that square at that time and a "Detect Trail" button would appear as a normal part of your interface.
  • You would be aware of the crimes commited and by who upon logging in as usual, as it would be displayed in the dialogue window, so the drop box need only display names, not crimes.
  • Selecting a name and clicking the button would cost 1AP and provide a compass direction to where the player moved to next (i.e "You detect PatheticBill moved North") and also remove the "Detect Trail" button and drop box so you can only follow one trail at a time.
  • Moving in that direction would cost 1AP as usual (meaning it ultimately costs 2AP per square to follow a trail).
  • At the next location, there would be a "Continue Trail" button which would also cost 1AP and have the same function as the original "Detect Trail" button. This would enable you to track the character for up to 15 blocks (not "as the crow flies" to their current location, but following their exact path).
  • Upon reaching block 15, you get the message "This trail has gone cold", and no button.
  • Upon reaching your target, or chancing upon them earlier if they doubled back, you get the message "You have found [TARGET'S NAME]", and no button.
  • You lose all trails if you move away from your location without clicking the detect trail button, or if you die, or if you move to a block not indicated by the direction given.

Note: This suggestion belongs to Dan Francisco, who asked that someone else post up the revision for him, after all his fingers were broken in a Las Vegas high stakes back-room poker game with Paul Newman, Robert Redford, James Gandolfini and Tony Sirico.

Keep Votes

  1. Keep - GKers have it way too easy. Bluetigers 15:49, 12 April 2007 (BST)
  2. Keep - Gives a way beyond metagaming to hunt GK/PKs. I like that. - BzAli 17:20, 12 April 2007 (BST)
  3. Keep Actually I checked with famed biologist Professor Von Bokonovich at Berkley and his research shows that Gkers are actually not people but a kind of fungus. Closely related to athlete's foot. This just requires that a PKer spend some AP getting out of range, I think a fair challenge. If your ally got killed and you were a buff military guy why wouldn't you follow? Maybe reduce the range to 10 though. --Jon Pyre 17:46, 12 April 2007 (BST)
  4. keep - liked it before, like it now. Out of interest, this suggestion was moved to discussion because the author made edits after people had started voting (minor ones, but edits all the same) - so Dupe is not appropriate. It doesn't prevent the action of PKing or GKing, it just means that the offender has to move 15 squares out of range or risk someone finding them and attempting payback (the payback would be limited though, since the seeker would have spent 2AP per square moved in order to find their target). Alternatives would be to target solo survivors or unaccompanied genies. Also...this does allow Good Guys to be tracked - bounty hunters can be followed after collecting a bounty (so long as the target isn't alone). This is not a nerf - it adds a level of tactical thinking to both PKing and Bounty Hunting. All good in my book. –Ray Vern Pig.gifphz T 18:22, 12 April 2007 (BST)
  5. Keep - Assuming this applies to all PKs (including bounty hunting, then it's fine. PKers and GKers have it way too easy. GKers can destroy generators with almost no fear of repercussions at a fraction of the AP required to find and set it up. And PKers nerf zombies. If you're going to go around griefing people like that in a way that the game mechanics clearly weren't designed for, then you should accept the consequences. Same goes for bounty hunters. --Reaper with no name TJ! 18:54, 12 April 2007 (BST)
  6. Keep - i used to like it before, i still like it now. --Duke Garland 19:52, 12 April 2007 (BST)
  7. Keep - Where's Dan to vote on his own suggestion, then? Come on, Dan! --Funt Solo Scotland flag.JPG 20:53, 12 April 2007 (BST)
  8. Keep - The Hierophant. 21:43, 12 April 2007.
  9. Keep - ROUND 3! - Here I am, thanks for reposting in a much more succinct manner than I could manage! Cheers guys. : )User:Dan Fransisco. 23:10, 12 April 2007.
  10. Keep - Provided it gets reduced to 10 or 8 squares - I want to let them have a general direction, not pinpoint me in my safehouse a suburb away. --Ducis DuxSlothTalk 01:57, 13 April 2007 (BST)
  11. Keep/Change - Like the suggestion, but agree with Mold below. Make it so you can track anyone (good or evil) you've been in contact with.-- Kai Tan Sying Malton Rangers 16:09, 13 April 2007 (BST)
  12. Keep/Change - I also like it, but add something to involve police stations and somehow make it so that people who claim the bounty aren't killed, and wars between groups, are usually warranted.-- Somerandomdude 18:55, 13 April 2007 (BST)
  13. Keep -This would not nerf PKers. PKers would still be drastically overpowered, or at least the warehouse-PKer would be, not the mall one. (random terms I made up, choosing bettween less witnesses and less movement costs.) --AlexanderRM 23:12, 13 April 2007 (BST)
  14. Keep - Mainly because of all the "Oh no don't follow me trenchoat!" votes --Gene Splicer 15:47, 15 April 2007 (BST)

Kill Votes
Against Votes here

  1. Kill - Isn't this the third time in as many days this has been suggested with no appreciable differences in the mechanics, just wording/capitalization/punctuation/colour changes? Though I think the last ones got moved to discussion rather than staying put through voting, so I'm not certain a Dupe vote is appropriate here. Besides, I agree with BBM. The good guys can't be tracked if they succeed in what they're doing, why should us evil guys be? --Mold 15:49, 12 April 2007 (BST)
  2. Kill - A good rule of thumb for any suggestions like this. Would you support this if it a similar skill was also given to PKers. If not, it's unbalanced. (And Kevan has already stated that PKing is a legitimate part of the game. If you don't like that, there's always Neopets). --Black Mask 21:01, 12 April 2007 (BST)
  3. Kill- Keep tracking to zombies.--Grigori 21:11, 12 April 2007 (BST)
  4. Kill- I see no flavor reason why this would only work for that specific group and not for all characters. I also think a better mechanic can be devised that doesnt seen as magical and fits the game better in terms of flavor.--Vista 21:17, 12 April 2007 (BST)
    Re - Another re to all the Kill voters. This does also apply to PKers. It doesn't matter who did the killing / assaulting. Both can be followed. Perhaps Dan shouldn't have used the terms "murder" and "assault" - as they suggest an illegal activity - but there is no law in Malton. Any kill or attack, survivor vs. survivor, whether they call themselves a PKer or a bounty hunter - this skill would work. I just wanted to clarify that point. --Funt Solo Scotland flag.JPG 21:19, 12 April 2007 (BST)
    Re - I take your point. But I see no legitimate RP reason why this only applies to GKers/PKers. If there's a tracking skill, it should be useable on anyone. As it stands at the moment, this suggestion would seriously hinder solo PKers while having little or no effect on solo bounty hunters. So it's not that I'm suggesting that the mechanics are different, I'm saying that the overall result would be massively disproportionate. --Black Mask 23:12, 12 April 2007 (BST)
  5. Kill - As before, area of effect is too large. --ZombieSlay3rSig.pngT 21:26, 12 April 2007 (BST)
  6. Kill - I Dislike PKers as much as any other survivor. However, PKing as a concept i quite like. I don't think it should be punished to this extent. Same goes for Generator killing. Let people be bastards if they want. --Seventythree
  7. Kill - There are no rules (exclude zerging) lets keep it that way. --As The Dead Walk 01:31, 13 April 2007 (BST)
  8. Kill - 1) PKing/GKing/RKing/etc is all within the rules and scope of the game, and as such shouldn't be punished. 2) Even if I were in favour of the principle of this idea, 15 squares is way too far. 10 squares max. --c138 RR - PKer 03:45, 13 April 2007 (BST)

Spam/Dupe Votes

  1. Repeat after me. Tracking PKer bad!!! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 14:53, 12 April 2007 (BST)
  2. Load o crap - Nerfs PKers and GKers. They're people too, they're just different to you.--BBM 15:31, 12 April 2007 (BST)
  3. God Damn it, Stop! If it's been killed a hundred times before it'll get killed again. Jesus Christ! --Kamden 18:22, 12 April 2007 (BST)
  4. Stupid Flavour. Last time had you check if people are "free-running" their way, by seeing if they jump on roofs, which is very absurd. This game is supposed to be belivable, and jumping on top of roofs is not the only way to Free-Run, have you thought of sewers or bridges? Now? It's just "Scent Trail" for Humans. If you want to go and smell your prey, BE A ZOMBIE! Until you fix this flavour, it does not matter how it works...because it would just be stupid.--ShadowScope 18:41, 12 April 2007 (BST)
  5. Why won't this die? - I am starting to get really annoyed at these suggestions. Why does it only allow the tracking of PKers/GKers anyway? Are they somehow easier to track? Actually, I will vote keep as long as a counter-tracking skill can be bought that nullifies the effects of this at a cost of 100xp and takes 0 AP to use, then at least we could stop all these suggestions. --Gm0n3y 18:53, 12 April 2007 (BST)
  6. One particular problem I have is that you follow for 15 blocks and THEN the trail goes cold. Seems like the trail would be cold those 17 blocks behind the person you're following, rather than 2 blocks behind them. Seems like the most appropriate way for this to work for flavour would be for the trail to go cold after a period of time, rather than distance. Of course, honestly, fix this or don't. I would still vote the same way. --Rgon 19:36, 12 April 2007 (BST)
    Re to all - hi, peeps. I'm not here to change your minds - it's not even really my suggestion (although I did post it here on Dan's behalf). It's funny what a difference a few days make - this looked destined for PR before it was pulled for a minor edit infraction - now it looks destined for doom. Ah well. Them's the breaks, I guess. --Funt Solo Scotland flag.JPG 20:49, 12 April 2007 (BST)
    Note to all -Hi, Just a note as sysop. Voting Spam on a Suggestion needs a reason beyond the fact that you are fed up with revisions of it. In fact revisions, are encouraged on this page. Reread what the spam vote is and isn't, before you apply it next time.--Vista 21:13, 12 April 2007 (BST)
    Re to all - I agree, this isn't spam, it was pulled twice due to minor infractions by myself (being new to the Wiki and being naive of procedures) NOT due to losing the vote. On the contrary it had a total of about 21 Keeps, 4 kills and 1 spam between them if I remember correctly, and looking good for PR before I deservedly got my fingers broken. Please give a good reason for spamming. Also for the realism haters - guys we're playing a game about zombies where it can take up to 7 shotgun blasts to kill a man. If you wanted to be pedantic about the real world mechanics of every skill we would not have any left to play the game with.User:Dan Fransisco. 23:10, 12 April 2007.


Timestamp: Grigori 21:07, 12 April 2007 (BST)
Type: New Item
Scope: Users of blunt weapons.
Description: I propose a new weapon in line with the recent additions of the hockey stick, cricket bat, etc. The shovel simply a carbon copy of these, doing 3 damage with a base of 10% to hit, made 25% with Hand-to-Hand combat. It would have a 4% encumbrance, and would be found at Mall Hardware Stores and Cemetaries. In the Hardware Store, it would be found at about the same rate of Wirecutters, either cutting into their search odds, replacing them, or being seperate entirely. In Cemetaries, I'm thinking about 5%.

While there have been several shovel suggestions in the past, they have, for the most part, done a certain task like digging graves. This weapon is simply to add variety in blunt weapons as the other new blunt weapons have, and possibly to replace wirecutters in hardware stores with something that is at least remotely useful.

Keep Votes

  1. Author Keep- Of course I'm gonna vote keep on my own suggestion.--Grigori 21:07, 12 April 2007 (BST)
  2. Keep- I like it. Did anyone see american gothic? "Thousand and one uses for this thing." Adds flavour--Seventytwo
  3. Keep - this suggestion itself wont hurt anything, but i can tell if this gets added we're gonna have alot of "dig" type suggestions...still flavor is good.--Blood Panther 00:06, 13 April 2007 (BST)
  4. Keep - Now this is a decent, simple suggestion. I like it a lot. Here come 'grave digger' classes! --Ducis DuxSlothTalk 01:54, 13 April 2007 (BST)
  5. Keep - We'd finally have a way to make sure that when we have a dead zed, we make sure the zed stays dead... or not. It'd still be worth putting this in to the game, and then imagining how ridiculous a zed that gets headshotted with this looks like. --Nucleon 02:00, 13 April 2007 (BST)
  6. Keep - What Blood Panther said.--Black Mask 02:06, 13 April 2007 (BST)
  7. Keep I would enjoy using this... even thought it is sorta useless --Lord Evans 05:33, 13 April 2007 (BST)
  8. Keep - it's time for shovel warriors to appear. --Duke Garland 13:26, 13 April 2007 (BST)
  9. Keep - Interesting addition to the game. --ZombieSlay3rSig.pngT 20:08, 13 April 2007 (BST)

Kill Votes

  1. Kill We already have enough blunt weapons, thank you very much. --Axe27 21:22, 12 April 2007 (BST)
  2. We just had a plethora of new weapons add that further out class the pipe and bat. We don't need any more.--Pesatyel 03:43, 13 April 2007 (BST)
    • Very true. We don't need any more. It's really just to add further variety and, to be honest, complete the whole "Shaun of the Dead" weapon thing. We have the cricket bat, so this was next.--Grigori 05:29, 13 April 2007 (BST)
  3. Kill - Nah, unless the weapon is unique, there's no reason to add it. - BzAli 09:33, 13 April 2007 (BST)
  4. Axe Hack uses a shovel to bury this suggestion because it is not needed. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:16, 13 April 2007 (BST)
  5. Funt Solo borrows the shovel from Axe Hack and pats the ground over the burial site, to make sure it's compact. Wouldn't want this one to rise from the grave, as it is not needed. --Funt Solo Scotland flag.JPG 15:05, 13 April 2007 (BST)
  6. Kill - I like flavor weapons, but to me, this doesn't really have any flavor, its just boring. When I think of a zombie apocalypse, I think of chainsaws and shotguns, not shovels (and yes, I have seen Shaun of the Dead, but you might as well suggest records as weapons). --Gm0n3y 18:07, 13 April 2007 (BST)
    • Gonna have to right that one down...--Grigori 20:16, 13 April 2007 (BST)
      • On, no! I've created a monster. --Gm0n3y 22:18, 13 April 2007 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here

Clothes: Version 2

Removed for revision again. I've got a few more ideas to make it a bit more liked. -- Cheeseman W!ASBTalk 22:35, 13 April 2007 (BST)

Crushing Horde

Timestamp: Viceroy Chili Cheese Dog 23:49, 12 April 2007 (BST)
Type: Balance Change
Scope: Zombies, especially large hordes.
Description: The zombies seem to have grown more intelligent, using their massive numbers to help smash through the survivor's improvised barricades.

Essentially, what this skill does is increase barricade hit percentages when there are a large number of zombies in a square. The first few bonuses are at fairly small numbers, but the number of zombies needed to gain the next bonus at the higher levels are exponentially higher, helping to taper it off. These bonuses also help low level zombies more, as the bonus is a flat increase to the percent chance to hit. Here are the numbers:

A 1st level zombie with no skills has a 12.5% cahnce to hit a barricade.

A zombie with maxed claw skills has a 25% chance to hit.

1-5 Zombies in a square: No bonus. 6-11 Zombies: +2.5% 12-19 Zombies: +5% 20-49 Zombies: +7 50-99 Zombies: +8.5% 100-199 Zombies: +9.5% 200+ Zombies: +10%

The bonuses get smaller at higher levels, and require more zeds to get them, to compensate for the fact that there are more zeds attacking at those higher levels. But with 6-11 zombies, a zombie with no skills goes up from a 1 in 8 chance of hiting to about a 1 in 6.6, a considerable boon. This skill could finally give the survivors something to fear, and give the zombies even more reason to swarm. In short, it could make it a lot more like a zombie apocalypse should be.

Keep Votes

  1. Author Keep: If I didn't like it, I wouldn't suggest it. --Viceroy Chili Cheese Dog 23:51, 12 April 2007 (BST)

Kill Votes

  1. Kill - More zombies smashing barricades ALREADY means more chance they will go down. And if this passed, you have survivors wanting better chances to build stronger barricades when more of them are present- after all, 20 survivors could move some pretty hefty obstacles in place! --S.WiersctdpNTmapx:oo 00:21, 13 April 2007 (BST)
  2. Kill - The mechanics of this are okay, but history shows that large groups of zeds are able to break through barricades just fine without further buffs. Plus, the only time I've ever seen a large group of zombies and none of them had descent zombie skills, it was a revive line. What are they going to attack, the grave stones? Grrrah! Mrh! --Uncle Bill 00:28, 13 April 2007 (BST)
  3. Kill -I hate to vote Kill again, in the sense that this is realistic, it makes sense, i can see where you're coming from, however, in the sense of actualy being able to survive as a survivor, its not going to work. Anyway, lets face it, if there's a large group of zombies that want to take a building, it's toast. Zombies dont need any more help --Seventy three
  4. Kill - Not only is this massively overpowered, but if there is a problem for any zombie players (and don't forget that zombies are currently the majority) it's the ferals who are at a disadvantage. The hordes are just fine. --Black Mask 01:50, 13 April 2007 (BST)
  5. Kill - A bonus to hit barricades, just thrown in for free? No thanks. - BzAli 09:36, 13 April 2007 (BST)
  6. Kill - Seiges are the one area of the game where z's already have the advantage. Kudos for realism, but its not needed and as Swiers pointed out, survivors would just counter it with a "more surivors = easier cading" suggestion. I agree that zombie still need a bit of a boost, this just isn't it. If you could come up with a suggestion that gave ferals a boost, that would be more agreeable. --Gm0n3y 18:18, 13 April 2007 (BST)
  7. Kill - Zombies already greatly benefit from a large horde attacking a site. --ZombieSlay3rSig.pngT 20:10, 13 April 2007 (BST)

Spam/Dupe Votes

  1. Spam - Destroys the whole idea of the game. Survivors need barricades so it needs to be harder to destroy them than to put them up or survivors would stand no chance. -- Cheeseman W!ASBTalk 23:53, 12 April 2007 (BST)
  2. Spam - So gives overpowering aid to zombies. Nice one. --User:Axe27/Sig 00:18, 13 April 2007 (BST)
  3. Spam - Excuse me sir, the entire survivor population of Malton just phoned me... they want me to ask you if you're a zed or a survivor. I believe they said something about wanting to headshot you if you happen to be a zed and throwing you into a group of starving zombies if you happen to be a survivor. --Nucleon 00:54, 13 April 2007 (BST)
  4. Spam - I have a better idea, how bout we get rid of revive needles, faks, ammo and fire axes, yes, that would about, well, it would bring us down to the level of attack ways to the zed, then we can get rid of about all but a small number of survivors, then we can just remove the option ot baracade at all, then malls will no longer give us anything, then we can get ride of gennies and radio's, then we can just have kevan turn the fucking game off! --Darkmagic 01:43, 13 April 2007 (BST)
  5. Spam - Game breaking and ridiculously overpowered. --Ducis DuxSlothTalk 01:52, 13 April 2007 (BST)
  6. Spam Zergable isn't it? As pointed out above, having multiple zombies in a square means odds are more than one zombie is actually attacking the barricade. Just being present shouldn't affect anything if you aren't actively trying to affect anything. Not in this instance.--Pesatyel 03:49, 13 April 2007 (BST)
  7. Spam Gamebreaking. If this were implemented, all that'd need to happen when the zeds crowd outside a building would be that one of them sneezes, and the whole thing would collapse. Sieges are hard enough already to survive. --c138 RR - PKer 03:53, 13 April 2007 (BST)
  8. Spam - Seriously, no way! The Hierophant. 07:11, 13 April 2007.
  9. Uber-Aspamination - you've made my eyes bleed, and that's not nice. --Funt Solo Scotland flag.JPG 09:44, 13 April 2007 (BST)
  10. Nerfs barricades. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:13, 13 April 2007 (BST)
  11. Spam - sieges don't need boost, barricades don't need nerf --Duke Garland 13:33, 13 April 2007 (BST)
  12. Spam - Destroys the game.--Vista 18:08, 13 April 2007 (BST)
  13. Spam -Why don't you suggest a policy: "when a large number of kill and spam voters crowd around a suggestion, they have a better chance to spaminate it" so we can get this stupid thing off the page? --AlexanderRM 23:20, 13 April 2007 (BST)

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