Suggestions/12th-Mar-2007

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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.
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Dead Body Differentiation

Timestamp: Franz Molotov 06:16, 12 March 2007 (UTC)
Type: Game Mechanic
Scope: Everyone (Dead Bodies mostly)
Description: Alright all, I'm new at this suggesting business, but here goes. I Believe that dead bodies should be distinguished by whether they were PKed or killed by zombies. I.E: "You see 12 dead bodies; 4 Slashed and bullet riddled bodies and 8 gnawed carcasses." This may not seem like much but the data that can be derived from this suggestions implimentation could be used to determine what a particular areas greatest threat is. If an areas buildings have piles of PKed bodies as opposed to Eaten Bodies, then the residents know to increase bounty hunter activity. As a zombie, you can judge whether the bodies are remenants of past meals, indicating good feeding, or PK ed players. Many may say that outside forums and other sources of information can provide this same information, however these forums are at the mercy of user activity and are limited in the same way in their ability to distribute this information. By having this mechanic it enables a player to determine PK activity without meta-game sources.

Keep Votes

  1. Keep - I can vote for my own suggestion. :p--Franz Molotov 06:17, 12 March 2007 (UTC)
  2. Keep - This suggestion is quite clever. I like it, although I'm sure the flavor text would be changed a little. --Ducis DuxSlothTalk 06:47, 12 March 2007 (UTC)
  3. Keep - I love the smell of flavour in the morning. It smells like.... victory. --Cap'n Silly T/W/P/CAussieflag.JPG 07:18, 12 March 2007 (UTC)
  4. Keep - Like it, maybe add in a description if they died of an infection "2 of bodies smells rancid and reek of infection." Since it's not a direct kill and all. Tryce of Thunder 07:59, 12 March 2007 (UTC)
  5. Keep - just waiting for the "UD is not PK Paradise" spam votes. This doesn't encourage PKing- if anything, it helps people avoid it. --Karloth Vois RR 11:49, 12 March 2007 (UTC)
  6. Keep - Zombies can already tell if bodies smell oddly if they have been revived, so this is the logical survivor counterpart. The added data would not bog down gameplay at all. "You see 15 bodies here. 12 are riddled with bullet wounds." In addition, it adds realism. Go Franz! --Adrian Jeshua 13:27, 12 March 2007 (UTC)
  7. Keep - Sounds Logical to me. --Kamden 14:47, 12 March 2007 (UTC)
  8. Keep - Question: What about suicides? --Toejam 15:31, 12 March 2007 (UTC) Edit IMO if this cost an AP, it'd be underpowered.
  9. Keep - Sounds fine to me, but what about suicides and deaths from infections? --ZombieSlay3rSig.png 15:58, 12 March 2007 (UTC)
  10. Keep - Life is full of free info. The number of bodies alone, an indicator of the number of potential zombies, is allready free. So what about a 'count bodies' or even 'notice bodies'-skill? - BzAli 16:24, 12 March 2007 (UTC)
  11. Keep - There are 24 corpses here. 15 of them been mangled by the undead. Free info does not bother me. --Dread Lime 16:30, 12 March 2007 (UTC)
  12. WTFZOMBIES Good idea Mattiator 03:18, 13 March 2007 (UTC)
  13. Keep - I like it. Would suggest an upper cap, though, around 15-20ish. After that, spend an AP. CatEar Alucard 10:58, 13 March 2007 (UTC)
  14. Keep -Fun and mostly flavor, It would makes large battles more discriptive for the people waking up after the fact. waking up with 5 bodies shot and 45 bodies gnawed makes a nice graphic reminded what this game is all about.--Vista 11:15, 13 March 2007 (UTC)
  15. Keep -- Cool, I woulld like to see who is killing more, the Zombies or the Humans, besides the skill that identifies revified bodies is free to use, so why not this? --Lord Evans 15:48, 13 March 2007 (UTC)
  16. Keep -- I like it as-is or as a skill or as an action costing X AP (as suggested below). It takes information available on forums and brings it to the people who choose not to metagame, equalizing play for people who don't belong to organized groups. As a zombie-crossover skill (like scent death) it should be balanced. I like the idea of it only noticing people who have died in unusual ways -- people who have been eaten being the usual way -- to minimize spam. "There are 18 dead bodies here. Two are riddled with bullets, three stink of infection, and one looks like it has fallen from a great height." Keep revififying bodies out of it, though -- that would dupe/nerf "scent death" and would be too much info for free. [--LadyEleanor 18:48, 13 March 2007 (UTC)]
  17. Keep -- I don't think this should have to be an action skill. Anyone, regardless of skill level should be able to look at a body and quickly distinguish if it has bullet holes in it, or if it's brains/guts have been ripped out for a zombies dinner.--Headless gunner 16:37, 14 March 2007 (UTC)
  18. Keep - Very nice. Adds a bit of, y'know, realistic whatchamacallit to the game as well, eh? --Forlorad 18:27, 19 March 2007 (UTC)
    Keep - I like it. Will help the spread of information. -Heretic144 03:42, 27 March 2007 (BST) Vote posted past deadline. --ZombieSlay3rSig.pngT 19:46, 27 March 2007 (BST)

Kill Votes

  1. Kill - but then what if there's a pile of 100 corpses - is it reasonable, for free, to collect all the data about which ones died from what? It's not as if they're layed out on a mortuary slab - this is a pile of bloody corpses we're talking about. --Funt Solo Scotland flag.JPG 08:56, 12 March 2007 (UTC)
  2. Kill - Not knowing if the bodies outside a building are life or death cultists is sort of the point of it, what makes choosing a safe house so dangerous. Body anonymity... more important than zombie anonymity? I think so -- boxy T L ZS Nuts2U DA 10:19, 12 March 2007 (UTC)
  3. Change - I like the basic idea, but the implementation seems all wrong. Too much useful info for free, and too much (possibly) unwanted crap onscreen in a slaughterhouse situation, particularly if there are corpses you recognize via contact list. Now, if this were made into a skill that must be used (treed up from Diagnosis, perhaps), and took AP to use on a sliding scale (say, 1 AP for each 5 bodies in the pile, round up), imo that'd be better. Have an Examine the Bodies (X AP) (usable by both harmanz and zambahz, Diagnosis already is) option available if you have the skill. No free info, and no potentially huge output on a siege battleground when you don't want it. --Mold 10:49, 12 March 2007 (UTC)
  4. Free info bad. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:03, 12 March 2007 (UTC)
  5. Kill - This sounds like an action to me, 'Examine bodies', so it should be an action (i.e. use AP, not be automatic). It's one thing to see a pile of bodies and think 'Hey there are 23 bodies there' (admittedly even this is a little too much info), but to know at a glance (i.e. for free) that there are 4 PKed, 15 Z killed, etc (infection, suicide), is too much for nothing. --Gm0n3y 17:28, 12 March 2007 (UTC)
  6. Change - Like the idea, but I too think it should be an action and require a skill. --Reaper with no name TJ! 18:34, 12 March 2007 (UTC)
  7. Kill - As Reaper. And, the biggest fault I find is the Syringe fault, who has just been revived? I prefer survivors not to know. -- Dance Emot.gifTheDavibob LLL T 18:38, 12 March 2007 (UTC)
  8. Kill - I'm w/ Reaper also--after all, who's going to bother checking what corpses have what injuries when some of them are shambling right at you to pry out your juicy brains? It's a good idea overall, but it should require a skill and / or an action. As for IDing reviving bodies, zombies are already capable of that (Scent Death), so no problems w/ it for me. --Specialist290 22:08, 12 March 2007 (UTC)
  9. Kill - At the very least, needs a button like, "Examine Bodies". I wouldn't be opposed to it being a skill too. Otherwise, I like the idea. --SirensT RR 23:32, 12 March 2007 (UTC)
  10. Change - I'd kind of like to see something like this (and variations have been suggested before). A couple things to remember though... There are several causes of death: guns, knives/axes, claws/teeth, blunt objects, revive needle, or suicide (fall from a building). Also there is a difference between looking at one or two bodies and looking at a huge pile of corpses that may have been there awhile. Would the body look different if it was a survivor or a zombie before it was killed? What you really ought to do is make an "examine bodies" or "autopsy" type skill. It should only let you examine one body at a time. As a bonus, you could get flavor text that says you took their wallet and car keys. --Uncle Bill 01:30, 13 March 2007 (UTC) Edit: I almost forgot infection. You can die of that too. --Uncle Bill 01:32, 13 March 2007 (UTC)
  11. Kill It might encourage PKing by letting them show off the extent of their attacks. --Jon Pyre 03:14, 13 March 2007 (UTC)
  12. Two changes Make it so that there is a chance that you will fail to tell what they were killed by, and also make it into two basic categories: Physical trauma, or bullet wounds (Or both). Any guns fall under the bullet wound, everything wlse goes under physical attack. That makes it a bit more vague, but still useful. --Nimble Zombie 04:00, 13 March 2007 (UTC)
    Agree with what others have said. Don't know if this shoud really be a SKILL (maybe part of First Aid?), but it should be a AP to examine. Also, I'd think a cap should be in place too. Say no more than 20 bodies. Any more and it is just a heap of bodies to difficult to differentiate--~~ No signature. --ZombieSlay3rSig.pngT 19:46, 27 March 2007 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here


Last Seen

Timestamp: Uborkapete YRC 15:27, 12 March 2007 (UTC)
Type: User interface
Scope: Applies to everyone
Description: I suggest the addition of a "last seen" column to the contacts list, which contains the timestamp for when you last crossed paths with this contact. This will allow users to see which of their contacts is possibly eligible for deletion from the list, freeing up space for new additions.

Keep Votes

  1. Keep - I also wouldn't mind seeing if someone has idled out as well. No point in keeping a contact for a friend who doesn't exist anymore, this is a great idea.--John Blast 16:20, 12 March 2007 (UTC)
  2. Keep - makes sense every which way you look at it - "I haven't seen that murdering scuzzpuck since last year - he must have tried to cross the quarantine line and got nixed out of existence by jump-mines, tangle-wire and auto-zookas. Groovy!" --Funt Solo Scotland flag.JPG 17:06, 12 March 2007 (UTC)
  3. Keep - Good idea. Also, makes more RP sense than the 'idled out' suggestion made the other day (although I think I voted keep on that one too). --Gm0n3y 17:30, 12 March 2007 (UTC)
  4. Keep - I was on the fence, but the keep voters convinced me. No one wants their contacts list spammed up unnecessarily, and this will help people weed through it to cut out the excess contacts. --Reaper with no name TJ! 18:36, 12 March 2007 (UTC)
  5. Keep - As above votes. -- Dance Emot.gifTheDavibob LLL T 18:40, 12 March 2007 (UTC)
  6. Keep A good idea in every way. Vancouver Smith 20:44, 12 March 2007 (UTC)
  7. Keep - Uber. Would be very handy info. I currently do this by editing my UDtool list to keep track of important people... it'd be a most useful feature. --c138 RR - PKer 23:19, 12 March 2007 (UTC)
  8. Keep - It would be great for group leaders to see who's been inactive. ^^ --SirensT RR 23:33, 12 March 2007 (UTC)
  9. Keep - Helps me clean up the crap on my contacts list. I like this. Tryce of Thunder 01:10, 13 March 2007 (UTC)
  10. Keep - Please Kevan! I promise I'll never ask you for anything else again. For a couple days anyway. --Uncle Bill 01:35, 13 March 2007 (UTC)
  11. Keep - Nifty :) --Specialist290 03:04, 13 March 2007 (UTC)
  12. Keep Utterly brilliant. --Jon Pyre 03:15, 13 March 2007 (UTC)
  13. WTFZOMBIES This ones a keeper! Mattiator 03:17, 13 March 2007 (UTC)
  14. Keep - Cleaner contact lists: a happier life for everyone. --Matthew Fahrenheit YRCT+1 04:11, 13 March 2007 (UTC)
  15. Keep - I'm surprised this hasn't been suggested earlier.--Priz 07:51, 13 March 2007 (UTC)
  16. Keep - Hoppin' into the keep train! --Ducis DuxSlothTalk 08:44, 13 March 2007 (UTC)
  17. Keep -nice.--Vista 11:17, 13 March 2007 (UTC)
  18. Keep Adding a number to a name, is diddly squat for memory. Be nice to know if you haven't seent that person who PK'd you in quite some time. MrAushvitz Canadianflag-sm.jpg 13:57, 13 March 2007 (UTC)
  19. Keep -- Great, Would lke to know the last time I crossed paths with some of my "targets"... --Lord Evans 15:50, 13 March 2007 (UTC)

Kill Votes
Against Votes here
Spam/Dupe Votes
Spam/Dupe Votes here


Stat Tracking

Timestamp: Metempsychosis 17:24, 12 March 2007 (UTC)
Type: User interface
Scope: All players
Description: Basically, this would add to the player information screen a field tallying the number of kills the player has made (preferably above or under the "Died" stat), split into the following categories: human kills, zombie kills, and miscellaneous equipment kills. The latter would only follow less common stuff like generators. Barricades should only be counted if the character actually removes it completely (if even then).

The point is to give the player a more concrete idea of the effect they are having on the game world. Tallying the players' kills pre-implementation would likely be problematic, but simply starting everyone at zero would suffice.

Keep Votes

  1. Keep - Author's vote --Metempsychosis 17:24, 12 March 2007 (UTC)

Kill Votes

  1. Kill with extreme prejudice. Unless you specify that a user can only see their own info and nobody else's, then this is an awful (nearly spam worthy) suggestion. If you do change this, I would vote keep, but I think that it would be a dupe. --Gm0n3y 17:33, 12 March 2007 (UTC)
    Kill. Nearly a dupe, but misses out the bits that make the suggestion so good, namely not revealing PKer and ZKer status. Or GKer. -- Dance Emot.gifTheDavibob LLL T 18:44, 12 March 2007 (UTC) Changed vote. -- Dance Emot.gifTheDavibob LLL T 20:37, 12 March 2007 (UTC)
  2. Kill Pretty pointless. Vancouver Smith 21:04, 12 March 2007 (UTC)
  3. KILLL!!! Great. Now everyone will know that Lord Evans is out to PK me. Oh wait... Mattiator 03:16, 13 March 2007 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here

  1. Dupe of Pesatyel's Character Achievements. The only difference is that this one is more vague (ie, doesn't tell if and what categories are only shown for zombies/survivors.)--Reaper with no name TJ! 18:44, 12 March 2007 (UTC)
  2. Dupe - as above. --Funt Solo Scotland flag.JPG 20:24, 12 March 2007 (UTC)
  3. Dupe. And worse. -- Dance Emot.gifTheDavibob LLL T 20:37, 12 March 2007 (UTC)
  4. Dupe - Normally, I would vote "keep" for this kind of thing, as I love having stats to show off, but, alas, it is a dupe. --SirensT RR 23:35, 12 March 2007 (UTC)
  5. Dupe As Reaper put it. --Kamden 00:06, 13 March 2007 (UTC)
  6. Dupe - Duplicate of Pesatyel's suggestion. --ZombieSlay3rSig.png 16:03, 13 March 2007 (UTC)

Encumbrance Warning

Timestamp: Preasure 19:54, 12 March 2007 (UTC)
Type: Improvement
Scope: Encumbrance
Description: The Encumbrance sysem currently relies on the player checking their limit at the bottom of the screen. However when searching it's often hard to keep track, and items are found but unable to be picked up.

When a character reaches or exceeds the encumbrance level, the game text should read

'Searching the building, you find an X. You have now reached your Encumbrance level - you will be unable to pick up any further items you find. Lower your Encumbrance level by dropping unwanted or bulky items.'

Basicly, increases clarity, makes things a bit easier for newbies who are unfamiliar with the system, and helps you when searching, it's pretty annoying finding that syringe but not being able to pick it up.

Note - As of 27th march, this has been implemented --Preasure 16:29, 27 March 2007 (BST)

Keep Votes

  1. Keep - Why not. I'm sure there will be at least one vote of 'Just look at the encumbrance level.', but I think this would be a good thing to add. Certainly helps out newbies. --Gm0n3y 21:49, 12 March 2007 (UTC)
  2. keep - Newbie friendly. - BzAli 21:58, 12 March 2007 (UTC)
  3. Keep - It'll also help those of us who can't be bothered to check while we're going on a Gun Store-searching spree ;) --Specialist290 22:03, 12 March 2007 (UTC)
  4. Keep Danger will robinson, danger.. MrAushvitz Canadianflag-sm.jpg 23:16, 12 March 2007 (UTC)
  5. Keep Runescape-ish. Good Idea.Mattiator 03:15, 13 March 2007 (UTC)
  6. Keep I enjoy seeing players suffer because they underestimated the amount of change in the lightly colored hard to read message at the bottom of the screen. Oh wait no I don't. UD does this for suiciding, it does it for infection, why not for this too? --Jon Pyre 03:17, 13 March 2007 (UTC)
  7. Keep Also consistent with the warning that occurs when you reach the last level of Very Strong when barricading a building. [--LadyEleanor 18:54, 13 March 2007 (UTC)]
    KeepFor the noobs.-Heretic144 03:45, 27 March 2007 (BST) Vote posted past deadline. --ZombieSlay3rSig.pngT 19:48, 27 March 2007 (BST)

Kill Votes

  1. Kill - "You find a pistol, but are carrying too much to pick it up." If you're to lazy to keep and eye on your encumbrance, you deserve the AP hit. It you're so unobservant that you don't notice that you're not keeping the items you're finding, well....that speaks wonders about you, doesn't it? --SirensT RR 23:27, 12 March 2007 (UTC) P.S. Newbies are the LEAST likely to be screwed by the encumbrance system, as they'd get used to it right along with the rest of the game. --SirensT RR 23:37, 12 March 2007 (UTC)
  2. Kill - if you can't see you're at 100%, there's something wrong with you. If you're at 82%, you'd get this message every time just in case you picked up a gennie? You see the problem? --Funt Solo Scotland flag.JPG 23:54, 12 March 2007 (UTC)
  3. The game IS a bit harsh in the whole "watch what your doing if you don't want to screw yourself" mentality. But that SHOULD go without saying. I like the way Nexus War does it that you can pick up an encumbering item but cannot perform any other actions until you have dropped enough weight to be back under encumberance.--Pesatyel 00:37, 13 March 2007 (UTC)
  4. Kill - Attention to detail. Besides, a simpler way to do this would be to move your encumberance level to the top of your inventory so you don't have to scroll down to see it. --Uncle Bill 01:53, 13 March 2007 (UTC)
  5. Kill - It would be nice until the 10th time it appears, when I'll start to grow tired from it. After some 40 or 50 times more, I would want to bite you for making this suggestion. --Matthew Fahrenheit YRCT+1 04:09, 13 March 2007 (UTC)
  6. Kill - You have to be stupid not to figure out what it means after say a few days of game play. --Ducis DuxSlothTalk 08:48, 13 March 2007 (UTC)
  7. Kill -Problems with when at wich % it would kick in. Too easy tobe too repetative or too lax. Pesatyel and Uncle Bill comments have better solutions then this.--Vista 11:30, 13 March 2007 (UTC)
  8. Kill - Just as easy to pay attention to the encumbrance level at the bottom of the screen. --ZombieSlay3rSig.png 16:06, 13 March 2007 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here


The "Looter" Skill

Timestamp: MrAushvitz Canadianflag-sm.jpg 23:54, 12 March 2007 (UTC)
Type: You be a lootin'!
Scope: Thou shalt not steal... unless thy ass is about to be bitten
Description: Looter

Appears on civilian skills tree as a sub-skill of Tagging. Adds no benefits to your zombie character.

You have learned how to search more quickly in certain buildings, and carry even more of certain items.

Basically your character is a bit of a bum/theif/less than heroic survivalist this is not a respectable skill, but it has it's uses. Let's just say anyone can learn this skill, you just grab everything you can when noone is looking, really.

  • Your search chances in the following buildings are the same as though they were powered even if they are not: Junkyard, Mansion, Stadium, Arms, Auto Repair Shop, Bank, Club, Hotel, Church, Cathedral. You still have to clean up the ransack before being able to search, as normal.
  • The following items only take up half as much space in your inventory if you have this skill: Beer, Wine, Newspaper, Spray Can, Wirecutters, Crowbar, Flare Gun, Binoculars, Radio (the recieving units!), Cell Phone. (This skill lets you carry more lighter "crap", but some of them may be more useful in gameplay and for RP purpouses if you can carry more of them ex's: flare gun, spray can)

This skill is useful to a variety of character genres: (Military) Scouts & Sniper & Communications specialists, vandals and street thugs/gang members, any survivors who have perhaps an alcohol problem since the outbreak.. etc. Even SWAT police might enjoy this, or those who really want to use the flare gun more often without empowering it too much.

This skill is an an all encompassing little something that makes a lot of things easier to carry, and searching in what is not normally your "best" resource buildings, more useful, or an option! This skill can be a decent back-up for scouts in completely zombie controlled suburbs, and for using a tactic of having non-powered safehouses in certain buildings, so zombies can't see people live there! (Ex. Junkyard, an "abandoned" church, etc.)

It also allows your character skill choices to be something different from mall-centric play, if that's what you'd like! (For the free running, tag-a-mania characters. I still reserve the right to headshot, specific said "streets" personnel.)

Makes tagging actually useful, as it is a pre-requisite to get this skill.

Some starting survivors may buy this once they get a number of their combat skills down pat, in order to allow for the possibility of more "mobile defensive" gameplay. ie. "I'm not staying in this one safehouse forever, man."

Keep Votes

  1. Keep Not important to impliment but, it's nice and simple really. A bunch of "crappy" resource buildings get something, especially the bars! We have a skill that reflects those just have to have that much liquor (hey, makes them an interesting half-assed alternative to FAK's). Makes flare guns easier to carry without boosting their accuracy, at all. And you can carry a LOT of spray cans.. which makes tagging actually somewhat of an effective means of getting XP. Well, not really, but what the hell... I made a pro-survivor suggestion, let's do it. (Oh, a survivor "gang" can make a decent safehouse out of a mansion with this skill! Nice... especially if it actually becomes a semi-decent safehouse...) MrAushvitz Canadianflag-sm.jpg 23:54, 12 March 2007 (UTC)
  2. Encumbrence reduced my inventory in half, right when zombies were dominating every region I was frequenting too. It's a definite keep... -Certified=InsaneQuébécois 02:09, 13 March 2007 (UTC)
  3. WTFZOMBIES! Fun. Now i actually have a reason to get tagging. Mattiator 03:13, 13 March 2007 (UTC)
  4. Keep - Even though I think this needs a bit more tweaking (please use the talk page more Mr.A, no matter how many you have suggested) I'll give you a keep. --Ducis DuxSlothTalk 08:50, 13 March 2007 (UTC)
  5. Keep - It's not imbalanced, and it gives people a bit more of an incentive to get tagging. --Anotherpongo 13:18, 13 March 2007 (UTC)
    Keep Basically the nerf needs rebalancing and this is one possibility, albeit not the strongest, but you take what you can get. -Heretic144 03:47, 27 March 2007 (BST) Vote posted past deadline. --ZombieSlay3rSig.pngT 19:49, 27 March 2007 (BST)

Kill Votes

  1. Kill - Not very useful unless it were to be applied also to ammo and/or faks. --ZombieSlay3rSig.png 16:10, 13 March 2007 (UTC)
    • Re If I made a skill like that it would be a sub-skill of first aid (FAK's & revives) and probably a millitary skill (ammo). Possible, but.. lets' be reasonable for 100 XP, does all that? No.. not quite.. MrAushvitz Canadianflag-sm.jpg 00:47, 14 March 2007 (UTC)
    Re: I really didn't phrase my statement correctly the first time. What I meant to say is that the items that get the discount are really not that useful, except for the spraypaint, binoculars, and crowbar (kind of). If items like ammo got the discount, then it would be more beneficial. I don't see why it should be made a sub-skill of first aid and/or a military skill if those items were added. Gaining the skill seems to be more like being able to better manage inventory and hence being not as encumbered, I don't see a strong relation with that skill/category. --ZombieSlay3rSig.png 04:01, 14 March 2007 (UTC)

Spam/Dupe Votes

  1. spam - let the new encumbrance system have a chance to catch it's breath, please. --Funt Solo Scotland flag.JPG 23:56, 12 March 2007 (UTC)
    • Re I concur, but at least the lesser inventory items won't steal so much space... MrAushvitz Canadianflag-sm.jpg 00:49, 14 March 2007 (UTC)

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