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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
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13th December, 2005

VOTING ENDS: 27th-Dec-2005

Barricade Generator

Timestamp: 01:56, 13 Dec 2005 (GMT)
Type: improvement
Scope: Generators
Description: Well, I was thinking of how frequint people zombie spies target generators, well naturally people would keep them away from areas people could usually get to... basically they set up the generator so that is on... barricade the room so nobody can get into it... then afterwords when the power runs out they would have to tear down the barricades and restart the process... I think overall this would be about the same ammount of work as people going to there local mall and getting another generator, and it makes it harder for spies to run in and destroy it quickly... It probably wouldnt have a high level of barricade, just enough that anyone wanting to get to it has to do a bit of work to get at it...


  • Keep It seem like a sensible enough thing, and it doesnt really change anything so i say keep. --Mr. Mcdoogles 02:02, 13 Dec 2005 (GMT)
  • Kill a second layer of barricades inside a room? First, its a stopgap measure. Its too complicated to impliment, and you need a spell checker. I also fixed your form. Thoughtfull spellchecking linkage --Spellbinder 02:12, 13 Dec 2005 (GMT)
  • Kill What the heck is this supposed to mean? Besides, Survivors don't need any more advantages right now - they have numbers, barricades, and Headshot. Now you want to give them something that automatically makes barriers?. -- KlavoHunter 02:21, 13 Dec 2005 (GMT)
  • Kill - No, it automatically creates Skaarj to kick everyones' ass... Barricading a generator is not a good idea. --ALIENwolve 02:40, 13 Dec 2005 (GMT)
  • Kill - You rolls your dice, you takes your chances. If you want the advantage of a generator, then man up and be willing to accept the chance of losing it. Besides which, it's not like generators are particularly difficult to find: if zombies wreck your generator, just go get a new one. --Centerfire 03:03, 13 Dec 2005 (GMT)
  • Kill - One of the inherent points in having vulnerable generators is to provide another avenue of competition between the zombies and the survivors; can they take down the generators and knock out the phones for awhile? If you make it as hard to take down a generator as it is to take down an entire safehouse, you're defeating one of the major points to having them in the game. --Drakkenmaw 03:30, 13 Dec 2005 (GMT)
  • Kill - Jirtan 03:31, 13 Dec 2005 (GMT)
  • Kill - Stop trying to make it impossible for zombies to destroy generators. Bentley Foss 04:32, 13 Dec 2005 (GMT)
  • Re; - sheesh.. anything human related is always against zombies... actually I was attempting to make it harder for spies not zombies... and what would a zombie be going after a generator for anyway? its not meat...--Ringseed2 06:15, 13 Dec 2005 (GMT)
  • Keep - It does seem awfully wierd for zombies to be going after the generators, and spies/pk'ers killing generators is annoying and on the verge of griefing, honestly. Generators don't do much in the game yet for it to be unbalancing. --Zarquon 06:29, 13 Dec 2005 (GMT)
  • Kill -The "show generator destruction" suggestion is better to stop death cultists and griefers. --Matthew-Stewart 06:34, 13 Dec 2005 (GMT)
  • Kill - Zombie spys. Serious buisness. --Stroth 13:30, 13 Dec 2005 (GMT)
  • Kill - Nah. Go get a new generator, you lazy bum. --TheTeeHeeMonster 14:46, 13 Dec 2005 (GMT)
  • Re: - ha... like i have to go get one.. Im here for the poor saps that do...
  • Kill Have you tried to take out a generator? Those things are already an AP sink. Give the poor flesh sacks a chance. --Zaruthustra 17:20, 13 Dec 2005 (GMT)
  • Kill - --Dickie Fux 17:53, 13 Dec 2005 (GMT)
  • Kill - Zombie spies. Hah. --Basher 20:28, 14 Dec 2005 (GMT)
  • Spam - Zombie spies, serious buisness - phungus420 1947, 16DEC05 (GMT)


Timestamp: 02:14, 13 Dec 2005 (GMT)
Type: Science Skill
Scope: Survivors, Necro tech buildings
Description: Surrvivors with this skill can use the equipment in Necrotech buildings to try and create revivication syringes. This can only be done if a portable generator is running in the Necrotech building. The chance of this suceeding is about 10%-20%, which is still better odds than just searching.

Edit: to the killers: The survivor with this skill is using specialized equipment, not stuff you find lying around your average house.


  • Kill So? This skill makes a rare item....not quite so rare? Stopgap / Better then that mall / dosen't make any sence --Spellbinder 02:20, 13 Dec 2005 (GMT)
  • Kill - Yes. Survivors who have to go through a second set of training in order to plant a needle into the back of a zombie can now figure out how it's made using "household" items. --ALIENwolve 02:22, 13 Dec 2005 (GMT)
  • Kill - "Now, mix the soap with the water and add the salt, sugar, and a pinch of paprika. Seal in a turkey baster and there you have a syringe." I don't think so, MacGiver, but it was a nice shot. --Arcos 02:25, 13 Dec 2005 (GMT)
  • Keep - At 10%. Anything more would be unbalanced. And I don't understand what the killers are complaining about. Someone has to make the syringes at some point; it might as well be the player! (On a side note, you could make it not be 10%, but 100% for 10AP - just an idea) Edit Please keep in mind that this is a general suggestion. I don't think it should be shot down just because it would make the current most powerful side more powerful. --Hexedian 02:36, 13 Dec 2005 (GMT)
  • Kill - You are not Mr. Wizard. -Centerfire 02:57, 13 Dec 2005 (GMT)
  • Keep - You're in a Necrotech facility and you need a science skill--you're probably not using household items. It'd probably be more like reagents and enzymes combined using complicated lab equipment. Not so much MacGyver as Re-Animator. X1M43 02:58, 13 Dec 2005 (GMT)
  • Keep - Add that the syringes created by this technique have a percent chance of being inneffective when used. -Martonic17 03:09, 13 Dec 2005 (GMT)
  • Kill - Good attempt to expand the science tree, but look how the zombies complained when we had that spike in the find rate! 10-20% is probably too high. It'd be good even at current rates because you wouldn't have to get books, DNA extractors and GPS units to drop all over the floor. Maybe try lowering it to whatever the current find rate actually is. --Shadowstar 03:15, 13 Dec 2005 (GMT)
  • Kill - Too many revivification syringes would be a game-killer, since the survivors could come back to life faster than they could be killed. Add that to the defensive strengths with barricades, and the offensive power of firearms, and the zombies just wouldn't have a chance. --Drakkenmaw 03:27, 13 Dec 2005 (GMT)
  • Kill - Syringes really don't need to be more plentiful. Bentley Foss 04:32, 13 Dec 2005 (GMT)
  • Kill - Syringes are abundant enough as it is. - KingRaptor 07:17, 13 Dec 2005 (GMT)
  • Keep - But make it a 20 AP action with a 100% chance of success. That duplicates the existing odds, but skips out on a load of server hits and you don't end up picking up a load of junk in the process. The high AP cost also makes it no more efficient than searching. optionally, make it 19 APs so there is a trivial benefit. Rhialto 08:52, 13 Dec 2005 (GMT)
  • Kill There are far too many syringes already. --Grim s 11:51, 13 Dec 2005 (GMT)
  • Kill/Change I think that this would work if the Survivor had to get out and work for the syringe. For example, what if the Survivor had to extract DNA from ten zombies to be able to use this skill, it would be 20 AP for a 100% chance of getting the item but the survivor would still have to put themselves in danger to get the supplies.
  • Kill - Syringe search odds have recently gone down drastically. A skill w/ a 10-20% chance of creating one would negate that change almost entirely. --VoidDragon 16:44, 13 Dec 2005 (GMT)
  • Kill - I'm trying to get one of my characters some zed skills, and he just won't stay (un)dead. So very annoying, I keep debarricading places from the inside. --RSquared 16:54, 13 Dec 2005 (GMT)
  • Keep - 10-12% would be nice. It'd also be great to be able to have a way to get syringes without also getting three times as many books, extractors, and gps units clogging up my inventory. Riktar 05:45, 14 Dec 2005 (GMT)
  • Keep - The percentage shouldn't be above 10%, but it's a keeper. It would save server hits (twice because you don't have to drop the junk you don't get), require fortifying a necrotech place and maintaining the generator there, creating targets and giving generators more usefulness. It's not simply a doubling of the search odds. - Dashiva 12:15, 14 Dec 2005 (GMT)
  • Kill Making a syringe containing an Anti Zombification Syrum is as easy as 1, 2, 3! AllStarZ 19:37, 14 Dec 2005 (GMT)
  • Kill - It's easy enough getting revived as it is. --Basher 20:29, 14 Dec 2005 (GMT)
  • Kill - Useless, and Kevan keeps tweaking the syringe search odds from time to time. --Seagull Flock 10:09, 15 Dec 2005 (GMT)


No. Stop it - Spellbinder

wtf? --Frosty 03:45, 13 Dec 2005 (GMT)

There was, very briefly, a suggestion about addictive drugs here. It was formatted so horribly that it almost broke the entire page - and that's to say nothing of the grammar and spelling. I'm not the one who removed it, though, and I don't know who did it. --Everyl 04:03, 13 Dec 2005 (GMT)

And I would probably have removed it in time. We all knew the future of this suggestion. We're psychic like that. --ALIENwolve 04:11, 13 Dec 2005 (GMT)

That was me. yes, whoever it was formatted it so horribly that it went for one long damn line. should the poster wish to have his post back, i have it in the history logs so he can try to post it again. i figure, if you can't even post your bad idea correctly, why let it stay? and it had only been up for perhaps 120 seconds before it got a spam vote.--Spellbinder 11:35, 13 Dec 2005 (GMT)

And Spellbinder blames it on me. Why have I become the scapegoat for so many things? "You're Thor. You made this crappy suggestion". Whatever. Continue with the blaming. AllStarZ 18:58, 13 Dec 2005 (GMT)


Moved to Humorous. Honestly, if yout think it's really funny then go ahead and put it there. --ALIENwolve 04:15, 13 Dec 2005 (GMT)

Preying/Hunting REVISED

Withdrawn by author. Sorry to those who voted "Keep" but it's clear the majority of people think animals are inedible or they don't have to read the suggestion in full before voting. I don't need the aggrivation of people commenting on my work without taking the time to read it. Maybe some other time. -- Amazing 01:43, 14 Dec 2005 (GMT)

Oh, so you think that every suggestion you make is a piece of gold? AllStarZ 19:38, 14 Dec 2005 (GMT)
This was an Undecided suggestion. A MAJORITY of voters liked it last time, thank you very much. :P I believe in some suggestions more than others, and I believe in this one. By the way, your responce wasn't rooted in anything I said. ;) -- Amazing 06:11, 15 Dec 2005 (GMT)


Timestamp: 06:49, 13 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: This skill would use Rend Flesh as a prerequisite. If a zombie with Disembowel kills a suvivor with a hand attack they messily tear their victim open and strew entrails upon the floor. The presence of entrails would be indicated by a change in the room description: "There are bloodstains and scraps of flesh lying on the floor." If more than one person is killed in a room the description would change incrementally to reflect that all the way up to "A massacre occured here, the area is drenched in blood and human remains." There could be a maximum of five entrails in a location at any given time. Here's what entrails would do: Any zombie that is in a room with entrails would have a new button to click: "Eat Remains." That would destroy one set of entrails that is on the floor and heal 10hp. A zombie could only eat if they were injured, otherwise they'd get a message telling them they aren't hungry enough to go after just loose meat. Suvivors would have the ability to clean up remains that would use a percentage system identical to barricades. It isn't easy to clean up a spread out mess of gristle and blood. This is a way for zombies to heal each other by leaving out meat they don't consume themselves. This isn't overpowered because it's harder to kill and leave entrails out than to find two first aid kits. In addition the entrails are not portable. It stays in flavour because it's rare to see a zombie movie where a single zombie eats a human by themselves, and it adds flavour to the game by indicating that gruesome deaths occured recently without leaving a dry and dull message like "4 Entrails are Present". It might not be worth a suvivor's time to clean up entrails lying on the street but they'd certainly want to keep their safehouses spic and span or it could be much harder to kill zombies that enter.
  • Optional 1: Having entrails decay over time so the number present would slowly decline over a period of a few days.
  • Optional 2: Having a suvivor scientific skill, "Sanitation", which would increase the chance of cleaning remains the way a crowbar helps against barricades.
  • Optional 3: I capped the number of entrails present at 5 so a zombie couldn't restore more health to themselves during a fight than base max hp. This number could obviously be changed to be higher or lower but I think 5 is fair.


  • Kill Ok, decaying over time things are bad. The server has better things to do tick down times in every room in malton. What really irks me about this is the passive healing thing. I don't think zombies should get a passive heal, it should always be in combat. I like how this is connected to killing harmans, but its still a little far for me. --Zaruthustra 06:52, 13 Dec 2005 (GMT)
    • Re - The decaying thing is under optional. I thought optional was understood to mean "This thing I'm not sure about and I don't want the part of the suggestion that's important to be killed because of this so don't base your kill vote on this part." And I think it is fair for zombies to have a way of healing themselves (and each other) without being killed or having a skill they won't get until higher levels. The best part is you'd still want Digestion since the two skills operate completely differently and have different appliations.--Jon Pyre 06:59, 13 Dec 2005 (GMT)
  • Keep - Well, yeah more flavor. But don't worry about server and time checks. There is a simple solution to it. Whenever a survivor enters the room the room gets updated (ie does the check when nessacary). But on the principel of 5 bits in a room that zombies can eat for HP I vote keep. - Jedaz 12:24, 13 Dec 2005 (GMT)
  • Keep - A lot better than Feeding Frenzy - Dec 10 because it's not a something for nothing / area-effect healing skill. I would remove the entrail cap though, a lot of survivor deaths are from mobs of zeds taking out small safehouses, not raids on well-defended survivor bastions like Caiger. --VoidDragon 16:38, 13 Dec 2005 (GMT)
  • Keep - ^ - --Fullemtaled 16:42, 13 Dec 2005 (GMT)
  • Keep - Yummy. --Dickie Fux 17:59, 13 Dec 2005 (GMT)
  • Keep - I'm not sure on the specifics, but I really like the "shock effect". I've seen people ignore dead bodies outside unbaricadeed buildings, walk into the building that is under attack, and wonder if the zombies inside want revives... --Swiers 18:02, 13 Dec 2005 (GMT)
  • Keep - i like it. --Firemanstan 18:18, 13 Dec 2005 (GMT)
  • Keep - Zombie tactical boost, in new horror flavour! I love the idea of having recent battles marked with gore. --Drakkenmaw 18:32, 13 Dec 2005 (GMT)
  • Keep - "Ew!" again. Edit: Isn't it "Disembowel"? --ALIENwolve 19:06, 13 Dec 2005 (GMT)
    • Re - I knew something looked wrong. Thanks for pointing out my mistake. --Jon Pyre 19:38, 13 Dec 2005 (GMT)
  • Kill Always against ideas which involve permanent mutilation and I still am. AllStarZ 19:53, 13 Dec 2005 (GMT)
  • Keep - It doesn't affect the dead player, I love the flavour, and the mechanics are nice too. --Monstah 20:24, 13 Dec 2005 (GMT)
  • Kill - Kill because A) this is a rip-off of Warcraft III's Cannibalize, and because B) Zombies already have several ways to heal, namely Bite/Digestion and "Stand up when you die" Bentley Foss 20:42, 13 Dec 2005 (GMT)
    • Re - I think Urban Dead is a rip-off of zombie movies. Zombies don't want to die. It does matter if they don't have ankle grab, want to avoid being headshot, and don't want to be thrown out of a building. Digestion requires a skill. This would provide a way for high level zombies to allow low level ones to heal themselves. --Jon Pyre 21:02, 13 Dec 2005 (GMT)
  • Keep- As a zombie,I always somehow run into extremely high level survivors and I always end up either dead AGAIN,or I get nearly killed by middle-level survivors.This would be good for healing for the middle-level situation. --Penance 22:15 13 Dec 2005 (GMT)
  • Keep - I love the idea. It gives our enemies something to keep them goin after all the upgrades we have as humans. a zombie with a flak jacket in a massacre building vs. a decked out human is just about an even match. --Trayton 22:19, 13 Dec 2005 (GMT)
  • Kill - I have to agree with AllStarZ here. Let's say that a survivor gets disemboweled by a zombie, stands up for 10 AP, then immediately gets stuck by an NT with a reviv syringe, stands up again for 10 AP and is perfectly fine. Why is s/he okay to walk around after his/her bowels have been ripped out? I like flavor ideas, but in this case it's not a zombie movie where someone gets totally eaten. The dead people rise and become zombies. Maybe for some reason these zombies can only gain strength from living creatures (digestion) and as soon as they die, the zombies can no longer benefit from their previously yummy bodies. -- Ethan Frome 22:49, 13 Dec 2005 (GMT)
    • Re - But what about bite attack? Are suvivors missing huge chunks of their bodies all over? What about the ones that have been headshot? Are their brains exposed? If someone is killed and mangled they're a zombie and it doesn't matter what their former injuries are. If a zombie is revived they get fully healed of these wounds. Otherwise it doesn't make sense. As for the whole eating living flesh/dead flesh thing: I think zombies want to eat savory flesh that is not zombified. A corpse is a zombie in repose and thus not satisfying. Meat ripped from a suvivor before zombification is not zombified and is still appealing. --Jon Pyre 23:25, 13 Dec 2005 (GMT)
      • True, but I don't like headshot either.  :-) I don't have a problem with thinking of people who have been revived as having lots of bites, scars, etc. from their various encounters with zombies (as well as climbing over barricades, getting cut while looting, etc.) I guess we could think of NecroTech Syringes as, among other things, promoting the body's healing process and somehow starting organs which had stopped in death. This is a discussion for another place, of course, but essentially I have a problem with anything that would permanently affect the ability of a body to live, in the case of a body missing its bowels. -- Ethan Frome 03:34, 14 Dec 2005 (GMT)
        • People can live with a bullet in the brain. Its been proven. But they really can't live without a liver. AllStarZ 19:39, 14 Dec 2005 (GMT)
  • Keep -Wait... Its flavor for zombies, a way to HELP zombies, AND people are voting Keep on it? I am shocked! And also loving it! -- Nekoabyss 22:58, 13 Dec 2005 (GMT)
  • Keep - Jirtan 23:38, 13 Dec 2005 (GMT)
  • Keep - I like it. --ScottyBones 05:04, 14 Dec 2005 (GMT)
  • Keep - None of the kill votes managed to make their case. This could be a perfect time to piggyback "FAKs do not work on zombies" - Dashiva 12:19, 14 Dec 2005 (GMT)
  • Keep - Blood and gore? Me likey! --John Taggart 13:41, 14 Dec 2005 (GMT)
  • Keep - I love it! --Basher 20:32, 14 Dec 2005 (GMT)
  • Keep - I want to spread gore. Pleeeeease? -Murgatroid 23:38, 14 Dec 2005 (GMT)
  • Keep - I like this. --Jorm 00:36, 15 Dec 2005 (GMT)
  • Keep - Yummy. Petrosjko 01:21, 15 Dec 2005 (GMT)
  • Keep -- Cool! I would recommend a 100% chance to remove entrails, though. Yeah, it's hard to clean up all that mess, but also a zombie would need a pretty significant amount of the stuff to get anything out of it. It's hard to imagine a person trying to clean and missing a big chunk of liver, for example. Also, I would keep the number of "levels" of entrails fairly low, so that the humans don't have to spend huge amounts of AP just cleaning up after a break-in. Two or three seems right to me. furtim 02:29, 15 Dec 2005 (GMT)
  • Keep - Although the entrail healing effect might need to be reduced. In any case, HUNGER! - KingRaptor 02:53, 15 Dec 2005 (GMT)
  • Keep - Awesome, I like it. Tenebrous 23:45 15 Dec 2005 (GMT)
  • Keep - Yuuuuck. I think 10HP is a bit too much, but I definitely like it. --Seagull Flock 10:00, 16 Dec 2005 (GMT)
  • Keep - Sounds like fun. I don't know about the tech end of this one (decaying over time and the numbers and such) but I'll let Kevan worry about that. Fun idea. --Thelabrat 13:45, 16 Dec 2005 (GMT)
  • Keep - Sounds interesting. --Jack Destruct 07:57, 17 Dec 2005 (GMT)
  • Keep - I a lot better than most of the suggestions here and is well thought out. I like it. --ArmourMeado 00:36, 18 Dec 2005 (GMT)

keep- this was clever and well planned Unsigned and incorrectly formatted.--The General 18:24, 19 Dec 2005 (GMT)

  • Keep Hmm more zombie skills, just what the docter ordered --Braindamage 19:20, 20 Dec 2005 (GMT)
  • Keep - Great Idea, but make it 5 Hp healed. And no degrade over time, for the sake of server load. --User:Tereseth 9:14, 24 Dec 2005 (GMT)

Memories of the Mall

Timestamp: 10:15, 13 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: "Memory. Instinct. What they used to do. This was an important place in their lives. They're after the place.� In life the zombie was an avid shopper. They intimately remember the mall and know its many entrances well. It is harder to keep them out; these zombies can pass through loose barricades at malls without destroying them. Stronger barricades are still effective against them. Memories of Life as a prerequisite.


  • Kill New concept! While inststing, this really wouldn't work in a game like Urban dead i don't think.--Spellbinder 11:36, 13 Dec 2005 (GMT)
  • Kill - Interesting, but I really don't like the idea that zombies just go through barricades. In that case, what's the point of barricades at all? Edit: note that if the idea of getting throught barricades being a chance thing for survivors ever goes through, I'd keep this with a modification to fit that system. --Shadowstar 12:02, 13 Dec 2005 (GMT)
  • Kill - Better idea is that increased chances to dislodge a bit of the barricades at the mall because they would have a better idea on how they are set up (due to remembering what the inside looked like) and are able to see the weaknesses easier. - Jedaz 12:26, 13 Dec 2005 (GMT)
  • Kill - There could conceivably (but I don't know what) be some kind of benefit from this kind of zombie skill, but passing through barricades isn't it. People who frequent malls tend to memorize the main public routes, not the service entrances. And those main routes are teh primary ones for barricading. Rhialto 12:44, 13 Dec 2005 (GMT)
    • Re - I'm thinking that being outside a mall is making the zombie less on automatic. Instead of walking forward and pounded on barricades mindlessly the zombie thinks "Mall...enterr..." and climbs over the lone chair in the way. I didn't want to make it a skill that let zombies destroy barriers at malls faster because that would nerf barricades quite thoroughly at malls. They'd fall in a second letting everyone in. This instead only lets zombies with the skill enter if there's just 1 level of barricades. It's less powerful and less possibly game-breaking. --Jon Pyre 14:09, 13 Dec 2005 (GMT)
    • kill - Oddly enough, I think the humans knew where the most likely areas to attack were, they had the added bonus of recording information and using maps... I think they got that covered... yes zombies hate the malls because they actually put up a defence but that doesnt mean you should be making them easier to destroy than anywheres else...(who the hell is deleting my name? this is the fourth time Ive found my name unsigned after id signed it!)--Ringseed2 00:54, 14 Dec 2005 (GMT)
  • Kill Although i like the idea, this looks too much like a Caiger mall reply skill. I would rather have a skill (following memories of life) that grants zombified survivors easier access to one class of building depending on their class (and corpses can choose their former "profession") ... so for example for a Doctor the hospitals, for a NecTech assistant the NecTech buidlings etc. --Falk 16:20, 13 Dec 2005 (GMT)
    • Re - Well, here's the way I see it. Humans have two mall specific skills designed to save AP. It takes them less time to find the items they want and they don't need to travel anywhere to get them. This skill would give zombies a mall specific skill to save AP by making it unnecessary for them to break down the lowest level of barricades. I don't think this is needed or a necessary balance correction or anything. I just think it's a cool skill that's in flavor and doesn't make malls that much more unsafe. --Jon Pyre 17:14, 13 Dec 2005 (GMT)
  • Kill - The skill has SOME merit, but it would mostly amount to newbies without this skill having an even harder time getting into malls during sieges. --Hexedian 17:13, 13 Dec 2005 (GMT)
    • Re - I thought about that but I think it would help the zombie cause more to have a few get while others can't to infect people and use up suvivor AP and ammo they were saving for a breach. Since this skill is highly specific I doubt most of the low to mid level zombies sieging would have it and there would still be a constant assault on loose barricades. This would just make the mall inhabitants encounter a few more (high level) zombies than they otherwise would.--Jon Pyre 17:19, 13 Dec 2005 (GMT)
  • Kill Malls are a bit of a gyp since it lets survivors abandon all mobility and fortify up. I just don't think this does enough, and if it did do more it would mess with barricades. At loose its almost gone anyways, at light/quite strong it would make cades a pain. --Zaruthustra 17:14, 13 Dec 2005 (GMT)
  • Kille The only way to get into a mall these days is as part of a co-ordinated horde bashing on the baricades simultaniously. It only takes a couple AP, spread out among the horde, to take a baricade from loose to non-existant. In short, this skill would make zero diffrence. It would be like a "knife proficiency" for zombies. --Swiers 17:57, 13 Dec 2005 (GMT)
  • Kill - I like the name of the skill, but as annoying as barricades are, just bypassing them seems unfair. --Dickie Fux 18:00, 13 Dec 2005 (GMT)
  • Kill - Far too specific. I'd like to see a skill that gives zombies a chance of getting through low-yet-present barricaces, but only loose ones and only at malls? It's too limited, and thus too weak. --Drakkenmaw 18:29, 13 Dec 2005 (GMT)
  • Kill - Zombies shouldn't just be able to shamble past barricades. You have to keep in mind that eventually every single zombie will have this skill. When was the last time you saw a mall below "extremely heavily", anyway? Bentley Foss 20:44, 13 Dec 2005 (GMT)
    • Re - That's why barricades would still be effective. This skill is designed to save zombies the handful of AP they'd spend breaking through loose barricades for attacking the suvivors inside the mall. And loose barricades just have a cabinet or chair in front of them, it's conceivable a zombie could climb over that if it was using even simple thoughts. The zombie no longer thinks "Smash!" but "Door was here..." --Jon Pyre 20:52, 13 Dec 2005 (GMT)
  • Kill - Oooh. Survivors finally found a tactic that works against a horde of zombies. Time to destroy that. Gimme a break. --Argus Blood 22:58, 13 Dec 2005 (GMT)
  • Kill - When large buildings are implemented, malls are doomed anyway. --Basher 20:33, 14 Dec 2005 (GMT)
  • KILL -- WTF? furtim 21:23, 14 Dec 2005 (GMT)
  • Kill - In the words of Spellbinder, "I don't think." --ThunderJoe 01:03, 15 Dec 2005 (GMT)
  • Kill a better version of the same idea further down the page. --Thelabrat 13:52, 16 Dec 2005 (GMT)
  • Keep It's only loose, killas!!! --User:Tereseth 9:16, 24 Dec 2005 (GMT)

Zombie Hand

This suggetsion was spaminated for silliness. Have a nice day. --Zaruthustra 18:07, 13 Dec 2005 (GMT)

Glimpses of Lucidity

Timestamp: 20:48, 13 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: As the loss of the Seige at Caiger Mall seems to have somewhat knocked the wind out of the sails of the zombie players, and there are complaints about the inherent annoyance of some of the tactics used to combat and harrass the zombie forces who gathered there, I'd like to make a suggestion regarding what I perceive as being pretty much the most ludicrous of them - using quick reconstruction of light or even loose barricades to delay the entry of large numbers of zombies. This effectively breaks the "horde" strength of zombie attacks, making it impossible for entrants to a defended building to break in at a greater speed than a basic trickle, and as the survivors are stronger individually than zombies it makes it (to my view) too easy to combat even an organized zombie attack. Therefore, I'd like to suggest the following skill be added to the game as a subskill of Memories of Life:

"Glimpses of Lucidity: Zombie has a 25% chance to bypass Light or lower barricades."

This represents that the zombie has progressed beyond the subconscious memories of simply having been alive, and has instead reached a point where their mind begins to process and organize the information around them enough to give them flashes of awareness. Thus, if a zombie at a mall is beating against a barricade composed of a single chair, it has a chance of recognizing alternate entry routes (such as a broken window) and using them instead. This does not invalidate barricades, as the chance to enter is one-in-four, and it still provides a "safety zone" of strongly-barricaded buildings which low-level survivors can enter when zombies cannot. It does, however, mean that more attention must be paid by survivors to the maintainance of their barricades - when one falls, there is a "window" which will be available for zombies to enter even while the barricade is being rebuilt. This would inspire more fear during siege situations, help fix the issues at present with zombie/human balance, and as listed it means even a loose barricade would still keep out a zombie 75% of the time. I am, of course, open for alternate percentage suggestions. Thoughts? --Drakkenmaw 20:48, 13 Dec 2005 (GMT)


  • Kill - But a zombie's chances of breaking the barricades and letting other zombies enter too are only slightly worse than entering by themselves. This is a worse option for them. --Jon Pyre 20:55, 13 Dec 2005 (GMT)
    • Re: - This is actually why I said "light" instead of "loose." A civic-minded zombie would knock the barricades out of the way, which at lightly-barricaded would take hitting the 20% chance 3 times to fully destroy it enough to enter (and that only works if the survivors inside aren't still barricading). In seige situations where every second counts, however, the zombie has only to hit the 25% (a slightly-better percentage, but not much) one time to get in by itself. This zombie would not be a match for survivors inside by itself, as zombies are weaker than humans in one-on-one combat, but enough of them could potentially cause enough chaos to give the other zombies still outside time to fully destroy the remaining barricade and enter. (Edit: I just realized this would also conceivably benefit ferals, by reducing their AP expenditures on searching buildings for potential targets. As lone zombies aren't much to worry over for survivors, and since taking down barricades from VS to light still takes a good half of a zombie's AP, this wouldn't unduly hurt survivors - but it would give *something* of an advantage to the independent undead.) --Drakkenmaw 21:01, 13 Dec 2005 (GMT)
  • Keep - Helps, to some extent, mitigate the tremendous AP-efficiency advantage enjoyed by survivors. Doesn't go far enough for my taste, but it's a good starting point. --Centerfire 21:38, 13 Dec 2005 (GMT)
  • Keep - This is a great idea to help feral zombies. As a side note, would this be an active action (ie: the enter button) or would the skill trigger whenever they are trying to beat down barricades? Either option is acceptable, but making this have a chance to trigger when attacking the barricades would be very interesting and useful, maybe too useful... hmm... --Zarquon 21:50, 13 Dec 2005 (GMT)
    • Re: - I figure active implementation is beyond my realm to discuss; Kevan is the one who figures out how to weave the suggestions into his game. --Drakkenmaw 21:52, 13 Dec 2005 (GMT)
  • Keep - Being one of the fighters that was with Caiger Mall (and still is) during the siege, I think this would have made it more interesting. Since the siege ended, I've felt a lack of action. This might make things exciting. --Zacharias Cross 22:07, 13 Dec 2005 (GMT)
  • Kill - First, Caiger Mall is not the only location where you can find survivors. Most survivor deaths come not from zed raiding parties breaking into places like Caiger, but from small mobs of zeds taking down safehouses of only a few survivors. Second, survivors are not stronger than zeds in one-vs-one combat. Firearms-using survivors have to spend most of their AP searching for ammo prior to combat, while maxed-out melee survivors have less damage and accuracy than their zed counterparts. --VoidDragon 22:17, 13 Dec 2005 (GMT)
    • Re: - The fact that survivors have the capability to invest AP in "building" ways to up their damage-dealing in short periods of time makes them more powerful in one-on-one fighting. One week of searching with my survivor means I can take down an entire horde myself for a single day. That's what I mean by being more powerful one-on-one. And I agree, not everywhere is Caiger - but I addressed that up in the note in my first Re as well. I think it isn't as significant or unbalancing a change as you're making it out to be. However, if you have something you'd suggest changing to perhaps make it more acceptable to you - feel free to let me know in my talk page. --Drakkenmaw 22:26, 13 Dec 2005 (GMT)
  • Keep - Gives the zeds a fighting chance! --Trayton 22:21, 13 Dec 2005 (GMT)
  • Kill - One siege goes the survivor's way and there's a rush to change barricades. Seems odd to me --Kindie 22:46, 13 Dec 2005 (GMT)
  • Kill - ^^ Yeah. Barricades were working fine before Caiger mall, so I don't see why we need to change them now. -- Ethan Frome 22:56, 13 Dec 2005 (GMT)
  • Kill - 1) Caiger is the ONLY place the zombies have ever lost. Ever. 2) Zombies are not weaker than survivors. Especially in a close fight. 3) The way to improve zombies is not to turn them into survivors. Sheesh. --Argus Blood 22:54, 13 Dec 2005 (GMT)
    • Re: - 1.) Agreed, but I wasn't discussing Caiger altogether. The zombies would have lost Caiger no matter what, because even if the building fell there was a second wave of survivors waiting outside the building to push them back and reestablish the human hold on it. This suggestion is primarily to address one specific issue raised during Caiger - that a single active human barricader can effectively bottleneck an entire mass of zombies. That, to my mind, doesn't seem fair. Hence this suggestion. 2.) See my above Re. 3.) I really don't see how this turns zombies into humans, so much as it further expands on the already-existant properties of the zombie skill tree. But again, as this is the Suggestions page... if you have any improvements you'd see as making this more-acceptable, while adhering to a zombie's innate "zombie-ness" - let me know. --Drakkenmaw 23:07, 13 Dec 2005 (GMT)
  • Keep - A little tweaking on levels and percentages, though. Jirtan 23:46, 13 Dec 2005 (GMT)
    • kill I agree with argus blood...--Ringseed2 01:02, 14 Dec 2005 (GMT)
  • Spam - This is exactly the same as the idea posted two suggestions earlier, except for the numbers, on this very page. You wouldn't even have had to click on search to find this duplicate. If ever there was a case for flaming someone for not checking the suggestion has already been made, this is it. Rhialto 04:57, 14 Dec 2005 (GMT)
    • Re: - I actually made this specific suggestion because I had seen so many "similar, yet different" barricade suggestions which almost but not entirely made the suggestion I put forward. I see this as being functionally the most balanced option possible for slipping past lower-level barricades, and so I submitted it to somewhat test the waters to see whether any suggestion of that format would pass the voting. If this one doesn't, I'll be rather justified in telling people who want to submit later revisions that this idea is dead in the water as far as the Suggestions page goes. --Drakkenmaw 16:36, 14 Dec 2005 (GMT)
  • Kill - I appreciate what you're trying to do here, but I just don't like the skill. --Basher 20:37, 14 Dec 2005 (GMT)
  • Kill -- Exactly like "Memories of the Mall". Exactly as stupid. furtim 17:58, 15 Dec 2005 (GMT)
  • Keep - The numbers might be off but the idea is sound (I'm of the let Kevan worry about it mind this evening). And unlike the suggestion above, you are not talking specifically malls. I see this as a complete reworking of a similar idea and not a spam/dupe. I was torn until I read your re: on one human bottlenecking a horde. --Thelabrat 13:51, 16 Dec 2005 (GMT)
  • Keep-Keep this! I like the idea of zombies getting past baricades at low levels, and this is way better of an idea than zombie freerunning. Maybe make it the HARMAN hunter skill, lvl 10 and up only. --Tereseth 3:23, 24 Dec 2005 (GMT)

Pistolium Zombification

Timestamp: 22:31, 13 Dec 2005 (GMT)
Type: Skill
Scope: Zombies who have Basic Firearms Training or higher
Description: This skill would fall under Memories of Life in the skill tree.
  • Memories of Life: Zombie is able to open doors to buildings.
  • Death Rattle: Zombie is able to communicate through a limited, groaned form of speech.
  • Trigger Mortis: If zombie possessed Basic Firearms Training (or a higher skill level in the pistol skill-tree) as a survivor, zombie is able to use Pistols. Accuracy is 20% less of the accuracy while living.
  • Dying Load: Zombie is able to reload Pistols.

Why is this here?

Well, if a zombie can figure out and remember enough to hold and swing an object, there should be nothing stopping said zombie from firing a Pistol (granted that the zombie had the proper skill while alive).

Why not Shotguns?

A shotgun takes a considerably higher amount of skill to operate. Using a shotgun requires two hands, being a pump-action weapon. Loading takes more skill, as well, as, unlike a Pistol that just requires a pair of pushes (the clip-ejection button and the push of the fresh clip), a shotgun requires the opening of the weapon, the insertion of the shells (in the correct direction), and cocking the weapon.

Why "Trigger Mortis"?

Why not? It's catchy.

Why "Dying Load"?

Reloading would require more skill than just squeezing the trigger, therefore it's a separate skill

Why is the accuracy decreased by so much, or at all, for that matter?

A zombie would not know how to aim accurately, therefore I have chosen to decrease the percentage. A zombie would only know enough to point the Pistol at their target, but nothing more than doing so in the general direction.

What about ammo?

There are two solutions:
  • Enable searching for ammo for zombies
  • Ammo would have to come from when they were alive

If there are any more questions, just ask. If you see something that needs to be fixed, or altered, say so and I'll look at it. --Zacharias Cross 22:32, 13 Dec 2005 (GMT)


  • Keep - Author vote. --Zacharias Cross 22:32, 13 Dec 2005 (GMT)
  • Kill - Zombies can't search for ammunition... --Jon Pyre 22:34, 13 Dec 2005 (GMT)
  • RE - I've edited the post to answer that. --Zacharias Cross 22:36, 13 Dec 2005 (GMT)
  • Kill - The zombie numbers have fallen significantly, but... it just doesn't seem right to be giving them guns. It's like turning them into "mostly-survivors" because as zombies they aren't doing too well. Personal preference vote here - I'd just rather not have gun-toting dead. --Drakkenmaw 22:40, 13 Dec 2005 (GMT)
  • RE - Well, don't forget about the reduction in accuracy, and the fact that the zombie would have had to get the skills in life, first. --Zacharias Cross 22:41, 13 Dec 2005 (GMT)
  • Kill - Zombies shouldn't have skills that require them to spend time as a survivor both to learn prerequisites and to use it (finding the equipment necessary). Also, this would likely earn the undying enmity of every zombie that ever took brain rot. The only upside I see is that it gives survivors a reason to wear flak jackets besides PKs. --Everyl 22:45, 13 Dec 2005 (GMT)
  • Kill WTF, mate. --Argus Blood 22:48, 13 Dec 2005 (GMT)
  • Kill Humans != zombies. Kthanks. --Zaruthustra 23:02, 13 Dec 2005 (GMT)
  • Kill/Humorous - I'm going to pretend that I didn't see this suggestion. (Side note: Give a semi-automatic pistol to someone who has never used one before and I bet it would take them a good long while to figure out how to properly remove the magazine, load the bullets, replace the magazine, rack the slide, remove the safety, etc., to say nothing of shooting the damn thing at all. To suggest that a zombie could do this with a mere 20% reduction in accuracy is, well ... humorous, at best. There is no comparison between swinging a crowbar and using a firearm properly.)-- Ethan Frome 23:00, 13 Dec 2005 (GMT)
  • Kill - whaaaa? --Shadowstar 00:15, 14 Dec 2005 (GMT)
  • Kill - No. --Dickie Fux 00:32, 14 Dec 2005 (GMT)
  • Kill - If this was even implemented a zombie should have 15% chance to hit. He shouldn't be able to search or reload ammo. And he should only get to use pistols. --ALIENwolve 00:34, 14 Dec 2005 (GMT)
  • Kill - But I laughed. Tigger Mortis, indeed. --RSquared 00:42, 14 Dec 2005 (GMT)
  • Kill - While Trigger Mortis is indeed catchy, a good skill this would not make. --Arcos 02:19, 14 Dec 2005 (GMT)
  • Kill - Just... no. Rhialto 04:59, 14 Dec 2005 (GMT)
  • KEEP - KEEP, KEEP, KEEPITY KEEP. There goes my entire line of credibility, but I watched Land of the Dead, man. Even Romero himself encourages this. In the heiarchy provided, make Trigger Mortis ( I love it!) require Death Rattle, and Dying Load require Trigger Mortis. -20% to -35% (yes, 35) is a good penalty. Heck, toss a Skill at the same level as Trigger Mortis for Searching! --Squashua 17:20, 14 Dec 2005 (GMT)\
Land of the Dead was the most disappointing George Romero zombie film ever, because it lost everything that made a zombie movie a zombie movie, in other words, it lost its title as a zombie movie because the zombies became so much like humans.AllStarZ 19:43, 14 Dec 2005 (GMT)
RE Zombies used to be humans, remember? I have a good point, huh? --Tereseth
By not referring to the original use a gun/learning shown in the many-years-old-now Day of the Dead and understanding that the Romero zombies have been evolving, you lost your credibility in this argument. I now defer this discussion to continue in the Talk section. --Squashua 02:33, 15 Dec 2005 (GMT)
  • Kill While we're at it, why don't we change all existing zombies into humans, including those with Brain Rot? It would make it much easier on the server than to put this suggestion in. Hell, why don't we make it so that when people die, they die forever? And change the game name Urban Dead? AllStarZ 19:34, 14 Dec 2005 (GMT)
  • Kill - This is just too silly. --Basher 20:39, 14 Dec 2005 (GMT)
  • Kill -- Do I really need to explain why? I know there are more than a couple of genre films with zombies who use guns, but that by itself doesn't make this a good idea. ("Trigger Mortis" is a great pun, though.) furtim 21:26, 14 Dec 2005 (GMT)
  • Kill - I think this should go to Humorous.But that's just my opinion. --Penance 00:23, 18 Dec 2005 (GMT)
  • Kill - Perfectly balanced but gun-toting zombies don't quite fit into the game.--The General 18:41, 19 Dec 2005 (GMT)
  • Kill - HELL YES. You who voted for kill are survivor pussies. Watch land of the dead, and get down with the sickness.--Tereseth 3:27, 24 Dec 2005 (GMT)


Timestamp: 23:18, 13 Dec 2005 (GMT)
Type: Item
Scope: Survivors, Libraries
Description: A book by Max Brooks, very useful, I suggest adding it as a special book. You can find it in the library, but it only has a 2% chance of being found. When you find it, read it repeatedly. 2% chance of reaching the end of the book and discarding it, 2% chance of discovering something useful and gaining a skill you don�t currently have. These can be found wherever books are found already, and you can only gain a free skill once.


  • Keep - Actually, I'm not sure this shouldn't be in humourous, but I think for the noobs sake, there should be a way of gaining an extra skill without spending 2 weeks getting the XP. --(Vote of author)
  • Kill - Not worth the code. --Drakkenmaw 23:22, 13 Dec 2005 (GMT)
  • Kill - Besides the fact that I don't think anything needs free advertising in this game (after all, it's just a pistol, not a brand of pistol), the idea of a free skill (even if only 2%) just doesn't sit well with me. It's not like there aren't enough ways for survivors to gain XP (and therefore skills). — g026r 23:24, 13 Dec 2005 (GMT)
  • Kill - Are you Max Brooks? --Jon Pyre 23:29, 13 Dec 2005 (GMT)
    • RE -I wish --[Kamikaze Fozzie]
  • Kill - 100 xp in one shot? No thanks. Jirtan 23:51, 13 Dec 2005 (GMT)
  • Keep - the book is a very funny book, so maybe just putting it in as a special cameo apperence would be cool, no specail skills, but it be fun if there were many zombie books and people good collect them, maybe movies to find in the cinemas? --Mr. Mcdoogles 00:08, 14 Dec 2005 (GMT)
  • Kill - While it is an enjoyable book it would be much more liked on the Fun Fact When Reading Books suggestion. --ALIENwolve 00:23, 14 Dec 2005 (GMT)
  • Kill - Neat idea, but a free skill is too much. --Dickie Fux 00:34, 14 Dec 2005 (GMT)
  • Kill - I'd change vote to keep if Max Brooks agrees to pay to upgrade the server in perpetuity. This is advertising in game, and should be charged as such. Rhialto 05:01, 14 Dec 2005 (GMT)
  • Keep - This would be handy for those just starting, or those with only Necrotech skills. I think this would be a wonderful idea (especially since it's a randomized skill)!--Zacharias Cross 16:17, 14 Dec 2005 (GMT)
  • Kill - No. --Basher 20:40, 14 Dec 2005 (GMT)
  • Kill - haha. i recently dropped that book title in one of my comments after a vote. i love that book, and i got the link to this game from its website - started playing and have been hooked ever since. i want to say keep, but these guys are right - in game advertising isnt a good idea, and thats what this would be. --Firemanstan 19:53, 15 Dec 2005 (GMT)
  • Keep - but only as a very rare cameo item, with minimal bonuses--if any. I like the book, but I'm kind of wary about giving external material a prominent place in the game. X1M43 20:32, 15 Dec 2005 (GMT)

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