Suggestions/13th-Feb-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.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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Headshot or Brainrot

Timestamp: EL Zillcho 01:46, 13 February 2007 (UTC)
Type: Skill decision.
Scope: survivor or zombie specialization.
Description: You only get 1! the whole point of the headshot and brainrot skills are that your a devoted survivor/zombie, so act like one. Once you choose one you cant choose the other. Anyone who has both skills would be refunded 100 Xp. After the update kicks in, next time you sign on if you have one or both skills(in the case of having one you arent refunded the 100xp and would pick headshot or brainrot.) there will then be a menu screen with brainrot or headshot and you simply pick one or the other (this could be a last chance for depressed zombies who want a chance to live once again, they would still be dead/undead until they are revived of course.)

this will be a one time thing, after the update no one will be allowed to have both skills and the fact that you could have both would be in the history part of wiki next to the old -xp headshot rule.

I want this to end up fair with absolutely no chance of sticking a player with a skill that he/she doesn't want or cheating/giving away xp. So if you think of anything please say so.

Keep Votes

  1. Author Keep - like I'm gunna vote against my own idea. --EL Zillcho 01:53, 13 February 2007 (UTC)

Kill Votes

  1. Kill - Nope, that's not the point of Headshot. It just makes it a bit easier to kill zombies, and have them stay dead. Yes, brain rot does show that someone is a dedicated zombie; I can't argue with that. To create a skill for dedicated survivors, which this attempts to do with headshot, it might make more sense to create a skill that makes it easier to revive the person - say, 5AP instead of 10AP (that name "Surprising Vitality" springs to mind). Applying these mechanics to a skill specifically created for dedicated survivors would make sense, not so much for a skill that just happens to be a rather good survivor skill, and is one of the harder ones to get (level 10 and up required). I may be repeating myself; if so, I'm sorry. --Saluton 02:13, 13 February 2007 (UTC)
  2. Kill Limiting playing options because of some arbitrary notion of dedication doesn't make sense. --Jon Pyre 02:51, 13 February 2007 (UTC)
  3. Kill Maybe if it was something like having brain rot negates the headshot effect. Youronlyfriend 04:52, 13 February 2007 (UTC)
  4. Kill Oh no. Oh no no no. It's not like you use them both at the same time anyway - BzAli 11:33, 13 February 2007 (UTC)
  5. No. I plan on getting all survivor skills for my zed, including Headshot, before I buy Brainrot. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:21, 13 February 2007 (UTC)
  6. Kill - My thoughts exactly as written by Pyre. --ZombieSlay3rSig.png 17:38, 13 February 2007 (UTC)
  7. Kill-As Pyre. --Reaper with no name TJ! 18:12, 13 February 2007 (UTC)
  8. Kill - I think that you have either been headshot too many times or your brain is rotten (but not both). --Gm0n3y 19:55, 13 February 2007 (UTC)
  9. Kill - You should be allowed to buy the skills you want. --genie in a bottle - zone 23:11, 13 February 2007 (UTC)
  10. Kill - all over a bad idea if there was a survivor skill like brainrot lte say it negate infection 50% of time then i could see having one or the other but this is suggestion is just a waste of space and serves two purposes 1. to prevent further suggestions that state this and 2. for me to waste my time voting kill and explain why.--Mazu 23:56, 13 February 2007 (UTC)
  11. Kill - No, brainrot is a permanent state, whereas headshot is a skill that can be used and has no restrictions. --Ducis DuxSlothTalk 22:54, 14 February 2007 (UTC)

Spam/Dupe Votes

  1. Spam - Headshot and Brain Rot. --Matthew Fahrenheit YRCT+1 02:12, 13 February 2007 (UTC)
  2. SPAM - Were you on drugs when you suggested this? The whole point of UD is that any starting class can get all of the skills Mattiator 04:36, 13 February 2007 (UTC)
  3. Spam - No sense whatsoever. -Mark D. Stroyer 18:37, 13 February 2007 (UTC)

Yet Another Barbed Wire Suggestion

Timestamp: Mattiator 04:51, 13 February 2007 (UTC)
Type: Skill and item.
Scope: Survivors
Description: Currently, almost all of the "Razor Wire", "Barbed wire", etc. were shot down. Wirecutters are useless. This idea solves the problem. You can now find a new item, "Barbed Wire" in forts (5%) and warehouses (5%). when you are outside a building, you can click on your barbed wire to use it around the doorway. anyone entering the building (survivors without free running or zeds) would take 3 damage. They can obviously be snipped by wirecutters, destroying them instantly. moving through the square or attacking the barricades wouldn't cause damage. After 10 people have moved into the building (and taken damage) the barbed wire would dissapear, so it wouldn't grief zombies.

Keep Votes

  1. Keep Author Vote Mattiator 04:51, 13 February 2007 (UTC)

Kill Votes

  1. Kill - I know I've seen this before but i can't be bothered to find a dupe. Youronlyfriend 04:55, 13 February 2007 (UTC)
  2. Kill Don't think it's a dupe. I just don't like the idea of entering a building causing everyone damage. --Jon Pyre 05:20, 13 February 2007 (UTC)
  3. Kill So, it doesn't nerf zombies, it just dishes out 3*10 HP damage to the attackers... - BzAli 11:35, 13 February 2007 (UTC)
  4. As above, above and above. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:23, 13 February 2007 (UTC)
  5. Kill - Auto-attack, anyone? With a 100% chance to hit as well. --Saluton 14:47, 13 February 2007 (UTC)
  6. Kill - It would be better if it wasn't a 100% chance to hit and a notification was displayed to those outside that there is barbed wire surrounding the location. --ZombieSlay3rSig.png 17:40, 13 February 2007 (UTC)
  7. Kill - 10 zombies take 3 damage each and there's nothing they can do about it? No thanks. Especially considering this does approximately 1.4 dmg/AP (10*3dmg/[20AP to find+1AP to use]), a higher efficiency than firearms against flak-jacketted opponents. And let's not even get into the griefing potential. --Reaper with no name TJ! 18:18, 13 February 2007 (UTC)
  8. Kill - I don't like the mechanics of this at all. --Matthew Fahrenheit YRCT+1 19:59, 13 February 2007 (UTC)
  9. Kill - At least make it so it can be attacked like a generator. --genie in a bottle - zone 23:15, 13 February 2007 (UTC)
  10. Why did you say this "solves the problem" when it doesn't?--Pesatyel 03:08, 14 February 2007 (UTC)
  11. Kill - Hmmm, I don't really like this one. It just defies too many of the mechanics held to be sacred (no auto hits, etc.)--Ducis DuxSlothTalk 22:57, 14 February 2007 (UTC)

Spam/Dupe Votes

  1. Spam This isn't fixable. Low level characters have it hard enough, lets not hurt them every time they finally find a building they can enter. --Sgt. Expendable JG05:30, 13 February 2007 (UTC)

PK Changes REVISED AS PER VOTER SUGGESTION

Timestamp: Valore 05:50, 13 February 2007 (UTC)
Type: Gameplay Improvement.
Scope: Those who enjoy PKing.
Description: Murderer Skill Tree

Why: As stated in the Suggestions FAQ, PKing is here to stay. While it is not to be encouraged, I thought it would be nice to at least make PKing interesting, the idea behind this being, if its in Urban Dead, lets at least make it somewhat fun. As such, I came up with this suggestion to both allow PKers a certain small advantage if they choose to continue on their current evil ways, while also emphasising that regardless, there will come retribution for their actions.

While building this suggestion, I considered certain factors:

1. Survivors should not be griefed more than they already are by PKers.

2. PKers should be able to enjoy what they do, although this enjoyment should not contradict factor 1. Players should not be allowed to grief other players, period.

Description: Below are a few skills which only are use to PKers, and may be bought by any survivor for 100XP. Players which have these skills would then be looked upon perhaps with some sort of suspicion.

Skills:

Feed The Crows Some murderers enjoy watching their victims suffer, torn apart by the shambling hordes of dead. In zombie infested Malton, everyone can hear you scream, but few people really care.

For 3AP, Murderers may dump victims with 10 or less HP outside buildings, food for any zombie who happens to pass by. These victims are placed outside the building they are currently in, regardless of building barricade level. Other players in the room see the message: "XXX dumped YYY outside the building"

Scavenger (Requisite for Graverobber) More comfortable with the dead than the living, Murderers have found little solace in most civilised areas, and have become accustomed to looting the corpses that litter Malton’s streets.

Murderers searching areas always have a 0.1% chance per corpse of finding a random item. This ability also allows them an additional roll in buildings if they fail to find anything during their original search.

Example: Murderer searches a police station, and finds nothing. However, there are three corpses present, the murderer also has a 0.3% chance of finding a random item, which is calculated after his failed roll. If the murderer finds something on his original roll, this ability is ignored.

Graverobber: With the recently implemented policy of Sacred Ground, the amoral Murderers have found that Graveyards are an even better place to find useful items. Murderers searching graveyards have 0.2% chance per corpse of finding a random item.

Conclusion: Removed skills that would boost combat, while avoiding the flagging of PKers excessively, as many of the guys who voted suggested I do. Thanks for your feedback guys, please vote again.

Keep Votes

  1. Keep - Yes, these seem appropriate and not overpowering skills for a character who is a death cultist, murderer, or just has a morbid streak. Having them would raise suspicion, but need not limit game play any more than having lots of zombie skills currently does- they are all potentially useful to anybody. Even "feed the crows" could be used AGAINST death cultists/ zombie spies, to get rid of them! The "graverobber" mechansim seems a bit off- 1 corpse in a graveyard yeilds a 5.1% seach? How about just doubling the normal Scavenger effect in graveyards, or dropping that one altogether? --S.Wiers X:00 15:09, 13 February 2007 (UTC)
    • Re - Cheers mate, I've put your suggestion in. --Valore 15:35, 13 February 2007 (UTC)
  2. Keep - I think that most people will end up getting these skills anyways, since they have non-PKer benefits. I don't find the searching skills to be very useful, but they don't hurt. I actually like the human feeding drag and I think that they should both be crossover skills like Diagnosis / Scent Blood although that negates the attempted PKer designation somewhat. Also, as ShadowScope, clarify that a message is displayed for Feed The Crows. --Gm0n3y 20:09, 13 February 2007 (UTC)
    • Re - Clarified. --Valore 06:18, 14 February 2007 (UTC)

Kill Votes

  1. Kill - Some people play the game to collect every skill, from both survivors and zombies. Adding a skill tree that requires people to kill other survivors would bring the number of PKers up a lot. Also, giving only PKers the ability to loot bodies? I'm sure that many people would turn into PKers just to get that skill. --Saluton 14:51, 13 February 2007 (UTC)
    • Re - The original suggestion needed you to kill people to access it, this one is open to all survivors. You don't need to be a PKer to buy the above skills. Cheers. --Valore 15:30, 13 February 2007 (UTC)
  2. Again...a skill tree for PKers? You're daft. And I can tell you this will probably be spammed off the page since many dedicated survivors don't want to make PKers stronger. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 14:53, 13 February 2007 (UTC)
    • Re - I'm against PKing myself, but I believe Urban Dead policy is to make the game fun. While I do not advocate PKing myself, since PKing is in the game and is there to stay, I don't see any harm in introducing a few skills which allow an aspect of the game to be fun, but not allow you to do anything you couldn't already. Most PKs would just spend another shotgun shell to put you out of your misery, rather than push you out a building. Conversely, the body search skill doesnt mean you NEED to kill someone to search bodies, you could if you wanted to in other situations. Please don't vote kill without thinking things through. Thanks. Plus, I'd appreciate you laying off the personal insults. --Valore 15:30, 13 February 2007 (UTC)
  3. Clarify that when using Feed the Crows that everyone sees you doing such a thing. Otherwise, it can be used for "stealth PKing"...which is not your intention.--ShadowScope 17:24, 13 February 2007 (UTC)
    • Re - Clarified. --Valore 06:18, 14 February 2007 (UTC)
  4. Kill - Why would a PKer give zombies a free meal when he/she enjoys killing people him/herself? The percentages for search are also quite negligible unless in a pile of 75+ bodies. Doesn't the possession of these skills "flag" PKers to other survivors and negate their (PKers') possible anonymity? --ZombieSlay3rSig.png 17:47, 13 February 2007 (UTC)
  5. Kill - The first skill is extremely overpowered, and then... I buy every skill that is available for me to buy, as everyone that max out his characters, so will I have to look as a PKer in order to have every advantage I can get in Malton? I think not. --Matthew Fahrenheit YRCT+1 19:58, 13 February 2007 (UTC)
    • Re - Extremely overpowered? So a skill that pushes you outside a building for 3AP, is EXTREMELY overpowered when compared to a shotgun blast through your face for 1AP? A little rationality would perhaps be in order. --Valore 06:18, 14 February 2007 (UTC)
  6. Kill- A skill tree that is only of use to PKers=Something that makes PKers more powerful. They don't need a buff. They're nerfing zombies as it is. --Reaper with no name TJ! 20:35, 13 February 2007 (UTC)
    • Re - Its not giving them the ability to do something they couldn't already, hence I doubt you could call it a buff. So instead of putting a shell through your skull for 1AP, they shove you out the door for 3AP. --Valore 06:18, 14 February 2007 (UTC)
  7. KILL AGAIN - As I said before, making PKing more fun is encouraging it. And we DON'T want to encourage PKing! --Gateking 21:30, 13 February 2007 (UTC)
  8. Kill - player killers, zombie slayers, medics, necro scientists, fireman, etcetera. there all doing one thing SURVIVING, thats why they get their tree, and zombies get their own. and this would never be added into the game anyway. If kevan wanted to encourage PKing then he wouldn't have made give you half the experiance for doing it. so PKers you gotta work with what everyone else has got. - EL Zillcho 01:31, 14 February 2007 (UTC)
  9. Kill - Notices that this suggestion has less than 10 HP, and dumps it out the window, regardless of the EH barricades blocking the door -- boxy T L ZS Nuts2U DA 11:22, 14 February 2007 (UTC)
  10. Kill - what a load of shite. First you say, no griefing should be in the game, and then you rattle off a list of griefing skills. Jebus H Eh? --Funt Solo Scotland flag.JPG 14:44, 14 February 2007 (UTC)
  11. kill Better than the first try, but still bad. However, I do like feed the crows. - BzAli 16:32, 14 February 2007 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here

  1. Spam- I thought humorus suggestions had their own page. --genie in a bottle - zone 23:17, 13 February 2007 (UTC)

Colour Contacts Legend

Timestamp: User:Provost 11:36, 13 February 2007 (UTC)
Type: Gameplay Improvement
Scope: Everyone
Description: Allow Players to add their own legend to the colouring of contacts. At the moment players colour code their contacts. I suggest adding the ability for players to be able to note down what each colour is for.

Keep Votes

  1. Seems ok. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:28, 13 February 2007 (UTC)
  2. Keep - Helpful. --Uncle Bill 14:25, 13 February 2007 (UTC)
  3. Keep - You could write down the color code or memorize it, but if you are absent-minded like me, or something like that, it would be useful. --ZombieSlay3rSig.png 17:50, 13 February 2007 (UTC)
  4. Keep - I just have the 'Red are people I want to kill', 'Green are people I like' thing going on with mine, but if I had this I might make more groups. --Gm0n3y 18:21, 5 April 2007 (BST)
  5. Keep - OK, but I would rather be able to sort by group or color. --genie in a bottle - zone 23:20, 13 February 2007 (UTC)
  6. I see no reason why there can't be a legitimate "notes" section on contacts page. Except for black (people who PKed me) I don't remember what half the colors mean anymore. And "Use Firefox/UD Tool" is NOT a valid reason.--Pesatyel 03:13, 14 February 2007 (UTC)
  7. Weak Keep - you've heard about this stuff called "paper", right? And a pen? --Funt Solo Scotland flag.JPG 14:45, 14 February 2007 (UTC)
  8. Keep - I authored this. I want it because I keep forgetting the reason I made some contacts a certain colour. --Provost 15:08, 14 February 2007 (UTC)
  9. Keep - I too have a weak memory. My contacts page looks like someone ate a bag of skittles and vomited all over it. I have no idea why some are purple, or why this one dude is in yellow. I tried paper and sticky notes, but my wife throws them away while I'm at work. Please implement this. --Doc Garden 05:26, 21 February 2007 (UTC)

Kill Votes

  1. Kill I think it's more effort than it's worth. How hard is it to remember five colors? --Jon Pyre 17:35, 13 February 2007 (UTC)
  2. Kill- Sticky notes ftw. If you even need one.--Grigori 21:17, 13 February 2007 (UTC)
  3. Kill - Use Firefox and get the UDtool extension. Does all that and more, so no need to waste Kevan's valuable development time doing this to the game itself. --c138 RR - PKer 23:00, 13 February 2007 (UTC)
  4. Kill - Jon said it. How hard? Pffft. --Ducis DuxSlothTalk 22:59, 14 February 2007 (UTC)

Spam/Dupe Votes

  1. Spam - Mechanism exists in game already; put the legend information on your wiki user page. Nobody else will ever see your contact list (or the proposed non-wiki legend) unless you are sharing control of your character (likely a form of alt abuse). --S.Wiers X:00 14:31, 13 February 2007 (UTC)

Dead Body Skills and Revived Body Skills

Original Time: •▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:56, 13 February 2007 (UTC)

Author Removed for good since many people wanted to keep with buying survivor skills when they just died. Tally was 1/6 Keep/Kill total, excluding author vote. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:47, 14 February 2007 (UTC)


Melee Weapons game mechanics

Timestamp: Cataphract 15:01, 13 February 2007 (UTC)
Type: Game Mechanic
Scope: Everyone
Description: We all know melee weapons are heavily underpowered compared to firearms, which is highly unrealistic and barely balanced-but a 'simple' solution like making them more damaging or giving tons of skills is useless. I mean, shoot a zombie and chop it with an axe. Which is more effective and heck, easier to do? To keep things simple, this suggestion is two-fold:

A)Melee Weapons should take into account that unlike ranged weapons where you shoot at a mass, at close combat you have many of these buggers attacking you. So 10 zombies in the same square make melee weapons useless because no survivor in his right mind would just hack away at a horde and let them overrun him- have you seen this in any movie? This, on the other hand, might create problems with zombies amassing in hordes to protect themselves... well, I'm afraid that's the case, folks. Weapons should be categorized by reach. Reach 0 are knives and fists, for example. Reach 1 would be for axes, swords, clubs etc. Reach 2 would be for spears and polearms. For every zombie in a horde after the first, reach 0 weapons receive a -10% penalty, reach 1 weapons receive a -5% penalty and reach 2 weapons receive a -2% penalty, all cumulative. Penalties reach up to 30%, but a two-tiered zombie-hunting skill, 'Horde Slayer', would decrease it to -20% and -10% respectively.

B)Make melee weapons more anti-zombie. My ideas would include

i)Increase accuracy. All weapons should have +10% to hit zombies.

ii)Increase damage. A two-tier zombie-hunting skill, 'Zombie-slayer' that adds +1 for the first level and +2 for the second level.

C) Durability of weapons. A weapon has DP-Durability Points, and sharp weapons have Sh-Sharpness. Every attack has a chance of reducing Sharpness (which reduces weapon damage), to simulate how bladed weapons blunt with use, and also a smaller chance of reducing Durability Points. When durability points reach 0, the weapon is broken and discarded. Durability points can't be restored, but Sharpness can- except that there's a chance that durability points are also removed in the process. Think of a sword- it blunts with use, you sharpen it, but eventually from the sharpening it gets so thin it breaks.

The above should make melee weapons deadlier against lone zombies (as is the case, since a single zombie is easy to kill) but useless against hordes of'em. This will pave the way for more powerful melee weapons that do not unbalance the game but balance it. I'll post a list of weapons (full with damage, accuracy, reach and durability) and skills tomorrow- can't make another suggestion today.

Also now set in cement. And to answer some of you (this is not a discussion but a statement meant to answer some typical questions): Q: But I can still hit one of them! A: Indeed, you can. But noone in their right minds would close in a horde of zombies with whatever weapon he might have at hand, because it's still difficult- your weapon can be caught up, and those precious seconds of inactivity used by zombies, and in a zombie-crowded room it's difficult to maneuver a large weapon. Thus, I've capped the penalty to 30%, with skills decreasing it to 20% and 10%.

Q: We don't want more powerful melee weapons! A: Many have expressed interest in more powerful melee weapons, a realistic and flavor-adding suggestion. And it's a more satisfying experience being able to bash a zombie to bits than simply riddling it with holes.

Q: Other melee weapons are flavor items, only the axe is useful. A: What's the point in that? Then remove all others. Otherwise, tweak the existing ones and add others to make it better.

Q: Melee weapons have low damage and low accuracy but don't need to be reloaded- it's balanced. A: Maybe, but hardly realistic. But powering them up the way they are IS unrealistic. So, I have given them two drawbacks: they're not that good against hordes (it'd be much better if this was real-time and had distances, but we'll simulate it as much as we can) and the durability issue.

Q: Why make it realistic? It's a game. A: Because it's supposed to be a realistic game with a gritty, real world feeling. It's got the 'survivability' factor good enough because if you stay out you're dead, but the combat factor, I'm afraid, is lacking. If I didn't want a realistic game I'd go play Star Wars or Pokemon.

I will also open a discussion thread.

Keep Votes

  1. Author Keep - Well, I like it myself, otherwise I wouldn't post it. --Cataphract 15:01, 13 February 2007 (UTC)

Kill Votes

  1. Kill - You need some sort of a limit to how badly you are going to nerf axes. (-5% penalty per zombie with no limit?) Yes, there may be a bunch of zombies in the room, but that doesn't mean I can't hit at least one of them. --Uncle Bill 15:38, 13 February 2007 (UTC)
  2. Kill Well, Spam, as it is stupid. Really. But I don't want to vote spam, feel happy. Look, how would have loads of zombies make it harder to hit? And we don't want more powerful melee weapons. Simple. More powerful guns are suggested far more than more powerful melee. -- Dance Emot.gifTheDavibob LLLDance Emot.gif 15:50, 13 February 2007 (UTC)
  3. Kill The axe is fine. It's a fallback weapon when you have no ammo. Other melee weapons are essentially flavor items. --Jon Pyre 17:33, 13 February 2007 (UTC)
  4. Kill - I think that melee weapons are fine in their current state. In the game mechanics, melee weapons have low accuracy and low damage, but don't need to be reloaded/replaced, but firearms have high accuracy and high damage, but do need to be reloaded. If the melee weapons all had high accuracy, then no one would use firearms, but if firearms carried a massive amount of ammo, then no one would use melee weapons. The advantages and drawbacks of the weapons balance each other out, so each type of weapon stays useful. --ZombieSlay3rSig.png 18:01, 13 February 2007 (UTC)
  5. Kill - We all know melee weapons are heavily underpowered compared to firearms, which is highly unrealistic and barely balanced. What the heck have you been smoking? If anything, firearms are underpowered. Check the melee weapon vs firearm efficiency page in the guides section. Against a flak-jacketted opponent, firearms Dmg/Ap after searches are considered is 1.35. Axes have efficiency of 1.2 Dmg/AP and don't require dependence on PDs/Malls/Armouries. It also takes a lot less XP to become proficient in axes than in firearms. I like your idea to make weapons suffer decay and I'm not violently opposed to your reach idea (though it would definitely require changes), but making all the melee weapons stronger isn't good. Heck, fire axes with 50% accuracy and 4 damage would be even more effective than zombie claws! --Reaper with no name TJ! 20:30, 13 February 2007 (UTC)
  6. Kill - I almost want to vote keep just for the PK potential, but no. The balance of the current weapon system is fine. This also hurts feral zombies. You need to at least write out all of the numbers so we can tell if it will be balanced. I don't think this suggestion can be saved. --Gm0n3y 22:03, 13 February 2007 (UTC)
  7. Don't nerf my backup PKing weapon, the axe! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:52, 14 February 2007 (UTC)
  8. Spam in the Kill - as wot they all said against. --Funt Solo Scotland flag.JPG 14:46, 14 February 2007 (UTC)
  9. Kill - Overcomplicated and not needed. - BzAli 16:28, 14 February 2007 (UTC)

Spam/Dupe Votes

  1. Spam - To many "either / or / both" options to say what the actual result would be- use the discussion page before posting a suggestion to sort that kind of thing out, the suggestion do's and don;ts say to be specific. However, what is clear is that (with no zombies around, say inside any safehouse or mall) the newly buffed melee weapons would be really uber-good for PKing. Maybe not the intended effect, but that's how the suggestion would work out. --S.Wiers X:00 18:17, 13 February 2007 (UTC)
  2. Spam - Set it in cement before submitting. "Oh, something like this would be good. Or maybe this. I don't know how much, but something," is not a suggestion. -Mark D. Stroyer 18:31, 13 February 2007 (UTC)
  3. Spam -As soon as I saw the "reach" thing I thought this, and durability points backed it up: "what, do you think this is D&D here?" i have gotten the "new member tips" page twice already and I see people every day who have obviously not seen the part of it pertaining to suggetions. 1: we do not have swords, clubs, spears or polearms. 2: The game is not realistic. if you want a realistic game go play D&D. --AlexanderRM 9:00 PM, 13 Febuary 2007 (EST)
  4. Spam Simply...wow. Your ACTUALLY suggesting making melee weapons WORSE? WTF? They are underpowered as it is! While realism should be an aspect of EVERY suggestion, making it the ONLY aspect is a bad idea. Making melee weapons more "complicated" doesn't make them better.--Pesatyel 03:20, 14 February 2007 (UTC)

free running tweak

Timestamp: Honestmistake 17:31, 13 February 2007 (UTC)
Type: Skill, balnce change
Scope: Everyone with free running.
Description: .Freerunning between buildings upto VS baricades as normal, 2AP for those above this to represent accesss dificulty, If you only have 1 AP you get the message "someone has baricaded the building and you were unable to find a safe passage!" A small and simple change that should encourage people to go outside occasionaly. Taking into account input from the talk page I further suggest that the extra AP be waived if you have less than 50% of your inventory full or both a crowbar and a new civillian skill 'free passage'

Keep Votes
For Votes here

  1. I think Free Running is overpowered. There are survivor player that have never SEEN a zombie (accept maybe by accident). Why do you think there is the perception that PKing is so "rampant"? As for the definition, it is all speculation. I do not believe we have seen a definitive definition of what constitutes Free Running.--Pesatyel 03:25, 14 February 2007 (UTC)
  2. Author keep. free running is too good, no one skill should be essential to play but frankly this one is... A minor tweak to the skill such as this would not destroy its use but might balance it slightly. Voters it seems feel otherwise!--Honestmistake 01:21, 19 February 2007 (UTC)

Kill Votes

  1. Kill Free Running is roof to roof or fire escape to fire escape. Barricades are bypassed entirely. --Jon Pyre 17:38, 13 February 2007 (UTC)
    ::*He is only talking about free-running. Those without freerunning are stuck outside as usual.--SporeSore 18:00, 13 February 2007 (UTC) Non-author reply struck. --ZombieSlay3rSig.png 18:05, 13 February 2007 (UTC)
  2. Kill - In my opinion free running is acceptable in its current state. --ZombieSlay3rSig.png 18:05, 13 February 2007 (UTC)
  3. Kill- As Mark, just not spammy. Kevan's definition of free running is jumping from roof to roof, as you can read in one of the news paper texts.--Grigori 21:19, 13 February 2007 (UTC)
  4. Kill- Leave it the way it is. --genie in a bottle - zone 23:32, 13 February 2007 (UTC)
  5. As Mark, yet less spammy, but then...Freerunning may also be from the sewers. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:54, 14 February 2007 (UTC)
  6. Kill - leave other people's skills alone. --Funt Solo Scotland flag.JPG 14:47, 14 February 2007 (UTC)

Spam/Dupe Votes

  1. Spam - Where are the barricades? The bottom and second floor entrances. Where do you free-run? The roof. -Mark D. Stroyer 18:28, 13 February 2007 (UTC)
    RE: free running cannot just be jumping roof to roof as streets are a bit too wide for that, if you have ever been to even a supermarket you might notice that the gap from one building to the next is just a litlle more than 10 foot! I have always seen free running as taking advantage of gaps and openings that zeds are too clumsy to or not dexterous enough to reach... This means rooves, fire escapes, windows etc..--Honestmistake 21:05, 13 February 2007 (UTC)
  2. Spam and almost-dupe -There was something similar a while ago but had 3AP for EHB buildings. One vote had "survivors have free running-zombies have ankle grab. both overpowered." Also I wanted to say "Yes, free-running hasn't really been "explained", but it's generally assumed that you do NOT do it by leaving the building, going over to that square, and going in through the main entrance. The barricades are the main door, and either the entrance is so heavily barricaded that you can't get in or lightly caded so you can get in. no in-bettween. --AlexanderRM 6:16 PM, 15 Febuary 2007 (EST)

Pathogenic Liquid

Timestamp: ShadowScope 21:29, 13 February 2007 (UTC)
Type: Zombie Tactical Resource Point
Scope: Zombies
Description: This is a revision of "Air-Borne Pathogen"...

NecroTech has been studying aspects of the Zombie outbreak. In fact, there are some containers out there that has just been discovered that contains some of the Zombie virus itself, in a liquid form. This liquids contain very important experimenations on the zombie outbreak, helping NecroTech to learn how to cure it. At least, that what NecroTech claims. But there lies a problem...if zombies are exposed to this virus, they can become more powerful...and more deadly.

In every suburb, there is an Pathogenic Liquid Container. It is located in a building with a door. It will not be located in NecroTech buildings or in malls (to get away from a mall-centric and NT-centric gameplay). I prefer it to be placed in buildings that are not TRPs, to provide use for those buildings...but they don't have to be.

You see a small container that is attached to the walls of the building. It is not activated. It has the NecroTech logo on it.

When zombies ransack the building, the descirption of the building changes to: You see a small but damaged container that is attached to the walls of the building. It is releasing a purple liquid onto the floor, making a mess, and you do feel some sickness from breathing some of its vapours. It has the NecroTech logo on it.

If you repair the building, the container is repaired.

While the building is ransacked, zombies can spend 1 AP to "Drink the Purple Liquid". This is a 100% success rate, but this is due to the fact that zombies are mobile, and have to go and come back to drink the Purple Liquid over and over again. This also takes into account that zombies have to spend lots of AP to take over and secure the building with the Pathogeonic Liquid Container...

If one drink the "Purple Liquid", he get this message:

You drink the purple liquid, to sastify your thirst. You feel that your reflexes has been amplified, and that you can now seem to bite more effectively.

The zombie receives a new Item: "Purple Liquid Mutagen", with a quanity of 20 "ammo". This will take up 2 spaces for a Zombie character, but since Zombies don't care much about items (most carrying only a Flak Jacket), this would be fine. This is to represent the effectiveness of the mutagen and how long it last. Basically, you now have access to Advanced Bite, which works the same as a normal Bite...however, it has a 10% higher accuracy. When you do one Advanced Bite, you use up one "ammo" of the Purple Liquid Mutagen. Once you run out of ammo, you can no longer do Advanced Bite.

If one already have drunk the "Purple Liquid" and currently have the "Purple Liquid Mutagen" item, he get this message, and loses no AP:

You feel full after drinking the Purple Liquid. Maybe you should return once the Liquid's effects wear off to drink this liquid once more.

If one already have 51 items, they get this message and lose 1 AP:

You try to drink the purple liquid, but you fail miserably, because you are carrying far too many stuff to effectively crouch and lap up the liqiud. It would be best if you drop some of those items so that you can become more free and able to you can drink the purple liquid.

If you get revived, then it can be assumed that the "Purple Liquid Mutagen" virus goes into remission, along with the zombie virus. You still have the item, and can decide to drop it, just like you can drop any item. However, you cannot use the Purple Liquid Mutagen item until you are a Zombie. (This is similar to a zombie not being able to use Guns even so they can carry them). Once you get killed, you can then use the Purple Liqiud Mutagen item as normal.

The reason I choosen items is because it seems to be the most simplest way Kevan can implement this. Since he can implement guns, he can surely implement this as well.

This new addition make it easier for zombies to destroy the suburb, making the zombies want to play the game. It's fun basically. It give zombies some way to encourge them to hold buildings.

Keep Votes

  1. Keep - Cool. --Toejam 23:15, 13 February 2007 (UTC)
  2. Keep - The messages and the thing's name are a bit dodgy, but the concept is solid. --c138 RR - PKer 23:19, 13 February 2007 (UTC)
  3. Keep I like the idea of zombies geting a consummable weapon like survivors do and encouagig more zombie survivor warfare over a none resource building.--Mazu 00:18, 14 February 2007 (UTC)
  4. Cool - A fitting flavor and effect- probably one of the better ideas for a zombie attack buff I've seen. Though when I saw the name, I was REALLY hoping it would include leaky 55 gallon drums of toxic waste located in warehouses and junkyards and maybe certain hospitals, if the neighborhood has a lot of hospitals. Ransack the location = pop the top off a barrel or two and have a zombie soup kitchen! That would be much cooler (flavor wise) than some little wall dispenser that zombies lap at like hamsters in a cage. --S.Wiers X:00 00:51, 14 February 2007 (UTC)
    • You make an excellent point. If others agree with Swiers' idea, I'll probraly add it as a note if it gets to Peer Review or Peer Undecided.--ShadowScope 00:58, 14 February 2007 (UTC)
      Below a voter mentioned factories. Yeah, duh, 55 gallon drums in factories too. Maybe pull hospitals, since the other three are plenty common, and there's not THAT much waste stored in hospitals. Junkyards, Factories, and Warehouses would be good, and fits an obvious theme. --S.Wiers X:00 14:10, 14 February 2007 (UTC)
  5. Keep It's Nice. FriedFish.ca 01:27, 14 February 2007 (UTC)
  6. Keep - Nice concept. Hope this gets in. --Gateking 01:46, 14 February 2007 (UTC)
  7. Keep But nix the random container on a wall and make it barrels in a few warehouses and factories. And rather than having to drink it just make the zombie entering the building replenish their supply. I'm not sure I like the idea of zombies drinking random kool-aid like substances, and Necrotech isn't necessarily evil. They didn't necessarily plan to have their building ransacked and their genetic samples spilled. --Jon Pyre 05:18, 14 February 2007 (UTC)
  8. Too Cool. Keep. It's a great idea. - - Scalene's Lollipop.jpg Lil' 'alene Widley 06:39, 14 February 2007 (UTC)
  9. Nicely done - Though I'm with the toxic barrels in the factory/warehouse flavour. The rest of it is fine - now zombies have a fine wine to go with their brains *8-). –Ray Vern Pig.gifphz T 10:20, 14 February 2007 (UTC)
  10. Keep - It's a great idea. I love it!--Captain911 11:13, 14 February 2007 (UTC)
  11. Keep - Lovely. --Abi79 AB 11:25, 14 February 2007 (UTC)
  12. This suggestion feels full after receiving plenty of keeps. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:57, 14 February 2007 (UTC)
  13. Awesome Suggestion - This is the perfect zombie equivalent of firearms! --Reaper with no name TJ! 22:53, 14 February 2007 (UTC)
  14. Keep - I like, although I have no idea of how this can be considered a 'firearm' attack --Ducis DuxSlothTalk 23:04, 14 February 2007 (UTC)
  15. Keep - I like the sound of this. I'm a fan of anything that shakes up the game a little bit. Doc Garden 05:22, 21 February 2007 (UTC)

Kill Votes
Against Votes here

  1. Interesting. But I don't like the idea of this "container" just being attched to the wall. Doesn't make any sense. How about just giving the zombies a % chance of finding the liquid when they ransack (or enter a ransacked building).--Pesatyel 03:28, 14 February 2007 (UTC)
  2. Kill - Overpowered. The liquid never runs out, is 100% to find, 100% to use, always in the same location, and provides 20 bites at +10% (for no extra AP apart from the 1 to drink it). If I were to suggest something similar for survivors... --Funt Solo Scotland flag.JPG 14:52, 14 February 2007 (UTC)
  3. Kill As Funt said. - BzAli 16:22, 14 February 2007 (UTC)
  4. Kill, and change - Funt had a great idea how to fix this up: make something similar for survivors. If you acctually look at accuracy, Zombies are accross-the-board more powerful. think about axe: three damage at 40% to hit. bite: 4 damage at same hit chance. but on top of that we musn't forget digestion and infectious bite. The game is horribly unbalanced as it is-don't make it worse. --AlexanderRM 6:22 PM, 15 Febuary 2007 (EST)

Spam/Dupe Votes
Spam/Dupe Votes here