Suggestions/14th-Jun-2006

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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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Zombie Classes

Spaminated with 8 spam votes/12 total votes. Most voters thought that the suggestion would make starting zombies too powerful. –Bob Hammero ModB'cratTA 00:22, 15 June 2006 (BST)


An Idea For A New Zombie Attack

Timestamp: 09:02, 14 June 2006 (BST)
Type: Skill
Scope: Zombies
Description: I think a new attack would make zombies considerably more fun to play. Here's my take on the disease/vomit attack type ideas that have come up before but have generally been overpowered.

When a zombie eats flesh except for the little digested to regain health mostly goes unused and builds up. Eventually the zombie vomits up this foul brew of rotting meat and stomach acid as their stomach becomes too full. Gastric Contagion would be a subskill of Digestion granting zombies a new Vomit attack option. This attack starts with a 0% accuracy and rises as the zombie uses it's bite attack, increasing 5% with each sucessful bite to a maximum for 50% (60% with Tangling Grasp). Each time the Vomit attack is used its accuracy drops by 10%. In that sense the attack would give zombies a sort of ammunition and resource management.

The attack deals a mere 1 damage but gives survivors a Diseased status. A diseased survivor isn't infected with the zombie plague and does not lose health per turn, it's a mundane illness. They instead have increased difficulty performing certain tasks that require a steady hand or acute senses. This has two negative effects.

  • 1 - The bonus conferred by each firearms skill drops by 5%. So a player with only Basic Firearms Training would only suffer -5% accuracy from Disease while a fully maxed out player would suffer -15% accuracy.
  • 2 - Search success rates are lowered by 20%.

The diseased condition can be removed by use of a first-aid kit. If the player is also Infected it'll cure both conditions. However unlike Infection the administration of antibiotics doesn't instantly end the illness. The disease must still run it's course, and the player will continue to suffer the ill effects for the next 20AP they spend after being treated.

I believe this skill is balanced, and provides a fun kind of resource management in that the zombie will have to mix up their hand attacks with some bites in order to continue using their Vomit attacks. The penalty to survivors is not crushing but at the same time worthwhile to the zombies. It would give zombies a new level of strategy. Letting them choose between focusing on hand attacks to kill survivors or use bites and vomit (along with a hand attack for tangling grasp) to weaken defenders.

Votes

  1. Keep Author vote. A fun new attack to make playing a zombie more interesting. It gives zombies a deeper strategy and a whole bunch of fun. --Jon Pyre 09:02, 14 June 2006 (BST)
  2. Kill - Urge to spam... rising... I thought we'd established by now that negative "to hit" effects are bad all round? And who says the Infected Bite isn't something like rabis (man I can't spell today)? Zombie Vomit just isn't in genre (IMCO). Would every please stop making suggestions on this god awful idea! That said, I like the idea of a Zombie Charge Attack... Not sure if this fails multiply by a billion... so Kill not Spam. Though to be fair, I see no way of being able to fix this idea. Ever. David Malfisto 09:09, 14 June 2006 (BST)
    • Re This isn't really out of genre, and I've seen it in a few different types of media. Zombies and slime generally go together, if this was a zombie with a gun that'd be different. Genre isn't a concrete thing, heck, revivification syringes certainly are out of genre. I took into account the Billion rule and didn't make the penalty too high, scaled it to not harm newer players more, and required two successful bites to charge up for an attack. After all the billion rule has its limits. The skill should have an impact on the game, just not an unbalancing one. --Jon Pyre 09:20, 14 June 2006 (BST)
  3. Spam - *throws up violently on the suggestion* There, how do you like it? --A Bothan Spy Mod WTF U! 09:49, 14 June 2006 (BST)
    • Re So I assume you think it's out of genre or that it's overpowering or what? I know you hate the suggestion but I'd like to know why. --Jon Pyre 09:55, 14 June 2006 (BST)
      • Re - To be honest, I didn't read the suggestion past the word "vomit". I'm sick of them; can't people come up with something original? --A Bothan Spy Mod WTF U! 10:02, 14 June 2006 (BST)
        • Re This is an original suggestion. The mechanics laid out inside are completely new. And even if you dislike the flavor of a vomit attack (no pun intended) giving me your opinion on the mechanics might allow me to incorporate them into a different kind of less-gross attack. --Jon Pyre 16:03, 14 June 2006 (BST)
          • Re - Here's my advice, listen carefully. Make it anything that doesn't involve disgusting bodily fluids. That includes diarrhea, vomiting and farting. --A Bothan Spy Mod WTF U! 08:29, 15 June 2006 (BST)
  4. Kill - The eating and vomiting part was still tolerable, but the infection's side effects are just way too dramatic. --Nob666 10:47, 14 June 2006 (BST)
  5. Spam - Gross does not equal fun. What's next, a Projectile Diarrhea attack? --Jimbo Bob ASSU! 10:53, 14 June 2006 (BST)
  6. Kill - See Nob666's vote. –Xoid 13:55, 14 June 2006 (BST)
  7. Keep - End the knee-jerk spam reaction. --Mookiemookie 14:09, 14 June 2006 (BST)
  8. Keep - Looks pretty good to me. Assuming the "loaded" vomit stays with you indefinitely (which seems to be the intent), what would probably happen is that you'd bite several different survivors over the course of a couple days, then unload on one unlucky survivor once you've got the hit % built up. This really hits survivors where it hurts -- firearms usage and item searching -- so it would be very satisfying to pull off; but since it can be guranteed cured by a FAK + 20 AP, it's far from broken. Color me intrigued, at least. --Ember MBR 14:59, 14 June 2006 (BST)
  9. KILL -Not only is that extremly over powered, it's just plain sick and wrong.--Labine50 MHG|MalTel 19:41, 14 June 2006 (BST)
  10. Keep - You're playing a game in which cannibalistic living dead eat people alive. Vomiting should be the least of your moral qualms. Also, this is probably the first working Vomit suggestion I've seen. --Bachmaner 19:59, 14 June 2006 (BST)
  11. Keep - I thought you voted on one of my suggestions that zombies didn't need more attack upgrades? Kidding aside, I like the mechanic. The Disease effects may need toned down or adjusted and I assume other zombies are immune to the side effects. --DirskoSM 21:02, 14 June 2006 (BST)
    • Re Hah, sweet irony. What I really meant to say is that they don't need to deal more damage. Which is why I think new status effects is the way to go. --Jon Pyre 03:04, 15 June 2006 (BST)
  12. Keep - It makes sense. (Not the throwing up part of but the accuracy junk) Also zombies need something to help them out. Sonny Corleone WTF 20:39, 14 June 2006 (BST)
  13. Kill - Zombies vomiting IS in genre (zombies using weapons is just as "in-genre" and still part of the game). Zombies have VERY few options/things they can do. As for the suggestion, my problem is hurting higher levels just for buying the skills. Instead, I think just a flat -10% to hit or something would be better. The search penalty needs definate work as it would, basically, negate all searching except in malls with Bargain Hunting.--Pesatyel 21:12, 14 June 2006 (BST)
  14. Keep Pesatyel, the problem with flat rates is that the difference between 65 and 55 is much bigger than the difference between 25 and 15 accuracy-wise. It would totally screw over newbies. This way is more acceptable. Now onto the actual suggestion. Its good, I do feel its a tad strong, but I like it enough that I'll go for it. HamsterNinja 21:16, 14 June 2006 (BST)
  15. Kill - Accuracy ratings shouldn't be messed with by getting attacked. Ytookay 21:25, 14 June 2006 (BST)
  16. Kill - WOW, someone actually made a decent to hit penalty implementation! Unfortunately, I feel that the -20% search odd is too dramatic. Couple it with infection... and you have -20% to find your FAK... --McArrowni 23:21, 14 June 2006 (BST)
  17. Kill - Vomiting should make your attack to go all the way to 0%, not just 10% per vomit. It's too easy to just get it to max the hit % and then vomit, bite, bite, vomit, bite, bite... Also I hate what vomit does. It should do something that doesn't mess with targets skills, exp, AP, or stuff like that. Keep it on health. --Niilomaan 00:07, 15 June 2006 (BST)
  18. Kill - This is just disgusting. –Bob Hammero TW!P! 00:28, 15 June 2006 (BST)
  19. Kill - This is the best vomit-esk suggestion I have seen (and I usually despise these kind), however, it's a little too powerful. The fact that the accuracy only drops 10% after each use makes it way too easy to bite/recharge and use again and again in the same run. I'd go for something that resets after each use (or something that only drops 10% if the max was less than 60% with tangling grasp) - but the way it is, a break in by just a couple feral zombies with this skill (or those times I've logged on and been delighted to find the safehouse I've been attacking open by another zombie and I get in with 49 AP) would be utterly devistating. Or as McArrowni pointed out, if it wasn't so heavily negative on search % (even for 20 AP after it's been cured!) I might go for it. --Blahblahblah 02:33, 15 June 2006 (BST)
    • Re I think I will try to rework this suggestion to address many people's concerns. --Jon Pyre 05:12, 15 June 2006 (BST)
  20. Keep - Resource management for zombies is just what the game needs to make it more than click-click-click. Don't kill a suggestion for its math! --Ron Burgundy 02:57, 15 June 2006 (BST)
  21. Keep - As to hurting survivor search rates, "Ahh, poor survivors. They have to spend 3 AP to get a FAK instead of 2." Shut the hell up! Survivors have it far too freaking easy in this game as it is! What part of "zombie apocalypse" don't you understand? Don't even get me started on people who are playing a game where you routinely eat people calling something as mundane as vomiting gross. Geez... You know, if you really want my opinion, I think the ratio should be somewhere around 70% zombies and only 30% humans. But hey, who actually wants to play a game with risk, right? --Pinpoint 05:49, 15 June 2006 (BST)
  22. Kill - More breaking than any of the other Disease/Bomit suggestions -- Mettaur 19:50, 20 June 2006 (BST)
    • Tally- 9 Keep, 11 Kill, 2 Spam, 22 Total. –Xoid 05:53, 28 June 2006 (BST)

Book Learning and Lecturing Version 1.2

Timestamp: November7 09:16, 14 June 2006 (BST)
Type: Edited skills suggestion
Scope: All players
Description: Well gentlemen and ladies, today is my birthday. And in honour of it, I shall post my revised version of a previous suggestion with better feature and balance. Enjoy.

The first suggestion of these skills was something of a fishing for construcive criticisms of the suggestion. Thanks to the helpful folk at the wiki, I have adjusted the numbers and features on this skill in the hope that it'll be better, and thus accepted now.

Anyway, into the breach:

Comphrension: (Science skill)

The chance of gaining EXP from reading a book or listening to a lecture is increased by 10%.

Keen Study Habits (Requires Comphrension) [better title?]

+1 EXP when gaining EXP from successfully reading a book or listening to a lecture (2 EXP for non-science characters, 3 EXP for science characters).

Lecturing (Requires Keen Study Habits [hence referred to as KSH from now on].)

[This idea was partly inspired by the suggestion "Preach."] You can now hold lectures in places for whoever will listen.

Lecturing works like this: You need a book in your invertory and 5 AP. Click the button "Lecture" when you have these, you'll then be in "lecture mode." Only one player can lecture in a block or building (one can lecture OUTSIDE a building when a player is lecturing INSIDE, though) at any one time, after 5 hours of lecturing you will stop lecturing. Being attacked or performing any action will also make you leave lecture mode. You lose the book and 5 AP for entering lecture mode. While lecturing, you will show in the room description as "[player name] is holding a lecture here.", and other players can click the button "Listen to the lecture" for 1 AP. Listening to the lecture is kinda the same thing as reading a book in your invertory. Thus, your Comphrension and KSH skills (if you have any) come into play when listening to lectures. Successfully listening to a lecture nets you the same EXP as reading a book then with the same rate of success (w/o KSH: 1 EXP or 2 EXP for science, w/ KSH: 3 EXP or 4 EXP for science). Zombies with Memories of Life can also listen to lectures, with Comphrension and KSH skills coming into play.

Lecturing uses up a book EACH in your invertory, so 3 lectures require 3 books. If someone gains EXP from a lecture, the lecturer gains 1 EXP for each one, i.e. 6 people gain EXP, the lecturer gains 6 EXP. This is a cap on this EXP gain, with a max of 30 EXP gained from a single lecture. You gain the EXP on the spot, even if you're interrupted afterwards.

If you lecture in a cinema, school, office, pub or club, you gain 2 EXP for each successful EXP gain by students (same EXP gain cap) and your students' chances to gain EXP from listening is increased by 10% (due to lecturing on eye catching stages present in these buildings).

And a Zombie skill: Inspiring Frenzy (Under Memories of Life) Zombie can now "lecture" (RP Flavour: actually, rally a primal hunger into taking action) other zombies similar to the way humans can. Humans cannot try to learn from zombies, zombies follow the "lecture mode" rules humans do and only zombie with Memories of Life can listen to the "lecture." Zombie "lectures" cannot get the same chance and EXP bonuses for lecturing in a cinema, school, office, pub or club, but they can "lecture" in the same place as a human is lecturing. They show up in the room description as "A zombie is moaning and failing about here." Same EXP gain for lecturing applies but no extra gains from the human KSH skill (Comphresion skill applies, though). Clicking the "Inspire a frenzy" button to start "lecturing" costs 3 AP for zombies.

Any more suggestions would be appreciated.

Votes

  1. Keep - Shameless author vote. This would help out newbies, give books a better use and allows some new activities to be enjoyed while waiting for the next seige. Also note the EXP gain numbers in the BCS are now still worse than attacking with a maxed out fire axe. -- November7 09:16, 14 June 2006 (BST)
  2. Kill I don't like the idea of earning xp for just hanging around in a library and talking to survivors, especially if it's a large amount like 30xp. --Jon Pyre 09:25, 14 June 2006 (BST)
  3. Kill - I can't be bothered to explain why I don't like it at the moment, but I'll say probably for all the reasons that everyone else is going to say. - Jedaz 10:13, 14 June 2006 (BST)
  4. Kill - Since your last turn: * Your lecture on Caiger Mall has ended. You gained 1182 exp. (12 minutes ago) Whoops. Well I still don't like it. --Niilomaan 10:24, 14 June 2006 (BST)
  5. Kill - Niilomaan has a very good point. Still, lecturing zombies? Reminded me of Stubbs the zombie: "Brains brains brains. Brain? Brain brain brain!" --Nob666 12:13, 14 June 2006 (BST)
  6. Kill - As Niilomaan. Too powerful for too little risk. --A Bothan Spy Mod WTF U! 10:55, 14 June 2006 (BST)
  7. Kill - Niilomaan, there's a cap of 30 XP gained per lecture. CNR much? That said, this just doesn't fit with the tone of the game, although the flailing zombies would be hilarious. --Jimbo Bob ASSU! 10:59, 14 June 2006 (BST)
  8. Kill - The first skill is acceptable, the second may be a little overpowered in other's opinions(I like it), but the third "lecture" part is just plain silly.(still) Drop the lecture part and you have my vote. --Raystanwick 13:25, 14 June 2006 (BST)
  9. Kill - This is a zombie apocolypse. Not a college lecture hall apocolypse. --Mookiemookie 14:10, 14 June 2006 (BST)
  10. Kill - Though, truth be told, students back in college looked and acted like drooling zombies during especially boring lectures... (Anyway, What would I keep? Comprehension. The rest? No.) --wcil 14:36, 14 June 2006 (BST)
  11. Kill - If you take out the double experience for certain locations and zombie lecturers, I'll Keep. In fact, you might consider making Lecture only work in schools. --Ember MBR 15:07, 14 June 2006 (BST)
  12. Spam - Zombies shouldn't be able to learn from human lectures, and I flat out dislike this idea anyways. Hey guys, let's just forget about the zombies trying to EAT OUR VERY SOULS and have power-leveling lecture sessions! I'll bring the popcorn! --Burgan 02:51, 15 June 2006 (BST)
  13. Kill - I like it, without the lecturing part. Ytookay 21:25, 14 June 2006 (BST)
  14. Kill - Drop the lecturing part and I'll probably vote keep. –Bob Hammero TW!P! 00:33, 15 June 2006 (BST)
  15. Kill - Actually, I like the lecture part, but nix any xp gain from it. It could be a useful propoganda tool (though PKers would probably target lecturers), but gaining xp would make it too easy. Simply tell your buddies to listen to you a bunch, and you've got it made. I like the other stuff though. --Grim44 05:08, 15 June 2006 (BST)
  16. Kill - No offense, but lecturing in a zombie game is pretty silly. Redo this with the useful parts and resubmit it if you honestly think you can turn this into a good idea. And from strictly a mechanical standpoint, this would be pretty damn complicated to implement. -- Caz 08:35, 15 June 2006 (BST)
    • Tally - 1 Keep, 14 Kill, 1 Spam, 16 Total. –Xoid 05:53, 28 June 2006 (BST)

Changes to Memories of Life

Timestamp: 13:13, 14 June 2006 (BST)
Type: Skill Change
Scope: Zombies
Description: Closed doors and memories of life are a throwback to the old days of Malton when there were no barricades in the game, at all. At that point in the game, it made sense. Not anymore. Assume that the server is reset, a level 1 zombie will not be able to level up at all without ZKing. Doesnt that indicate something fundamentally wrong? Not having memories of life is like a 100% effective barricade against low level undead. If anything, getting the message "The building's doors are closed. You do not know how to open doors." from a building he heard a groan from / broke the barricades to, is very disheartening. Something needs to change.

1) Get rid of doors. Apart from simplifying the game (and lessening the code), it'll help newbie zombies a lot, the ones in fact, who need the most help. Now, we cant just have a useless skill, so that brings us to

2) Memories of Life now lets zombies use Diagnosis, NT Employment and Hand to Hand combat for Blunt weapons.

As of this moment, zombies can use Diagnosis and NT Employment anyway. Letting MoL activate these skills makes sense flavour wise. Now, zombies can already carry and use blunt weapons, except at pathetic hit rates. By opening this avenue, we can have an alternate way for freshly killed survivors to level up and gain XP from (As opposed to taking the Vigour Mortis route).

Votes

  1. Keep - Author Vote --wcil 13:13, 14 June 2006 (BST)
  2. Spam - If there was ever a suggestion that deserved spamination, this is it. --A Bothan Spy Mod WTF U! 13:16, 14 June 2006 (BST) Keep - Sorry. Looking at Mortifcant's vote, I realised that this is actually quite good. --A Bothan Spy Mod WTF U! 13:32, 14 June 2006 (BST)
    • Re: - Did you even read what it does? --wcil 13:18, 14 June 2006 (BST)
      • Re - Did you even think about what it does? --A Bothan Spy Mod WTF U! 13:22, 14 June 2006 (BST)
        • Re - Let's recap : (1) Lets low level zombies enter buildings with no barricades (good) (2) Lets newbie survivors combat as zombies without taking Vigour Mortis (good) (3) How can people recognise NT buildings if they dont have memories of life in the first place? This change fixes that. --wcil 13:31, 14 June 2006 (BST)
          • Re - Bit of an edit conflict - I was just about to change my vote! --A Bothan Spy Mod WTF U! 13:32, 14 June 2006 (BST)
  3. Keep - This gives a killed survivor another route to be effective in combat, it locks out the NT and Diagnosis skills untill a zombie can 'remember' them. Doors do not currently play a part in the game except to fustrate new zombies. Mortificant 13:30, 14 June 2006 (BST)
  4. Keep - No brainer. –Xoid 13:49, 14 June 2006 (BST)
  5. Keep - Good idea. Ok, now my part is done wcil. Release my family. --Grim s-Mod U! 13:52, 14 June 2006 (BST)
  6. Keep - In before knee-jerk survivor partisan kill/spam votes --Mookiemookie 14:13, 14 June 2006 (BST)
  7. Keep - Doors make ZombieBabyJesus cry. furtim 14:19, 14 June 2006 (BST)
  8. Keep - Good suggestion. Abi likes it. Abi votes ki...keep. :)) --Abi79 AB 14:22, 14 June 2006 (BST)
  9. Keep - As much as I don't like the idea of messing with the barricades, you bring up good points. A keep from me! -- Mia Kristos 14:41, 14 June 2006 (BST)
  10. Keep - My inner Survivor is telling me to kill but my inner Zmobie says Keep! So it's a keep from me... - Jedaz 14:51, 14 June 2006 (BST)
  11. Keep - Memories of Life is a relic. Since even the lowliest newb human can climb into a VSB safehouse, this won't hurt survivors in the least. --Ember
  12. Keep - As above. --Toejam 15:28, 14 June 2006 (BST)MBR 15:09, 14 June 2006 (BST)
  13. Keep - If this passes zombies can finally win in baseball! --Niilomaan 15:43, 14 June 2006 (BST)
  14. Keep Needing "Memories of Life" to use skills you bought while alive makes perfect sense. But I don't think doors should be taken out entirely. Memories of Life should still open it immediately, for zombies without the skill it should act like an additional level of barricades. --Jon Pyre 16:07, 14 June 2006 (BST)
  15. Keep - Nice. --Otware 16:18, 14 June 2006 (BST)
  16. Keep - Holy cow, that could actually work. --Nob666 16:30, 14 June 2006 (BST)
  17. Keep - Wow, I worship you for three-tenths of a second. But, could we change the doors from none to an added level of barricade, but Memories of Life negates it? --John the Quicker 17:01, 14 June 2006 (BST)
  18. Keep - I like. As I'm trying to level up a zombie atm, I know how much it sucks to have to wait for someone else to open the doors. --HerrStefantheGreat 17:16, 14 June 2006 (BST)
  19. Keep - Good show chap, good show. I'd rather spend sombie xp on learning to eat people than on learning to fumble open a latch. Besides, if you can break down barricades, why can't you break down a door? --Burgan 17:18, 14 June 2006 (BST)
  20. KeepIts all good! KyleTravis 17:47, 14 June 2006 (BST)
  21. Kill -You have no idea how much this would hurt low level survivors. Think about it. Your a survivor, you just started, And you walk around un-able to find shelter. With 4 AP remaining, you find a building with it's doors open. You go into the buiilding, and shut the door, buying you about half a day before a zombie with memories of life comes along. Maybe get rid of the "doors all close at sever reset" thing. Either that or let us construct barricades from the start which as we all know, will never happen.--Labine50 MHG|MalTel 19:29, 14 June 2006 (BST)
    • Re:Leaving 4 AP remaining before searching for shelter is a strategy error. You're more likely to find yourself out on the street instead of bravely ducking into an open building in most areas. Besides, this suggestion will help low-level survivors too, because almost all of them get killed at least once. This skill helps them gain XP while they're dead as opposed to just standing outside on a revive point and doing nothing. And don't assume that a user like him who has been with the game for many months doesn't know the repercussions of his own suggestions. -- Caz 08:32, 15 June 2006 (BST)
  22. Keep - I am yet to find more than a 6X6 area lacking in barricades. This suggestion is awesome. --Bachmaner 19:55, 14 June 2006 (BST)
  23. Keep - Q'pla! Sonny Corleone WTF 20:46, 14 June 2006 (BST)
  24. Keep - I hate those stupid secured doors. Ytookay 21:25, 14 June 2006 (BST)
  25. Keep But just barely. My scientist character has nearly avoided death a couple of times just because he could close the doors and block out some zeds. I'd like it if they were treated as an extra level of barricades that MoL negated, but this is better than what we have currently, and I really like the no Diagnosis and NecroTech Employment bonuses till you get MoL. HamsterNinja 21:29, 14 June 2006 (BST)
  26. Keep -I always thought MoL should mean more than just "remember how to open a door." This looks like a good way to correct that.--Pesatyel 21:55, 14 June 2006 (BST)
  27. Kill -A more useful ability for a low level zombie would allow them to attack doors. Just getting rid of them is a bit extreme.--Father Monday
    • Re: A more useful ability as in yet another 100 XP they have to rack up before they can have it? That would further the problem, as well as make MoL the way it is completely obsolete. -- Caz 08:39, 15 June 2006 (BST)
  28. Kill - Thats what junkyards and churches are for. --Spraycan Willy MalTel 22:36, 14 June 2006 (BST)
  29. Keep - As per Jon Pyre. And Labine? HAET U --Jimbo Bob ASSU! 22:49, 14 June 2006 (BST)
  30. Keep - maybe not ridding of doors Per Se,but instead zombies just being inteligent enough to open them anyway. Now, this suggestion is very radical, and would pose a significant change in gameplay, and whilst I usually avoid those (because I can only offer my oppinnion, not so much expertise), but this one is too good to not vote for.--William Raker 22:56, 14 June 2006 (BST)
  31. Keep - I have been saying this for awhile, and tried to make a suggestion on the talk page a few months ago, but coudn't get anything satisfactory. I love your version --McArrowni 23:54, 14 June 2006 (BST)
  32. Keep - Finally, an original idea for helping the zombies. I like it. –Bob Hammero TW!P! 00:38, 15 June 2006 (BST)
  33. Keep - This is almost an urgently needed addition. just ace Nazreg 07:21, 15 June 2006 (BST)
  34. Keep - This eliminates the need for new zombies to prey upon nothing but other zombies as well as gives killed survivors a way to gain XP without sitting around for days at a revive point. If there's anything that could help 'fix' the game and keep interest for new players, this is it. -- Caz 08:26, 15 June 2006 (BST)
  35. Keep - Sorely needed. Petrosjko 08:28, 15 June 2006 (BST)
  36. Keep - Simple, elegant and clearly fits the genre. --Alicia Jennings 10:10, 15 June 2006 (BST)
  37. Keep - Very nice. Playing a low level zombie right now makes no sense. Fisu 10:15, 15 June 2006 (BST)
  38. Keep - Actually makes sence! 343 13:22, 15 June 2006 (BST)
  39. Kill - I'd actually like to see a change to barricading where the doors arn't closed automatically. I like doors. I like the other changes though. David Malfisto 21:21, 15 June 2006 (BST)
  40. keep - excellent, though i would rather we had 2 new levels of barricades: 'closed door' and 'locked/barred door' giving even newbie survivors some chance to keep zeds out! these would of course act as normal barricades in all other respects.--Honestmistake 12:34, 17 June 2006 (BST)
  41. Keep - Wonderful --Rozozag 20:57, 16 June 2006 (BST)
  42. Keep - Doors are quite pointless, except that they keep out low-level zombies. Which is very bad for the game. --Vuredel 02:25, 19 June 2006 (BST)
  43. Keep - Although I like HonestMistake's idead of letting low-level survivors do a little barricading -- Mettaur 19:54, 20 June 2006 (BST)
    • Tally - 39 Keep, 4 Kill, 43 Total. –Xoid 05:53, 28 June 2006 (BST)

Frequency Usage Reporting on Stats Page

Timestamp: 13:28, 14 June 2006 (BST)
Type: OOC Improvement
Scope: All players, espeically newbies and wiki editors.
Description: Show the top ten and bottom ten radio channels on the stats page. This may be seperated into public and non-public channels as well. Top and bottom ten to be determined by number of users transmitting, rather than number of transmissions, to curtail spamming. This would give new players an indication of which stations to tune into, as well as allowing wiki editors to discover which channels are candidates for reappropriation. This would have no in-game impact for typical players, thus I do not believe it could be considered unbalancing; it would be useful for housekeeping more than anything else.

Votes

  1. Keep - Author vote, seems like good policy to me. Open to suggestions, of course. unless 13:41, 14 June 2006 (BST)
    • Note - Sorry for forgetting the signature, these things always get away from me. unless 13:41, 14 June 2006 (BST)
  2. Keep - I don't see why not. --A Bothan Spy Mod WTF U! 13:33, 14 June 2006 (BST)
  3. Keep - Sure --Mookiemookie 14:13, 14 June 2006 (BST)
  4. Keep - I like it. --Abi79 AB 14:23, 14 June 2006 (BST)
  5. Kill - I like it and would normaly vote keep. BUT this would show which channels are best targets for getting your message out to everyone which could change the tide in a siege quite quickly in favor of survivors. So just because of this potential use I don't want it in the game. - Jedaz 14:48, 14 June 2006 (BST)
  6. Keep - Jedaz makes an interesting point, but I think survivors are already getting that info off the wiki anyway. It'd be interesting to see the stats. --Ember MBR 15:12, 14 June 2006 (BST)
  7. Keep - I'd like to see some more stats. --Otware 16:16, 14 June 2006 (BST)
  8. Kill - All or nothing. --Niilomaan 17:38, 14 June 2006 (BST)
  9. Keep - I think this is a good idea. Ytookay 21:25, 14 June 2006 (BST)
  10. Keep Tis a good suggestion. HamsterNinja 21:31, 14 June 2006 (BST)
  11. Keep - Nice. I like. --Spraycan Willy MalTel 22:39, 14 June 2006 (BST)
  12. Keep - What can I say? I'm a statistics addict. --Jimbo Bob ASSU! 22:50, 14 June 2006 (BST)
  13. Keep - Survivors will metagame about radios already, and this could be useful. –Bob Hammero TW!P! 00:40, 15 June 2006 (BST)
  14. Keep - Why not? --Rozozag 20:58, 16 June 2006 (BST)
    • Tally - 12 Keep, 2 Kill, 14 Total. –Xoid 05:53, 28 June 2006 (BST)

Revive Change

Timestamp: 19:37, 14 June 2006 (BST)
Type: Skill
Scope: Revivers
Description: The game was changed a while back to make reviving a zombie take 10 AP from one. It now takes FIVE HOURS to revive a zombie. I would like to propose a new skill called "Advanced Lab Experience" or something like that so it only takes 5 AP or something to revive a zombie, and half the normal AP to manufacture syringes. It required all the necrotech skills in game to date and 150xp regardless of class. NOTE:Yes I did edit this, but nobody had voted yet.

Votes

  1. Keep -Since I sugested it, of corse I'm going to vote keep.--Labine50 MHG|MalTel 19:37, 14 June 2006 (BST)
  2. Kill -I feel that the revivification process should not become any easier than it allready is. Also, as it stands, the person doing the revive has nothing to lose from the "five hour" wait, since there job is done as soon as they spend the AP to inject the zombie. The only issue I have found with the current way of getting zombies to play as humans is that when done, it often happens in an area that is too fortified for the human to get to safety, given that they are at a reduced HP, most likly infected, and had to spend at max 10 AP just to stand. What I'm saying is that instead of making the suggestion benifit the one doing the injecting, make it benifit the one being revived some how.--Savat 15:07, 14 June 2006 (EST)
  3. Spam - WHHAAAAAA BLOO BLOO BLOO BLOO. Revives should be hard to get and limited. --Mookiemookie 20:14, 14 June 2006 (BST)
  4. Keep - It should be as easy for a survivor to get revivied as it is for a zombie to kill themselves. This won't get it all the way, but it will certainly help. Ybbor 20:35, 14 June 2006 (BST)
  5. KILL -Not only is that extremly over powered, it's just plain sick and wrong.--DirskoSM 20:41, 14 June 2006 (BST)
  6. Spam - Aaaaand the Panicked Suggestion Killer emerges with a suggestion of his own. I'd poke fun at you by crying "This would completely break the game!!!!" except that it probably would. Don't mess with revive AP, it's the only thing holding back the Survivor Apocalypse. --Ember MBR 21:11, 14 June 2006 (BST)
  7. Kill I agree with Savat. Revives shouldn't be made easier for the reviver, but the person revived. Usually when my scientist alt gets revived, he's infected and far from a hospital/mall and ends up dieing from the infection. That needs to change, revives being hard doesn't. HamsterNinja 21:38, 14 June 2006 (BST)
  8. Kill - I have to agree with Savat: give benefits to the ones being revived. --Nob666 21:46, 14 June 2006 (BST)
  9. Spam -As Savat said. In addition, putting "takes 5 AP or something"" is NOT a good thing. Don't be wishy-washy.--Pesatyel 21:59, 14 June 2006 (BST)
  10. Spam - As per Ember. --Jimbo Bob ASSU! 22:52, 14 June 2006 (BST)
  11. Spam/Kill/Anything - Just make it go away! (Also I think that it used to be just 1 AP when I started, but was since then raised to 10.) --Niilomaan 00:29, 15 June 2006 (BST) EDIT: Fine.. I'll just go with the spam. Hmph...
    • Extra votes struck. You are only allowed one vote. Also, Anything is not a valid vote. If you wish to vote differently than Spam, you may change your vote. –Bob Hammero TW!P! 00:43, 15 June 2006 (BST)
  12. Spam - What Ember said. –Bob Hammero TW!P! 00:43, 15 June 2006 (BST)
  13. Spam - Accelerating revives directly accelerates the pace of the game, and too much so, since reviving is essentially killing a zombie. --McArrowni 02:25, 15 June 2006 (BST)
  14. Spam It takes five hours to balance out the fact that a zombie doesn't get a kill every day. --Jon Pyre 03:11, 15 June 2006 (BST)
    • RE -Ok hear me out... Player A-Survivor. Player B-Zombie Player. Player A and B are both killed somehow (Use your imagination) and heres the math. Player A-no ankle grab-10 hours lost, Player B-No Ankle grab-Headshoted-7.5 hours lost, Player A-Ankle grab-1 hour lost not counting time taken to get to RP, Player B-Ankle grab-.5 hours lost. Notice anything? It's taking a survivor twice as long to get back on the right side. Even if the zombie recieves a headshot, the surivior still loses more valuable AP. This is something I think could help equalize the AP expendature gap between survivors and zombies even if AP expendature with survivors dieing isn't directly related. Plus, It's not like I'm saying that it would go back to 1 AP. I'm saying 5 AP so scientists only spend 2.5 hours. By the way, I'm going to guess that most people who didn't vote keep on this are zombies. Note-Numbers are in. 6 of you either have a zombies accouts, or thats your main, 2 are pkers, and the others I didn't even bother counting or it didn't mention on your page. Here's another fun little scenerio about a reviver. Lets call him "Jonny". Jonny just got lab experience, and got about 5 syringes, and went off the the local revive point. He revived a couple zombies so they could go back to help out with the battles that the zombies were winning due to clogged-up revive points, the, Oops! You forgot that you still need to get back to the necrotech building you stay in. Jonny is killed. Suggestions like this would have saved Jonny.--Labine50MHG|MalTel 04:31, 15 June 2006 (BST) Please learn how to use the "Re" properly without breaking the number system. --Pinpoint 06:07, 15 June 2006 (BST)
  15. Spam - Because of your RE. See new Zombie player? They get combat revived, 10AP, they have to look around for a building they can actually get into. At least 10 more AP. They jump out and have to rise again. 10 more AP. Hey, look at that, the newer Zombies are in the same boat as Survivors. Oh yeah, and did I forget about the newer Zombies getting headshotted all of the time as well? Thats usualy 7.5 hours a day at least that they don't get any useful play. Then they have to spend 2AP to move. Zombies get it "better" closer to the end because they had to go and put up with all of the crap before hand. - Jedaz 04:52, 15 June 2006 (BST)
  16. Spam - Because this is a freaking moronic suggestion. Labine, try making the game more fun, not less. It's already "zombies vs. barricades" for the most part. We don't need it any worse. --Pinpoint 05:59, 15 June 2006 (BST)
  17. Spam - Ok, you must live on some kind of altern reality were survivors are having a bad time or something, maybe your safehouse is located at Ridleybank, but thats not reason to unbalance the whole game. Im at the Yagoton Revivification Clinic, and i state that you don't know much about revives my friend. The clinic is empty BTW, even with our "harsh" 10 AP revives. --Matthew Fahrenheit 07:20, 15 June 2006 (BST)
  18. Spam - Are you Mattiator in disguise? --A Bothan Spy Mod WTF U! 08:41, 15 June 2006 (BST)
  19. Spam - If anything, revives should be harder. David Malfisto 21:22, 15 June 2006 (BST)
  20. kill - this is not spam its just not good. i like a skill that allows scientists to reduce the revive cost to 5AP but not one that makes it easier to manufacture. This mechanic should only work with a new grade of syringe which can only be manufactured not found and a second skill should be available to manufacture a syringe that also acts as a First aid kit on the revivee! that i think might address many of the concerns... i might even resubmit this with those mods.--Honestmistake 12:44, 17 June 2006 (BST)
  21. Kill- I believe the revive cost was changed to 10 AP at least partly to reduce lifestriking, which is extremely annoying. Now you're changing it back? --Ashnazg 0819, 17 June 2006 (GMT)
  22. Spam - Survivors are supposed to be afraid of zombies, not the other way around. --einexile 07:41, 23 June 2006 (BST)
    • Tally - 2 Keep, 6 Kill, 14 Spam, 22 Total. –Xoid 05:53, 28 June 2006 (BST)

Follow Me!

Timestamp: 20:30, 14 June 2006 (BST)
Type: Skill
Scope: Survivors
Description: A Level 10+ only skill on the Zombie Hunter set, purchasing this skill gives you the "Follow Me!" option. When selected, for 10 AP every survivor in the room recieves a Scent Trail-like effect centered on the user. When another Survivor uses Follow Me in the same room, the previous message is overwritten.

Follow Me is carried over to zombies with an alternate message, but can only be purchased as a Survivor.

Votes

  1. Keep - Author Vote. --Bachmaner 20:30, 14 June 2006 (BST)
    • What... - Apart from the fact I can't understand this, I cant see the point. -- Krazy Monkey W! 20:34, 14 June 2006 (BST)
      • Re - Obviously you can't see the point if you don't understand it, that's completely redundant. What don't you understand? --Bachmaner 21:04, 14 June 2006 (BST)
        • Note - The "what" vote is not a response to Bachmaner. Got the "vote" out of the number system. Are non-mods allowed to strike these? --Pinpoint 06:19, 15 June 2006 (BST)
  2. Kill -The suggestion is intersting... I think you need to refine it some how, or reword it, because as it stands it doesn't sound like a good idea. I can see how it would be different from simply telling everyone to follow you, but 1. I think it should maybe be a contact list only thing and 2. How long is this "trail" going to last? What if they wait before trying to follow you? Then in that case it would be easier to simply say to follow you to such and such location...--Savat 16:01, 14 June 2006 (EST)
  3. Spam - Just tell folks where you'd like them to go and why. It'll cost you much less than 10 AP. --Ember MBR 21:09, 14 June 2006 (BST)
  4. Kill - We have mobile phones and speech functions for a reason. Ytookay 21:25, 14 June 2006 (BST)
  5. Kill - Just... Why? You could get them the same message for much less than 10 ap.HamsterNinja 21:34, 14 June 2006 (BST)
  6. Kill - Survivors can coordinate quite well already with speech, mobile phones and radios. --Nob666 21:49, 14 June 2006 (BST)
  7. Spam - As per Ember. SHUT UP, I HAVE ORIGINAL VOTES TOO. --Jimbo Bob ASSU! 22:55, 14 June 2006 (BST)
  8. Kill No need for it. --KuNu
  9. Spam - Do I even need to say why? --Niilomaan 00:25, 15 June 2006 (BST)
  10. Kill - I don't get what the point of this is. –Bob Hammero TW!P! 00:46, 15 June 2006 (BST)
  11. Kill - As per Ember --McArrowni 02:28, 15 June 2006 (BST)
  12. Kill - Unnecessary, not very useful, and makes minimal sense. --Burgan 02:48, 15 June 2006 (BST)
  13. Spam - Just say it out loud, for crying out loud. --Jon Pyre 03:14, 15 June 2006 (BST)
  14. Kill - Try going for a zombie skill of this flavor. I'd be interested in seeing that. --Pinpoint 06:15, 15 June 2006 (BST)
  15. Spam - What was the catch phrase for the pied piper again? David Malfisto 21:23, 15 June 2006 (BST)
  16. Kill - surely this would only be useful to zombies, and boy would it be usefull!--Honestmistake 12:47, 17 June 2006 (BST)
    • Tally - 1 Keep, 10 Kill, 5 Spam, 16 Total. –Xoid 05:53, 28 June 2006 (BST)

XP Gain Issues

Timestamp: 17:50, 14 June 2006 (EST)
Type: Balance Change
Scope: Humans
Description: After making a suggestion that brought up an issue of XP farming, I read through the Sources of XP gain for humans and Zombies.

As it stands: Both Zombies and Humans gain XP equivalent to the damage they do to an “enemy�? (halved if the attack is on an “ally,�?) plus a 10 point bonus for making the final kill.

However, Humans can also gain 5 points for healing either a zombie or a human with a FAK, 4 points for using a DNA extractor on a zombie, a whopping 10 points for reviving a zombie, 1-2 XP for spray painting a message in certain places, 1 for dumping bodies out side, 1 point for repairing a ransacked building, and a 10% chance of gaining either 1 or 2 points of XP from reading a book (depending on if they are a scientist or not.)

Many attempts have been made to try to balance this by giving alternative ways for zombies to gain XP. All of these have been Rejected so far. So in response, I suggest that the XP gain on already beneficial skills and tasks be removed to some degree.

For instance: Combat will be left alone even though zombies are still being short-changed by the fact that humans are often hidden behind barricades and zombies are forced to attack each other, however this is the core of the game so it must stay.

Reviving zombies will also not be touched, even though any smart military would see bringing zombies back to life to help fight off the remaining ones as priority one, but as it is the only way to allow zombies the chance to play as a human without making a new character.

Book XP can stay to help keep the humans from getting cabin fever and start killing the other survivors, while they are hiding behind their barricades.

DNA extractors, should not gain XP since they aid in telling where those Zombies are without having to get out from behind your barricaded NecroTech building to find them.

Tagging Should not get XP as it is a way to leave a lasting message for your allies/enemies to see.

Repairing a Ransacked building so it will be easier for you to find needed equipment should not be a source for XP too.

And lastly, Dumping bodies that could potentially stand up and attack you again while you are busy fixing your broken barricades should not be an XP source.

This is my opinion and not all of these changes need to be implemented, but unless zombies gain more ways to earn XP, this remains the only way to balance this out without making all zombie skills cost less.

Votes

  1. Keep - What did you expect me to vote? If this is a dupe, I'm sorry, I didn't check, but make sure to show the link to the dupe and be sure it really is one.--Savat 17:57, 14 june 2006 (EST)
  2. Spam - DNA Extraction is the only way for Scientist characters to gain XP. Other than that, this looks interesting. --Jimbo Bob ASSU! 22:58, 14 June 2006 (BST)
  3. Keep - I like this one. But just remove the DNA Extraction XP from the list so starting Scientist can still gain XP. --Nob666 23:04, 14 June 2006 (BST)
  4. Kill - As per Jimbo Bob. Appreciate the attempt at balance, but I'd always rather one side get buffed than the other side get nerfed. And actually there is a peer-reviewed suggestion on giving zombies XP for 'cade collapses. You're right that there's a problem here, but the XP gains for most of those actions (clean up, dump bodies) are pretty negligible; and you just can't take away Scientists' main XP path. --Ember MBR 23:10, 14 June 2006 (BST)
  5. Kill/Change The basic idea is fine, but needs revision. --KuNu
    • Extra vote struck. You are allowed only one vote. Also, Change is not a valid vote. –Bob Hammero TW!P! 00:55, 15 June 2006 (BST)
  6. Spam - This would make things far less fun, and be similar to a game reset. Read Suggestions Dos and Do Nots, and focus on making things more fun for zombies, not less fun for survivors. –Bob Hammero TW!P! 00:55, 15 June 2006 (BST)
  7. Spam So what, do you hate the NecroTech Employee class or something? They start out with no weapons and if they try to use one theyr'e pretty pitiful with it. Scanning zombies is the only way for them to level effectively and get access to new skills that could make them better (Other than healing, which you did not say what you were going to do to. Does it still grant xp, or do you hate doctors to?) The way to make the game better is to make it more fun for both survivors and zombies, not by nerfing an entire class and making their only skill effectivley worthless. HamsterNinja 01:23, 15 June 2006 (BST)
    • Re - Absolutly not. I love the NecroTechs, without them there would be no zombies and without zombies there would be no game. At the time I was just trying to make the point that there are alot of XP gains for humans that come with some big bennifits even without the XP. Now that I think of it, I'm going to be adding a suggestion in the next day or so to give NecroTechs another way of gaining XP that even zombies will like.(Evil Smiles).--Savat 22:22, 14 June 2006 (EST)
  8. Kill - Necrotech class. 'nough said--McArrowni 02:30, 15 June 2006 (BST)
  9. Kill - DNA extractors are necessary for necrotechs to advance, and I don't think you mentioned about FAKs but those should still yield XP. Dumping bodies, repairing ransacks, and tagging do not deserve XP as I see it, and that modification would get my keep.--Burgan 02:58, 15 June 2006 (BST)
    • Re - I apparently didn't read over my own suggestion, I thought I included what I wanted done with FAK XP. I felt that even though it would be in a survivors best interests to keep allies alive as it is, XP should still be given since, in the game world, few people seem to really care if the guy bleeding to death right next to them lives or not, since you can get more XP by killing his reanimated corpse with the right weapon than wasting a FAK that you could use on yourself... As for the DNA extractor, as I said, I don't care if all of them are done, I just feel that most should be done. Since not all Scientist can get First aid right away and are generally weak, I'd be willing to let it slip by.--Savat 22:14, 14 june 2006 (EST)
  10. Kill - Give zombies a new way to gain XP(the various barricade-removing ideas all have merit), don't mess with the ways survivors gain it. Burgan hit it right on the head: Dumping bodies, repairing ransacks, and tagging are the only sources of XP which should be changed. Those actions confer their own benefits, but as Ember said, the XP from them is negligable. The extracting helped my Doctor grow a little faster when wounded could not be found. Glad you didn't mess with the books, 'cause that's how he got diagnose and NTemploy, slow as it was.--Raystanwick 03:37, 15 June 2006 (BST)
  11. Kill - Only for the sake of Necrotech class. Resubmit with full exp for DNA extractors and you have my keep, and if you're still concerned about them, make another suggestion giving zombies some way to gain experience, not nerfing DNA extractors. --Matthew Fahrenheit 07:26, 15 June 2006 (BST)
  12. Spam - What did you expect me to vote? Clusterfucks the NT class. --A Bothan Spy Mod WTF U! 08:31, 15 June 2006 (BST)
    • Re - I guess a lot of you didn't read the comments like I asked you to... I have mentioned that I would let DNA extractors through.--Savat 9:29, 15 June 2006 (EST)
  13. Spam - Leave extractors alone. And guess what, you can't change your suggestion half way through. And guess what else - "you" don't let anything through. Krevan does. David Malfisto 21:25, 15 June 2006 (BST)
  14. Keep - I actually don't think this one gets rid of enough XP sources for survivors.
  15. Kill - Stop messing with non-combat XP gain. -- Mettaur 19:56, 20 June 2006 (BST)
    • Tally - 3 Keep, 5 Spam, 7 Kill, 15 Total. –Xoid 05:53, 28 June 2006 (BST)

Gameplay Additions

All Suggestions must use the Suggestions Template. Suggestions that do not use this template may be deleted without warning by any user. Read the rules! --Niilomaan 00:41, 15 June 2006 (BST)


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