From The Urban Dead Wiki
Jump to navigationJump to search

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.
Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing

VOTING ENDS: 28th-May-2006

Neutral Junk Items

Timestamp: 03:34, 14 May 2006 (BST)
Type: Item change
Scope: Crowbar, Baseball Bat, and Length of Pipe
Description: Currently, an item either is useful, or is actually detrimental (except to donated characters) because it costs you an IP hit to drop it. There would be another parameter with which to adjust the value of search AP in various locations, if there were a category of items that still are not particularly useful, but don't cost you anything to dump.

The way I propose to do this is by allowing you to add these items to barricades. You just click the item, and you either add it to the barricade, or try to add it and can't find a place for it. (It doesn't matter whether you still have the item when you can't find a place for it, because you're going to be doing more barricading.) For flavor-text reasons the items shouldn't be small things like knives and crucifixes, but there are plenty of things that could be used to brace a door or stabilize a heap of odds-n-ends. For definiteness of the suggestion, I'll say it applies to the crowbar, baseball bat, and length of pipe; other things could be added as appropriate, since the point of the idea is to have another parameter with which to vary the value of searches.

Since you're using an item you've found instead of what's there in unlimited supply, you should have an in-character reason to do so; it seems reasonable to give a small bonus to chance to succeed at barricading levels where you can fail, but this should not be enough to make a major difference to game mechanics. Only Kevan knows the actual odds of success at barricading, so I can't give a definitive number, but I imagine that +2.5% or +5% would be appropriate: what you're voting on is the criterion, not the number.


  1. Keep Author vote. --Dan 03:34, 14 May 2006 (BST)
  2. Kill - Did somebody IP out cause they can't search the mall and found newspapers in the hospital? I weep for you. -Banana¯\(o_º)/¯Bear 03:37, 14 May 2006 (BST)
    • Re - Since you ask, I'm donated on my main character and have bargain hunting on two out of three of the freebie alts. Haven't found a newspaper in weeks. --Dan 10:22, 14 May 2006 (BST)
  3. Kill Just isn't needed. Barricading is fine as is. What would be good is one of the autodiscard junk item suggestions though. --Jon Pyre 03:39, 14 May 2006 (BST)
    • Re It makes less in-character sense for you to have concluded your search by discarding an item. --Dan 10:22, 14 May 2006 (BST)
  4. Keep - Erm... this wouldn't apply to newspapers, Banana Bear. Those would still make you IP out. This suggestion makes perfect sense, so I give it a "keep." It came dangerously close in not being specific enough, though, to a "kill." On the whole, though, I like it.--Wifey 03:40, 14 May 2006 (BST)
  5. Kill - Ok, ignoring that you basicaly said "let Kevan decided" the player wouldn't be able to carry around anything big enough to add to the barricade. It currently says "you add a broken desk to the barricades". Anything that survivors add from their inventory just isn't realy barricade material. - Jedaz 03:44, 14 May 2006 (BST)
  6. Keep - Like it. A three-quarter-inch crowbar is more than enough to ensure a door doesn't open if used properly. -Wyn (talk!) 04:02, 14 May 2006 (BST)
  7. Kill - he didn't say anything about "let Kevan decided". He stated that "Only Kevan knows the actual odds of success at barricading" and then estamated the bonus with the information limited to everyone but Kevan. He also said "what you're voting on is the criterion, not the number." All that aside, I find that its a good idea. You are able to use items that are otherwise very useless. I'd also like to ask Jedaz how many baracades he has built. It sounds like he's only clicked that 1 time. the the Text also includes less bulky items such as "some junk", "some tyres" and "some planks of wood" --Teksura 04:24, 14 May 2006 (BST) Grim does have a point, Although that Crowbar in the doorway is a trip hazard for zombies I still have to change my vote because not all buildings have doors you can lean something small like that against --Teksura 08:06, 14 May 2006 (BST)
    Note Illegal comments get moved to the discussion page, not striken out.--Vista W! 19:02, 14 May 2006 (BST)
  8. Keep Sounds like a nice idea.--Kirk Howell 05:05, 14 May 2006 (BST)
  9. Kill - How on earth will a baseball bat or similiar item possibly help build a barricade? You put the crowbar on the floor, beginning a barricade. Zombie 1: Graagh <Oh no! They have put a crowbar in the doorway> Zombie 2: Brnhr. <Curses! Foiled again!!> --Grim s-Mod 05:26, 14 May 2006 (BST)
    • Re - Besides the item between the handles of a double door, there's also putting a long item diagonally from under the doorhandle to the floor (the way the security bar at my previous apartment actually worked). You need some irregularity in the floor, or a high coefficient of friction, but that's less of a stretch than lots of stuff in a zombie game. With a heavier barricade, you're stabilizing the pile. --Dan 10:22, 14 May 2006 (BST)
  10. Kill - I agree with Grim. This is the stupidest thing since Greedo shooting first. Sonny Corleone 05:35, 14 May 2006 (BST)
  11. Kill - I believe you could put a crowbar across a door, holding it shut. But how do you attach it to the wall and door??? --Cyberbob240CDF - Arb - W! 05:48, 14 May 2006 (BST)
  12. Kill - No thanks. --Bermudez 05:54, 14 May 2006 (BST)
  13. Kill - Grim said it all. --Abi79 The Abandoned 07:21, 14 May 2006 (BST)
  14. Keep - When actually Grim's statement is kinda funny, there are ways to enforce a door shut with a crowbar or a lenght of pipe, by attaching it to other objects or the door itself. And trashing the suggestion because of lack of realism isnt an option: Malton has an army of NPC engineers that maintain the doors at a decent status after thousands of zombies crashed on them; survivors punched them, hitted them with fire axes, and even some newbies open fire at them with shotguns and flare pistols. Remove the strike when you sign. --Cyberbob240CDF - Arb - W! 07:40, 14 May 2006 (BST)newbie mistake Matthew Fahrenheit 07:50, 14 May 2006 (BST)
  15. Keep I think it would be fitting, except the newspapers, but depending on the type of door. (how many movies where someone puts something between the handles on double doors?) Plus, if someone actually wants to spare a fire axe, it could possibly work better, with the reinforced handle, and so on. Although, for the "realism" factor, this wouldn't work for all doors, and if it's already barricaded, it may be hard to access the handles to brace them. Great start to the idea though.--Bubacxo 08:08, 14 May 2006 (BST)
  16. Keep -Damn, have any of you kill-voters actually seen a zombie movie?!? You put the crowbar, length of pipe, or baseball bat crosswise through the door handles, thus preventing the door from opening. Is this any more implausible than adding tires to a barricade. If the users voting Kill on this had something other than "Its not realistic" to complain about (like the actual game mechanic aspect of it), I'd think they might have a case. This may not be as all-encompassing as the autodiscard suggestion Pyre refers to, but it's a solid, practical option to the nagging problem of junk items.--Xavier06 08:11, 14 May 2006 (BST) Response to RB: Dunno what you're talking about. An autodiscard suggestion (though this is not that suggestion) would use use both an AP and an IP. This suggestion merely limits the amount of IP junked for mere item disposal. Wouldn't it be better for all involved if the game could be streamlined to the point that every IP-hit is the result of an AP spent, rather than being wasted in menial tasks? Just my take, I guess.--Xavier06 10:13, 14 May 2006 (BST)
  17. Kill - Suppose I were to suggest Kevan replace the message "You search the building and find a newspaper" with "You search the building and find a news paper about MRSA. It's a year old. You throw it away." If that were done you wouldn't waste an IP hit and you'd still get all the information. Would that be a good thing? Doesn't the thought of streamlining an RPG as such seem contradictory? --Ron Burgundy 09:17, 14 May 2006 (BST)
  18. Keep - Why not add things to barricades. I like the flavor of this.--Theblackgecko 18:55, 14 May 2006 (BST)
  19. Keep - But I would revise this to be the way that you start the barricade. --Darkstar949 19:05, 14 May 2006 (BST)
  20. Keep - Like the crowbar-wedged-in-doors people state, though I will point out that if running out of IP hits because you're dropping things is becomming a problem, you need to go outdoors and, like, ride a bike more often. -- Mia Kristos 19:26, 14 May 2006 (BST)
  21. Keep - Adding extra things to the barricades can be fun! --ThunderJoe 20:56, 14 May 2006 (BST)
  22. Kill - I am voting no...on the criterion. Sounds like a Calvin Klein commercial, doesn't it? A baseball bat != a refrigerator, or whatever the hell it is you losers use to vandalize private property. --Undeadinator 21:37, 14 May 2006 (BST) Also, lollercausts upon the house of Xavier06.
  23. Kill - I could see it if the first item to create the barricade was the pipe/bat/crowbar. You could use put the item at the base of the door as a brace (or put it in the door handles or something). But otherwise, just adding it to the pile would be useless (wouldn't it roll off?). And the point of the junk items and free dropping (AP-wise) is a balancing factor.--Pesatyel 04:19, 15 May 2006 (BST)
  24. Keep long hard metal objects... hmm, seems like it would do a good job jamming doors and windows eh? --DJSMITH 15:37, 17 May 2006 (BST)
  25. Keep from what I have experience on barricading in real life, the listed items would make really good material, to eg. wedge stuff together. If it's done in a very un-nerfing way, even I, a both side player would accept it.--William Raker 14:05, 19 May 2006 (BST)
    • Tally - 13 Keep, 12 Kill, 0 Spam/Dupe, 25 Total.--The General W! Mod 10:58, 29 May 2006 (BST)

PSP Access to gameplay.

Timestamp: 08:08, 14 May 2006 (BST)
Type: Miscellaneous
Scope: (hopefully minor) Interface Adjustment and or alternate for PSP users.
Description: Currently the game is accessable with the PSP's web browser, yet I could only view my current position after logging in. Any attempt to move, speak, search or attack would not have any effect. <Correction:> I hadn't tested moving yet. I thought I had. You can move, just not talk, attack, drop, stand up, or use an item.>

I have yet to test wether it effects the IP hit limit or not, but I lost no AP in the attempt to act. <corrected, see below>

This shouldn't change the perspective of the game for PC users, and would provide something fun for the PSP owners out there.

Technical Update from Author: I tried hitting the IP limit doing this (well over 200 'clicks' in the browser) and no IP limit, so I would assume it's not sending anything to the server. Further testing this, I walked enough away from the wireless access point that I would lose my connection if I tried to load anything from online (it doesn't actively disconnect you until you try) and it looked exactly the same. so it's probably just the way the action links are input. I can go into the contacts, buy skills, etc. Just not Actions. 15:38, 14 May 2006 (BST)


  1. Keep The Author's hopeful vote. --Bubacxo 08:08, 14 May 2006 (BST)
    • Re - (since many people are voting 'kill' only on coding complexity) I understand that it could be fairly complex (or not, depending on how the action links are coded), but this is not voting on easiness-to-implement. Only on coolness-if-it-is. 15:51, 14 May 2006 (BST)
      • Further Re - As for calling it a Bug Report, it isn't a bug. Nor is it a poorly coded browser. Everything but the actions is usable as is, and the main screen looks fine, if you are on "smart mode" display (got a psp? look for yourself). Just the actions would need adjustment, not the whole game. 17:15, 15 May 2006 (BST)
  2. Keep - I'm not sure what kind of crap browser wouldn't work with UD (we're about as lo-tech as you can get on the WWW), but sure, it seems like a good idea. I doubt, given the fact that the game isn't even a year old, Kevan would consider sinking time into coding this just yet, but who knows what the future might hold? For the tech-saavy out there, is this even plausible?--Xavier06 08:19, 14 May 2006 (BST)
  3. Keep - It is plausible but would require huge amounts of coding. Still, I can't shoot this down simply on coding difficulty.--The General W! Mod 08:49, 14 May 2006 (BST)
    Kill - It is not Kevan's responsibility to compensate for a poorly coded browser. If you want to play UD on the PSP, complain to Sony. –Xoid Talk U! 09:20, 14 May 2006 (BST) Time spent coding is not a valid kill reason.--The General W! Mod 10:54, 29 May 2006 (BST)
  4. Kill - I'ld have to agree with Xoid. It sounds like the PSP has a bad browser. Just get it hacked and get a better browser, solved. Plus there are better things for Kevan to spend his time on coding. - Jedaz 09:29, 14 May 2006 (BST)
  5. Keep - As I read the vote rules, it's got to be a keep: Coding complexity isn't a valid reason for a kill vote. Nor is having other things be higher priority. As I understand the rules, we're supposed to be voting on whether this would be beneficial if Kevan could do it just by waving a magic wand. —Dan 09:48, 14 May 2006 (BST)
  6. Kill - Kevan is under no obligation to make his game work with every conceivable technology. If you want to play it, play it on a computer with a proper browser. --Grim s-Mod 09:54, 14 May 2006 (BST)
  7. Kill - *jumps on the bandwagon* --Cyberbob240CDF - Arb - W! 11:10, 14 May 2006 (BST)
  8. Keep - This suggestion should have gone into the Known Bugs section instead, better chance of getting it fixed there. --stcfg 14:22, 14 May 2006 (BST)
  9. Keep - Poorly coded browser? The PSP Browser is essencially a mobile browser, and considering that, it's a heck of a lot better than most cellphone browsers out there. I say send this one through; It certainly couldn't hurt to have it approved by the community, and some programers like the extra challenge. -Mia Kristos 13:38, 14 May 2006 (BST)
  10. Keep - even though the PSPs browser could be improved this would only be a bit of front end coding, I'm pretty sure most suggestions actually involve more coding that this would because they require direct changes to database coding--xbehave 13:43, 14 May 2006 (BST)
  11. Keep - Just because a suggestion is peer-reviewed doesn't mean that Kevan is actually going to implement it. I say hey, what the hell, lets put this one up. He might enjoy the challenge. -Wyn (talk!) 15:41, 14 May 2006 (BST)
  12. Keep - There are quite a few websites that have special copies of their websites specifically for the PSP. If the demand for this got high enough, I'm sure Kevan could do it. -- Tirion529 16:03, 14 May 2006 (BST)
  13. Kill - Useless --EnForcer32 16:14, 14 May 2006 (BST)
    Kill Kevan has often said he's busy. Coding a version of the game specifically for one handheld device that will likely be upgraded and replaced in a year or three seems like a misuse of time. --Jon Pyre 17:37, 14 May 2006 (BST) Coding complexity is not a valid kill vote.--The General W! Mod 10:49, 29 May 2006 (BST)
    • Re - For the record, I did say "and OR", he wouldn't be coding an entirely new version, and any upgrades that occur to the PSP's web browser that have occurred so far have been either to the interface in the PSP, or addition of script-type supports. Namely Java & Flash. But aside that point, as before. Coding difficulty not the issue. Bubacxo 17:49, 14 May 2006 (BST)
  14. Kill - I'm torn. Part of me wants to get a PSP, which means that I'll want to play Urban Dead on the PSP. Another part says that websites have zero obligation to be compatable with closed source browsers, such as Internet Explorer / Safari. Since the PSPs browser is extremely proprietary, I'm going to vote kill. I'm sure that this will bite me in the @$$ when the DS browser comes out.--Theblackgecko 19:01, 14 May 2006 (BST)
  15. Spam I dunno, isn't this more a bug report on browser compatability? --Zaruthustra-Mod 20:28, 14 May 2006 (BST)
  16. Spam - Fix the broken browser, not working webpages. -- Mettaur 20:30, 14 May 2006 (BST)
    Re: - I thought I'd point out that one doesn't have to tweak the current version to make a seperate, wap-based version that draws from the same database. I've helped do it before, and it's not that hard. - Mia Kristos 20:49, 14 May 2006 (BST)
  17. Spam This is a bug report. Who cares if they can play Urban Dead on their PSP. Go whine to those dumasses at Sony (Fuck you Sony!) Mattiator 22:04, 14 May 2006 (BST)
  18. Keep - I have a PSP. I completely agree with the suggestion. Do kill voters actually think bitching to Sony will make them patch their browser, just for US? Tokakeke 01:19, 15 May 2006 (BST)
    Kill Not Kevan's problem --DJSMITH 15:39, 17 May 2006 (BST) Time spent coding is not a valid kill reason.
    • Tally - 10 Keep, 5 Kill, 3 Spam, 18 Total.--The General W! Mod 10:56, 29 May 2006 (BST)

Supply Chest

Timestamp: 10:59, 14 May 2006 (BST)
Type: New item
Scope: Survivors
Description: The idea: Searching is, as stands now, the only way to acquire items in the game in UD. This does fit the tone well, as it represents a desperate scrabble to survive. But it does seem also in tone that survivor-groups and the odd rare lone survivor might have a small stockpile which could be used to supply them (and their friends) in a pinch or for barter purposes. Some kind of limited-supply, limited-use supply chest would be one way to go.

How it works: When found, you would get the message: You search and find a supply chest. It would have no use until you enter a building and place it (like you would with a portable generator). When you place it, you would be asked to give a 4-digit lock-code (whether its strictly numerical or not is a coding preference). After being placed, it would appear to everyone in the room (something along the lines of There is a (open/closed) supply chest in the building.). Also, like a portable generator, it would be unmovable and destroyable (probably at the same rate). It would be able to hold 20 inventory slots, though there may be limits to what kind of items it might hold (I'm thinking two-slot items and port. generators are right out). In order to access it, a player would either have to input the code or it would have to have been previously opened in such a manner. It would stay open (and say as such in the building desciption) until closed (which anyone can do). Both the opening and closing action cost 1 AP a piece.

Where found, at what rate: All buildings except Malls (would mess with the stores too much) at 3% (tenative number). If rates of other items need to be adjusted, do so, but I doubt the necessity.

The clincher: To keep from completely devaluing searching, there is a limit of how many Supply Chests there can be in Malton at any one time, probably somewhere in the range of 15-20. If the number of Supply Chests hits the limit, it can no longer be found in buildings. If one (or more) is destoyed, then they can be found in buildings again until hitting the limit again. The limit should be big enough that every corner of Malton could lay claim to at least a couple of chests, but rare enough so that they have some value.


  1. Keep -Author vote. I open the floor to any votes not based on coding/server issues.--Xavier06 10:59, 14 May 2006 (BST)
  2. Kill - So close to a keep from me. But the problem is with Zergers. They could dump in pistol clips and what not and the main would be able to take them out which maximises the mains dammage. However a solution to this (because I'm nice) is to make it so people are limited to how many times they can access chests in one day. If you change it like that then it's a keep from me. - Jedaz 11:07, 14 May 2006 (BST)
    • Re: Zerging potential is a valid concern, but I figured since I made it destroyable, a zerger would only be able to abuse the privilege until found out, at which point other people would wait for the zerger to open his cache or just outright destroy it. I'd limit it further, but I really don't want to hobble the suggestion so much that even I don't want to vote for it. Just like any abusive behavior, there is a point where, by dint of being overly proactive against said behavior, you suck the fun out for the good players as well. But I'll see where the wind blows on this one...--Xavier06 11:35, 14 May 2006 (BST)
    • Re - Yes that is true, but I think limiting it to being able to put in/out 5 items a day for each player would be reasonable. I can't see a reason anyone would go and use it more then that. Well we'll see what happens with this. - Jedaz 12:03, 14 May 2006 (BST)
  3. Kill - Too much potential for zerging. We have enough inventory space, and if you want to get easy ammo just go to a Powered Mall -- Tirion529 15:27, 14 May 2006 (BST)
  4. Kill - NO. SUPPLY. CHESTS. -Wyn (talk!) 15:42, 14 May 2006 (BST)
  5. Kill - Since you even say in the suggestion, "supply them (and their friends)" this would not be a viable suggestion until item giving/trading is implemented. I understand that is the purpose of the 'destructable' portion, but that would also form a new version of grief play. So until then, I say "Nay." -Bubacxo 16:20, 14 May 2006 (BST)
  6. Kill - If we vote it down once then that's probably because we don't want it in the game. It doesn't mean we want you to resuggest it!--The General W! Mod 16:41, 14 May 2006 (BST)
  7. Kill - "Searching is, as stands now, the only way to acquire items in the game in UD" and so it shall remain! No supply chests /caches/storage boxes! --HerrStefantheGreat 16:44, 14 May 2006 (BST)
  8. Kill - I'm sick of supply chest suggestions. They just don't work. Now quit it already.--Mookiemookie 17:22, 14 May 2006 (BST)
    WTFCENTAURS -I've been waiting for a chance to use that.--Hypnotoad U! 17:30, 14 May 2006 (BST) "WTFCENTAURS" is an invalid vote, remove strikeout when you decide to use a valid one.--The General W! Mod 17:46, 14 May 2006 (BST)
  9. Kill If you have to limit the amount of an item that exists in game to prevent imbalance that's a sign of a fundamental problem with the idea. Game features should be able find their own equilibrium. --Jon Pyre 17:39, 14 May 2006 (BST)
  10. Kill - Something similar was suggested the other day and got shot down as well. Krazy Monkey 17:47, 14 May 2006 (BST)
  11. Kill - Nicely thought out, but really it's just making your buddies and your rucksacks bigger. --WibbleBRAINS 18:31, 14 May 2006 (BST)
  12. Kill - As much as it would be nice to be able to save things, it's really not needed, especially as good as the Search rates are now. -- Mia Kristos 19:20, 14 May 2006 (BST)
  13. Spam - WTF CENTAURS, it's trading.--Wifey 20:07, 14 May 2006 (BST)
  14. Spam - Prone to abuse. --Zaruthustra-Mod 20:14, 14 May 2006 (BST)
  15. Spam - orly? May you be trampled unto death by you-know-what. --Undeadinator 20:58, 14 May 2006 (BST)
  16. Spam - Prone to abuse. --ThunderJoe 21:05, 14 May 2006 (BST)
  17. Dupe - similar suggestion... [Trunk] Mattiator 22:02, 14 May 2006 (BST)
  18. Dupe - Same frakking problems as the one posted 3 days ago. If you are going to do a spin-off of a spaminated suggestion, have the decency to deal with the issues associated with it. Also, anything that requires so stupid a limit as "no more than X of these in all the city for no explicable flavour reason at all" are probably just stupidly overpowered in the first place. --McArrowni 22:18, 14 May 2006 (BST)
  19. Spam -- Per Jon's and Tirion's comments. However, I have to say it's not a dupe under the rules, since it substantially different to the previous suggestion from certain additions. Finally, I don't think there's a way to balance this against zerg abuse, so I have to spam instead of kill. furtim 22:59, 14 May 2006 (BST)
  20. Spam - finding ammo in malls is easy enough as is--Bermudez 23:15, 14 May 2006 (BST)
  21. Kill - Still fails to address the zerging problem adequately. I think it would be neat if someone could come up with a workable stash idea, but this isn't any progress over past failures. --Dan 23:34, 14 May 2006 (BST)
  22. Spam - Yar, buried treasure. Tokakeke 23:19, 15 May 2006 (BST)
    • Re: The Author's Blanket Response: *sigh* I had wanted a challenge, not a Sisyphean task. Since I have no desire to Re: every single one of these and since most are beating on the same tired drum, I'll try and address it all in one fell swoop. The biggest problem I see here is the reflexive voting. While I would agree there are a few inviolate tenets to UD play, there are some voters that seem to have a few extra tablets of commandments to boot. This starts to lead to litmus-test("Suggestion contained [X], so I have to vote Kill/Spam") or NIMBY voting ("I agree that we could do something like [X], as long as it causes no inconvenience/requires no committment"), which in turn means that only the most milquetoast or useless ones stand a chance (see below). Would have barricades, revive syringes, or free running made it through voting with this kind of "aint-broke-don't-fix-it" attitude to voting, since they all represent drastic changes to gameplay? The second concern is zerg abuse and hedging against it. I understand how we don't want to give rise to ubermenschen characters, but we shouldn't allow the fear of such to limit gameplay either. I did put some features into this suggestion both RP-justifiable (destroyable and lockable) and artificial in nature (the finite amount) to hedge them out. (Note to those that think the non-RP upper limit signifies a broken idea: There are in-game limiters that make little RP sense already. After all, otherwise, survivors would barricade to Ridicuolously Barricaded (and beyond). And that whole "not-looking-out-a-window" deal.) I could've put more in, but it would've been overkill. There is a point where deterrents deter everyone, even the good players, from having fun. Jedaz's 5-per-day seems reasonable, though I'd make only the take-out limited and keep the drop-in unlimited. Lastly, while this suggestion does contain trading as an option, it is not purely a trading suggestion. The intent rather was two-fold: to provide a way for groups who inhabit suburbs far from a mall to have an option besides a trek to the mall and to spread resources/survivors out. As it stands (especially in the wake of the recent powered-building/search tweak), suburbs with no mall get far less love from the zombie community (Check out East Boundwood...I dare ya), thus bringing into question their reason for existing and the ideals behind Distributed Defense. DD only works if zombies have reason to believe that surivors are in building other than malls, NT Buildings, and factories/power stations (the only buildings that have both generators and fuel cans). The only reason I even bother cracking some other building would be in response to a feeding groan or if the 'cades are down already. But I've rambled enough. I encourage further discussion on this issue. If anyone (who has already voted) wishes to respond to this, bring it to the talk page or just leave a message on mine.--Xavier06 00:14, 16 May 2006 (BST)
  23. Kill Too much potential for abuse --DJSMITH 15:41, 17 May 2006 (BST)
  24. Kill Zerg rush kekeke. Also capitalism. I could go for an open box where you could stuff your extra shotguns and fireaxes for others to pick up freely (anyone, including zed spies, but hey, cest la vie)--William Raker 14:07, 19 May 2006 (BST)
    • Tally - 1 Keep, 14 Kill, 7 Spam, 2 Dupe.--The General W! Mod 11:23, 29 May 2006 (BST)

Square blocks for the NecroNet map

Timestamp: 10:56, 14 May 2006 (BST)
Type: Miscellaneous
Scope: NecroNet Map
Description: NecroNet maps are currently oddly rectangular -- they'd look nicer if "height:16px; width:16px;" was added to the "table.nt tr td" section of the CSS file. Example image from the science skills page -->
Example readout from NecroNet.


  1. Keep Author Vote~ --Nihni 11:01, 14 May 2006 (BST)
  2. Keep - Hmm.... only because I'm feeling nice at the moment... - Jedaz 11:08, 14 May 2006 (BST)
  3. Keep -Yeah, ok, seems okay. Don't hardly use the Necronet myself (there's no "You are Here" marker on it), but a square would probably look better and be a little less confusing. Maybe.--Xavier06 11:40, 14 May 2006 (BST)
  4. Keep - Can't see any issues with this, it seems like a no-brainer. Xoid Talk U! 12:57, 14 May 2006 (BST)
  5. Keep - yeah it would look better--xbehave 13:45, 14 May 2006 (BST)
  6. Keep - Yep, definately would be a better look for it. --HerrStefantheGreat 14:33, 14 May 2006 (BST)
  7. Keep - I don't know why it wasn't done like this in the first place.--The General W! Mod 14:49, 14 May 2006 (BST)
  8. Keep - This is one of those 'duh' things, like removing sigs from the Arbitrator's list. -Wyn (talk!) 15:43, 14 May 2006 (BST)
  9. Keep - I dint know why it wasn't like this the first place:P.--Changchad 16:00, 14 May 2006 (BST)
  10. Keep - I like it. --Abi79 The Abandoned 16:01, 14 May 2006 (BST)
  11. Keep - I've never used NecroNet, but if the picture is accurate... it's ugly. This Change is Good. --Bubacxo 16:23, 14 May 2006 (BST)
  12. Keep - It would definitely look better. G F J 16:57, 14 May 2006 (BST)
  13. Keep - PRETTY PRETTY PONIES! --Mookiemookie 17:13, 14 May 2006 (BST)
  14. Keep It would make it easier to use. --Jon Pyre 17:41, 14 May 2006 (BST)
  15. Keep - And the code was even provided. --Darkstar949 19:07, 14 May 2006 (BST)
  16. Keep - Makes things neat and, BONUS, easy to impliment. -- Mia Kristos 19:19, 14 May 2006 (BST)
  17. Keep - I guess. I have no problem reading the current map but it would be simple enough to change. --Zaruthustra-Mod 20:12, 14 May 2006 (BST)
  18. Keep - Indubitably. --Undeadinator 20:56, 14 May 2006 (BST)
  19. Keep - Because it looks pretty. --ThunderJoe 21:06, 14 May 2006 (BST)
  20. Keep - May you ride your man-horse in peace. MaulMachine U! 22:04, 14 May 2006 (BST)
  21. WTFZombies/Keep Yeah this is awesome! Mattiator 22:06, 14 May 2006 (BST)
    Note removed illegal part of vote--Vista W! 08:33, 15 May 2006 (BST)
  22. Keep - Hard to argue against --McArrowni 22:19, 14 May 2006 (BST)
  23. Keep -- Yay! furtim 23:00, 14 May 2006 (BST)
  24. Keep per above -- Mettaur 17:07, 15 May 2006 (BST)
  25. Keep -- I wondered about that... --Paradox244 14:56, 26 May 2006 (BST)
    • Tally - 24 Keep, 24 Total. Suggestion moved to peer reviewed.--The General W! Mod 10:59, 29 May 2006 (BST)


Spaminated with 4 Spams and spams outnumbered Keeps. Good idea, just in the wrong place.--The General W! Mod 20:20, 14 May 2006 (BST)

Door Sealing and Door Ram

Both suggestions removed by author to resubmit as one suggestion --Krazy Monkey 17:32, 14 May 2006 (BST)

Door Sealing

Timestamp: 17:12, 14 May 2006 (BST)
Type: Skills
Scope: Survivors and zombies
Description: A Sub Skill of Construction. The skill allows a player with a metal pipe or crowbar to wedge a door shut for 1 AP. Basically the player shoves the pipe/crowbar between the handles stopping zombies with memories of life from opening them.

This will give players an extra defense if the barriades fall. This can only be done after closing the doors and if barricades have not been erected. If a zombie tries to open the doors a message along the lines of "The door has been wedged shut you cannot open it" is displayed.
This skill not only provides a bit more safety for survivors, it gives a use for a metal pipe.

To counter this zombies can acquire a skill called Door Ram. This sub skill in the Memories of Life tree gives the zombie the ability to throw themselves at a wedged door in an attempt to break in.
This action will cost 1AP. However because the zombie is throwing itself at a hard object it loses 1HP. There is a 15% chance that the zombie will break through the wedge.


  1. Keep - Author Vote --Krazy Monkey 17:13, 14 May 2006 (BST)
  2. Keep - I voted for them seperately, so I'll vote for them together. --HerrStefantheGreat 17:38, 14 May 2006 (BST)
  3. Kill Zombies should not have to purchase two skills to break through a door. Especially when even after that they only have a 15% chance of breaking through after they've taken down the barricades! --Jon Pyre 17:44, 14 May 2006 (BST)
    • Re - This skill is only useable against a wedged door and if you think about it, it takes a few attempts to break through a door that has a metal pipe shoved between the handles. --Krazy Monkey 17:53, 14 May 2006 (BST)
  4. Kill - Isn't this the same concept as the above "neutral junk items" minus the newspapers? Still. It has my vote. Although I think my comment above fits here, too. Fire axes, since only one is truly necessary to own, could do this job too, from the reinforced handle that most have, and it would make finding more than one no longer useless as well. bubacxo 18:01, 14 May 2006 (BST)
    • Re - Come to think, if the barricades needed to be taken down beforehand, then how could one effectively put them up then close the door, and if the door was barricaded by stuff inside, then jamming the handle is really the same concept unless it is instead of barricades. so I change my vote to Kill for now. If this is altered to maybe a larger breakage percent, but not counting as unpassable-without-free-running, or some other concoction, I may say yes, but now I say "nay." Bubacxo 18:06, 14 May 2006 (BST)
  5. Keep Gives some use to the pipe, plus its not like everyone goes around finding them everywhere. --Kirk Howell 18:07, 14 May 2006 (BST)
  6. Kill - You know how people keep saying "Don't make barricades better?" They mean it. -- Buncy T GBP 18:11, 14 May 2006 (BST)
  7. Kill So humans spend 100 xp to get this skill to keep zombies out. Zombies spend 100xp to get a skill that only works 15% of the time and costs them HP and AP to use. Yeah, that sounds REAL fun. --Mookiemookie 18:17, 14 May 2006 (BST)
  8. Kill if zombies cant break down normal doors, why let them break these doors?--xbehave 18:20, 14 May 2006 (BST)
  9. Kill In Soviet Russia, Door Seals You! Sonny Corleone 18:30, 14 May 2006 (BST)
  10. Kill - After spending nearly all it's AP bashing down the 'cades, the zombie now has a less than one-in-six chance of getting in? No. --WibbleBRAINS 18:36, 14 May 2006 (BST)
  11. Kill - No, if the zombie counter acted like an advanced memories of life with 100% chance to succeed then I might vote Keep but, as written, I would probably quit the game out of frustration if this was implemented.--The General W! Mod 18:47, 14 May 2006 (BST)
  12. Kill - It's annoying enough that a simple closed door stops half the zombies in the game. Barracades do not need pumping!--Theblackgecko 19:04, 14 May 2006 (BST)
  13. Kill - Memories of Life Nerf FTW! -- Mia Kristos 19:16, 14 May 2006 (BST)
  14. Kill - Dont grief the poor zombies :( --Matthew Fahrenheit 19:33, 14 May 2006 (BST)
  15. WTFCENTAURS/Kill -it with fire.--Hypnotoad U! 19:42, 14 May 2006 (BST)
    • Note - Removed invalid part of the vote. Vote should still be tallied.--The General W! Mod 19:53, 14 May 2006 (BST)
  16. Kill - No uber 'cades, please. --John Ember 19:57, 14 May 2006 (BST)
  17. Kill - For What Reason are you nerfing Memories of Life? --Karlsbad 20:12, 14 May 2006 (BST)
  18. Spam - This, unlike the "Neutral Junk Items" suggestion, is utterly crap. Spiced ham, baby.--Wifey 20:14, 14 May 2006 (BST)
  19. Spam - You're shitting me, right? Any minute now a midget is going to jump out of a cake and yell "sike", and then we'll all have a round on you? --Undeadinator 21:26, 14 May 2006 (BST)
  20. Spam - So now zombies need TWO frakking skills just to do their jobs? What, 4 for 1 AP advantage from barricading is not enough for you? Don't nerf memories of life... it's harsh enough to have to get a skill just to open a frakking door--McArrowni 22:25, 14 May 2006 (BST)
  21. Spam -- Totally. Fucking. Broken. furtim 23:01, 14 May 2006 (BST)
  22. Spam - What they said--Bermudez 23:16, 14 May 2006 (BST)
  23. Spam - Vote SPAM below this line. --Cinnibar 23:21, 14 May 2006 (BST)
  24. Kill - It's too big an increase in the efficacy of barricades. The counter-skill should have at least a 50% chance of success if it's going to cost both a hp and an AP. --Dan 23:38, 14 May 2006 (BST)
  25. Spam = It's called "Close the doors". Have you played this game? Tokakeke 00:41, 15 May 2006 (BST)
  26. Spam - Basically, you want to nerf Memories of Life. Newbie zombies already have a hard enough time till they pick up MoL in the first place. And how would "Door Ram" work against a "regular" barricade?--Pesatyel 04:42, 15 May 2006 (BST)
  27. Kill - This is implicit in barricades already, it's like getting another skill to do more work without adding anything else to the game. It's escalation that will be erased when all the high level characters get the skill and only serves to hinder newbies. Not necessary--Burgan 20:10, 15 May 2006 (BST)
  28. Spam - Only if zombies get rocket launchers. - CthulhuFhtagn 21:09, 15 May 2006 (BST)
  29. Spam/Dupe Very Similar to an already posted suggestion --DJSMITH 15:45, 17 May 2006 (BST)
  30. Kill - ...with fire. It's allready hard enough for a young zombie to get by in this Dog Eat Dog world. Imagine smashing barricades for a few dozen AP, trying to open a door just to see you don't have the necessary skill. ZERG RUSH KEKEKEKE --William Raker 14:10, 19 May 2006 (BST)
    • Tally - 3 Keep, 16 Kill, 9 Spam, 0 Dupe, 19 Total.--The General W! Mod 11:21, 29 May 2006 (BST)

Bar Door

Timestamp: 18:28, 14 May 2006 (BST)
Type: Skill
Scope: Survivors
Description: Inspired by the above suggestion. An ability to use a Crowbar, Baseball Bat, Length of Pipr or other stick-type object on a building other than a Church or Junkyard. When you do so, instead of the doors being "secured" (which I've always taken to mean just "closed," to explain why a zombie needs to remember a human-like action (like turning a knob) to open them) they become "barred." This means you've stuck the stick thing through the handles like someone does at least once in most zombie thrillers, and in fact most action movies that take place in a building. This means that the doors act as a last level of barricading. The catch is that now, since the zombies have to bash at the door like they do at barricades, they can now open it without need MoL. That helps with turning knobs, it doesn't help you smash things. The tradeoff means barring your doors might be good and might be bad, it'd depend. Note that you'd have to have the object in question, and you'd spend it doing so (you've left it in the door handles, and then the zombies break it) so this would also require some searching AP.


  1. Keep - Author Vote --'STER-Talk-Mod 18:28, 14 May 2006 (BST)
  2. Kill - Still no. Too many layers of barricades as it is, and an MoL nerf to boot. --WibbleBRAINS 18:39, 14 May 2006 (BST)
  3. Kill - I'm really 50/50 with this, but I think I will err on the side caution and vote kill..--The General W! Mod 18:49, 14 May 2006 (BST)
  4. Kill - No. What's the point of adding an extra barricade level and removing the Zombie's need to use MoL? -- Mia Kristos 19:18, 14 May 2006 (BST)
  5. Kill -So close. Centaurs weep :'(--Hypnotoad U! 19:43, 14 May 2006 (BST)
  6. Kill - Close but no. I like the current mechanic as is.--Mookiemookie 19:45, 14 May 2006 (BST)
  7. Kill - Current mechanics are better. --Zaruthustra-Mod 20:11, 14 May 2006 (BST)
  8. Kill - At least this isn't offensive like the suggestion you modelled it on.--Wifey 20:15, 14 May 2006 (BST)
  9. Kill - Noes. Zmobies without Memories of Life are generally low-level and, as such, noob at smashing 'cades as it is. This suggestion is a lie. --Undeadinator 21:18, 14 May 2006 (BST)
  10. Kill Current mechanics are better. --Jon Pyre 21:47, 14 May 2006 (BST)
  11. kill - How about making it so you can barricade windows so guys can't jump out of them? Mattiator 22:11, 14 May 2006 (BST)
  12. Kill - The problem with this is that it makes no sense flavour-wise that zombies have to wait for someone to bar the door before they can smash it. --McArrowni 22:27, 14 May 2006 (BST)
  13. Kill - no--Bermudez 23:17, 14 May 2006 (BST)
  14. Kill - Just No. The current barricade system works fine, tweaking it in this manner will just throw the balance off. --Cinnibar 23:21, 14 May 2006 (BST)
  15. Keep - A reasonable variation. Adds one more small strategy decision. --Dan 23:40, 14 May 2006 (BST)
  16. Kill - I really am on the fence on this.. I think the improvement should be that once the zombies have bashed the door, the door disappears much like all the fences have been cut type of deal. That way people would limit the number of doors that they would use this skill on because of the chance of permanently loosing the door. --Steel Hammer 06:51, 15 May 2006 (BST)
  17. Kill - As with the above suggestions, this one is really edging the line in my opinion. On one side, it would give a way for those without Construction to sacrifice an item to create a barricade (the level of which could be determined by the type of door & item sacrificed.), giving those with Construction giving the bonus on top of that of not needing to sacrifice an item. Alternately, I think that since all of these suggestions want this barring as WELL as barricading, it would overpower the Survivor side, or leave all new players (myself included) completely poochie-poked if they don't have free-running (as every building would be barred & EH Barricaded) and the game would get very boring/annoying. so for THIS incarnation, "nay." It may be a better Idea to have this one on a talk page rather than a fourth incarnation on a suggest page.) Bubacxo 09:45, 15 May 2006 (BST)
  18. Kill - You've done a good job reworking, but this is just going to be used by griefers to screw with people's safehouses. It's not really balanced with the options unless you have an option to un-bar/lock the doors to toggle the state, and I think that'd just be abused by people barring them to let low levels in or unbarring them to help newbies in. Ultimatley, as I said in respect to the earlier suggestion, this sort of stuff is just implicit in barricades, should we make skills for 'sofa stacking', 'window welding', and 'bed-frame bolstering' as well? --Burgan 20:20, 15 May 2006 (BST)
    • Tally - 2 Keep, 16 Kill, 0 Spam, 0 Dupe.--The General W! Mod 11:20, 29 May 2006 (BST)

Secondary Rooms

Timestamp: 19:50, 14 May 2006 (BST)
Type: Building Feature
Scope: All Players
Description: As Malton's citizens become increasingly familiar with their surroundings over time, several basements and bomb shelters have been discovered throughout the city. Randomly placed throughout Malton (as with NT Buildings) these are the areas that have remained sturdy and usable during the chaos.

Basements can safely hide up to 10 people. After that, no more survivors can enter. Bomb Shelters hold only 5 players. When there is space available, all players in the greater room will see a "Enter Basement" (or bomb shelter, etc.) button.

When Zombies break into a building, they will only be able to 'find' and enter the secondary room when they have ransacked the building using the new ransack skill.

For flavor, areas you can enter to 'hide' might go by different randomly selected names.

  • 10 Player areas:
    • Basement
    • Cellar
    • Attic
    • Stock Room (for businesses, etc.)
  • 5 Player areas:
    • Bomb Shelter
    • Crawlspace
    • Office
    • Freezer (for clubs, bars, etc.)

The reason for this is, of course, flavor mixed with another usage for the "Ransack" skill. It also provides a method with which folks can hide (something a lot of folks would like, for better or worse) without making them a "ZOMG NINJA".

You cannot hide from Zombies. You can merely move to a room they won't be able to get to before Ransacking the building. Entering and leaving a secondary room would cost the same AP as entering and leaving a building itself.

In horror films, folks are always headed for the basement. They're always hiding in a back room. This would help add to the fear for Survivors (What if the building is being ransacked? If the zombies get in, we won't be able to leave until we walk out of the room into that zombie mob inside!) and it also adds a new level to the gameplay in a 'hide and seek' manner without violating realism.

Restricted numbers inside these buildings will help keep the spam low and prevents these rooms from becoming safehouses for hundreds of players at a time.

While in a secondary room, you cannot hear groans unless they are coming from the same block you are on. Zombies who are tracking prey could see a message akin to "Doctor_Headshot is here... somewhere..." which would alert them to the fact that their target is in a secondary room inside the same building.

While in a secondary room, your map view would not change save for the fact that you only see people/zombies in the room, and the name of the building would somehow note you are in a secondary room.

Even when a secondary room is full to capacity, an equal amount of Zombies (5 or 10) would be allowed to enter and massicre those who are hiding. Reasoning is that the undead will cram in and start attacking regardless of available space or human concepts of capacity.

Dumped bodies would be moved to the greater building, which can then be dumped outside if need be.

I can envision a new Zombie game of Hide N Seek.. however that would be expressed with Death Rattle. Large-scale efforts to clear all hiding players from their spots, etc.

Imagine the possible messages for Zombies as well... "While smashing a filing cabinet, you find it had been placed infront of an office door."


  1. Spam -Still a ninja suggestion. Nerfs new players. Makes hambargarz invincible while others still live.--Hypnotoad U! 19:56, 14 May 2006 (BST)
    • Re: Just a few points on what I honestly think about these valid concerns: It's really no more a ninja skill than walking in a building off the street. No invincibility at all, since all it requires is ransacking and the harmanz can be eaten like fish in a barrel. New players are nerfed by Barricades, too. -- Amazing 19:59, 14 May 2006 (BST)
  2. Keep - I have a feeling that I should vote kill on this, but I actually like it. Nice to see you comming back to doing what you do well.--The General W! Mod 19:58, 14 May 2006 (BST)
  3. Kill - Mixed feelings, but I'm leaning toward kill at the moment. -- Mia Kristos 19:59, 14 May 2006 (BST)
  4. Kill - Even as a Z, i quite like this idea, and it gives more purpose to the ransack skill. However, i feel it could be abused in certain buildings, as you have to remove all survivors to ransack unless i'm mistaken. Thus, there could always be people hiding. I suppose you could argue that there will be a constant circulation of people coming and going in more crowded buildings. I would like to see this restricted to less used buildings (also giving them purpose). Neat idea though! Blue Wild Angel 20:02, 14 May 2006 (BST)
    • Re: I wouldn't mind adding a "This would be in buildings that aren't important now" stipulation to this. The question is weather I'd have to resubmit with that change... -- Amazing 20:04, 14 May 2006 (BST)
  5. Spam Almost total invulnerability against PKers makes this violate the hiding clause pretty bad. Lets be honest, if your group took all the slots in the basement of the NT building east of caiger, none of you would ever die. Ever. And what happens if people idle out in the shelter after 5 days then come back when its full? --Zaruthustra-Mod 20:08, 14 May 2006 (BST)
    • Re: In order for what you've said to be true, you'd have to have 5 to 10 players that do NOTHING but sit in the room, NEVER leaving to play the game. As for idling out, you idle out and you relog in the main room. No big deal. Zar nails nothing. :) Way to abuse the Spam vote, guys... unless its meaning has changed. -- Amazing 01:00, 15 May 2006 (BST)
  6. Spam - Zarathustra nailed it.--Wifey 20:18, 14 May 2006 (BST)
  7. Kill Zaru makes a good point about the idle issue; furthermore, can surviors in a second room search for items while in a secondary room? Can they Barricade (most likely not)? Can they set up a generator to get Surgery bonuses, if it happens to be in a Hospital? Can they set up generators to get search bonuses, if you can search? Alot of those questions make it sound like it'd be far too hard to impliment, and I think this might stay as a kill. --Karlsbad 20:20, 14 May 2006 (BST)
    • Re: Please take the suggestion for what it says, not what it didn't mention. No searching for items, no room bonuses. If I'd wanted these to carry over, I'd have said it. :\ -- Amazing Amazing 01:00, 15 May 2006 (BST)
      • Re: I took it as exactly for what it failed to explain. I vote kill on any suggestion because of the merits of the suggestion itself, as it reads, because otherwise we're making assumptions. If you would like to re-submit the suggestion with the alterations that we've pointed out (idling issues, no searchings, no barricades, no room bonii, etc.) Furthermore, would you be able to Free-Run from inside a second room into a neighboring building, or would you have to exit the second room first to move out, or would you be able to move out but it would be a non-freerunning move?
  8. Spam - WHat Zaru said. I can't see any way to change this that would make me vote Keep. --Mookiemookie 20:54, 14 May 2006 (BST)
  9. Kill There's enough unused buildings in Malton as it is. We don't need to expand the effective size of the game tenfold. --Jon Pyre 21:28, 14 May 2006 (BST)
    • Re: The suggestion itself mentions that the size would not be expanded anywhere near 'ten fold'. Just FYI. -- Amazing 01:09, 15 May 2006 (BST)
  10. Spam - Wow...this is the first time I've come into direct contact with an Amazing suggestion. My hands are shaking. --Undeadinator 21:42, 14 May 2006 (BST)
    • Re: Haven't visted Peer Approved? (heh) -- Amazing 01:09, 15 May 2006 (BST)
  11. Spam - Zar nailed it. MaulMachine U! 22:07, 14 May 2006 (BST)
  12. Kill - I like the flavor, but the mechanics suffer from some really big problems, Zaruthustra and karlsbad named but a few. And jon pyre has a point. the map still is very large and unfilled enough in places. still flavor wise one of the better ninja hiding skills, unfortuneatly still to much a ninja hiding skill.--Vista W! 22:13, 14 May 2006 (BST)
    • Re: *nod* Yeah I think I cleared up the "Don't assume you'd be able to search for items and such when I didn't say you would" type thing, but thanks for at least seeing some good in it. ;) -- Amazing 01:09, 15 May 2006 (BST)
    Spam - *Mattiator trips over a rock and hits a bomb, blowing up the barricades and opening up the secret room so all the zeds can kill people. You die.* No. Mattiator 22:15, 14 May 2006 (BST) You must give a valid reason.--The General W! Mod 11:08, 29 May 2006 (BST)
    • Re: Does that mean anything...? -- Amazing 01:09, 15 May 2006 (BST)
  13. Spam SSS. What Zaru said. Mattiatior, stop voting as if you've made valuable contributions to Suggestions. Because you haven't, and you're a newbie until you do. --Cyberbob240CDF - Arb - W! 22:19, 14 May 2006 (BST)
  14. Kill We already need memories of life to open doors, now we also need to have a zombie with ransack around... Yipee! --McArrowni 22:32, 14 May 2006 (BST)
    • Re: Only to find a possible 5 to 10 people, and maxxed out Zeds aren't too hard to come by these days. -- Amazing 01:09, 15 May 2006 (BST)
  15. Kill -- Karlsbad brings up many excellent points. The idea isn't so terrible that it needs to be spaminated to death, in my opinion (if nothing else, it should stand as an example of the right way to suggest a bad idea), but I still can't see myself voting keep for it if it comes up again, even with Karlsbad's concerns addressed. furtim 22:50, 14 May 2006 (BST)
  16. Kill - While it is a very interesting suggestion, and would add flavor to the game... It just makes more work for zombies and makes things a little easier for Survivors. -- Tirion529 22:52, 14 May 2006 (BST)
    Spam WTF CENTAURS lolz. Sonny Corleone 23:00, 14 May 2006 (BST) You must give a valid reason.--The General W! Mod 11:06, 29 May 2006 (BST)
  17. Spam Totally unredeemable. Bad direction to take suggestions --Cinnibar 23:14, 14 May 2006 (BST)
  18. Spam wouldn't it be nice if it was impossible for zombies to kill humans in a zombie game. I think that would be nice--Bermudez 23:19, 14 May 2006 (BST)
    • Re: Let me know when you see a suggestion that does that, because this clearly isn't it. -- Amazing 01:09, 15 May 2006 (BST)
  19. Kill - While the idea of multiple rooms isn't too bad, I believe it is already assumed that all available space (ie. any basements or extra rooms) are already used by survivors. But THIS suggestion is pointless. Survivors in those areas can't do anything, so why bother being in those areas? Oh, right, hiding. If said "additional" rooms actually had something useful, that would be better.--Pesatyel 04:52, 15 May 2006 (BST)
  20. Kill - Nice try, but "Nay." This version may stay truer to the Zombie films, but in those same films, the barricading of the doors happens much less. So in effect this is the same as barricades, which are already in game. Bubacxo 09:50, 15 May 2006 (BST)
  21. Kill - Great flavor, but the Ransack-to-find requirement is rather steep. --John Ember 15:33, 15 May 2006 (BST)
  22. Keep - This is great! keep them fewer than NT buildings, and once one zombie has ransacked the bunker should be exposed (e.g. 'there is a hatch in the flooring' in the room description), and make it take another 'clean up' AP to conceal again (survivors must clean up from the main building room). Besides, there would soon be compiled a list of bunker buildings, just like there is for NT buildings. P.S. Stop abusing spam votes! Spam is not a strong kill! This is a valid, sensible, and well worked idea. Saying WTFCENTAURS all the time just says you don't know how to interact like a person but want to get in on the spamming. --Burgan 20:29, 15 May 2006 (BST)
    Spam - No. Bad suggestion. Bad, bad suggestion. - CthulhuFhtagn 21:13, 15 May 2006 (BST) You must give a valid reason.--The General W! Mod 11:06, 29 May 2006 (BST)
  23. Keep - So this is an Amazing Suggestion? I like it, it would add an extra way to annoy zombies. Imagine an EHB NT Building with lights on. The zombies spend a huge amount of AP breaking down the barricades and they go in and find no one. They'd then have to leave or realise that people are hiding under the floor. Utter Brilliance. These idiots who Spam Vote just cant read. And obviously have no sense. --Krazy Monkey 11:00, 16 May 2006 (BST)
  24. Kill - A bad idea, IMO. As Ben said in NotLD: The cellar is a deathtrap. Now get the hell down in the cellar. You can be the boss down there, but I'm boss up here! --Raystanwick 00:17, 22 May 2006 (BST)
    • Tally - 3 Keep, 12 Kill, 10 Spam, 0 Dupe, 15 Total.--The General W! Mod 11:07, 29 May 2006 (BST)

Out the window!

Removed By Author. I like this idea, but you guys have a point... Mattiator 22:40, 14 May 2006 (BST)


Hmmmm. Withdrawn by author. Mattiator 22:41, 14 May 2006 (BST)

Auto-favour-return (reworked)

Spaminated with 9 Spam. No automated, spam producing, suggestions please.--The General W! Mod 11:14, 29 May 2006 (BST)

Window Barricading

Suggestion removed for violating the three a day rule. It would have been spaminated anyway. Break it again Mattiator and i will give you an official warning. --Grim s-Mod 23:42, 14 May 2006 (BST)


Timestamp: 17:49, 14 May 2006 (EST)
Type: Skill
Scope: Zombies and Humans who have been playing for a while
Description: Specialization

This is an odd two part skill, for players that want to be a bit more unique and might be getting bored with Urban Dead. To get it, you must be at least level 10 with 200 XP to spend. It can be obtained by anyone regardless of their starting class and can be transferred to use as a zombie or a human. The catch is that you can only have one of the following choices, provided you meet the requirements for it to be an option. When purchased, all choices that you meet the requirements to will be displayed for you to pick one from. As soon as you’ve made your choice, that is it, and you won’t be able to pick another. If you buy this skill and the option you wanted is not available yet, you may choose not to pick anything yet. As you meet their requirements, the remainder of the options will appear.

Cop Specialization= Detain Enemy Players with this specialization can choose to spend 20 AP to hold another player captive. The captive player has a 3% chance to perform any action while the person detaining them is in the same space. Should the person detaining another character leave the space that that character is in, the detainment is released and the character is free to perform any action without penalty again.

To obtain this specialization, the player must have the following skills: Basic Firearms Training - Pistol Training - Advanced Pistol Training - Shotgun Training - Advanced Shotgun Training - Hand To Hand Combat - Free Running - Body Building - First Aid - Diagnosis - Headshot -

Firefighter Specialization= Forced Passage If stuck either in front of or behind a barricade, players with this specialization have an additional 20% chance of breaking down the barricade enough to get in or out of the building.

To obtain this specialization, the player must have the following skills: Hand To Hand Combat - Axe Proficiency - Free Running - Body Building - Construction - First Aid - Surgery - Diagnosis - Headshot -

Consumer Specialization= Territory Knowledge Players with this specialization know their surroundings fairly well. For 5 AP the player can type in the name of a building, monument, park, or cemetery to remember how far and in what direction that building is. If the player doesn’t know the name of what they’re looking for, they can do a search by category for the nearest of that type to them. Players who do not have NecroTech Employment, will not be able to search for NecroTech buildings as a category, but can search for them by their building name if known.

To obtain this specialization, the player must have the following skills: Shopping - Bargain Hunting - Hand To Hand Combat - Knife Combat - Basic Firearms Training - Pistol Training - Shotgun Training - Body Building - Tagging - Construction - First Aid - Headshot -

NecroTech Lab Assistant Specialization= Viral Recognition Players with this specialization can spot players who have been infected or are infectious from a distance. A ! symbol is placed next to the names of players who are infectious or infected within the 9 square surroundings.

To obtain this specialization, the player must have the following skills: NecroTech Employment - Lab Experience - NecroNet Access - Diagnosis - First Aid - Surgery - Construction - Basic Firearms Training - Pistol Training - Headshot -

Doctor Specialization= Surgical Precision Players with this specialization have such a keen understanding of the human body that they know just the right spots to attack to do the most damage. Players who have this will have an additional 1-3 points of damage to hand to hand attacks. Blunt force and Wedged weapons that you must swing, such as pipes, bats, crowbars, and axes do an extra 1 point. Fists/hands will do 2 extra points, while a knife does an extra 3 points.

To obtain this specialization, the player must have the following skills: First Aid - Surgery - Diagnosis - NecroTech Employment - Lab Experience - Body Building - Hand To Hand Combat - Knife Combat - Basic Firearms Training - Headshot -

Private Specialization= Preemptive Strike Players with this specialization have tuned their reflexes to the point that they will always make the first attack if threatened. The way it works is when ever another player attacks a character with this specialization, the attacking player will see a message saying something along the line of “ You attack so-and-so for yadda yadda damage, but not before they hit you for the same amount.�? This will only work on the initial attack though. Should the attacker miss on their first hit, the damage that would have been done if it was successful will still be done. XP is not given for a Preemptive Strike.

To obtain this specialization, the player must have the following skills: Basic Firearms Training - Pistol Training - Advanced Pistol Training - Shotgun Training - Hand To Hand Combat - Knife Combat - Body Building - Construction - NecroTech Employment - First Aid - Diagnosis - Headshot -

Medic Specialization= Spot Wounded This specialization allows a character to tell others if nearby humans are under 50 HP without using AP . The wounded character(s) will show a + symbol next their name to all players within that square, so long as the character with this specialization is presently there too, either dead or alive.

To obtain this specialization, the player must have the following skills: Basic Firearms Training - Pistol Training - Advanced Pistol Training - Shotgun Training - Advanced Shotgun Training - Hand To Hand Combat - Knife Combat - Free Running - Body Building - Construction - NecroTech Employment - Lab Experience - First Aid - Surgery - Diagnosis - Headshot -

Scout Specialization= Group Lookout Characters with this specialization can tell what players are presently just outside or inside a building without having to go out of or into the building to check. The character will have the option to “Peek�? into or out of a building for 5 AP with a 10% chance of success. This will show only the number of “people�? and the number of dead bodies. It won’t tell if they are human or zombie, as it is only a quick peek. Should you fail or there not be anyone to look at, a message stating that you couldn’t see anyone will be shown.

To obtain this specialization, the player must have the following skills: Free Running - Basic Firearms Training - Pistol Training - Advanced Pistol Training - Shotgun Training - Advanced Shotgun Training - Hand To Hand Combat - Knife Combat - Axe Proficiency - Shopping - Body Building - Construction - NecroTech Employment - First Aid - Diagnosis - Headshot -

Corpse Specialization= Inspire Fear It is more difficult for all other players to enter the same space as the character with this specialization. There is a 60% chance of entering the same space as a character who has this. In the event of a successful entry, a message stating something like, “You hesitate for a moment as you move into the same area as so-and-so.�? While a failure to enter the space will say something like, “You thought about going over there, but then you saw so-and-so and changed your mind.�?

To obtain this specialization, the player must have the following skills: Vigour Mortis - Neck Lurch - Death Grip - Rend Flesh - Tangling Grasp - Memories of Life - Death Rattle - Feeding Groan - Ransack - Lurching Gait - Ankle Grab - Brain Rot - Scent Fear - Scent Trail - Digestion - Infectious Bite - Diagnosis - NecroTech Employment - Body Building -

I know this is long winded and a lot to read, but I want you to know that this is just a suggestion and can have things changed to make it better. Furthermore, some of this may seem like duplicate suggestion, as I didn’t take the time to look though all the files. I would also like to give up the rights to this suggestion and allow it to be picked apart for other suggestions should it not be approved as it is.


  1. Spam - Seems like every one of those either completely nerfs another player, or is completely useless -- Tirion529 22:57, 14 May 2006 (BST)
  2. spam - Doesn't make sense. the doctor skill makes you do more damage?!?! What the Fuck? Mattiator 22:58, 14 May 2006 (BST)
  3. Spam Almost did a tl;dr on this but went ahead and read it. Now I wish I didn't. Overpowered, doesn't make sense, breaks almost everyone of the ideas set down, like no auto-defense etc--Hypnotoad U! WTF 23:00, 14 May 2006 (BST)
  4. Kill - The Skills are, respectively: Bad (Mess with Other AP), Vague (To VSB+2, right?), Useless, Good, Vague (What percentage for the Attacks to get the bonus?), Bad (No Free Actions), Uselss, Bad (No X-Ray Vision), Bad (Mess with Other AP). Try again, or just re-submit the Vague and Good ones as skills.
    • Reply to Mattidor; Knowing how the Body Works lets you know how the Body breaks as well. --Karlsbad 23:01, 14 May 2006 (BST)
    • Re - very well (no messing with AP, it will be purely percentage with no AP spent by the captive), I don't understand your question on how it is vague, Actuall knowledge of where some buildings are is never useless, Glad you like it (almost went a different way with it), I'm not sure about the percentage (was hoping to get some feed back on it), I kinda agree (wasn't sure what to do with this one), It isn't useless to those who don't have Diagnosis, Look out your window or into another person's window and tell me you had to use x-ray vision to do it, and I never said anything about AP in this one (but now that you mention it, how about in the event of a failure, you move to an ajacent square diagonaly instead of that one?)--Savat 1:09, 15 May 2006 (EST)
      • Re:Re - So then the captive could continue to attempt the same action until it suceeded, therefore only taking up time and IP hits?; Vague as in to what point does the skill stop providing it's bonus, until VS+2 or until all barricades are gone?; It is useful in that sense but it is cheaper to use an off-server (see suburb map pages) to check; Its good enough to be a near-duplicate of another skill, but you are the first to suggest a ! at the end; I would like to hear what you think the skill should do and work from there; Me neither, Dead it is!; X-ray is only a "technical" term we've used to describe a skill to see into and out of buildings while still being at the location you are in- a zombie looking without having to break barricades or a survivor being able to look outside or arround a building without having to spend a AP moving around, and are generally not accepted unless they are done well. Check out Binocluars and their uses for Tall Buildings or the multiple "Smell Sweat" skills- all are far less impactful than the one you suggest; AP in that a character would be costed for the failed movement, otherwise the character would be able to continue to attempt to move out of the building until they run out of time or IP hits- I don't like the alteration because you'd be "Pied Pipering" other characters into places they didn't want to go to, which is annoying and or abusive. --Karlsbad 07:23, 15 May 2006 (BST)
      • Re:Re:Re - For the Firefighter one, I was thinking that it would depend on if the character was a zombie or not. It would be untill the character wanted to stop. However, I did have a flaw pointed out to me that has made me change my mind about this one... I didn't really know what to do for it either... I think I might have a cool idea, but it will likely be shot down. I'll give it a try though as a separate skill. For the Doctor one, maybe somewhere between 30%-60% was my original thinking, but now I'm starting to think it should be a bit more rare to perform. As for the rest, I'm not sure. I wasn't set on any of them, just the main idea of a skill that is different for everyone.--Savat 9:09, 15 May 2006 (EST)
  5. Spam -- Too long; didn't read. However, the "Detain" thing alone was retardedly fucking broken and enough to get a feel for the sheer horrifying stupidity that the rest of the suggestion undoubtedly contains. furtim 23:04, 14 May 2006 (BST)
    Oh, for fuck's sake. An auto-defence, too! I went back and actually read it. So now, aside from recommending that it be immediately moved to Humorous Suggestions for being COMEDY GOLD, I'm going to have to point out that 3/4 of these have been repeatedly spammed to death when suggested individually. And now here they are combined into some big honkin' suggestion of WTFCENTAURS. furtim 23:13, 14 May 2006 (BST)
  6. Spam - WTF CENTAURS?! This is the stupidest thing since Greedo shooting first. Sonny Corleone 23:06, 14 May 2006 (BST)
  7. Kill - Dear Lord. There's some interesting ideas here, but they're weighed down by so many horrible ones. For example, the Doctor Specialization? Ever hear of the Hippocratic Oath? Nervie 23:08, 14 May 2006 (BST)
  8. Spam - My pack mule died halfway through traversing this suggestion, and I was forced to kill it for drink and succour. Thankfully, I was able to squeeze enough water from the emaciated corpse of Fluffy Wuffs to make it out. Fluffy Wuffs 5/14: Never Forget. --Undeadinator 23:17, 14 May 2006 (BST) (Note: This suggestion is a Frankenstein monster of every suggestion I have ever spammed. I don't know what kind of depraved mind would dig up corpses to create this patchwork beast, but I want it institutionalized and kept away from the children.)
  9. Spam - Got through about 1/4 of it before I decided firmly that it was SPAM. The rest just confirmed that the submitter shouldn't be submitting suggestions. --Cinnibar 23:19, 14 May 2006 (BST)
  10. Spam - Crap. --Swmono talk - W! - SGP 23:22, 14 May 2006 (BST)
    • I reread it, and the firefighter skill, easy breaking down barricades, requires FREE RUNNING. WTFCENTUARS. --Swmono talk - W! - SGP 23:22, 14 May 2006 (BST)
    • Re - You are right, good catch... When I thought of the requirements I was thinking of what each class would likely have or should have. I wasn't thinking of that when I made the specialization though. It would only be useful to them when they became a zombie. I'd rather not remove the requirement but can you think of something as a specialization a firefighter or someone who would know the job might have that both a human and a zombie can benifit from?--Savat 1:21, 15 May 2006 (EST)
  11. Spam - I will admit I only read about three lines of Cop Specialization, but the whole stopping someone from doing anything is TOTOAL CRAP, and generated this vote--Bermudez 23:25, 14 May 2006 (BST)
  12. Kill - I vote kill on this suggestion and request you kill yourself immedietely for even thinking of something so unbalanced and stupid. --LCpl Mendoza 23:49, 14 May 2006 (BST)
  13. Spam - I think everything I could say has been covered. --HerrStefantheGreat 00:05, 15 May 2006 (BST)
  14. Kill - The basic idea is good, but you need to put alot more work in to balancing what you can get before you submit it (and condense it a bit as well). --Darkstar949 00:55, 15 May 2006 (BST)
  15. Spam - shouldn't there be a one suggest per... erm, suggestion? -- Tactical grace
  16. Kill - I barely made it through detain before I decided kill. I can already tell that the overall premise of this idea is unbalanced and bad for the overall game play. --Steel Hammer 03:53, 15 May 2006 (BST)
  17. Spam - I like the BASIC idea, but good God this is NOT the way to do it!--Pesatyel 05:01, 15 May 2006 (BST)
    • Re - So you do like the idea of having a skill that is somewhat different for everyone? That is the core of what I was going for with this suggestion. I obviously need work on finding balanced ways of doing that though. I'm also surprised by how people vote for these suggestions. Give an example and they look at it as the only way to do it, don't give an example and it is too vague. Not many constructive comments either. By the way, what is with the whole "WTFCENTUARS" thing?--Savat 24:44, 15 May 2006 (EST)
      • Something this elaborate should go (and/or be started on) the discussion page to hammer out the finer points of each classes skills/abilities. Having examples was good, just that the suggested abilities were, generally, overpowered (the cop one, for example). Each skill needs to be balanced with all the others, with survivors, with zombies, with hordes (both kinds) and with ferals, which is a tall order. You might try looking at similar discussions on other forums. As for the "WTFCENTAURS" thing, no idea.--Pesatyel 08:57, 15 May 2006 (BST)
      • Re - If you feel that this should be moved, go right ahaed. I figured it might need it, but I wasn't sure how or where to start...--Savat 9:15, 15 May 2006 (EST)
  18. Spam - Too long, confusing, and in the end spammy. Is Savat an alt of MrAushvitz? This is in his style... --Cyberbob240CDF - Arb - W! 08:52, 15 May 2006 (BST)
    • Re - No, I have no other alt. This isn't ussually how I would make a suggestion though... I got the impression from some of my previous ones that if it wasn't in as much detail as I could muster up, people would vote spam or kill because I was vague. I geuss a suggestion being too long is also gounds for a spam vote. I'll continue to work on how I present my suggestions.--Savat 9:21, 15 May 2006 (EST)
  19. Kill - Nice idea, specialization is cool, but the specializations are, respectivley, junk. Thanks for the attempt but these are largely useless, but at least they aren't mind breaking auto fire skills. --Burgan 20:35, 15 May 2006 (BST)
  20. Spam - tl;dr. - CthulhuFhtagn 21:12, 15 May 2006 (BST)
  21. Spam - Read the zombie suggestion - Totally useless, prevents zombies from hoarding at your location, plus requires Brain Rot AND human skills? Centaurs. --GuavaMoment 05:20, 16 May 2006 (BST)
  22. Kill - I like the specialization idea, but I don't like it being required to have Headshot, which I see as a griefing skill more than anything. --zizanie13 20:30, 17 May 2006 (BST)
    • Tally - 0 Keep, 7 Kill, 15 Spam, 0 Dupe.--The General W! Mod 11:19, 29 May 2006 (BST)