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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.
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VOTING ENDS: 29th-May-2006

Add Another Major Tactical Resource Point

Removed by author, after meeting spamination criteria for lack of specifics. --Dan 16:14, 15 May 2006 (BST)

Play Dead

Timestamp: 15:21, 15 May 2006 (BST)
Type: Skill
Scope: All
Description: I'm not sure if this has been suggested before, and wouldn't be surprised if it has, but I am unable to find such a suggestion.

The premise of this suggestion is a skill that allows zombies to appear as "dead bodies". My reasoning behind this suggestion is that it would give a bit more "work ethic" to human players when combating the undead.

A skill under "Memories of life". Play Dead can only be used inside buildings.

For 1AP, the player clicks the "Play Dead" icon and receives the text:

  • You slump to the ground purposefully, imitating a rotting corpse

Any human character players in a room with "fake" dead bodies would simply see the usual message of:

  • There are X dead bodies in the room

And would have option of dumping the bodies outside. If selected, all of the "real" dead bodies would be dumped outside, however, the imitation corpses would produce the message:

  • X of these corpses are undead, you daren't try to dump them outside

This would reveal all the zombies playing dead in the building to all other characters in the same room. Zombies can identify zombies whether they play dead or not.

There is no AP cost to zombies who are identified. Similarly, there is no AP cost to zombies who cease playing dead themselves. This is implemented by clicking on either the square that you occupy, or one adjacent,

This is what I mean about work ethic. At the moment it's "me see zombie, me kill zombie". But look at it like this:

You find yourself in a building. It looks safe, barricaded at an acceptable level. You've only got a few AP left. But there's a dead body in the room. Do you try to move the zed? If it's a corpse, then all is good, but if not, you've just used an AP identifying that it's really a zed. You've gotta move again. If you've only got 1AP now you're moving blindly into the next room.

Now you got to work to identify your enemy, spend AP that bit more wisely, choose your battles in case you end up in a room full of "fake dead".

This skill would add a certain tension and paranoia to the site of dead bodies, which is what ALL dead bodies should do in a zombie apocalypse situation. In Malton however, dumping dead bodies is as trivial as throwing out the trash.

This skill does NOT stealth zombies. It can only be used inside buildings (due to Zeds limited intelligence, and fear of open spaces!) and the zombies do appear, only as dead bodies. Outside of buildings, zombies can still be seen from adjacent blocks, and the "Play Dead" option is not available. As mentioned above, zombies can identify zombies in all cases, as per normal. Don D Crummitt 15:21, 15 May 2006 (BST)


  1. Keep Author Vote Don D Crummitt 15:22, 15 May 2006 (BST)
  2. Kill - You're lucky I had to go sign in, otherwise the first vote on this would have been a kill. Actually, it's a decent suggestion, but you make no mention of whether said zombies can be attacked, and who all sees them when they are found. Basically, one they're found, they should no longer appear as dead bodies to anyone in the room at the time of the dump. --Pinpoint 15:32, 15 May 2006 (BST)
  3. Kill - Pretty much what Pinpoint said, actually. Damn, I hate saying "What (insert user here) said." I like to come up with something original :( --Cyberbob240CDF - Arb - W! 15:35, 15 May 2006 (BST) Even with that clarification, I'm still inclined to say no. I'm just a little nervous about any sort of hiding, no matter what safeguards there are in place. You can't plan for every possible scenario: what if a newbie who doesn't know to dump bodies encounters an entire horde? What if someone on their last AP makes it into a safehouse filled with "dead" zombies that have barricaded themselves in deliberately? Also, for there to be even a slight chance of a Keep vote from me, there would need to be an AP cost for standing up, and a higher cost for "dying". I'm thinking somewhere around 5. --Cyberbob240CDF - Arb - W! 15:41, 15 May 2006 (BST)
    • RE Both Above - I thought I addressed this - yes, once the zeds have been "identified" by one person, they appear as zombies to everyone in the room. Also, the zombies can be attacked only once they have been identified as such. Don D Crummitt 15:37, 15 May 2006 (BST)
      • Re - Cyberbob's AP cost for standing up would also be a good idea. Your suggestion does not actually define what "identified" means, just that they are. I think in this case, a note of clarification would be appropriate, but you'll have to resubmit if you want to add in the AP cost. --Pinpoint 15:53, 15 May 2006 (BST)
  4. Keep - Since it only works inside buildings, I don't see a problem with this. One dump action reveals all the zeds. Would zombies use it? It'd be interesting to find out. --John Ember 15:51, 15 May 2006 (BST)
  5. Kill (1) The suggestion as written does not make it at all clear that one attempt to dump makes the fake bodies recognizable to everyone else, and iiuc it's the text of the suggestion that goes on the peer-reviewed page, not the discussion. (2) It makes no sense to me that zombies would be able to recognize fake bodies for free. If they're indistinguishable until you try to grab them, to a survivor, why would they be auto-recognizable to a zombie? (3) I'm not convinced it's ever useful. Fix 1 & 2 and resubmit, and I'll try to figure that out. (3) You don't say whether an attempt to dump would make someone scent-trailable. I think it should not. Fix those, and I think you'll have my vote.--Dan 16:01, 15 May 2006 (BST)
    • RE Excuse my ignorance, but what is iiuc? Not sure what point 1 actually pertains to. Also, zombies can always recognize other zombies regardless of their status - it's why zombies naturally don't eat each other! As I pointed out, the suggestion is simply to enduce paranoai amongst human players. Zeds don't care about other zeds. Don D Crummitt 16:24, 15 May 2006 (BST)
    • Re Oops, I misread. (iiuc = "if I understand correctly)--Dan 17:03, 15 May 2006 (BST)
  6. Kill This is ok as long as you add in a non-combat clause. sure, indoors only is fine and dandy, but what if a zed is attacked by a zombie hunter & plays dead when geting low on health just to avoid headshot by getting off the target list & onto 'dead body'? Also, could this allow a zed to keep acting dead every turn, effectively wasting survivor time? As an added step, once a zombie has been identified, they should be moved to the top of the attack stack as 'Faker Zombie' or something to avoid too much abuse of this. If something like these are added in, I will change my vote to a Keep. Bubacxo 16:44, 15 May 2006 (BST)
  7. Spam - Zombies, above all, do not need to hide or play dead. Zombies are not ninja. Saying that it does not create stealth zombies does not make it true. Zombies would abuse this to protect themselves against headshots, thus nerfing headshot. In a straight seige, zombies would abuse this skill and continually hide, re-hiding and being locked into the building. IE : A zombie hides, is uncovered, but is repeatedly ?playingdead much like some zombies ?rise. Broken, unrecoverable as a concept. --Timid Dan 16:48, 15 May 2006 (BST)
  8. Kill - I like this idea, but it's too abusable. -- Mettaur 17:02, 15 May 2006 (BST)
  9. Kill Surley if there was a zombie on the floor and you saw it, you'd just shoot it? It would be like shooting undead fish in a barrel! --MajesticNinja 17:30 15th March 2006
  10. Kill - Its to exploitable in its current form, perhaps if its only if your not in the top5 users--xbehave 17:54, 15 May 2006 (BST)
  11. Kill There are a lot of problems with this suggestion as it stands, but if you rework and resubmit it addressing all of the problems that have been mentioned, I think it could make it to peer reviewed. --Rozozag 19:04, 15 May 2006 (BST)
  12. Kill - Decent idea, but it could be abused as said above. Maybe change it so it can only be activated when no survivors are present in the building. Crazy Hand 19:08, 15 May 2006 (BST)
  13. Spam - Zombies can smell harmanz so playing dead wouldn't do anything. And if you cannot tell the difference between a rotting corpse and a guy laying down on the ground...well. Sonny Corleone WTF 20:45, 15 May 2006 (BST)
  14. Kill - Decent idea, but it needs work - Nicks 20:46, 15 May 2006 (BST)
    Dupe - This vote, she does not speak in the tongue of lies. --Undeadinator 21:21, 15 May 2006 (BST) Dupe votes must contain a valid link.--The General W! Mod 09:50, 29 May 2006 (BST)
    • re? - WTFCentaurs? Where's the link undeadinator? I'm not a mod so I can't swipe stuff. Mattiator 00:31, 16 May 2006 (BST) Author re's only please.--The General W! Mod 09:50, 29 May 2006 (BST)
  15. Keep - And as this is zombies playing dead, I don't think it's a dupe and I do think that anyone thinking otherwise has been CNR - David Malfisto 21:57, 15 May 2006 (BST)
  16. Kill - I always think hiding skills are a bad idea. Velkrin 22:54, 15 May 2006 (BST)
  17. kill too exploitable by zombies to ge themselves locked into a building. this could be good though... Mattiator 00:33, 16 May 2006 (BST)
  18. Kill - It looks to be significantly different from previous "Play Dead" or "Feign Death" suggestions, but the primary problem with ALL of these suggestions is that a "dead" zombie (ie. one lying on the ground as a corpse) is immune to being killed. Does it force the zombie to stand (doesn't seem quite fair) or does it create a new category, standing zombie and faking corpse (but still on the ground, they still have to stand normally) since all true corpses would have been tossed. And if it does, are the faking corpses subject to attack? Also, there SHOULD be an AP cost for a zombie to stand up voluntarily after using the skill (normal stand up cost).--Pesatyel 02:50, 16 May 2006 (BST)
  19. Kill - I actually really like this idea, but as others have said before me, it needs a little work - clear up some of the confusion about combat and standing up (and AP) and I would vote Keep on this suggestion. --Salicyclic 03:27, 16 May 2006 (BST)
  20. Kill - I have always wanted a play dead skill for zombies, and although your suggestion is good, I don't see the benifit of it. The only reason I could think of a zombie wanting to stop moving when food is nearby is to either wait till it was closer so it could do a surprise attack or to stop it's self from being attacked, wich I doubt would happen often since zombies don't feel pain. However, as it stands, you can attack players who are dead if you have them in your contacts list, why not make it so you can shoot random bodies? Or make it so one can only play dead when there are no humans present in the room, and change it so they can't dump any bodies outside till they find the ones who are faking. Attempting to dump bodies displays the message that as you move close to a body you thought you saw part of it move, this will only identify 1 zombie who was hiding from the group of humans in the room. The rest stay hidden till somone tries to dump the rest of the bodies. Zombies can attack while pretending without having to stand up but are then discoverd right away and can't flee till they do stand up. Also, a zombie must be standing to be able to choose to play dead, so even if all the humans leave or die in the room, discovered zombies that havn't stood up will be seen as soon as someone re-enters the room.--Savat 14:43, 16 May 2006 (EST)
    Kill You forgot to multiply it by a million. Imagine the whole Caigar crew doing it. Unsigned.--The General W! Mod 10:03, 29 May 2006 (BST)
    • Tally - 2 Keep, 16 Kill, 2 Spam, 0 Dupe, 20 Total .--The General W! Mod 10:03, 29 May 2006 (BST)

Add Another Major Resource Point -- Ropes and Bungees

Timestamp: 17:45, 15 May 2006 (BST)
Type: Strategic realignment
Scope: Barricading
Description: We don't know what it will be, but we can be nearly certain that Kevan will add something to the game that changes it so dramatically that the new item becomes a must-have. My goal in this suggestion is, if it's an item or a building characteristic, don't put it in malls or NT buildings. Hospitals and police stations are resource buildings, but they can't hold a candle to malls.

Fuel cans are a big step in this direction already, but the number needed is small enough that auto repair shops don't seem to be major battlegrounds so far. So let's further enhance the value of auto repair shops, and get some more survivors out to another type of building instead of just the malls and NT buildings where most of us are holed up.

So goal is to have something that's used in fairly large quantity, and is worth finding in a place other than the mall and transporting to be used in various places including the mall -- without having excessive effects on anything else. One other effect is that any new item, unless it replaces an existing one, places more demand on the same limited number of inventory slots: to minimize that effect, the new item should have a fairly high "density" (i.e. number of uses per inventory slot). FAKs and ammo already come from malls; if an item aids healing or damage-dealing enough to raise the value of its source building, it would undermine the value of malls. Barricading is the only other activity done frequently enough to raise the value of a building, so barricading it is. Bungee cords and coils of rope would be added to the game, to secure barricades with; and barricade numbers would be adjusted to compensate. Because barricading odds have not been documented, however, the numbers can be specified only by criterion rather than with explicit numbers.

Both items would be found in mall hardware stores (1% each), junkyards and warehouses (2% each), and auto repair shops (4% each). All finds would displace junk items. I acknowledge that there's no really good in-character reason for auto repair shops to have rope be easier to find; let's just say it's that there's less other junk around in what was formerly a well-organized workspace than there is in a storage area. The real reason, as with so many other things, is to make the game mechanics more fun.

A bungee cord would be a single-use item: when you click on it, you attempt to barricade with +30% to succeed. You still would be adding flavor-text-only items; the flavor-text rationale for the bonus is that because you can bungee them in place, they can be stable in places they wouldn't otherwise be able to go in. A coil of rope would be a multi-use item like a firearm (hence taking up two spaces in inventory), only it's always found fully "loaded" and you never find "ammo" to reload it. Using a coil of rope would give you only a +25% chance to succeed, but a coil of rope fits eight uses into two inventory slots.

The number of barricade levels per change of text description above VS would be increased so that it would take the same average number of AP to get to maximum as it currently does, including search AP at best possible success rates (i.e. in auto repair shops with generator). This means that barricading would be less efficient overall, because you don't always get to do your searching in the best of circumstances. But it would also be more effective at best, because you would be using stored search AP as well as the AP you spend during a break-in.

The odds of loosening a section of barricade above VS1 would be increased so that it would take the same average number of AP as it now does to get barricades from any text-description level to the next lower. Below VS, where you already have a 100% chance of successful barricading, neither the number of levels nor the destruction odds would be changed.


  1. Author keep --Dan 17:45, 15 May 2006 (BST)
  2. Kill - Don't zombies only have a 25% chance at max to actually take a barricade down a level as it is? *concerned* Talking about this on IRC has simply confused me more. -Wyn (talk!) 17:57, 15 May 2006 (BST)
    • Re I'm not sure what you're confused about. Ask in detail on the talk page? --Dan 20:27, 15 May 2006 (BST)
  3. kill - NO and NO. the point of making malls and NT so powerful is that survivors tend to crowd round them, if you add another point survivors would crowd less and playing as a zombie would be more boring. And barricading doesn't need to be made easier.--xbehave 18:00, 15 May 2006 (BST)
    • Re - If you find it more interesting to have no harmanz to eat anywhere but the mall (and then when you break in you have 800 of them shooting at you) than to have 600 in one spot and 200 in another, there's no way to argue against that preference. But it doesn't make barricading easier. It's a break-even in total AP if you tie the stuff in place, but with the added difficulty of maintaining another tactical resource point and hauling stuff around. And for those who choose to ignore the rope option, it makes barricading harder. --Dan 20:27, 15 May 2006 (BST)
  4. Kill - 25 AP to find an item which only boosts your chances at barricading above VSB? I don't know the exact failure rate for barricade attempts above that level, but I'm pretty sure it's less than 96%. In other words, it'd still be more effective to just continue attempting the build until it succeds. This would never get used. --John Ember 18:39, 15 May 2006 (BST)
    • Re - That accounting assigns all the search-AP cost to one bungee, which doesn't reflect people's likely search priorities. Fuller answer on the talk page. --Dan 20:15, 15 May 2006 (BST)
    • Re - A bungee is a single-use item, no? Even for the coil of rope, with 8 uses, the AP cost is about 4 AP per use (3 AP to find, 1 to use). Unless the VSB+ cade failure rate is higher than 75%, it just doesn't make sense to spend time searching for such an item. --John Ember 20:21, 15 May 2006 (BST)
    • Re - Ah, I see what wasn't clear. The 25% and 30% are bonuses, not overall success rates. The chance to succeed is unknown, but it decreases with barricade level. If for example it's now 20% chance to succeed at VH, with a rope you would have 20% base chance plus 25% tie-down bonus, or 45% total chance to succeed.--Dan 20:32, 15 May 2006 (BST)
  5. Spam - If it has to do with barricading then no. Every idea about improving or nerfing barricading is always shot down. Just leave it alone. Sonny Corleone WTF 20:52, 15 May 2006 (BST)
    • Re - Ha! It neither improves barricades, nor nerfs them. --Dan 21:27, 15 May 2006 (BST)
  6. Spam - Bungee cords? --Undeadinator 21:24, 15 May 2006 (BST)
    • Re You realize that doesn't count as a reason. --Dan 21:27, 15 May 2006 (BST)
      • Re - Au contraire, mon frer. If you had titled this suggestion "Furious Bees" or "Rampant Herpes", the result would doubtlessly have been the same. Certain concepts just need to die. --Undeadinator 22:05, 15 May 2006 (BST)
    Spam - Whiskey Tango Foxtrot, over. - CthulhuFhtagn 21:37, 15 May 2006 (BST) Your must give a valid reason.--The General W! Mod 10:01, 29 May 2006 (BST)
  7. Spam - It's been so long since we've had a good suggestion, I don't know how to vote Keep anymore (as above). --Cyberbob240CDF - Arb - W! 21:56, 15 May 2006 (BST)
  8. Kill - Ok a lot of the spams are just flexive CNR votes. But to be honest, bungee cords in an Auto Repair shop? I'm surprised no-one's voted SoaP. - David Malfisto 22:01, 15 May 2006 (BST)
  9. Spam - A few things. First, length of description does not equal quality. Keep it short and simple. From what I can tell the entire first two paragraphs don't even need to be there, and the third only has one useful bit of information (how many spaces it takes up). Second, barricade rates are fine as they are right now. Third, from what I can tell you suggest balancing out the increased chance of barricading by raising the items needed to get a barricade up to the next level. This means that zombies will need to do even MORE smashing. Bad idea through and through. Velkrin 22:52, 15 May 2006 (BST)
    • CNR - It does not mean that zombies would have to do more smashing. The success rate of demolishing barricades would be increased to keep the same number of AP to lower them. --Dan 00:07, 16 May 2006 (BST)
    Spam - What the hell!? Tokakeke 23:18, 15 May 2006 (BST) You must give a valid reason.--The General W! Mod 10:01, 29 May 2006 (BST)
  10. WTFCentaurs!!!!/Spam! Ummmm... No. Mattiator 00:08, 16 May 2006 (BST)
    • Note - Struck out invalid part of vote.--The General W! Mod 09:53, 29 May 2006 (BST)
    • Re - I will beat hell from your body if you ruin the subtle, nuanced comic staple of equestrian voting. --Undeadinator 00:29, 16 May 2006 (BST) Author Re's only please.--The General W! Mod 09:53, 29 May 2006 (BST)
    • Re Nobody likes you and you're not funny. Go to hell and leave WTFCENTAURS alone--Admiral Ackbar U! WTF 00:46, 16 May 2006 (BST) Author Re's only please.--The General W! Mod 09:53, 29 May 2006 (BST)
      Re BANDWAGON LOLZ Sonny Corleone WTF 00:49, 16 May 2006 (BST) Author Re's only please.--The General W! Mod 09:53, 29 May 2006 (BST)
  11. Kill Bungee cords are rather out of genre. And barricades are fine. --Jon Pyre 00:38, 16 May 2006 (BST)
    • Re - Are you taking "bungee cords" to mean the things used in bungee jumping, or does everyone have some aversion to actual bungee cords, y'know the things used to tie stuff down on top of a truck? --Dan 00:42, 16 May 2006 (BST)
  12. WTFCENTAUR!!! please god stop and let the noble flying horse sleep, Or i will shoot them and sell their steaming corpses to the FRENCH! this suggestion is crap and mattiador is a pain in the ass, if you can't think of a proper reason to vote then don't bother the rest of us with your 'humour'--Honestmistake 02:25, 16 May 2006 (BST) Invalid vote. --Pinpoint 05:17, 16 May 2006 (BST)
  13. Spam -- Can't we make "Don't Fuck With Barricades" an official Suggestions page rule? furtim 02:51, 16 May 2006 (BST)
  14. Spam - Nice try. Two problems. One, barricades do NOT need to be easier to make. Two, new items need to be placed in buildings that have NO current significant uses (Mansions, the Zoo, Schools, etc.). Auto Repair shops already have a signifcant use item (Fuel Cans, especially now that generators are much more important). Rope could be easily found in the Zoo or mansion, as an example.--Pesatyel 03:05, 16 May 2006 (BST)
  15. Kill - Nice direction, but will be useless in the end. P.S. STOP SPAMMING IT'S NOT SPAM! SPAM IS NOT A STRONG KILL--Burgan 18:25, 16 May 2006 (BST)
    • Tally - 0 Keep, 6 Kill, 8 Spam, 0 Dupe.--The General W! Mod 10:01, 29 May 2006 (BST)

Shock Gun

I missed something on this. I'll re-submit soon. Mattiator 00:36, 16 May 2006 (BST)


Timestamp: 00:38, 16 May 2006 (BST)
Type: Skill
Scope: zombies
Description: Your zombie gets +5% chance to hit with all attacks when there are 3 or more survivors in the area. this skill requires Vigour Mortis.


  1. Keep Author Vote. Mattiator 00:38, 16 May 2006 (BST)
  2. Spam Holy arbitrary and unneeded bonus, Batman! --Jon Pyre 00:42, 16 May 2006 (BST)
  3. Kill - Anything that messes with the balance needs a justification for doing so. It's not hard to sell me on such a reason, but there has to be one and I don't see one here. --Dan 00:45, 16 May 2006 (BST)
  4. Spam - Fuck off Mattiator. Im sorry, but it needed to be said. There is no need for an arbitrary bonus.--Grim s-Mod 00:45, 16 May 2006 (BST)
  5. Kill - What Dan said. --Karlsbad 00:45, 16 May 2006 (BST)
  6. Spam - What Grim said. -- Tirion529 00:46, 16 May 2006 (BST)
  7. Spam - What Undeadinator said. --Undeadinator 00:47, 16 May 2006 (BST)
  8. Spam What Undeadinator said--Admiral Ackbar U! WTF 00:50, 16 May 2006 (BST)
  9. Spam - I felt a great disturbance in the Force, as if millions of voices suddenly cried out in terror and were suddenly silenced. Sonny Corleone WTF 00:52, 16 May 2006 (BST)
  10. Spam - What Jon, Dan and Grim said. --Steel Hammer 01:40, 16 May 2006 (BST)
  11. Spam - What Undeadinator said. --ThunderJoe 01:47, 16 May 2006 (BST)
  12. Spam - What Mookie said --Mookiemookie 02:16, 16 May 2006 (BST)
  13. kill What everyone else said, i mean why not a 'more ammo than sense' skill that adds +15% if you have 3 or more fully loaded guns? i will tell you why: cos its a shit idea! sorry but NO!!!--Honestmistake 02:29, 16 May 2006 (BST)
  14. Spam -- What the next guy says. furtim 02:52, 16 May 2006 (BST)
  15. Spam - What the previous guy said. Tokakeke 03:02, 16 May 2006 (BST)
  16. Spam - totally arbitrary. -- Mettaur 03:07, 16 May 2006 (BST)
  17. Spam What everyone who has (and will have) voted "spam" said (and will say). --Volke 16:14, 16 May 2006 (BST)
  18. Spam -Unnecessary. This would just become a balance thing, and I think balance is OK right now. --Burgan 18:28, 16 May 2006 (BST)
  19. Spam - Wouldn't it be better if we didn't do that, instead of doing it? - David Malfisto 19:14, 16 May 2006 (BST)
  20. Spam - What Mr. Corleone said (about loving Grim). Private Oxymoron 20:00, 16 May 2006 (BST)
  21. Spam, spam, sausages, and spam. - CthulhuFhtagn 03:07, 17 May 2006 (BST)
  22. Spam, -I have a suggestion i would like to add too. Shut the fuck up quit suggesting shit you can not even come up with a decent suggestion let alone a good one. Please kill yourself now do the wiki and the world a favor because if you come up with stupid shit like this on the wiki I can only imagine what kind of stupid shit you have said and done in real life. Thank you and have a nice day. Sincerely yours.--LCpl Mendoza 02:37, 28 May 2006 (BST)
  23. Spam Spam vote # 19 --Teksura 06:49, 28 May 2006 (BST)
  24. Spam - Funnily enough, I am hungry. –Xoid Talk U! 09:02, 28 May 2006 (BST)
    • Tally - 20 Spam, 3 Kill, 1 Keep, 24 Total. –Xoid Talk U! 09:02, 28 May 2006 (BST)
  25. Spam - What Grim said.--The General W! Mod 23:24, 28 May 2006 (BST)
    • Tally - 21 Spam, 3 Kill, 1 Keep, 25 Total.--The General W! Mod 23:27, 28 May 2006 (BST)
  26. Spam - What changchad said.--Changchad WTFW!SGP 08:58, 29 May 2006 (BST)
    • Tally - 22 Spam, 3 Kill, 1 Keep, 26 Total.Historic spam record needs to be changed. --Changchad WTFW!SGP 08:58, 29 May 2006 (BST)