Suggestions/15th-Oct-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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Blood Scrawl

Removed as a Dupe with 4 Dupe votes. --Funt Solo 08:59, 15 October 2006 (BST)


Non-Lethal Rounds

Timestamp: Canuhearmenow Hunt! 01:23, 15 October 2006 (BST)
Type: New Items.
Scope: People who want to get rid of a threat without killing them.
Description: This is a more powerful version of MrAushvitz's "Its Fisting Time!" Suggestion. What this adds is "Bean-Bag Rounds." Which are real life Non-lethal rounds used for Shotguns. They are found at 2% PD's, 1% Armories, and 3% Mall Sports Stores. Bean-Bag rounds are loaded individually, have same accuracy as a normal shotgun, and do 4 damage. Upon getting "Killed" with a Bean Bag round the one killed does not turn into a zombie upon getting up (But zombies killed with this stand up as a zombie) but still stay a survivor with half HP. This would work wonders for getting rid of a Death Cultist, who want to die, or for PKers. The message others get is "Player A knocked out Player B."

Keep Votes

  1. Keep - Author Vote, I hope its nice.--Canuhearmenow Hunt! 01:23, 15 October 2006 (BST)
  2. Bean Bag Guns! POW! Opps...Did I just shoot a bean bag at ya? Sorry....Here...lemme help you up....POW! ah darn it....my finger was still on the trigger... --Axe Hack 01:34, 15 October 2006 (BST)
  3. Wow...I wish I had thought of that one - Very creative, and a very good suggestion. I see no problems with it, and helps to deal with a problem that we don't really have much of a solution for currently, now that I think about it. Although, it doesn't specify whether or not the half-HP thing applies to zombies getting up as well -Reaper with no name 02:02, 15 October 2006 (BST)
  4. Keep Non-lethal methods. Dat be what de cops be doing to da people on da streets mon, hey mon, quit dat looting.. <Pooo! Bean Bag Round>MrAushvitz Canadianflag-sm.jpg 04:33, 15 October 2006 (BST)

Kill Votes
Against Votes here

  1. Kill - I don't mind the idea terribly, I just don't think this is a good way to do it. Basically, I don't mind Mr. Auchvitz suggestion with the awful name too much, but this involves new type of ammunition to search for. Basically, it's just a little more involved that what it is warrants. It would be better implemented as simply as possible, and with a minimum of impact. --Rgon 05:21, 15 October 2006 (BST)
  2. ????- Why Bean Bags? I'm all for fists knocking someone out- makes sense, but why bean bags? --MarieThe Grove 11:08, 15 October 2006 (BST)

Spam/Dupe Votes

  1. Spam What do you mean "Get rid of a threat without killing them"? If someone is a PKer you want to kill them so they have to honestly work their way through barricades. Spending all your AP to knock someone out who'll stand back up right as rain makes no sense at all. --Jon Pyre 02:40, 15 October 2006 (BST)
  2. As Pyre... if you just knock em out and dump the body they'll stand up and freerun back in. Also, don't add useless items to PDs. Rheingold 03:00, 15 October 2006 (BST)
  3. Bean Bags? - Hey dude let's go kick some Zombie Ass with BEAN BAGS!!! ULTIMATE NIJAN WEAPON!!! AGGGGRRHH!! --Officer Johnieo 05:42, 15 October 2006 (BST)
  4. Spam - This actively promotes PKing. --Funt Solo 09:03, 15 October 2006 (BST)
  5. Spam - If a survivor is killed, he/she turns into a zombie. No exceptions. -- Nob666 12:46, 15 October 2006 (BST)
  6. Spam- Makes ninja harmanz--Admiral Ackbar U! WTF 19:48, 15 October 2006 (BST)
  7. Spam Promotes PKing and appears generally useless in a ZOMBIE apocalpyse.--Pesatyel 22:57, 15 October 2006 (BST)

Vigourous Grasp

Timestamp: Certified=Insane 02:05, 15 October 2006 (BST)
Type: New Zombie Skill
Scope: Zombies
Description: New skill that can be bought for 100xp once tangling grasp is aquired. Zombies with this skill learned to grasp harder their victims, entering their claws into their victim's flesh. As a consequence, every time a zombie with this skill loses his hold on a victim he inflicts 1 dmg. Simple and useful.

Keep Votes

  1. Author Vote -Certified=Insane 02:05, 15 October 2006 (BST)
  2. Keep Wow, a lot of voters seem threatened by that 1 little point of damage this 1 skill provides, only when the grip is lost! It's underpowered, but it's a bit of a tangling grasp buff so I like it, more XP.. more pain. MrAushvitz Canadianflag-sm.jpg 04:36, 15 October 2006 (BST)
  3. Keep - Not unbalanced, despite what many are claiming. And even if it was "unbalanced", that wouldn't be a reason for everyone to be abusing the spam vote like they are. Spam votes are supposed to be reserved for suggestions that are "some crazy uber power or something else ridiculous". This doesn't fit that bill by a longshot. --Reaper with no name 23:50, 15 October 2006 (BST)
  4. Keep - i totally support this idea--Kcold 03:11, 16 October 2006 (BST)
  5. Keep - Sounds good to me. DeathToSpam 14:45, 28 October 2006 (BST)
  6. Keep - This does not sound too bad. I like it. MTSkull 19:55, 28 October 2006 (BST)
  7. Keep - I like this idea, right now when the victim escapes feels like a waste of AP. SomeWayne 20:02, 28 October 2006 (BST)
  8. Keep - I like it, a fun little addition that adds to the atmosphere of the game. I wouldn't have it give XP though, like how Infectious Bite damage doesn't give XP. And to those who say missing shouldn't do damage; it's not the miss that's hurting it's the act of releasing the grip that's already in effect with the other hand. I think it makes sense. Zomboc 21:33, 28 October 2006 (BST)
  9. Keep - This would make Tangling Grasp more worthwhile. ConfusedUs 03:58, 29 October 2006 (UTC)
  10. Keep - Makes Tangling Grasp a useful skill. Bounty838 14:20, 29 October 2006 (UTC)
  11. Keep - More skill synergies. Pchem 02:17, 30 October 2006 (UTC)

Kill Votes

  1. Kill I was tempted to vote keep but I think that there should be a penalty for missing. --Jon Pyre 02:38, 15 October 2006 (BST)
    • Re: Missing is missing, it gains you nothing. Only losing grasp (which is not automatic when you miss) does. -Certified=Insane 04:39, 15 October 2006 (BST)
  2. This is all positive for the zombie. What's the negative for them? --Axe Hack 02:58, 15 October 2006 (BST)
  3. Sounds interesting, but sorry, no freebie damage.--Pesatyel 22:59, 15 October 2006 (BST)

Spam/Dupe Votes

  1. SPAM bumps up claw avg damage which is not needed. Rheingold 03:01, 15 October 2006 (BST)
    • Re: Funny how all pro-survivor suggestions are shot down by zombie players, and pro-zombie suggestions shot down by survivor players... It's obvious that Kevan always implements new additions for both at the same time to keep them balanced. And this is just abuse of the spam vote. -Certified=Insane 03:06, 15 October 2006 (BST)
  2. SPAM The various damage ratios are quite well ballenced as it is think you. And if you call me a survivor, I'm going to laugh untill my lungs collapse. --Stroth MotA 04:00, 15 October 2006 (BST)
  3. Spam - Missing should not do damage. Just doesn't make sense. Also, I have to agree that claw attacks do pretty well as they are. Further, it partially removes the counter-incentive of switching to the lower percentage bite attacks while using tangling grasp. Which is bad, you know, because it is. Trust me. --Rgon 05:15, 15 October 2006 (BST)
  4. SPAM - I play as a Zombie, and it seems unbalanced. --Officer Johnieo 05:43, 15 October 2006 (BST)
  5. Spam - You shouldn't hit when you miss. --Funt Solo 09:04, 15 October 2006 (BST)
  6. Spam - If you miss you miss and thats your tough luck. If you hit then you hit and thats your good luck. Lets keep them separate. :) --MarieThe Grove 11:10, 15 October 2006 (BST)

Piercing Bite

Timestamp: Jon Pyre 05:39, 15 October 2006 (BST)
Type: Skill
Scope: Zombies
Description: Right now bite attacks are underused. Injured zombies don't care about restoring health enough to give up a higher chance of doing damage with hand so Digestion goes unused. Basically the only reason to use bite is if you're feeling malicious and want someone to be infected when they're revived, or to discourage a survivor during live combat. In that case you need only bite a survivor once in the entire course of attacking them.

Piercing Bite would be a skill to allow people to use bite more in combat. When gripping a survivor with tangling grasp any successful bite attack will allow the zombie to get a hold on the survivor with their teeth as well. Having a hold with both hands and teeth makes it harder for the survivor to break away. Odds of losing your tangling grasp on a miss are reduced to 30% of what they currently are. If you lose your grip you also lose the benefit from the bite and have to have a hand attack, then bite attack, all over again. It does not increase attack percentages or damage. It only reduces the chance of losing your tangling grasp bonus of 10%.

SUMMARY: When grabbing a survivor with tangling grasp a successful bite reduces the odds of losing your tangling grasp bonus on a miss to 30% of current levels. This will lead zombies to start off every round of attacks with first a hand attack, then a bite, in order to make the most of tangling grasp.

Keep Votes

  1. Author vote Let's give zombies a reason to mix it up. This will make combat more than hand attacks. They'll have reason to switch back and forth from hand to bite. --Jon Pyre 05:41, 15 October 2006 (BST)
  2. Mmh Mmh Good! - AHHH LET GO OF ME!!! LET GO!!! NOT THE FACE!! NOT MY BEAUTIFUL FACE!!! --Officer Johnieo 05:45, 15 October 2006 (BST)
  3. CHOMP! --Axe Hack 05:47, 15 October 2006 (BST)
  4. Go For The Groin! - Oh I get it, not so tough.. tangling grasp followed by a bite attack makes tangling grasp harder to shake off.. cool. The dirty old 1 - 2. Means that zombie is all over you like a dirty shirt. Doesn't really buff bite per se it makes bite useful to maintain tangling grasp.. but then maybe you'll bite more once that gets started, lol. You still have to hit with the bite for the benefit, that might take a few shots.. so it's something you have to earn to get the buff. -- MrAushvitz Canadianflag-sm.jpg 17:59, 15 October 2006 (BST)
  5. Keep - Though the name does not really match the ability --Gene Splicer 20:07, 15 October 2006 (BST)
  6. Keep - good idea i liket it --Kcold 03:09, 16 October 2006 (BST)
  7. Keep - I was thinking of an idea like this yesterday! Wonderful! --| scrapped | 04:41, 16 October 2006 (BST)
  8. Keep - From a user who wants zombies to be interesting. --Pinpoint 08:37, 17 October 2006 (BST)
  9. Keep- i always lose my tangling grasp grip after the 3rd whack anyway, looking forward to 4! --Kaminobob 06:46, 24 October 2006 (BST)
  10. Keep - Sounds good to me. DeathToSpam 14:47, 28 October 2006 (BST)
  11. Keep - Bite is rarely used. Make it useful! ClayM 19:18, 28 October 2006 (BST)
  12. Keep - Why is bite there if it isn't going to be used more frequently? This will change that. MTSkull 19:57, 28 October 2006 (BST)
  13. Keep - Yup, bite is definitely underused right now. SomeWayne 20:06, 28 October 2006 (BST)
  14. Keep - I'd rather be biting than clawing and wholeheartedly support improving that skill area. RAWR! Zomboc 21:42, 28 October 2006 (BST)
  15. Keep - This is a great way to introduce variety in combat. Great idea! ConfusedUs 03:59, 29 October 2006 (UTC)
  16. Keep - Bite needs some buffs, for sure. Pchem 02:18, 30 October 2006 (UTC)

Kill Votes

  1. Bites have a lot of benefits: increased damage (more XP), 4 HP heal and infection. Chances of escape reduced to 30% from normal would be overpowering. -- Nob666 12:52, 15 October 2006 (BST)
    • Re Since dying restores all health zombies care more about doing damage than healing themselves. They're going to get headshoted anyway, no zombie breaks into a crowded building with the intention of surviving. They actualy give less xp because they're higher damage does not compensate for their lower attack rate. The tangling grasp bonus isn't that great, even if zombies had a 0% chance of losing their grip gameplay wouldn't really be affected. This is just a way of making a few bite attacks actually logical in the course of attacking a survivor. Not just once to infect them. --Jon Pyre 18:48, 15 October 2006 (BST)
  2. I don't know about it being "overpowered" but I AM confused. What ARE the chances of losing your grasp? I mean if you have a 30% chance, for example, of maintaining your grasp with each subsequent attack, why not just have a successful bite make it 40% (+10%)?--Pesatyel 23:05, 15 October 2006 (BST)
    • Re I'd estimate now the odds of losing your grip on a miss are around 50%. So this would make your odds around 15-20%. This is just my unscientific estimate though based on gameplay experience. --Jon Pyre 04:37, 16 October 2006 (BST)

Spam/Dupe Votes

  1. Spam Can you say overpowered? A single skill that causes the chance of losing a grip to be 1 third it's normal value? Give me a break. Plus, your assertions that the bite is useless are ridiculous propoganda. Zombies do care about losing HP, if it means that they're nearer to getting headshot and having to spend AP to stand up. And infecting survivors is a key seige tactic - stop pretending it isn't. --Funt Solo 09:09, 15 October 2006 (BST)
  2. As Funt, basically. --ExplodingFerret 13:37, 15 October 2006 (BST)
  3. Spam - Changed vote because i just remembered. Bite attacks are powerful enough as it is.--Mr yawn Scotland flag.JPG 14:34, 15 October 2006 (BST)

Marksmanship

Timestamp: MrAushvitz Canadianflag-sm.jpg 21:01, 15 October 2006 (BST)
Type: Targeting Skill
Scope: Firearms allow small choice of lead zombie targets
Description: Marksmanship

Appears under Millitary skills tree, as a sub-skill of Basic Firearms Training. Adds no benefits to your zombie character.

When using a firearm to attack a zombie, depending on what kind of weapon, you have a selection of 2 or 3 zombies as the target of your attack.

How this works is simple enough, when using a firearm to attack "a zombie" a drop down menu is available which offers the targets: "a zombie, a zombie" (and if you're allowed 3rd... another "a zombie".) The zombies offered as targets are always the ones at the top of the stack 1st so as to maintain zombie anonymity, as well as regular zombie stack attacking rules.

Quite simply, this allows firearms to be able to pick and choose to some small degree... but only the ones at the front of the line. This is due to the ease of which firearms can pick out various targets, where as hand to hand it's a lot more of whomever is in your way.

  • Pistol: Choice of up to 1st 3 zombie targets in stack.
  • Shotgun & Flare Gun: Choice of up to 1st 2 zombie targets in stack.

In this manner this sets a presedent or game related effect to the "range" of a firearm sort of being reflected in the game. Up close firearms like the shotgun and the Flare Gun.. you have a bit of a selection, but the pistol is best (until some kind of rifle is available later, perhaps.)

Additionally, of course the shotgun is a devastating firearm with the same accuracy as the pistol, so it's effectiveness didn't really need a buff. But it's nice to have some choice as to zombie targets when you're blasting away.

Without being broken, we finally have a sniping skill that doesn't involve some crazy math, 2 pages of rules, or long distance shooting.

Keep Votes

  1. Author Vote Survivors use guns to blow zombies away anyways, I put 2 and 2 together and decided this is just such a simple way to have a little choice of which zombies to gun down without really giving any significant advantage to survivors. Although it can make the flare gun less useless for harvesting XP.. a choice of possible wounded targets.. handy! MrAushvitz Canadianflag-sm.jpg 21:01, 15 October 2006 (BST)
  2. I like it - Why not? More strategic options. Lets you potentially pick off weaker targets. Although I personally think this would be even better if it were applied to all attacks, and not just firearms, simply because there's nothing about an axe or knife that would prevent it from being capable of doing this as well. --Reaper with no name 22:26, 15 October 2006 (BST)
    • Re I was thinking the same thing, if it was a sub-skill of hand to hand that did that (seperate skills, one for firearms, the other hand to hand.) But for now let's just do this one for firearms.. there's dozens of hand to hand suggestions in the mix currently. MrAushvitz Canadianflag-sm.jpg 00:01, 16 October 2006 (BST)
  3. If it DOESN'T MATTER WHICH ZOMBIE YOU SHOOT how does this new skill adversally affect the game? Adds a roleplaying feel that more than just flavor, but isn't inhibiting or specifically game breaking (so far as I can tell).--Pesatyel 23:10, 15 October 2006 (BST)
  4. Keep - It adds a tactical advantage, kill one zed or wound 3?--Canuhearmenow Hunt! 01:10, 16 October 2006 (BST)
  5. Keep - more realistic and more strategic ? hell yes --Kcold 03:07, 16 October 2006 (BST)
  6. Keep - *bang* 50HP, down to 45HP. no flak. *bang* 60HP, down to 56HP, flak jacket. Well, I know which one I'm leaving for the newbies *kachunk* --Gene Splicer 11:09, 16 October 2006 (BST) Oh, and he's right.. this does set a precedent... it's about time there was some actual difference between firearms and melee weapons --Gene Splicer 11:19, 16 October 2006 (BST)
  7. Keep - Took me a while to come to terms with this. This is actually a fantastic idea which has given me a really stupid idea, which I shall publish shortly. --Funt Solo 12:03, 16 October 2006 (BST)
  8. It's good. --ExplodingFerret 12:57, 16 October 2006 (BST)
  9. I agree with Funt Solo. --Abi79 AB 13:04, 16 October 2006 (BST)
  10. Keep - Pretty good for people who don't have scientist skills + a DNA scanner. --BBM 15:47, 16 October 2006 (BST)
  11. Prioritzing targets is always a good thing. --GhostStalker 16:05, 16 October 2006 (BST)
  12. keep - hmm... do i kill shambling undead #1, or shambling undead B? answer- i use pistols, so i shoot greg, the third zombie! --Kaminobob 06:49, 24 October 2006 (BST)
  13. Keep - I agree with Gene Splicer.--Greenstreak 22:12, 25 October 2006 (BST)

Kill Votes

  1. Does it even matter which zombie you're shooting at? --Axe Hack 21:08, 15 October 2006 (BST)
  2. :( - To be honest does it really matter who you are shooting at? Important (or annoying) zombies can be killed with profiles anyway. Usually the zombie on top has the least hp anyway (if someone has attacked it first because its on top). --MarieThe Grove 21:45, 15 October 2006 (BST)
  3. Kill' Considering that zombies are anonymous and you have no way of telling which zombie would be best to attack, this idea makes no sense. --Jon Pyre 21:49, 15 October 2006 (BST)
    • Re Human survivors normally don't have any choice of zombie targets, this would permit that to a small degree. You could, for example shoot each zombie available once then finish off which ever one you'd prefer. Depends how much AP you have to spare... MrAushvitz Canadianflag-sm.jpg 02:16, 16 October 2006 (BST)
  4. Kill - The problem isn't being unable to aim properly at other sombies it's that, hey, they're all zombies, and who cares if you hit this one rotting corpse or the next one. --Rgon 15:19, 16 October 2006 (BST)
  5. Kill - Nice sentiment, but by and by it's next to useless. It is a minor buff because it'll let players kill the weakest zombie of the first 2/3 first provided they take a shot at each, but I rather survivors just attack the first one first. Net difference is negligible.--Burgan Black.png 15:38, 16 October 2006 (BST)
  6. Kill - To gain that 60 HP or Flak Jacket you play humie-zombie... This suggestion hurts us pure zombie players. --Niilomaan GRR!M! 19:15, 16 October 2006 (BST)
  7. Kill - I just don't see the point. Useless. -- Nob666 21:17, 16 October 2006 (BST)
  8. Kill - Overly complex, adds little to the game play, and has potential for abuse in a multi-character/single player situation (Go in soften up 3 Zeds and then bring in the other character to get the kills). Sid1138 21:23, 23 October 2006 (BST)
  9. Kill - So it allows you to select from a list of anonymous zeds? Sorry, I don't see the benefit. DeathToSpam 14:50, 28 October 2006 (BST)

Spam/Dupe Votes

Zenith-Spam - Just why? --Funt Solo 21:18, 15 October 2006 (BST)
  • Re To answer a number of questions in one shot, some zombies have a max. 60 life, some max. 50 life. Easier targets? MrAushvitz Canadianflag-sm.jpg 21:30, 15 October 2006 (BST)
    • Re - On that information, I'm abstaining. --Funt Solo 21:40, 15 October 2006 (BST)
  1. Spam - Who gives a damn which zombie your shooting, as long as its a zombie!--Mr yawn Scotland flag.JPG 21:58, 15 October 2006 (BST)
    • Re Having a choice of targets can make combat a little less boring when it comes to killing zombies though.. Ohhhh, this one is near dead, I'll keep shotting it! Just adding some options, some fun.. all good.MrAushvitz Canadianflag-sm.jpg 00:03, 16 October 2006 (BST)
    • Re - Still useless--Mr yawn Scotland flag.JPG 07:08, 16 October 2006 (BST)