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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
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18th November, 2005 - VOTING ENDED: 2nd-Dec-2005


Timestamp: 14:25, 18 Nov 2005 (PST)
Type: All
Scope: All
Description: Increases successfulness of barricading a building by 5 percent. Must have Construction skill.


  • Keep Though I suggest the percentage is drastically raised to, say, +50%. --Bcrogers 23:11, 18 Nov 2005 (GMT)
  • Kill What do you suggest as 'successfully barricading'? The current system is fine as it is.--Andrew McM 23:44, 18 Nov 2005 (GMT)
  • Kill - The current barricading system is fine. Please stop trying to change it. --Kulatu 00:05, 19 Nov 2005 (GMT)
  • Kill - Poorly announced; what, is this a skill or an aspect of a building? --Squashua 04:41, 19 Nov 2005 (GMT)
  • Kill - Stuff like this has been suggested before. I even saw a skill called "architecture." 5% isn't enough to make much of a difference anyway. X1M43 06:04, 19 Nov 2005 (GMT)
  • Kill -- For the same reason Squashua mentioned. -pinkgothic 18:20, 19 Nov 2005 (GMT)
  • Kill, to low to even consider. 100xp for 5%? i meen, even the gunblasts get 10--Spellbinder 23:28, 21 Nov 2005 (GMT)
  • Kill - Barricading is easy enough already; with equal numbers of survivors vs. zombies, barricades will always go up faster than they come down. --Dickie Fux 16:32, 23 Nov 2005 (GMT)
  • Kill -- Nothing wrong with barricading as it is. --Nov 09:14, 27 Nov 2005 (GMT)
  • Kill - Barricades already super powerful. --Jorm 09:27, 27 Nov 2005 (GMT)

Advanced Blunt Weapon Training

Timestamp: 01:11, 18 Nov 2005 (GMT)
Type: Skill
Scope: All
Description: Advanced Blunt Weapon Training increases the chance to hit with blunt weapons (baseball bat, Crowbar, piece of pipe) by 10%. It requires hand to hand combat training to learn


  • Keep - though, once again, the percentage should be raised. --Bcrogers 23:13, 18 Nov 2005 (GMT)
  • Keep - I agree with Bcrogers, I think the percentage should be raised. Besides that, your suggestion is an excellent idea; blunt melee weapons could use a boost. My question is: would this transfer over to zombies, or only work for survivors? --Kulatu 00:04, 19 Nov 2005 (GMT)
  • Keep - Whilst nearly useless on it's own, this skill could open the door for other skills. And it could also have a higher percentage --McArrowni 00:41, 19 Nov 2005 (GMT)
  • Keep - It's fine at 10% if it has subskills to suppliment specialization. --Squashua 04:42, 19 Nov 2005 (GMT)
  • Kill - I honestly don't see the need for more combat skills. Seriously, not every weapon has to be equally capable of mauling zombies, some are just here for flavor. --Raelin 05:52, 19 Nov 2005 (GMT)
  • Kill - It takes specialized training to whack somebody upside the head with a baseball bat? I suppose making the melee weapons besides the axe somewhat worthwhile might be a good thing, but I don't see the flavor reasoning and it isn't as if it's that much harder to find axes than other melee weapons anyway. -CWD 05:55, 19 Nov 2005 (GMT)
  • Keep - I want to see the crowbar become more popular. Crowbars are very important to me. However, may I suggest an alternate name? Not that yours is bad, I just think "Slugger" or "Bludgeon" would be more amusing. X1M43 06:08, 19 Nov 2005 (GMT)
  • Keep -- P0p0 07:30, 19 Nov 2005 (GMT)
  • Keep -- I can see CWD's point regarding realism, but I do think that there'd be a good and a bad way to hit something, hence my vote is keep. -pinkgothic 18:22, 19 Nov 2005 (GMT)
  • Keep -- Kevan implemented the bat and pipe for a reason. I think he would prefer if people actually used them rather than all gravitate towards the axe. This skill might put a little bit of variance in survivor weaponry. --Snikers 04:55, 20 Nov 2005 (GMT)
  • Keep - But make some change to why a person would use a blunt weapon instead of the axe. At the same %, the axe does more damage. --ThunderJoe 19:42, 21 Nov 2005 (GMT)
  • Kill - Blunt weapons aren't complicated enough devices to need or allow advanced training. The other weapons do more damage because they're better weapons by nature. --Dickie Fux 16:34, 23 Nov 2005 (GMT)
  • Keep - but change the name to Advance Bludgeon Training. --Nov 09:15, 27 Nov 2005 (GMT)
  • Keep - Seems okay.--Jorm 09:33, 27 Nov 2005 (GMT)
  • Kill - Blunt weapons rely on brute force, not skill. Niggle 09:45, 1 Dec 2005 (GMT)


Timestamp: 01:11, 18 Nov 2005 (GMT)
Type: Skill
Scope: High-Level Survivors
Description: Sharpness increases the damage done by Fire Axes and Kitchen Knives by 1. Requires Advanced Axe Training and Advanced Knife Training to learn.


  • Kill - It'd be useful, but at this stage of development, it'd be sort of boring. --Bcrogers 23:16, 18 Nov 2005 (GMT)
  • Kill - Overpowers melee. --LibrarianBrent 00:24, 19 Nov 2005 (GMT)
  • Kill - Much as I love melee, this is a tad much. --Lucero Capell 04:40, 19 Nov 2005 (GMT)
  • Kill - Sharpness is an aspect of an item, not a skill of a user. --Squashua 04:43, 19 Nov 2005 (GMT)
  • Kill - Kitchen knives are usually made of high-chromium stainless steel, which isn't great at holding an edge. Axes seem to be doing fine on their own right now. X1M43 06:10, 19 Nov 2005 (GMT)
  • Kill - Like Squashua said, this should be a modifier to a weapon, not a character skill. Otherwise a good suggestion. --Mendel 08:00, 19 Nov 2005 (GMT)
  • Kill Melee as is is decently balanced with firearms. Knives might need a bit of a boost, however axes do NOT.--Spellbinder 23:30, 21 Nov 2005 (GMT)
  • Kill --Dickie Fux 16:36, 23 Nov 2005 (GMT)
  • Spam -- Hasn't this been suggested before? Also, how does sharpness factor into a skill? --Nov 09:17, 27 Nov 2005 (GMT)
  • Kill - Axes are already the highest damage/ap weapon in the game. --Jorm 09:34, 27 Nov 2005 (GMT)


Removed due to duplicated suggestion

Surgical Skills

Moved due to spam votes, obviously posted after the new update.

Responsible Drinking

Timestamp: 01:09, 18 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: The idea of Responsible drinking is to increase the chance of alcoholic beverages (wine and beer) of healing your health by 20%. It would be a miscellaneous skill and good for teams with bases in arms (pubs)


  • Kill This has got to be a joke. Pointless. Maybe only vaguely interesting in a RP situation. --Andrew McM 23:51, 18 Nov 2005 (GMT)
  • Kill Can't believe someone took the time to type this up. -Biscuit 01:05, 19 Nov 2005 (GMT)
  • Keep - Play nice, kids. Nothing wrong with knowing how to keep your liquor down. --Squashua 04:45, 19 Nov 2005 (GMT)
  • Kill - Funny, but not really a workable skill suggestion. Plus, it's redundant in the face of medkits. --Mendel 08:03, 19 Nov 2005 (GMT)
  • Kill - Now, if instead of the percentage, it raised the HP you recover, then it might be a nice skill. --Monstah 21:53, 19 Nov 2005 (GMT)
  • Kill - ...but could be good with a bit of modification. It would give survivors a place to regain HP other than Hospitals or Malls. As it is, though, it just seems kind of pointless. --Snikers 04:58, 20 Nov 2005 (GMT)
  • Kill Beer is Beer. Its powerfull enough on its own that it dosen't need a boost--Spellbinder 23:35, 21 Nov 2005 (GMT)
  • Kill - Maybe if you added a detrimental effect to alcohol, and had a skill that prevented that effect. --Dickie Fux 16:38, 23 Nov 2005 (GMT)
  • Kill -- How is this a skill in real life or even in the game? Unless you're an alcholic... --Nov 09:19, 27 Nov 2005 (GMT)
  • Kill - Pointless and overcomplicated. --Jorm 09:35, 27 Nov 2005 (GMT)

Garbage Can Lid

Timestamp: 01:09, 18 Nov 2005 (GMT)
Type: Item
Scope: Survivors
Description: The garbage can lid could be a useful item from a roleplaying perspective. It would be primarily used defensively (as a shield) to reduce the hit percentage of melee attacks (-10% to hit). The lid should be able to be equipped in conjunction with the one-handed weapons (pistol, flare gun, kitchen knife & crowbar). Also, in the case where no other weapon is equipped, the character could choose to bash another (Base accuracy 20%, damage 1 point) with the lid. This item would be searchable from Streets, Carparks, and Warehouses (and perhaps from the Wasteland). Zombified survivors could continue to carry the garbage can lid after turning undead. RP-wise, paniced survivors would use anything they could get their hands on. And, quite honestly, there are WAY too many Flak Jackets around to be realistic


  • Kill - Don't nerf melee weapons. --Lucero Capell 01:10, 18 Nov 2005 (GMT)
  • Kill - Ditto. And really, there are WAY too many of EVERYTHING out there, because that's the way the game is designed. Heck, I was carrying 48 First Aid Kits the other day. That's not a problem, either. Bentley Foss 01:13, 18 Nov 2005 (GMT)
  • Kill - Leave. Melee. Alone. --Zaruthustra 02:44, 18 Nov 2005 (GMT)
  • Kill - Not needed, sounds clunky and nerfs melee weapons to boot --McArrowni 01:15, 18 Nov 2005 (GMT)
  • Kill - Garbage can lids aren't nearly thick or rigid enough to be useful as a shield. --VoidDragon 01:24, 18 Nov 2005 (GMT)
  • Kill - Nerfing melee bad. --Fixen 04:18, 18 Nov 2005 (GMT)
  • Kill - Unbalanced. --Pyrinoc 17:26, 18 Nov 2005 (GMT)
  • Kill - This is a ridiculous idea. --Biscuit 22:04, 18 Nov 2005 (GMT)
  • Kill - -10% to hit? But I love punching zombies. Also anyone firing a pistol with one hand while sucessfully deflecting ravenous zombie smacks with a rubbish bin lid in the other has at least six eyes, and probably a few extra fingers too. --Spetswalshe 23:24, 18 Nov 2005 (GMT)
  • Kill - Not much of a fan of activating items. --Squashua 04:45, 19 Nov 2005 (GMT)
  • Spam A garbage can lid as a shield? Ridiculous! --Carfan7 07:42, 19 Nov 2005 (GMT)
  • Kill Have i ever told you your my HEEEEERRROOOOO.... (couldn't think of anything to say)--Spellbinder 23:37, 21 Nov 2005 (GMT)
  • Kill Nice idea, but why would someone want to carry around a can lid? --Nov 09:20, 27 Nov 2005 (GMT)
  • Kill - Pointless. --Jorm 09:36, 27 Nov 2005 (GMT)

Make adjacent building barricade levels viewable from the street

Timestamp: 01:56, 18 Nov 2005 (GMT)
Type: Browser Improvement
Scope: All
Description: Make the barricade levels of adjacent buildings viewable from the street. Nothing fancy, if a building is barricaded, then add a one-line descriptor in parenthesis underneath the name of the building. For example, a lightly barricaded structure would be "Blah Building (light)", a strongly barricaded structure would be "Blah Police Department (strong)" and a heavily barricaded structure would be "Blah Mall (heavy)".


  • Keep no more scrambling for cover after someone heavily barriaded after i left -- P0p0 02:04, 18 Nov 2005 (GMT)
  • Keep As long as it applies to both survivors and zombies --McArrowni 02:13, 18 Nov 2005 (GMT)
  • Kill - Making the game easier doesn't make it more fun. The fear of not knowing if you can find shelter adds to the challenge and atmosphere. --Zaruthustra 02:43, 18 Nov 2005 (GMT)
  • Keep Agree with McArrowni. --Shadowstar 02:45, 18 Nov 2005 (GMT)
  • Keep It seems a little lazy, but does keep people from panicing when they are in unfamiliar territory. --ThunderJoe 03:22, 18 Nov 2005 (GMT)
  • Kill Makes the game too easy - you're supposed to budget AP for finding shelter. Maybe an appropriate skill. --LouisB3 03:31, 18 Nov 2005 (GMT)
  • Keep Something that would be visible just by eyeballing shouldn't be hidden from the player's view any more than survivors and zombies in adjacent blocks (other objects that would be visible by eyeballing) are. --VoidDragon 03:49, 18 Nov 2005 (GMT)
  • Keep VoidDragon is exactly correct. Plus, this would make the game more enojyable (contrary to earlier comments, frustrating and illogical isn't fun). --Mendel 08:01, 18 Nov 2005 (GMT)
  • Keep Makes perfect sense gameplay-wise and flavor-wise. --Pellucid
  • Keep - Possible improvement: instead of adding the barricade level in brackets, better have the building coloured, i.e. Loosely barricaded=green, lightly barricaded=light green, VS=yellow, HS=red, etc. --Seagull Flock 10:03, 18 Nov 2005 (GMT)
  • Kill - "I sure hope this next block isn't heavily barricaded or bbrraaiinnss will eat me." thats what makes it scary. --bbrraaiinnss 15:51 18 NOV 2005
  • Kill - Not knowing makes the game more fun. And while you might be able to see people a block away, it would be a little harder to pick out how well-barricaded a building is. Though I'd support a binocular-type item, as long as it costs 1 AP to use. X1M43 17:35, 18 Nov 2005 (GMT)
  • Kill - as a univeral browse change I dislike it, as an item that requires AP to use, Binoculars it sounds like a good idea, maybe resubmit it as a skill based on freerunning (the scout skill) and make it take 1 AP to use call it "Survey Surroundings" or something.--Matthew-Stewart 19:36, 18 Nov 2005 (GMT)
  • Kill - I agree with the concept, but I've been eaten for getting greedy with tags, and coming across an EHB. The "oh SHIPS" moment is worth it. --Bcrogers 23:23, 18 Nov 2005 (GMT)
  • Kill - Agree with Zaruthustra, and also I really don't think it's realistic. You can eyeball the barricade in front of you, sure, but you can't possibly see the security of buildings a block away - and you *definitely* can't see *through* the building you're in front of. --Biscuit 01:08, 19 Nov 2005 (GMT)
    • Re - Since you can only see everything within a one-block radius, distance doesn't really matter. Although ignoring the variations of each level of barricade and just saying the general barricade level was my intention. --VoidDragon 13:06, 19 Nov 2005 (GMT)
  • Keep - Instead of a one-line descriptor, how about a border color band of green if 0-not-so-heavily barricaded, red if heavily barricaded? --Squashua 04:47, 19 Nov 2005 (GMT)
  • Kill - Maybe as and item/skill combo as mentioned above. --Dickie Fux 16:42, 23 Nov 2005 (GMT)
  • Kill -- This will increase server load. --Nov 09:21, 27 Nov 2005 (GMT)
  • Kill - The fear of not finding a way in is part of the game, as is failing to properly calculate the AP needed to get home. --Jorm 09:37, 27 Nov 2005 (GMT)
  • Kill -- Change to just the highest level of barricading which, I think, would be a little more visible than lighter levels. --Pesatyel 19:36, 30 Nov 2005 (GMT)
  • Kill - Buildings are usually barricaded from the inside. That makes the barricade difficult to see from a distance. Niggle 10:09, 1 Dec 2005 (GMT)
  • Kill - Another agreement with Zarathustra. --Avrison 22:28, 1 Dec 2005 (GMT)

Eliminate Newspapers

Timestamp: 02:01, 18 Nov 2005 (GMT)
Type: Eliminate Item
Scope: Survivors
Description: Newspapers should be eliminated as they serve no purpose other than to waste inventory and clutter the screen. They cause us to waste our limited server hits dropping them, frequently making it impossible to play three characters effectively.


  • Kill That's for a reason. Just because something makes the game harder doesn't make it bad. They're there for flavor, and because it wouldn't make sense if all you ever found was useful items.--'STER 02:08, 18 Nov 2005 (GMT)
  • Kill - Don't hate on flavor. Next you'll be coming after our bats, knives, punching, and scientists. --Zaruthustra 02:42, 18 Nov 2005 (GMT)
  • Keep - Unless we're going to start putting more in them. We've all read them already, haven't we? They're really not necessary. Kill them and lower the search chances as necessary. --Shadowstar 02:44, 18 Nov 2005 (GMT)
  • Kill - I thought it added a good little game of chance to the game. It is all about REALISM. The paper is just a little flavor to the game. --ThunderJoe 03:24, 18 Nov 2005 (GMT)
  • Kill Power creep, anyone? --LouisB3 03:27, 18 Nov 2005 (GMT)
  • Kill Though I do find it hilarious that people shoot down ideas based on server load, but useless newspapers seem sacred. -- Amazing 06:19, 18 Nov 2005 (GMT)
  • Keep: Odd how server resources don't matter when it comes to newspapers. --Argus Blood 06:29, 18 Nov 2005 (GMT)
  • Keep If I wanted a newspaper, I could pick one up off the streets. Finding one after searching makes no sense. Plus, it would improve the all-important server load. --Mendel 08:07, 18 Nov 2005 (GMT)
  • Kill - Newspapers don't reduce much server load. This is a background item that people just don't understand because they're playing just to level. ALIENwolve 19:28, 18 Nov 2005 (GMT)
  • Kill - Because I like reading my two month old news paper near a burn barrel while drinking instant coffee out of my canteen cup in the morning.--Matthew-Stewart 19:40, 18 Nov 2005 (GMT)
  • Kill I actually read them. I'd like to see a suggestion for MORE newspapers. I mean there's more then a head line right? lets read 1 article at a time. You know you want to suggest it ShadowStar. --bbrraaiinnss 20:05, 18 Nov 2005 (GMT)
  • Kill - I agree with you, but there's so much potential in the newspapers, it'd be a shame to remove them. --Bcrogers 23:25, 18 Nov 2005 (GMT)
  • Kill - I have yet to find all the newspapers, so I'm against removing them entirely. However, another option might be to have the newspapers automatically read if they are found. IE: if the search turns up a newspaper the screen would say something like "you found a newspaper... "brief story"... you throw it away." or something... --Zarquon 23:30, 18 Nov 2005 (GMT)
  • Kill - I like the newspapers. Not everything in this game has to have a serious purpose. Besides, with the Fuel Cans usefull we need a useless object now and again --Andrew McM 23:55, 18 Nov 2005 (GMT)
  • Kill - Newspapers are fine, don't screw with our newspapers. --Kulatu 00:00, 19 Nov 2005 (GMT)
  • Kill - I'd like to see user-published papers show up, though... with intelligent information. --Squashua 04:47, 19 Nov 2005 (GMT)
  • Spam Haven't you ever heard? "Reading helps learning!" Besides newspapers have a reason like SA-TA-EK-Rumisiel said. --Carfan7 07:44, 19 Nov 2005 (GMT)
  • Kill -- I think you can fix your problems with newspapers rather easily - just play one character. It helps wonders. ;) But, no seriously - I like newspapers and they do have their purpose. Am liking Zarquon's idea, with the restriction that I believe newspapers will start being useful as items soonish. I seem to remember something along those lines. -pinkgothic 18:28, 19 Nov 2005 (GMT)
  • Kill Lazy. Lazy lazy lazy!--Spellbinder 00:04, 22 Nov 2005 (GMT)
  • Kill - Newspapers were my favorite items when I started playing, because they set the tone so well. --Dickie Fux 16:44, 23 Nov 2005 (GMT)
  • Kill -- What everyone said. Besides, with specific search, you won't have to worry about newspapers again. --Nov 09:22, 27 Nov 2005 (GMT)
  • Kill - Uh. You have to play three characters because of newspapers? --Jorm 09:38, 27 Nov 2005 (GMT)
  • Kill - Instead of getting rid of useless items, it would be nice to see new uses spring up for them. --Ptheaghdn 2 Dec 2005

XP Cost Ramping

Timestamp: 02:23, 18 Nov 2005 (GMT)
Type: Change to experience mechanics
Scope: Everyone
Description: Much ado has been made about how all players become homogenous eventually, and while the system stays as it is this will surely continue. Some people have suggested restricting certain classes from buying certain skills, rather than just making it harder like it is now, which I don't like the idea of--I want it to be possible to be self-sufficient and good at everything, I just don't want it to be easy. Therefore, I suggest that the XP cost of getting a skill will go up along with the number of skills already acquired, a la other RPGs where homogenity is possible (I'm thinking FFX here). Instead of blanket 100xp with class modifiers, a character's first skill buy (the one that gets them to level 2) would cost 50xp (note that all numbers in this suggestion are dynamic and will be changed to fit voter's suggestions) with the existing .75 and 1.5 modifiers. Following this, every successsive skill would cost more--either there'd be a set ladder someone made up (50, 75, 100, 130, 175, 250, 400, so on) or the cost will be multiplied by the same number every time--x1.25 for 50-63-78-98-122 or x1.5 for 50-75-113-169-253. These numbers would still be affected by class and cross-class multipliers, which would mean it'd technically cost less total XP to max if a character bought cross-class skills first; I'm not sure how to solve this, if it needs to be solved. These numbers are rounded to the nearest whole number, as I imagine parsing fractions would require some more code changes and this'd already be big. This would make it easier to level up at first, and much harder to max out overall. Also, this would hopefully be combined with the proposed separate zed/survivor levels, so that zombified survivors leveling wouldn't be made COMPLETELY impossible by this combined with Headshot.


  • Kill - Well then you better start praying to buddha, allah, jesus, and anybody else you think might have some pull to get the seperate levels prop put in the game. Without it, this would be the most insanely irritating system ever. Work your way up to 500 XP just to get headshot down to 0. --Zaruthustra 02:40, 18 Nov 2005 (GMT)
  • Kill - Agreed. --Shadowstar 02:46, 18 Nov 2005 (GMT)
    • RE Yeah, that is a big problem. I'll probably just resubmit once that one's put in (and it'll almost surely get in eventually).--'STER 03:15, 18 Nov 2005 (GMT)
  • Kill - A much better system would be to have subskills cost incrementally more XP as you go deeper into the skill tree. For example, in the military skills tree you can take basic firearms training, hand to hand, and free running for the usual cost. The next tier of skills (pistol training, shotgun training, knife combat, and axe combat) would cost 25 more xp, and the next tier after that (advanced pistol and advanced shotgun) would cost an additional 25 xp. --VoidDragon 02:52, 18 Nov 2005 (GMT)
    • RE Alright, if that's a better system, what's wrong with my idea? (just asking so I can make it better.)--'STER 03:15, 18 Nov 2005 (GMT)
      • Re Your current proposal involves a lot more paperwork for the server. In addition, because your using a constant multiplier to increase the xp cost for each successive skill taken, you have an exponential growth situation. --VoidDragon 03:39, 18 Nov 2005 (GMT)
  • Kill Unfortunately, this idea wouldn't prevent homogeneity. It would just make it more difficult to level up period. --Mendel 08:12, 18 Nov 2005 (GMT)
  • Kill above reasons -- P0p0 08:24, 18 Nov 2005 (GMT)
  • Keep We really need something like this. Getting new skills only get easier as you gain levels, as you gain the skills to rack up xp fast. --McArrowni 14:56, 18 Nov 2005 (GMT)
  • Kill - unless you're willing to make all homogenous characters start from scratch, removing homogenity shouldn't happen (I know this skill doesn't intend to do that). I, as a scientist, am actually gaining XP more slowly now that I focus on offense as well as neutrality and support. --Bcrogers 23:29, 18 Nov 2005 (GMT)
  • Kill - This would require a complete game reset. --Squashua 04:48, 19 Nov 2005 (GMT)
  • Kill - Unfair relative to old players. I like the simplicity of the current system. --Dickie Fux 16:48, 23 Nov 2005 (GMT)
  • Kill - Why mess with such a big revamp now? --Nov 09:23, 27 Nov 2005 (GMT)
  • Spam - 'nuff said.--Jorm 09:38, 27 Nov 2005 (GMT)
  • Kill - Agreeing with Squashua. Niggle 09:45, 1 Dec 2005 (GMT)

Auto-discard Duplicate Infinite-Use Items

Timestamp: 03:44, 18 Nov 2005 (GMT)
Type: Improvement
Scope: Suvivors
Description: A lot of time is wasted discarding items you only need one of. GPS units and DNA extractors come to mind. Rather than having these items build up in inventories or force people to discard each time they find one how about this message instead: "Searching the building you find a fire axe, but discard it because you already have one." It's not an issue about game balance, it's about improving quality of the gameplay experience.


  • Kill - 0 AP needed to drop stuff. Not necessary. --Schlagwerk 04:15, 18 Nov 2005 (GMT)
  • Kill I know it can be inconvenient sometimes, but sometimes its good to have duplicates of certain items with you. After all, you never know when things go awry, such as you accidentally throw away an item you need. Of course, there's the obvious duplicate clips and shells that you'll be needing for your best weapons, and flare guns can be good to have multiples of in case you're feeling lucky, or want to increase your odds of one hitting. Multiple guns are also useful since two filled pistols mean you can fire 12 times in succession without reloading. Same with the shotguns, so this will only hurt more than help in the end. Like the reload button suggestion, there's no need to add something that allows you to do something you can already do. Especially since dropping items doesn't take up AP. --Volke 04:19, 18 Nov 2005 (GMT)
  • Keep, would cut down on server traffic. This would not eliminate multiple guns, only multiple melee weapons or similar infinite-use items. --LibrarianBrent 04:34, 18 Nov 2005 (GMT)
  • Keep Reduces hit-to-site usage, reduces server load.. Isn't that what everyone prizes? -- Amazing 06:20, 18 Nov 2005 (GMT)
    • Re: Apparantly not if it involves sacred newspapers... --Argus Blood 06:27, 18 Nov 2005 (GMT)
  • Kill It would be far better just to be able to target searches so you don't find useless nicknacks unless you deliberately search for them. --Mendel 08:17, 18 Nov 2005 (GMT)
  • Keep Since we can't trade anything, it just results in more server hits as the things are dropped, so I think it would work. --Shadowstar 13:51, 18 Nov 2005 (GMT)
  • Keep That would work. Seems to me like having a "drop X of foo items" menu would work better, but this is an acceptable suggestion as well. --McArrowni 14:58, 18 Nov 2005 (GMT)
  • Keep - Operative difference is "infinite use". You might want to read that paper, but what are you going to do with 10 GPS units? Plus, papers are flavor and it takes about as much server use to find nothing as a flavor item. This is just saying you'll automatically throw these away once you have 2. --Zaruthustra 15:14, 18 Nov 2005 (GMT)
  • Keep - ^What he said.^ I mean, ferchrissake, how many GPS units/baseball bats/mobile phones does one fireman need? Ugo Bugov keeps finding GPS unit after GPS unit and baseball bat after baseball bat - what he needs is guns and ammo, not frickin' GPS units and baseball bats! --John Taggart 20:13, 18 Nov 2005 (GMT)
  • Kill - It's 0 AP. C'mon. Leave it alone. It's really not going to reduce server load to any reasonable extent, as there still has to be a compare operation to determine what needs to be tossed, then it has to be tossed. Besides, I'm uncomfortable with any operation that automatically removes items from your inventory... Bentley Foss 20:41, 18 Nov 2005 (GMT)
    • Re - Let me make my reasons for suggesting this clear. I'm all for reducing server load. But what I want this implemented for is to save time. Mine and yours. I don't care if it doesn't use AP to drop an item, it takes my time up which is arguably more valuable. And those clicks add up over time. It's the same as having to delete spam email in terms of endless daily clicking.--Jon Pyre 23:03, 18 Nov 2005 (GMT)
      • Re Forgive the breaking of the "Re" rule, but... Really, what are you going to do with that extra 10 seconds of time per day? If you're really spending that much time dropping newspapers and wirecutters, perhaps Urban Dead itself is the root cause for your lack of time? (Again, I apologize, but this "valuable 8 seconds of my life" argument always bugs me, no matter where it crops up.) Bentley Foss 11:16, 19 Nov 2005 (GMT)
  • Kill - I like the current system just fine. --Bcrogers 23:32, 18 Nov 2005 (GMT)
  • Kill - Unnecessary addition, the current system works fine. --Kulatu 23:59, 18 Nov 2005 (GMT)
  • Kill - (1) 0 AP to drop an item. (2) What if a system is implemented where so-called indestructible items (Fire Axes) have a chance of being broken/stolen/lost? --Squashua 04:49, 19 Nov 2005 (GMT)
  • Keep -- Mostly for the reason LibrarianBrent noted, and convinience second. -pinkgothic 18:31, 19 Nov 2005 (GMT)
  • Kill you LAZY sons and daughters of *censored*--Spellbinder 23:47, 21 Nov 2005 (GMT)
  • Kill - I would rather see something that made those items useful. Or, the suggestion could be "Keep 1 GPS, discard the others" instead of the server controlling my inventory for me. --Dickie Fux 16:52, 23 Nov 2005 (GMT)
  • Keep -- Unless those items get additional uses where you start needing more than 1. --Nov 09:24, 27 Nov 2005 (GMT)
  • Kill - Pointless.--Jorm 09:39, 27 Nov 2005 (GMT)

Gunsmithing (revised)

Timestamp: 06:17, 18 Nov 2005 (GMT)
Type: Items, Skills
Scope: Skills, Combat ,Survivors
Description: Addition to Firearms skill tree allowing modification of existing firearms in-game.


  • All Firearms skills

Usage In Game:

  • Players with Gunsmithing skill, the Gunsmithing Tools item and an upgrade kit for either pistol or shotgun can make an upgrade to a pistol or shotgun in their inventory.
  • Would use drop-down menu next to button for upgrade kits where player can choose the pistol or shotgun for upgrade to apply to.
  • Pistolbutton.jpg

Items added to game:

  • Gunsmithing Tools - Item; only found in Mall gun stores, very low search odds (2%?), only useable by players with Gunsmithing skill (like revivification syringes for players with Lab Experience).
  • Combat Pistol Kit
  • Hi-cap Pistol Kit
  • Sawn-off Shotgun Kit
  • Dual Trigger Shotgun Kit
  • Combat Pistol - 71% accuracy instead of 65%.
  • Hi-Cap Pistol - Holds 12 rounds instead of 6.
  • Hi-Cap Combat Pistol - 71% accuracy and 12 round capacity.
  • Sawn-off Shotgun - 71% accuracy instead of 65% but only does 8HP damage instead of 10HP
  • Dual Trigger Shotgun - Does 20HP damage but only if 2 shells are loaded, empties both shells when fired, still takes 2AP to load both shells, single shell loaded only does 10HP damage when fired.
  • Sawn-off Dual Shotgun - 71% accuracy, 16HP damage if loaded with 2 shells, empties both when fired, single shell only does 8HP damage.

Completely customized firearms cannot be upgraded further and bonuses to hit, damage or capacity are ONLY when using those weapons, not for all firearms. And this is about as simple as I can make this idea without gutting it to the point where it's totally bland.


  • Kill Seems too complex and unweildy, and it gives even more power to already highly-powered weapons. I use guns myself, but I wouldn't support increasing their odds or their power. --Argus Blood 06:25, 18 Nov 2005 (GMT)
  • Kill - Unwieldy and unrealistic. To increase the ammo capacity for a pistol, you would use an extended clip instead of modifying the gun itself. --VoidDragon 06:43, 18 Nov 2005 (GMT)
  • Kill At this stage of the game, would introduce too many new items. Plus, finding the particular kit you wanted to complete your hi-cap combat pistol collection would be an absolute nightmare. --Mendel 08:22, 18 Nov 2005 (GMT)
  • Kill cool idea, seems overly complicated.. and sawing off a shotgun would increase damage (withen a few feet) and decrease accuracy (past those few feet, when the damage would be reduced as well). i could get behind a simpler version of this (maby just increased clip capacity for shotties and pistols??)-- P0p0 08:30, 18 Nov 2005 (GMT)
  • Kill - Now I want to say that I don't dislike your idea, but a lot of this functionality could be added by introducing new kinds of ammo. So say that instead of the found items being 30% pistol clips, it's 25% pistol clips and 5% high-capacity pistol clips. Or say that 2% of shotguns found are sawed-off ones. Change it to that and it'll be much easier to implement. -Otona 09:32, 18 Nov 2005 (GMT)
  • kill - The core problem with this ideas and their precedent incarnations is that survivors with guns don't need more firepower. They need new ways to fight zombies--McArrowni 15:09, 18 Nov 2005 (GMT)
  • Kill Its certainly polished now, but the basic issues remain unaddressed. Still overpowered, and complicated. --Zaruthustra 15:10, 18 Nov 2005 (GMT)
  • Spam - This is complex and not helpful. Stop trying or get it right like the very final revise of Engineer. ALIENwolve 19:27, 18 Nov 2005 (GMT)
  • Spam - This is so absurd that I find it hard to believe that it isn't a joke. If it is a joke, it belongs on humorous suggestions, and if it isn't, you should give up on suggestions. --Sknig 20:19, 18 Nov 2005 (GMT)
  • Spam - What he said. --Biscuit 22:06, 18 Nov 2005 (GMT)
  • Well, I gave it a shot. I just wish people could have kept it in the realm of constructive criticism and not "d00d that sux0rs". Keep that up, and eventually you're going to be buried in people who keep suggesting tactical nukes because you'll have discouraged anybody who just wants to add something not too outrageous to the game but maybe needs to work out the details with a little input from the community. --Skullhunter 04:17, 19 Nov 2005 (GMT)
  • Kill - It's an interesting concept, but until someone crunches the numbers and says it's balanced, I can't vote Keep. --Squashua 04:51, 19 Nov 2005 (GMT)
  • Kill, your numbers don't add up (comeing from someone who IS trying to crunch the numbers) and even a pretty post isen't going to sway the masses on this. Its a simple game, and really, this just dosen't help it--Spellbinder 23:49, 21 Nov 2005 (GMT)
  • Kill - Too complicated, probably too powerful. Nice presentation, though. --Dickie Fux 16:55, 23 Nov 2005 (GMT)
  • Spam -- Way too complicated and has been shot down before. --Nov 09:32, 27 Nov 2005 (GMT)
  • Spam - and baby makes four. --Jorm 09:40, 27 Nov 2005 (GMT)


Timestamp: 12:21, 18 Nov 2005 (GMT)
Type: Skill/Item
Scope: Scientists
Description: A subset of Lab Experience, the dissection skill would be similar to NecroTech Employment in that it allows use of scientific equipment similar to the DNA extractor. The difference is that the dissection tools are intended for use on dead bodies in the preformance of an autopsy. While it's mainly there as a new way to get xp for non-coms and to add flavor, usefull information could be obtained from examination of a body, such as: how the body died & whether it was human or zombie when it was last killed (giving you an idea of what's going on in the area; lots of humans killed by bulletwounds suggests potential PKer activity, while lots of humans killed by bite wounds suggests a potentially large hord near by), how much ap the body has accumulated since it fell (giving you an idea of how long it may be untill it rises again) and what skills the body will have when it rises (allowing you to assess how dangerous the newly risen zombie will be).

The necissary item would be a dissection kit, found in labs and hospitals. It would be a single use item, as the contaminated instruments would need to be destroyed immediately, lest they contaminate future procedures or even spread the disease to whoever is caying them around, naimly YOU (as well as to prevent people from dissecting every single body they come across for easy xp). Though I suppose potentially there could be a skill/item for sterilizing your instruments between uses (possibly through the use of a depletable steralizing agent), though I personally don't recommend it.

  • edit: Rather than integrate new ideas and good suggestions, I will simply ammend. I may integrate when this nears the end of it's voting period.
    • There could be a %chance of screwing up the procedure, gaining no xp, and possibly learning nothing.
    • As an alternative to putting it under Lab Experience, dissection could be placed under NecroTech Employment. In this case, Lab Experience would lower the %chance of screwing up the procedure (provided that idea is implemented)
    • There could potentially be a negative effect on the zombie who gets dissected; such as having to spend an extra ap putting his guts back in or something similar. DISCLAIMER: I do not endorse this idea, it is simply one that occoured to me which I found interesting.
    • It should be that once a body has been dissected, it cannot be autopsied again untill it rises and falls again. It could be hard to tell, after all, which cuts killed it, and which ones were done after the fact. Rather than a "corpse" it would appear as "the dissected remains of a corpse"
    • A dissection kit could potentially contain enough supplies for several prociedures (maby five?), so that people dont have to fill up their entire invintory with the things if they want to do it alot. In this case, the "Dissection Kit" should be called a "Field Dissection Kit". *Note the "steralize" item/skill would render this suggestion obsolete.
    • Alternative skill title:
      • Autopsy
    • Possibilities as to how the command may appear in the menue:
      • "Preform Autopsy"
      • "Dissect Specimen"
      • "Examine Corpse"
    • Current list of things you may learn from an autopsy:
      • How the body died (Shotgun blast, claw marks, bite wounds, stab wounds, blunt force trauma, disease, ect)
      • Whether it was human or zombie when it was last killed
      • How much ap the body has accumulated since it fell
      • Aproximately how long ago the body was killed
      • What skills the body will have when it rises
      • Whether it was killed at it's present location or has been moved (dumped outside)
      • Character class (When alive)

Anyone who has anything else to suggest can feel free to do so, either in votecomments or on the talk page.

Votes here

  • Keep I like it, but it needs to be fleshed out a bit - add some potential risks (like cutting yourself and possibly getting infected, slips of the knife causing damage to internal organs - thus botching the dissection (no XP gain/info), and any other logical negative consequences. --John Taggart 14:35, 18 Nov 2005 (GMT)
  • Keep A little bit of coding work, but this seems like a cool idea. --Schlagwerk 14:55, 18 Nov 2005 (GMT)
  • Keep - I <3 science. EDIT: Whoops, wrote kill by mistake. Force of habit I guess :P --Zaruthustra 15:07, 18 Nov 2005 (GMT)
  • Keep This sounds like a really cool idea. Love it! --Kyreon 10:18 AM Nov. 18th, 2005
  • Keep I like the idea of this, but "as a way for non-coms to get experience," don't put it as a third skill in a tree. Put it under Diagnosis if anything... --Khaizard 16:28, 18 Nov 2005 (GMT)
  • Keep - Yay science! X1M43 17:43, 18 Nov 2005 (GMT)
  • Keep - Not dissection though: Autopsy sounds better.. Great idea. --Adrian 18:22, 18 Nov 2005 (GMT)
  • Keep - Cool... let's give ourselves the ability to autopsy. ALIENwolve 19:25, 18 Nov 2005 (GMT)
  • Keep - Will have to do. I'd rather if it was multiple uses (or % chance to break) and no xp cost. --McArrowni 20:00, 18 Nov 2005 (GMT)
  • Keep - Very nice, and as Adrian said, Autopsy sounds better. --Ruckstar 21:18, 18 Nov 2005 (GMT)
  • Kill - I guess this just doesn't sound all that useful. I don't think that people would use precious AP to dissect bodies when they're on the run from zombies. --Ethan Frome 22:47, 18 Nov 2005 (GMT)
  • Keep - I don't know how much information on deaths is stored, so it might be difficult, but if not, I'd enjoy this. --Bcrogers 23:41, 18 Nov 2005 (GMT)
  • Keep - Why not? Science needs a boost. --Kulatu 23:52, 18 Nov 2005 (GMT)
  • Kill - I have 2 medics and this does not seem useful for anything but an XP boost that I found is easy to get once you buy Shotgun skills and hang out at the police station. --Squashua 04:52, 19 Nov 2005 (GMT)
  • Keep Very interesting, but the only problem is if this skill is used, the DNA Extractor would become almost useless. Maybe you should change it a little. --Carfan7 07:47, 19 Nov 2005 (GMT)
  • Keep sure, i'll get behind helping out the eggheads a bit.. -- P0p0 07:50, 19 Nov 2005 (GMT)
  • Keep -- Ooh, flavour! I'm a tiny bit worried about the database storage of the extra data, but I'm sure there could be a lean/simply way of storing it. I can't think of one right now, but somehow, I'm sure some thought might result in efficiency. -pinkgothic 18:33, 19 Nov 2005 (GMT)
  • Kill - I like the idea, but need a finalized version to really vote on. --Dickie Fux 16:59, 23 Nov 2005 (GMT)
  • Keep I love this idea. It could be better. Namly ahve it set up so you have to have first aid , necrotech employment and lab experiance to do it at autopsy stage, but only necrotech emplyment or first aid to to examin the body. and lab experiance to disect it exc. --Fullemtaled 01:17, 27 Nov 2005 (GMT)
  • Keep -- Leave the name as dissection, you don't preform an autopsy on the street. --Nov 09:35, 27 Nov 2005 (GMT)
  • Kill - I like the idea of being able to determine cause of death, but the rest seems too vague to accept. Niggle 09:45, 1 Dec 2005 (GMT)

Thick Skull


suggest_time=14:58, 18 Nov 2005 (GMT)| suggest_type=Skill| suggest_scope=Zombies| suggest_description="You have grown a thick layer of desicated tissue and hardened bone to support your skull." This skill (please, not in a skill tree - it's for beginers) lowers or removes the xp loss from headshots. I don't think it'll be too powerful, as you've got to spend the 100xp to get it; the advantage is that you then have a chance to get more skills, rather than lossing all your xp to headshots. | suggest_votes=

  • Kill That is why the XP from headshot is staggered. So lower levels don't lose much. Lots of people have a beef with this skill, but this is a bad way to go about it. --Zaruthustra 15:06, 18 Nov 2005 (GMT)
  • Kill - I like how zombie players constantly whine about Headshot, but bitch endlessly if anyone dares to suggest anything about weakening Ankle Grab. --Arcibi 15:31, 18 Nov 2005 (GMT) not a comment on the suggestion
  • Kill - most of my deaths come from head shots. I have lost more XP then I have used on skills. Still, I have a harder time getting levels when in my revivified form. --bbrraaiinnss15:40 NOV 18 2005 (GMT)
  • Kill - I hate headshot more than anything in this game, imo the only purpose of it is to grief other players and waste their time. It doesn't help anything, but this isn't the way to fix it and make people happy again. In essence, agree with Zaruthustra. --Pyrinoc 17:32, 18 Nov 2005 (GMT)
  • Kill Unbalancing. --McArrowni 20:02, 18 Nov 2005 (GMT)
  • Kill - Same reasons as above. Bentley Foss 20:29, 18 Nov 2005 (GMT)
  • Kill - As above. --Lucero Capell 20:31, 18 Nov 2005 (GMT)
  • Kill - I dislike Headshot too, but this isn't how to solve it. Making Zombie Level not count many Survivor Skills is the first step in the right direction. --Squashua 04:53, 19 Nov 2005 (GMT)
  • Kill -- P0p0 07:34, 19 Nov 2005 (GMT)
  • Kill - Headshot sucks, but just neutralizing doesn't fix it. --Dickie Fux 17:04, 23 Nov 2005 (GMT)
  • change - I recomend changing it to reducing level damage by 5 levels. --[[User:ericblinsley] 01:26, 25 Nov 2005 (GMT)
  • Kill -- Too vague. --Nov 09:41, 27 Nov 2005 (GMT)
  • Kill - I hate headshot, but this doesn't work. --Jorm 09:42, 27 Nov 2005 (GMT)
  • Kill - Agreeing with Jorm. Niggle 10:20, 1 Dec 2005 (GMT)



Timestamp: 18:02, 18 Nov 2005 (GMT)
Type: Item / Gameplay
Scope: All (potentially)
Description: A sturdy chain, found in a hardware shop or an garage, suitable for heavy-grade duty. Not only can it be used as a weapon, but it can also be used to repair those gates / fences that have been cut through! Essentially, this can be used as a weapon (damage similar to baseball bat) but its primary use is in the repair of fenced areas. It costs 3AP to properly �thread� the chain to minimize its give, but this would allow for the repair of fences/gates, thus making wire cutters more useful. This is meant to be balanced by the �Loose Flesh� skill I propose for zombies


  • Kill - Its a hand to hand weapon.. same as the others, so a nice name for the same thing... sorry but KILL. Also if you cut holes in the fence, you're going to thread it with chains instead?. --Adrian 18:17, 18 Nov 2005 (GMT)
  • Kill - I think he wants to use the chains to build walls out of fuel cans to fix the fences. ALIENwolve 19:32, 18 Nov 2005 (GMT)
  • Duplicate suggestion The only difference with other fence repair suggestions is that the tool can be used as a near-useless weapon. And the brother skill that is being voted off. --McArrowni 20:04, 18 Nov 2005 (GMT)
  • Keep - Personally, I like the idea of being able to chain cut-out sections of fence back into place. Could work as a makeshift door for junkyards . . and as a weapon, well, in a disaster like this, ANYTHING can be a weapon! Golf clubs, chains, baseball bats . . . even a frickin' telephone cord could be used to garrote somebody! --John Taggart 20:08, 18 Nov 2005 (GMT)
  • Kill - Since loose flesh got spam'd, I think you'd be better off resubmitting at this point. --Lucero Capell 20:11, 18 Nov 2005 (GMT)
  • Keep - As the author, let me try to be more clear; I like the idea of fence repairing but one of the criticisms was that it needed an object or something to balance, which this is - a multi-purposed object which can be used once to "patch" a fence. This is its primary purpose. The counter to this was the "Loose Flesh" skill which would allow zombies - for a price - to circumvent fencing protection which was considered the other side of the fence-repair argument - that zombies would not be able to get in. I understand that its use as a weapon is limited - that part could be removed. I just want a reason to keep carrying these wire-cutters around ... --Khaizard 20:21, 18 Nov 2005 (GMT)
  • Keep - Nice way to repair a fence without a new "Fence Repair" skill. I'd like to see ability to repair a fence with a chain only available to those with the Barricade Skill. --Squashua 04:56, 19 Nov 2005 (GMT)
  • Kill - Need more than a piece of chain to fix a fence. --Dickie Fux 17:07, 23 Nov 2005 (GMT)
  • Kill -- Fence fixing = bad since zombies cannot break through into them. And another bludgeon weapon = useless as there are so many already. --Nov 09:42, 27 Nov 2005 (GMT)
  • Kill - Less barricades, more good ideas. --Jorm 09:43, 27 Nov 2005 (GMT)

You have killed X people

Timestamp: 18:13, 18 Nov 2005 (GMT)
Type: Counter
Scope: Everyone
Description: Just a simple counter; you have killed X peoples; adds one everytime you finish off anyone else. Since it is People; you can't use it to get OOC information to find PKers; but it would be something fun and simple to apply. So next time you want to have a good ol' fashioned shooting contest with a pal... feel free

Votes here

  • Keep - Not bad. Would be fun to let people keep track of their kills. Definitely best to keep it as "You have killed X number of humans and zombies" though, so people who've played as zombies don't get whacked as spies once they're human again. -CWD 18:24, 18 Nov 2005 (GMT)
    • Re: Now that I think of it, just making it "Kills: (number)" would be best. -CWD 20:27, 18 Nov 2005 (GMT)
  • Keep - Ooh! Ooh! Add a kill/died percentage too. --Fixen 18:42, 18 Nov 2005 (GMT)
  • Keep - Being able to keep track of kills would be neat. -- KingRaptor 18:48, 18 Nov 2005 (GMT)
  • Keep - Nice way to track your ingame history. James Fenton 19:23, 18 Nov 2005 (GMT)
  • Keep --bbrraaiinnss 19:55, 18 NOV 2005
  • Keep - Do revives count as kills? And, if not, might there also be a "revive counter?" X1M43 21:23, 18 Nov 2005 (GMT)
  • Keep - Easy and entertaining. --Kulatu 23:53, 18 Nov 2005 (GMT)
  • Keep - What a simply, yet great, idea! --Shadowstar 00:51, 19 Nov 2005 (GMT)
  • Keep - X People, and Z Zombies. --Squashua 04:56, 19 Nov 2005 (GMT)
  • Keep saz -- P0p0 07:37, 19 Nov 2005 (GMT)
  • Keep What all the people said above me, 'nuff said. --Carfan7 07:49, 19 Nov 2005 (GMT)
  • Keep Do i really need to vote for my own idea? --Adrian 17:51, 19 Nov 2005 (GMT)
  • Keep -- Shiny :) And what Squashua said. -pinkgothic 18:38, 19 Nov 2005 (GMT)
  • Keep but its a weak keep. Personaly, i just hope that the counter is viewable by that person only, unless you can tell when they killed them, a long time zombie suddenly revived might have 80 humen kills to his name and suddenly find himself under attack. Other then that this just seems like a pissing contest. -- Spellbinder 23:56, 21 Nov 2005 (GMT)
    • RE: - Note use of word PEOPLE.. a person who has killed 5 zeds, and one who killed 5 survivors will look exactly the same. so no hunt the PKer --Adrian 18:05, 22 Nov 2005 (GMT)
  • Keep - If it's just "X kills" without human/zombie distinction. --Dickie Fux 17:09, 23 Nov 2005 (GMT)
  • Keep -- A database change for Kevan though that shouldn't be too difficult hopefully. --Nov 09:43, 27 Nov 2005 (GMT)
  • Keep - Interesting. --Jorm 09:44, 27 Nov 2005 (GMT)
  • Keep - Simple and really good as long as you don't distinguish between human and zombie kills. --Cannibalcomfort 15:19, 28 Nov 2005 (GMT)

XP loss limit for Headshot

Timestamp: 18:34, 18 Nov 2005 (GMT)
Type: Balance tweak to existing skill
Scope: Zombies
Description: At higher levels, a single headshot drop over 100XP from a zombie, making it difficult to get new skills. Perhaps it would be fair if the XP loss from Headshot was capped at 50 or so, which still hurts but won't be too crippling.

EDIT 19:32, 18 Nov 2005 (GMT) : Since the ceiling is so low, Headshot should incur a loss of 5XP/level above 1, instead of 10XP like it currently is.


  • Kill - I'm just not too concerned with XP loss. Am agaist this mostly to protect my AP/ankle Grab from future attack. Yea yea I know a "Slippery Slope" is falty logic. bbrraaiinnss 19:52, 18 Nov 2005 (GMT)
  • Kill - Whine whine, cry cry. Sorry, but Headshot's doing it's part in keeping the hordes (somewhat) under control. At the moment zombies have the upper hand, not-quite-nerfing-but-pretty-darn-close-to-it Headshot won't help unless you come up with another balancing action to partner with this. Think of it as extra incentive not to die. --Lucero Capell 20:10, 18 Nov 2005 (GMT)
    • RE - Survivors still outnumber zombies 72:28 on latest statistics. Down from 60:40 a couple of weeks ago. What on earth makes you think zombies have the upper hand? Niggle 10:25, 1 Dec 2005 (GMT)
  • Keep - Hell yes. I've started having to leave my zombie dead for long periods of time to save his experience points. And zombies do not have the upper hand. I suggest you check the stats pages, "Lucero", if that is your real name. --Elijah 20:22, 18 Nov 2005 (GMT)
    • Re: I have been checking the statistics page regularly, and though humans outnumber zombies (though only by a 3:2 ratio, much less than what was purported to be a 7:3 ratio only a few weeks back), over a period of time, that ratio is slowly (slower now than it was a few weeks ago, but the point still stands) tipping towards the zombies. Humans seem to be on their way down. --Lucero Capell 20:26, 18 Nov 2005 (GMT)
  • Kill - Headshot's XP loss is staggered for a reason. At higher levels, who cares? You're eventually going to have more XP than you can ever spend anyway. Bentley Foss 20:33, 18 Nov 2005 (GMT)
  • Kill - Zarquon's got my back on this one. --Squashua 04:57, 19 Nov 2005 (GMT)
  • Kill squashua & zarquon got it right -- P0p0 07:39, 19 Nov 2005 (GMT)
  • Keep - I don't know if your edit is completely necessary, but I don't oppose it. --Dickie Fux 17:14, 23 Nov 2005 (GMT)
  • Kill - This idea makes the high-level zombies too powerful.--Rhebus 12:07, 24 Nov 2005 (GMT)
  • Kill --Nov 09:44, 27 Nov 2005 (GMT)
  • Kill - Either remove headshot or not; don't nerf it. And zombies do NOT have the upper hand by a long stretch. --Jorm 09:45, 27 Nov 2005 (GMT)


Timestamp: 21:24, 18 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: A Zombie Skill. Requires Ankle Grab and costs 10AP to use. You automatically attack the next Survivor to enter your area, using a single claw attack. Ends if triggered, or if you use an AP. The attack has normal hit/miss chances, and gives a message whether it succeeds or fails.


  • Keep - I'm the author, and obviously I like this suggestion. It's just one attack, but can become deadly if used in groups. Allows for interesting zombie strategies. Intended as a counterbalance to Surgery. - Voynich
  • Kill No. Just, no. Imagine a well organized horde doing this in a suburb like Ridleybank, and then you have a nearly impassible suburb. Plus I hate any skill that automatically ATTACKS somebody without you having to be online to trigger it yourself. Jonesy 21:38, 18 Nov 2005 (GMT)
    • Re: I'm aware that it can make it very dangerous for a survivor to enter an area full of zombies, and that it makes zombies more powerful. That's kind of the idea. - Voynich
  • Kill Its cool but lets think of the poor scientist doing his daily scanning rounds. --bbrraaiinnss 21:55, 18 Nov 2005 (GMT)
  • Kill No. Bad Voynich. Bad. --ThunderJoe 21:55, 18 Nov 2005 (GMT)
    • Re: Ha! Yeah, it's looking like a pretty unpopular suggestion. - Voynich
  • Kill - It's interesting. But I'm a scientist. Aren't I allowed to think of my own good once in a while? This would kill off the class, pretty much, and tagging is teh sex. --Bcrogers 23:52, 18 Nov 2005 (GMT)
  • Kill - Severely damages the ability of a scientist or tagger to do his/her job. I'm personally against it because of this, though I do think it was an interesting idea. --Kulatu 00:09, 19 Nov 2005 (GMT)
  • Kill - Not much of a fan of timered auto-attacks. --Squashua 04:58, 19 Nov 2005 (GMT)
  • Kill "imagines stepping out of a mall, only to be attacked 138 times and immediately killed" how bout 'no'? -- P0p0 07:48, 19 Nov 2005 (GMT)
  • Kill - Same reasons as above. Yeesh. Bentley Foss 11:23, 19 Nov 2005 (GMT)
  • Kill sence it uses AP, what the heck? whats the difference between hitting them for one AP or this skill that uses one AP to attack on the users side? hell, thats 11ap for one attack.--Spellbinder 00:00, 22 Nov 2005 (GMT)
  • Kill - I don't think it's unfair or overpowered, I just don't like the server playing for me. Maybe change it to a skill beyond Ankle Grab that allows a weak attack while standing up as a single action. --Dickie Fux 17:17, 23 Nov 2005 (GMT)
  • Kill -- What if you move to another block after you stand up? --Nov 09:46, 27 Nov 2005 (GMT)
  • Keep I think zombies need a skill like this, or something like it. Is not things suddenly leaping up to attack you after they appear "dead" the classic horror cliche? Patrucio 16:42, 28 Nov 2005 (GMT)
  • Kill -- I think zombies need some new strategies like this, but I think it should be nerfed a little. Maybe you could only stay in "ambush mode" for a certain number of hours (say, 6?) and then you automatically revert to normal mode. Or a player can only be ambushed by a certain number of randomly-determined zombies in a given action, preventing the first player to enter a horde area from being totally massacred, and leaving the other zombies in ambush mode for the next guy. --Avrison 22:51, 1 Dec 2005 (GMT)

Loudspeakers in Malls

Timestamp: 21:24, 18 Nov 2005 (GMT)
Type: Game mechanic Change
Scope: Mainly survivors, I guess
Description: Since generators have become available, and the hospitals getting power helps with doctors, why not have generators in malls power loudspeakers? It would only work if there was a generator in that quad and it was fueled. The loudspeakers would be able to be heard throughout the mall.

Edit: It's a button much like graffiti. They can be used in any powered quad of a mall. Only survivors or zombies with memories of life should be able to use them. They require one AP per use, like speaking. Specific enough? Jonesy 20:45, 23 Nov 2005 (GMT)


  • Keep - Sounds good to me. --Kulatu 23:55, 18 Nov 2005 (GMT)
  • Keep - Cute. I'll break into Caiger (ah, whatever the mall of the day is) and say "Mrhr?" I think it's a cute idea, if it's not too hard. (Actually, I probably mean I'd die in the mall, and THEN say it, but whatever.) --Shadowstar 00:55, 19 Nov 2005 (GMT)
  • Keep better than the seven AP it takes (if you have freerunning) to tell everyone on a mall something.--Matthew-Stewart 03:23, 19 Nov 2005 (GMT)
  • Keep - Makes no sense whatsoever to have to run to all four quadrants of a mall to warn people of zombies when there's a perfectly good PA system.-- KingRaptor 03:43, 19 Nov 2005 (GMT)
  • Keep - Oh my god...I love this. --Fixen 04:47, 19 Nov 2005 (GMT)
  • Keep - Silly Fun. --Squashua 04:59, 19 Nov 2005 (GMT)
  • Keep - What the hell. Why not? X1M43 05:49, 19 Nov 2005 (GMT)
  • Keep - i'll jump on the cool stuff to do with a generator banwagon -- P0p0 07:42, 19 Nov 2005 (GMT)
  • Keep - I like it. Very nice. Of course, does this mean that all conversation in the mall is heard by everyone, or were you thinking about a "use the loudspeaker" button? Bentley Foss 11:25, 19 Nov 2005 (GMT)
  • Keep <Bleeps> Will mr. and mrs. smith please collect their zombie son from receptionist....thank you... I like --Adrian 17:55, 19 Nov 2005 (GMT)
  • Keep -- More flavour! *excited up and down hopping* :D -pinkgothic 18:40, 19 Nov 2005 (GMT)
  • Keep - A great idea, probably one of the best I've seen recently... - Jedaz 03:37, 20 Nov 2005 (GMT)
    • Re: Thank you, sir! Jonesy 23:07, 20 Nov 2005 (GMT)
  • Keep This will make spamming a mall easy AND fun. <Bleep> Attention all mall shoppers. There is a current special on all barricading items. 10% off if you act now. Thank you. --ThunderJoe 19:56, 21 Nov 2005 (GMT)
  • Keep Very nice! but i wonder if the sound only carrys to quads that have a generator running?--Spellbinder 00:02, 22 Nov 2005 (GMT)
  • Keep But only if it also gets the Musak playing too. --Frobozz 22:39, 22 Nov 2005 (GMT)
  • Keep - The possibilities for humor are endless: "Attention all surviving shoppers, we have a special on undead at all stores in the southern quadrant of Caiger Mall - 10% off for every zombie you can kill! Act now and save [your life]!" --John Taggart 22:54, 22 Nov 2005 (GMT)
  • Keep -- For the love of plastic trees, we need this! Actually, I'd call this an absolute necessity to implement before the large building code is put in. furtim 15:40, 23 Nov 2005 (GMT)
  • Kill - Explain what the loudspeakers actually do. Can anyone use them? Do they require AP? Can they be used from any quadrant of a Mall, or just one (i.e. is there only on mic). Sounds like a neat idea, but needs more specifics. --Dickie Fux 17:19, 23 Nov 2005 (GMT)
    • Re: It's a button much like graffiti. They can be used in any powered quad of a mall. Only survivors or zombies with memories of life should be able to use them. They require one AP per use, like speaking. Specific enough? Jonesy 20:45, 23 Nov 2005 (GMT)
  • Keep -- No harm in this. Would add a lot of spam though. --Nov 09:48, 27 Nov 2005 (GMT)
  • Keep "Shop smart! Shop S-Mart!" --MoonLayHidden 20:07, 1 Dec 2005 (GMT)

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