Suggestions/19th-Apr-2007

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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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Leg Shot Skill

Timestamp: Fission 05:39, 19 April 2007 (BST)
Type: Skill
Scope: Zombie Hunters
Description: I am suggesting a Leg Shot skill in the Zombie Hunter skill tree. This is the basic description of it:

When shooting a zombie in the leg, your chance to hit is increased by x% until it stands up. This is basically a version of the Zombies' gripping skill for high-leveled survivors. This would could work with either a shotgun, flare gun, or pistol, but would work more efficiently with the pistol, especially one with maximum pistol accuracy.

Keep Votes
For Votes here
Kill Votes

  1. Kill - While i really think this idea has potential, i belive it needs a little more tweaking. put it up on the talk page then try and repost it.--Blood Panther 05:52, 19 April 2007 (BST)
  2. Kill - A maxed zombie, when using tangling grasp, has a 60% chance to hit and hits for 3 points of damage. A maxed survivor, when using pistols, has a 65% chance to hit and hits for 5 points of damage. Zombies need tangling grasp. Survivors can hit fine already.--Bluish wolf 07:04, 19 April 2007 (BST)
  3. Kill Sorry, can't see it myself. I mean, zombies are walking corpses, they wouldn't be particuarly bothered by being shot in the leg over being shot, say in the chest.--Seventythree 07:55, 19 April 2007 (BST)
  4. Kill - Overpowered survivor buff. --Ducis DuxSlothTalk 08:35, 19 April 2007 (BST)
  5. Incomplete -I'm not sure I understand the suggestion. As I read it, it seems to allow you to shoot a dead body lying on the ground (your chance to hit is increased by x% until it stands up). Also, you have to SPECIFICALLY say what the % is. Tangling Grasp grants a +10% to hit on successive attacks (bite or claw) after a successful claw attack. Also, there is, roughly a 50% chance of losing the grip on a miss.--Pesatyel 08:45, 19 April 2007 (BST)
  6. As 73. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:42, 19 April 2007 (BST)
  7. Kill - Zombie's tagling grasp doesn't need equal survivors skill, things are balanced as they are --Duke Garland 19:51, 19 April 2007 (BST)
  8. Kill - How about zombies get an AP-expensive 100% accurate instant killing strike skill that requires a counter skill to endure and that isn't always stopped by the counter skill (our own version of the syringe) before you damned breathers demand any more of our skills? --Mold 20:24, 19 April 2007 (BST)
  9. Kill - More details please. --ZombieSlay3rSig.pngT 00:10, 20 April 2007 (BST)
  10. Shoot in leg - If shooting anybody in the leg was going to have an effect on anyone, it would be survivors (making this a PKer/Bounty Hunter skill). I imagine this would slow a person down to the tune of no free running, plus you could track them by their bloody trail. Zombies on the other hand, being dead, have an uncanny knack for ignoring pain. If you don't believe me, just watch any zombie movie ever made. Shooting them anywhere other than the head has no effect, ever. --Uncle Bill 03:53, 20 April 2007 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here


City Map v2.0

Timestamp: 08:45, 19 April 2007 (BST)
Type: New Page / Equipment
Scope: All.
Description: First off, I believe this is sufficiently different from the Peer Reviewed City Map, so as not to be a Dupe.
  • Survivors would be able to search for and find various elements of a City Map, which can be collected (eventually) into a complete City Map.
  • Zombies with Memories of Life would be able to access a City Map, if they owned one.
  • Each character would have a new button, just like their character profile, or contacts list, that takes them to their copy of the city map. This button wouldn't exist until at least one element of the City Map is found.


  • The components of the City Map are made up of the following parts:
    • Suburb Map: shows all the buildings in a single, specific suburb (with some exceptions, described later).
    • City Suburb Map: shows the names of all 100 suburbs of Malton.


  • How it works:
    • If you find, say, a single Suburb Map, then your City Map button is activated. When you click on it, you're taken to a map page which shows the 100 suburbs (initially un-named), except for the suburb you just found, which is named and clickable. Upon clicking it, you get taken to the map for that suburb. As more suburb maps are found, the City Map gets filled in.
    • If you find the City Suburb Map, all the names of all the suburbs get filled in, even if you don't have suburb maps for those suburbs. However, you can only click on the ones you have Suburb Maps for. The rest would be greyed out.


  • Exceptions:
    • NecroTech buildings don't show up unless you find a special NecroTech Suburb Map, which lists which buildings in that suburb are NecroTech Buildings. At that point, your map would be updated, and a special symbol appear on your City Map indicating that suburb has had it's NT Buildings revealed.
    • The Zoo has its own map, so that area is left blank (apart from saying "Zoo") on that suburb map until the zoo map is found.
    • The two forts have their own map, so those areas are left blank (apart from saying "Fort [name]") on their suburb maps until the fort maps are found.


  • Where the maps are found:
    • (The City Map has 0% encumbrance. If you find a double, it just gets subsumed into your City Map.)
    • City Suburb Map: Mall Bookstore, Library, School (2%)
    • Suburb Map: Mall Bookstore, Library, School (2%) - 80% chance that it's for the suburb it's found in, otherwise it's for a random suburb.
    • NecroTech Suburb Map: only found in NecroTech Buildings of that suburb. (2%)
    • Zoo Map: only found in Malton Zoo's Reptile House or Aquarium or any stadium, hotel or motel. (2%)
    • Fort Map: only found in Fort Barracks. (2%)


Keep Votes

  1. Provisional Keep A good idea, i realy like it. However, would it not also be possible to alter the map once you have it? Maybe as you move the places where you've been are automaticly added to the map.--Seventythree 10:15, 19 April 2007 (BST) (sorry, forgot to sign!)
    Re - That's a good idea, that was mentioned in discussion, and thought about during the creation of this suggestion. It came down to data transfer. If each player has an individual map denoting each individual square they've visited, that's 10,000 Boolean variables (at least, not counting the recognition of NT buildings) per player, downloaded each time they choose to view their map. With the version I'm suggesting, there are, I think, 189 Boolean variables (including NT recognition) to denote the map. If the two were combined, it would be 10,189. Any road, 189 is easier on the poor olde server than 10,000+. --Funt Solo Scotland flag.JPG 11:22, 19 April 2007 (BST)
    REOk, fair point. Shame about not being able to have an updating map. cos i was thinking you could even have a skill for it, cartography or something.--Seventythree 13:36, 19 April 2007 (BST)
  2. Author-Keep --Funt Solo Scotland flag.JPG 11:23, 19 April 2007 (BST)
  3. I like it, but there's something I'd like to know. This isn't going to take up any of the encumbrance thingy, will it? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:45, 19 April 2007 (BST)
    Re - naughty Hack - you didn't read the bit that says "0% encumbrance". --Funt Solo Scotland flag.JPG 13:29, 19 April 2007 (BST)
    Oh...I seem to have missed that part... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:37, 19 April 2007 (BST)
  4. This would make life a bit easier --User:Dark Helmet04
  5. Keep - yeah, having a non-metagame map would be cool. though i don't like it to be bond to suburbs, but maybe making area maps that intersect with more than 1 suburb won't be good accepted by others --Duke Garland 19:55, 19 April 2007 (BST)
  6. Keep - I use metagaming maps, and probably still will, but improvements that reduce the need for metagaming help to make the game stronger for those who choose to work alone or who don't know about all the good maps. On top of that, filling up your map gives you a reason to move around and tour the entire city... sort of a way to track your progress. --Uncle Bill 02:21, 20 April 2007 (BST)
  7. Keep As above. Mattiator 03:53, 20 April 2007 (BST)
  8. Keep - Not bad, although I probably prefer the city map item. --Ducis DuxSlothTalk 04:45, 20 April 2007 (BST)
  9. Keep - As Uncle Bill. --Abi79 AB 12:38, 20 April 2007 (BST)
  10. Keep - Just because there's a metagaming alternative, doesn't mean it wouldn't be better to have it as an in-game item for those in the dark about metagaming.--BBM 19:31, 20 April 2007 (BST)
  11. Keep - Sounds good. People shouldn't have to meta game, and this gives roleplay reason to use maps. --Gm0n3y 22:25, 20 April 2007 (BST)
  12. Keep -You know, this would be something for maxed-out survivors to do. I can't wait to start collecting city maps... --AlexanderRM 00:42, 21 April 2007 (BST)
  13. 'Keep - --SporeSore 13:41, 24 April 2007 (BST)

Kill Votes

  1. Change - Make it self updating; even you state that its a good idea, and I've explained on the discussion page why it doesn't increase server load nearly as much as you would expect over the basic map. In any event, server load issues are for Kevan to decide, and should not affect votes. Wiki users should just suggest / vote on the best map idea we can, and let him implement as much of it as possible if he wants. For ease of coding, he might well implement a non-updating version first (which would surely bring suggestions for an updating version) and then code in the self-updating ability later. --{{SUBST:Swiers}} 12:42, 19 April 2007 (BST)
    Re - you make a very good point. What I'll do for the moment is leave it as is. If it gets into Peer Reviewed like this, I'll add a strong note about the self-updating thing. If it's heading towards undecided or rejected, I'll remove and revise it. --Funt Solo Scotland flag.JPG 13:32, 19 April 2007 (BST)
    Sounds a plan. If its worth the trouble I'll change the vote, but it looks unlikely to make a difference / be worth hassle. --{{SUBST:Swiers}} 00:05, 20 April 2007 (BST)
  2. Kill - Easy enough to have a metagame map open in another window. --ZombieSlay3rSig.pngT 00:16, 20 April 2007 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here


sharpshooting

Timestamp: Valorian mark X 15:55, 19 April 2007 (BST)
Type: Skill(zombie hunter)and items
Scope: survivors defending high buildings.
Description: i have noticed that if people are in a multi story building why dont they fire out of upper windows at zombies below them

basicly the update is as follows: new items: "scope sight" allows survivors with the sharpshooter skill to fire at zombies from high building at 10% to hit chance.

"rifle" clip:5 damage:4 if you combine with a scope sight becomes a sniper rifle which has a 5% chance if it hits to cause an automatic headshot.

new skill: "sharpshooting" +10% to hit normaly and allows survivors with a scope sight t fire at zombies in a 1 block area if they are in the followig buildings: mall,office blocks,fort walls and gatehouses,cathedrals and other building that gives you the option to jump to your death.

this would make it slightly eaisier to defend buildings and would allow some buildings to be used to weaken zombies that pass towards larger targets such as malls and make it eaiser to kill zombies and hold buildings, although zombier would need somting to counter this update.

Keep Votes

  1. author vote. valorian mark x

Kill Votes

  1. Kill - frankly, it's not as good as my Sniper Rifle, which only got as far as Peer Undecided. --Funt Solo Scotland flag.JPG 16:06, 19 April 2007 (BST)
  2. Kill-sorry, but there's many different suggestions along these lines, and while this certainly isn't the worse, its not the best. Sorry mate.--Seventythree 16:13, 19 April 2007 (BST)
  3. Kill - as above --Duke Garland 19:57, 19 April 2007 (BST)
  4. Kill - Well, as rifle-suggestions go, it's not the worst I've seen. - BzAli 22:12, 19 April 2007 (BST)
  5. Kill - Frequently suggested/shot down. --ZombieSlay3rSig.pngT 00:17, 20 April 2007 (BST)
  6. Kill - I would love to have something like this, but the way this game works it wouldn't actually help defend a building at all. You waste ammo and AP and the downed zed just gets to stand up (often for 1 AP) at full health. If something changes that dynamic, then maybe I'd think about it. --Uncle Bill 02:29, 20 April 2007 (BST)
  7. Kill - It's not very good, but then again it's not that bad either. I'd personally stay away from any rifle suggestion. --Ducis DuxSlothTalk 02:47, 20 April 2007 (BST)
  8. Frequent suggestions that get shot down a lot. Why? Cause it's a shot that zombies get without knowing who shot them. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:14, 20 April 2007 (BST)
  9. Kill - You shouldn't be able to attack without putting yourself in harms way. This goes against that and is actually not very useful anyways. --Gm0n3y 22:28, 20 April 2007 (BST)

Spam/Dupe Votes

  1. Spam - Rifles frankly don't need to be in-game. Also, instant headshot = instant kill = instant Spam. -Mark D. Stroyer SoH 01:55, 20 April 2007 (BST)