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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.
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19th November, 2005 - VOTING ENDED: 3rd-Dec-2005

Eternal Life

Removed due to duplicated suggestion. also, not a place to post your personal groups


Spam number three, deleted says me. --Sknig 03:27, 20 Nov 2005 (GMT)


Deleted as spam. This is a rehash of an old idea. --Zaruthustra 01:42, 19 Nov 2005 (GMT)

It's spelled Wiring anyway. --Squashua 04:58, 19 Nov 2005 (GMT)

Disinfect Wound

Timestamp: 00:36, 19 Nov 2005 (GMT)
Type: Skill
Scope: Zombie Hunters
Description: Disinfect Wound is a Zombie Hunter skill that allows the Zombie Hunter to remove an infection by using beer or wine instead of a first aid kit. This skill would be useful because it would allow for more flavorful play, as well as make Zombie Hunters less dependant on malls or hospitals.


  • Keep - creator voting for suggestion. --LibrarianBrent 00:36, 19 Nov 2005 (GMT)
  • Keep - Why not? If you picked up some beer or wine at some point, it gives you some justification for not using a FAK. Though, the damage from the bite would certainly be high enough to make you want to use it...if you had no FAK's --Kulatu 00:38, 19 Nov 2005 (GMT)
  • Kill, move it to the Scientist or Civilian classes. Jirtan 00:54, 19 Nov 2005 (GMT)
  • Kill I like the idea, but as above, it doesn't belong in Zombie Hunter, and there's no change vote anymore. --Shadowstar 00:57, 19 Nov 2005 (GMT)
  • Kill It seems like if the infection could be cured by liquor, you wouldn't need skill to do it. This is slightly overpowered, since it makes it easier to be cured. --Ethan Frome 01:02, 19 Nov 2005 (GMT)
  • Kill - First of all, I dont know what triage training you had, but putting beer on a wound doesn't disinfect it. Secondly, this should't be in zed hunter class. Thirdly, FAKs already do this. --Zaruthustra 01:45, 19 Nov 2005 (GMT)
  • Kill because beer and wine don't have enough alchohol to disinfect a wound.Second of all, how much skill does it take to pour beer over a cut? None. Third, you have the added bonus of the less rare first aid kit to do that, and heal you.--Jack Harvey 03:20, 19 Nov 2005 (GMT)
  • Kill - Beer/Wine ain't powerful enough to cure an infection. I'd prefer to see FAKs that are used to heal an Infection heal 0 HP. --Squashua 05:00, 19 Nov 2005 (GMT)
  • Kill I'm with Zarathustra on this one. You'd need hard liquor to disinfect a wound...pure alcohol would be best. And there certainly wouldn't be a skill for it. X1M43 05:54, 19 Nov 2005 (GMT)
  • Kill Ahhh, beer, is there anything it can't do? Andrew McM 14:28, 19 Nov 2005 (GMT)
  • Kill - Would make beer/wine slightly more useful, but unfortunately I'm gonna have to vote no on this one. --Schlagwerk 19:50, 19 Nov 2005 (GMT)
  • Kill - Infections require some really concentrated alcohol to heal (70%, I think)...what kind of beer or even wine has 70% alcohol? --Fixen 21:08, 19 Nov 2005 (GMT)
  • Kill above reasons -- P0p0 21:11, 19 Nov 2005 (GMT)
  • Kill Alcohol in alcoholic drinks and rubbing alcohol usually kill bacteria, not viruses right? Im not a medical genius. -- AllStarZ 21:16, 19 Nov 2005 (GMT)
  • Kill Shadowstar, there never WAS a change vote! unless your talking about the page the predates this one. And thats apples and elephants--Spellbinder 03:55, 20 Nov 2005 (GMT)
  • Kill I am sure that there is a difference between the medial alchohol and the party time alchohol.--ThunderJoe 20:03, 20 Nov 2005 (GMT)
    • AllStarZ's Response No I think all alcohol can clear bacteria. Difference lies in concentration of alcohol i think as for medical alcohol and LETS PARTAY alcohol.
  • Kill - Nuff'said. Madalex 22:21, 21 Nov 2005 (GMT)
  • Kill - Beer is full of yeast, as in "yeast infection;" don't pour it on an already existing infection. Add hard liquor as an item, for this and many other reasons. --Dickie Fux 17:32, 23 Nov 2005 (GMT)
  • Kill -- What has this got to do with a zombie hunter? --Nov 09:49, 27 Nov 2005 (GMT)

Automated Defenses

Killed by author in favor of a rewrite and -submit.--'STER 04:10, 19 Nov 2005 (GMT)

Fort Squares Block Advances

Timestamp: 04:18, 19 Nov 2005 (GMT)
Type: Another one for forts
Scope: Forts
Description: Alright, a different take on the fort-pumping-up idea everyone's hot on; I think I've hit upon a good, realistic, balanced way to power up forts. All the surrounding squares can be fortified, as has been suggested before (including directly above this suggestion). However, rather than being other buildings that the zombies can bypass to attack the Armoury, these squares are effectively barriers to zombie movement. They do not have "insides," and people cannot "enter" anything on them and be protected until the 'cades fall; rather, they are open-space areas that can be barricaded. Zombies can stand on them and attack the barricades, but cannot walk onto the block outside the armoury unless the fort block they are on is unbarricaded. Humans standing on one of these fort squares are treated as being inside for the purposes of free-running into the armoury. This is A.) realistic--it's like a defensive permiteter which may be forced to fall back by enemy advances, or be pushed forward again by rallying--B.) makes forts easier to defend, as zombies must kill two sets of barricade instead of just one to force the Armoury to fall.


  • Kill - I may be understanding this wrong, but... right now, there's no mechanics for attacking something while outside of the square, and it seems like it'd be a pretty major change to do it. If I'm misunderstanding, maybe you could make it clearer so I can vote keep... --Shadowstar 04:26, 19 Nov 2005 (GMT)
  • Keep - Pretty complicated, but it would be a great way to make it harder for zombies to assault the fort. Humans would be busy at work maintaning all 8 barricade tiles as well as the armory's barricade itself, while zombies would be busy creating a pathway through the barricades to assault the armory. Would certainly make fort battles more interesting. -- KingRaptor 04:32, 19 Nov 2005 (GMT)
  • Keep - But it might be a b*tch to implement. --Squashua 05:03, 19 Nov 2005 (GMT)
  • Keep - I like it. Remember guys, this is just a suggestion. Don't vote based on how difficult to implement something might be, vote based on how good the suggestion is. I say yes to this. --Kulatu 05:07, 19 Nov 2005 (GMT)
  • Spam - Isn't this identical to [Improved Fort Barricade] --Argus Blood 05:09, 19 Nov 2005 (GMT)
  • Keep -- P0p0 07:46, 19 Nov 2005 (GMT)
  • Keep -- greyone 15:33, 19 Nov 2005 (GMT)
  • Keep -- As I understand this that would mean the survivors in the fort would have to go outside into the parimeter blocks and be exposed to possible active zombie forces to keep the barricades up. Like an actual fire fight to keep the defenses up... Sounds good to me.--Matthew-Stewart 14:02, 19 Nov 2005 (GMT)
  • Keep - Because barricading around a Fort, and having zombies walking "outside" the fort to rech the center isn't good enough. --Monstah 22:15, 19 Nov 2005 (GMT)
  • Keep - This is good, and I agree with Monstah. --ThunderJoe 20:06, 20 Nov 2005 (GMT)
  • Kill - Major balance issues, allowing humans to hold back five times thier number of zombies indefinately. What is it with people and forts anyway? Find a good police department and hide there, and if it gets too hot, well... you do have free running. --Grim s 02:55, 23 Nov 2005 (GMT)
  • Kill - Requires too many special exceptions of the regular functioning of the game. General concept -- "forts should be fortified" -- is good. --Dickie Fux 17:37, 23 Nov 2005 (GMT)
  • Kill -- Way too complicated to implement. --Nov 09:51, 27 Nov 2005 (GMT)

Expert Training

Timestamp: 12:48, 19 Nov 2005 (GMT)
Type: Skill, improvement, ways to spend all that XP and personalize your character
Scope: Survivors
Description: This is a suggestion that never made it back from the old version of the Suggestions page. It is not originally mine, but I am presenting it again with a reasonable amount of modification and clarification.

This suggestion introduces three mutually exclusive skill subsets:

  • Expert Pistol Training
  • Expert Shotgun Training
  • Expert Hand to Hand Combat

For each 100 XP spent in a particular skill, the player receives a 1% increase in base accuracy, up to a maximum of 10%. However, as mentioned above, these skills are mutually exclusive. For example, once a player has put a point into Expert Hand to Hand Combat, they can never purchase Expert Pistol Training or Expert Shotgun Training. The reasoning behind this is twofold: first, to lessen the cries of "zombies get nerfed by this! OMG we r so week alredy, u suck!", and second, to start interrupting all that homogeneity at higher levels.

All classes pay 100 XP per percent for these skills. (Yes, that will need to be hard-coded, but eh, it happens.)

The new skill tree would therefore look as follows:

  • Basic Firearm Training
    • Pistol Training
      • Advanced Pistol Training
        • Expert Pistol Training
    • Shotgun Training
      • Advanced Shotgun Training
        • Expert Shotgun Training
  • Hand To Hand Combat
    • Knife Combat
    • Axe Proficiency
      • Expert Hand To Hand Combat


- Cobra Commander has purchased only Basic Firearm Training. He cannot purchase Expert Pistol Training or Expert Shotgun Training, because he needs to have purchased either Pistol Training and Advanced Pistol Training or Shotgun Training and Advanced Shotgun Training for these skill to unlock.

- Destro has purchased Basic Firearm Training, Pistol Training, Advanced Pistol Training, and all ten levels of Expert Pistol Training. He now has a 75% chance to hit when firing pistols.

- Zartan feels a spiritual connection to his shotgun. As such, he has purchased Basic Firearm Training, Shotgun Training, Advanced Shotgun Training, and all ten levels of Expert Shotgun Training. He now has a 75% chance to hit when firing his shotgun.

- Stormshadow loves melee weapons and rarely uses guns. He has purchased Hand To Hand Combat and both Knife Combat and Axe Proficiency. He may now purchase Expert Hand to Hand Combat for his first 1% increase in accuracy with melee weapons. He now has a base 26% melee to-hit ratio. He may purchase this skill up to nine more times, for a total base 35% to-hit ratio with melee weapons. Stormshadow now has a 50% chance to hit when using a fire axe or a knife or 30% to-hit when punching.

- Major Bludd has purchased all of the existing weapon skills and wants to specialize in either Expert Pistol Training, Expert Shotgun Training, or Expert Hand to Hand Combat. Wanting to be like his friend Stormshadow, he chooses Expert Hand to Hand Combat and spends 100 XP to buy his first 1% accuracy bonus. Later he decides that he really favors gun combat and wants to switch. Tough. He should have read that bit about "mutually exclusive." He just needs to make the best of it and learn to love his melee weapons.


  • Keep Seems ok... --Matthew-Stewart 13:53, 19 Nov 2005 (GMT)
  • Keep - Fair enough as for me -- greyone 15:36, 19 Nov 2005 (GMT)
  • Keep -Fairly straightforward, hopefully the coding wouldn't present itself as too grand an issue ----Arcos 15:35, 19 Nov 2005 (GMT)
  • Keep - But I think accuracy at a coin flip in your favor was the idea with guns. ALIENwolve 19:34, 19 Nov 2005 (GMT)
  • Keep - I like it. --Schlagwerk 19:56, 19 Nov 2005 (GMT)
  • Kill - Ridiculous levels of to-hit chances! Let's say you've got a maxed out shotgun skill. On average, 7.5 damage per attack. With fifty AP, a single shotgun and enough shells to maraud a zombie horde, you could dish out 247.5 damage total. Against zombies with flak jackets, that's a total of 200 damage. That's enough to kill three flak jacket body building zombies and THEN some. Humans can already dish out ridiculous levels of damage to zombies, and this would just make it worse. --Elijah 20:59, 19 Nov 2005 (GMT)
    • Re: - And then the zombies stand up the next day, fully capable of attacking, while the survivor spends another week reloading his guns. Three whole zombies is hardly as bad as you make it sound. In theory, a very lucky survivor can already deal 500 points of damage in one day, using 25 fully loaded shotguns and never missing a shot. Of course, that never happens. Really, what's three zombies who get up the next day compared to a survivor who is essentially crippled after one killing spree? Your huge siege gets pushed back a couple of hours? What's your point? Bentley Foss 21:15, 19 Nov 2005 (GMT)
  • Keep 1000 xp to be really badass with your chosen weapon? considering it costs just less than double the cost of the entire civilian skill tree.. i'm down -- P0p0 21:17, 19 Nov 2005 (GMT)
  • Keep - Aw, heck. I thought I'd vote for my own suggestion. Thank you all for your kind keep votes! And P0p0: exactly! Bentley Foss 21:18, 19 Nov 2005 (GMT)
  • Keep Sounds interesting. :) --Carfan7 22:13, 19 Nov 2005 (GMT)
  • Kill I don't think that there needs to be another 10% added onto the allready high firearm attacks. This is just me and mine. I'm not screaming N3RF! or anything, i'm just useing that old freedom of speech clause that everybody who likes to swear alot uses. Also, bentley, could we possibly leave your own personal attacks out of your suggestion. it says suggestion description, not soap box--Spellbinder 01:35, 20 Nov 2005 (GMT)
    • Re: - It wasn't a personal attack, just a preemptive strike. :-) Bentley Foss 19:25, 20 Nov 2005 (GMT)
  • Keep - I like this idea. I'm all in favor of better melee attacks. Having a max 40% for fire axes right now is just a tad annoying... -- Xamnam 01:59, 20 Nov 2005 (GMT)
  • Keep - Yes! A nice little extra thing to spend XP on. Nice and balanced, too, for the reasons stated above. --Sknig 03:16, 20 Nov 2005 (GMT)
  • Keep - Or something like it. Serpentor would be proud. Cobra-lalalalalalalalalalalalalalalalala! --Squashua 04:42, 20 Nov 2005 (GMT)
  • Kill - I positively love this idea, but it's potentially unbalanced. Firefighters are already unstoppable killing machines; fire axes would become head and shoulders above every weapon in the game. Also, and more importantly, this offers lots to survivors but nothing to zombies. I doubt many zeds will be pleased at taking headshots at 75% accuracy. I fear a revisal is in order. --Snikers 05:13, 20 Nov 2005 (GMT)
    • Re: - I tried to think of a way to make this work for zombies, but nothing really worked. Anything I came up with was quickly multiplied a hundredfold by swarm attacks. Firefighters (and I speak from personal experience, owning a level 12 firefighter) are also not that unstoppable. Mine can kill roughly one zombie per day with a fireaxe, or maybe two or three if he's fully stocked up on ammo. Of course, then I spend another 3-4 days reloading... Bear in mind that this does require a minimum of 1100 XP for a firefighter to achieve his 50% hit ratio. I'd honestly expect people to put it into firearms in order to conserve ammo and/or cut down on search downtime. I'm glad you liked the idea, though. Bentley Foss 19:34, 20 Nov 2005 (GMT)
  • Keep - //"Also, and more importantly, this offers lots to survivors but nothing to zombies."// Well, they allready is more or less immrortal right now. And reviving them isn't a very permanent solution. --Steve 10:36, 20 Nov 2005 (GMT)
  • Keep - Because it is a good suggestion, and because I <3 Bently Floss, Advocate for the survivors.--ThunderJoe 20:12, 20 Nov 2005 (GMT)
  • Kill I think if this were to be implemented, we'd see a massive jump from level 20 humans to level 30 humans as all those long-time players with 4 digit XP numbers simply buy all 10 levels at once. Madalex 22:31, 21 Nov 2005 (GMT)
  • Keep I was the one that suggested this before, but I didn't make it mutually exclusive. I mean, damn, if you've got 3000xp, you're already bad ass. SchmuckyTheCat 02:46, 23 Nov 2005 (GMT)
  • Kill -This is just silly. Allowing the possibility fo 100% accuracy is a major shift in the game balance towards a side that is already considered overpowered. I wonder if any of you who voted "keep" here actually play a zombie. --Grim s 02:57, 23 Nov 2005 (GMT)
    • Re - Please read the skill description fully before you comment. The accuracy caps at 75% for one firearm skill or +10% with melee weapons, making a fireaxe have a max 50%. Nowhere did I suggest 100% accuracy. Bentley Foss 19:58, 24 Nov 2005 (GMT)
  • Kill -- I have no idea if it is even possible to implement. -

-Nov 09:54, 27 Nov 2005 (GMT)

  • Keep -- But make it say 125 or 150 per 1% instead. --Pesatyel 20:01, 30 Nov 2005 (GMT)
  • Kill - Survivors still outnumber zombies 72:28 on latest statistics. They don't need to get any better. Niggle 09:45, 1 Dec 2005 (GMT)

Newspapers have chance to give XP

Timestamp: 13:12, 19 Nov 2005 (GMT)
Type: Improvement
Scope: Surviors
Description: Give newspapers the same 10% chance to gain 1 XP (2 XP for the Scientist class) as a Book. Retain the discard functionality after each read that they currently have though.


  • Modify maybe no XP at all but some newspapers just need new stories cause i ve read them all and they have no more importance in the game anymore, they should be part of RP and give background story or be updated to show current events off wiki and give info. Dignant Dignant 18:20, 20 Nov 2005 (GMT)
  • Kill -Reading book about weapons evolution may give me some additional information that could be useful while combat. What useful information i can get from newspaper? -- greyone 15:41, 19 Nov 2005 (GMT)
  • Kill, Newpapers are for reporting the news, and they are all too old to do so. now, a current newpaper idea has been subited, but this one, all on its own, is awful.--Spellbinder 02:21, 20 Nov 2005 (GMT)
  • Kill - Nope, but newspapers should somehow be modifyable; maybe have a block or two where you could psend 5 APs and write a headline or two for 10 others to find. --Squashua 04:43, 20 Nov 2005 (GMT)
  • Kill - Are there actually people using books for their ability to give an occasional XP? Madalex 22:33, 21 Nov 2005 (GMT)
  • Kill - I'd like to see something new done with newspapers, but not bonus XP. --Dickie Fux 17:48, 23 Nov 2005 (GMT)
  • Kill -- I agree with Dickie Fux. --Nov 09:55, 27 Nov 2005 (GMT)
  • Kill -- Survivors already have enough ways to get XP. --Pesatyel 20:03, 30 Nov 2005 (GMT)

Death Spasm

Timestamp: 13:27, 19 Nov 2005 (GMT)
Type: Elite Zombie Skill
Scope: Retalliation on Death due to Headshot
Description: If a zombie has at least 1 AP available when it dies due to a HEADSHOT it gets to AUTONOMOUSLY spend 1 AP counter-attacking (with teeth???) at its killer - which may of course still fail to hit, but which MAY be infected! Could be a significiant skill - but players with HEADSHOT skill should be capable of healing themselves, and it won't affect newbees.


  • Keep This is the best of these types of skills that I have seen. No free actions, and the automated action is only if you die anyway and is not automatically successful. Also the name and feel are keeping with the zombie horror genre. I've actually seen this type of things many times in zombie and monster movies--Matthew-Stewart 13:47, 19 Nov 2005 (GMT)
  • Kill - Or change. Not realistic. -- greyone 15:47, 19 Nov 2005 (GMT)
  • Kill - Getting in free attacks when you're offline is not a popular suggestion 'round these parts. Bentley Foss 14:40, 19 Nov 2005 (GMT)
  • Kill - If I kill and headshot with a gun, it doesn't make sense to get bitten back. And if I don't have headshot skill, where's teh logic that says it then becomes harder for the zombie to go for a death throe attack? Rhialto 15:41, 19 Nov 2005 (GMT)
  • Kill - Yes, because after you've near-decapitated a zombie with your trusty fireaxe it's really going to be in a position to try and bite you back. --VoidDragon 17:40, 19 Nov 2005 (GMT)
  • Kill - And what about killing the zombie with my shotgun or pistol? Haha, I'm standing five meters away! ... Oh no, the head flew through the air and bit me...? Better title might be "Brain Spatter" or something. Heh. --Shadowstar 17:50, 19 Nov 2005 (GMT)
  • Kill - McArrowni 18:13, 19 Nov 2005 (GMT)
  • Kill - You're overgeneralizing. See Shadowstar's comment. --Fixen 19:12, 19 Nov 2005 (GMT)
  • Kill - Autonomously, means in a manner that is independent and self-governed, as in a nation. I think you mean "automatically". Either way I agree with Bentley.
    • Re - I think he meant autonomically, i.e. governed by the autonomic nervous system, not under conscious control. --Argus Blood 23:13, 19 Nov 2005 (GMT)
  • Kill -- P0p0 21:23, 19 Nov 2005 (GMT)
  • Kill nope. --Spellbinder 01:38, 20 Nov 2005 (GMT)
  • Kill Rethink and resubmit; only with melee weapons as killing blow. --Squashua 01:13, 21 Nov 2005 (GMT)
  • Kill - So basically, you want a character to react to game events although its player is not necessarily online. Madalex 22:35, 21 Nov 2005 (GMT)
  • Kill - Your dead how can you attack --Deathnut 05:00, 23 Nov 2005 (GMT)
  • Kill - I don't want the server playing for me. --Dickie Fux 17:50, 23 Nov 2005 (GMT)
  • Kill --Nov 09:56, 27 Nov 2005 (GMT)

Gun Care

Removed due to duplicated suggestion. See here and its better then your suggestion.


Timestamp: 12:50 PM EST
Type: Science Skill
Scope: Survivors, Generators
Description: Essentially, you rig a generator so that it overheats or something. This could either make a generator permanently unusuable or potentially even make it explode (but that would have to be a very low %). Something like this would be very good for those groups of survivors that like to prey upon other survivor groups. Also, with the potential for an explosion, it might be a good last ditch effort when there is a horde of zombies taking over.


  • Kill - We're not supposed to give PKers the benefits, right? Besides, if this goes on, there won't be any generators left in Malton. --Fixen 19:09, 19 Nov 2005 (GMT)
  • Kill: Isn't this tantamount to giving players a badge saying, "I'm a griefer!"? --Kehraus 19:29, 19 Nov 2005 (GMT)
  • Kill - No it's a tantamount to giving players a badge saying, "I'm a griefer and I like this guy's idea!" ALIENwolve 19:31, 19 Nov 2005 (GMT)
  • Kill NO! PKers suck! its a pvp game, just play a zombie.. c'mon! -- P0p0 21:31, 19 Nov 2005 (GMT)
  • Kill Or maybe we should just give said explosion 100% to cause 60 damage to the PKer in question. --Argus Blood 23:17, 19 Nov 2005 (GMT)
  • Kill - This kind of idea makes me want to hit your nose with a newspaper. BAD! BAD! --Zaruthustra 01:30, 20 Nov 2005 (GMT)
  • Kill Smack him with it like a naughty puppy.--Spellbinder 04:09, 20 Nov 2005 (GMT)
  • Kill - Only zombies should take down generators. --Squashua 04:44, 20 Nov 2005 (GMT)
  • Kill - Hey, it's a skill I can use to figure out who's a PKing griefer. I'll just kill anyone who has it. --Shadowstar 05:09, 20 Nov 2005 (GMT)
  • Kill - Maybe it should also spread some kind of ebola/anthrax hybrid virus spore over the nearest quarter of the map when it explodes. I can't decide if this is spam or a serious suggestion. Either Bentley Foss 19:39, 20 Nov 2005 (GMT)
  • Spam - I think that Bentley Foss has brought up a serious issue. This can't really be taken seriously. Way overpowered and a bonus to PKers. Andrew McM 19:39, 20 Nov 2005 (GMT)
  • Kill - As Bentley Foss said. Madalex 22:37, 21 Nov 2005 (GMT)
  • Kill - I really want to keep this one, just because it's funny, but it's just too much grief. --Dickie Fux 17:54, 23 Nov 2005 (GMT)
  • Spam -- Haven't we seen this before? --Nov 09:57, 27 Nov 2005 (GMT)

Pustular Flesh (2)

Timestamp: 17:59, 19 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: The zombie develops pus-filled boils that have a 35% chance of infecting an attacker using their hands (punching) and a 10% chance of infecting the person who dumps the zombie's body from a builidng. This is a subskill of "Infectious Bite." Does not stack with other infections.


  • Keep, Survivors rarely use their hands when combating a zombie, so the skill's use there is limited. The other effect of the skill is of limited use to a single zombie, as it doesn't stop it from dying. However, it would be useful in sieges. Jirtan 17:59, 19 Nov 2005 (GMT)
  • Keep -- Though it's a very weak "keep" coming from me, since I'll agree with Jirtan that it would be mainly useful in sieges, and zombies involved in that are already at massive advantage if they have Ankle Grab. Right now I'm just liking the RP reasoning. -pinkgothic 18:45, 19 Nov 2005 (GMT)
  • Keep - I like it just for the flavour, though it does make sieges harder on the survivors. --Kulatu 21:02, 19 Nov 2005 (GMT)
  • Keep - Not bad. Gives survivors a hard time in sieges though. --Fixen 21:05, 19 Nov 2005 (GMT)
  • Keep - You could also have items, like Surgery Gloves, that would protect against such infections. Might need some number tweaking, though. --Hexedian 21:48, 19 Nov 2005 (GMT)
  • Keep - Now it's a good skill. Dude, my votes are disappearing? The fuck? Did I forget to timestamp or something? Monstah 23:50, 19 Nov 2005 (GMT)
  • Kill I misread this as zombie hand attacks get infection. Still gonna vote kill since this would completely unbalance hand attacks against zombies. --Zaruthustra 23:54, 19 Nov 2005 (GMT)
  • Question - 35% for hand attacks makes sense. I have a question about the 10% for body dumping, though. When dumping multiple bodies, does the game calculate the 10% once for every zombie with the skill, or just a flat 10% no matter how many bodies have the skill? --Arcibi 00:43, 20 Nov 2005 (GMT)
    • Re - If a survivor dumps a body that has this skill, there is a 10% chance of infection. I suppose if you dump more bodies that have this skill, there would be multiple 10% chances of this occuring.
  • Keep - How about 5% if a melee weapon (splatter!) is used? --Squashua 04:45, 20 Nov 2005 (GMT)
    • Re - This was in the last suggestion, and was shot down. Melee weapons are already fairly balanced.
  • Kill - because there's no change. I'd keep for infection on hands, but not for dumping the body. --Shadowstar 05:10, 20 Nov 2005 (GMT)
  • Kill - For the same reasons as the kills above. Bentley Foss 19:47, 20 Nov 2005 (GMT)
  • Kill Does this affect melee weapons? If it does than its overpowered for reasons stated in the previous time it was suggested. And dumping bodies should not affect someone since they're probably going to be careful tossing them out to begin with since the whole idea of tossing a dead zombie out will likely creep most out enough to make them do it dilligently or quickly and carefully. My opinon for this is similar to that of Shadowstar's in the fact that if it were just punches, I'd be fine. --Volke 23:57, 20 Nov 2005 (GMT)
    • Re - This skill only comes into effect when a survivor punches (Does not include melee weapons) a zombie with it, and when a body is dumped. When a zombie has been killed, it's boils have most likely been popped- leaving the corpse covered in the infectious pus.
  • Kill - Same reason as Shadowstar and Rhebus. --ThunderJoe 17:04, 21 Nov 2005 (GMT)
  • Kill - For the same reason as Bentley Foss ;) Madalex 22:40, 21 Nov 2005 (GMT)
  • Kill - if you remove the 10% and lower to 25% I will change vote --Deathnut 05:02, 23 Nov 2005 (GMT)
  • Kill - Close. Put a cap on the chance to get infected from dumping bodies, maybe 75%. --Dickie Fux 17:58, 23 Nov 2005 (GMT)
  • Keep - I was working ona similiar idea. I love the idead that there is splatter, but i would recomend to have it effect ranged weapons as well. for game effect. How many movies have people gotten infected by splatter? I love this but i would recomend a couple tweaks.User:ericblinsley 23:340, 24 Nov 2005 (GMT)
  • Kill -- Hand attacks are already weak as they currently are. Why make it worse? I'd vote keep if it was just to dump the body outside. --Nov 09:59, 27 Nov 2005 (GMT)
  • Keep - Punching zombies is not wise and no one should be doing it(so that isn't a factor I think it is there because it makes sense to justify the body dump % )--Matthew-Stewart 18:51, 27 Nov 2005 (GMT)
  • Keep - I don't think anybody punches zombies, but the infection on clearing is nice flavour. Niggle 10:37, 1 Dec 2005 (GMT)


Removed due to Duplicated suggestion Link

RE: its not the same thing... the link goes to a zombie skill, the one i posted was supposed to be different and for survivors, can i have it back please?

no. besides, you allready had 7 kills, and one spam.


Timestamp: 19:02, 19 Nov 2005 (GMT)
Type: improvement
Scope: survivors
Description: Using money. You can sell weapons or equipment for someone else for as high as you want. But there's a minimum value for each item to keep you from selling something to somebody for too cheap. That way items can be traded without exploit. You get money from banks, finding it on the ground, looting people, etc. Maybe the money won't be dollars or pounds or gold, but something more tangible (food?) due to the situation.


  • Kill - Still exploitable. Get 10 accounts, have them buy all the worthless stuff (who wants newspapers?) from your main account. Done. Money for you. --Fixen 19:06, 19 Nov 2005 (GMT)
  • Kill - I don't think that this MMORPG is ready yet for a currency. For a start we would have to open an illegal ebay account for goldfarming ;-) --Andrew McM 20:21, 19 Nov 2005 (GMT)
  • Kill - Time for the Urban Dead EBay Farms! --Kulatu 20:54, 19 Nov 2005(GMT)
  • Kill currency doesnt really make since RP wise "hm.. i'm about to be eaten, so i'll trade you 4 dollars for a FAK, wait no HEAL ME!" -- P0p0 21:36, 19 Nov 2005 (GMT)
  • Kill In a game like Urban Dead, where zombies have taken over, do you think people would really take them time to pay for things with currency/money? Maybe bargining (ie trading, which will get implemented) And if you think about it currency/money would be near useless since shopkeepers have fled as well. Plus as others have said Exploitable --Nevernine 22:00, 19 Nov 2005 (GMT)
  • Kill - Trading--maybe. Currency--even food--would be too complex for right now. X1M43 22:13, 19 Nov 2005 (GMT)
  • Kill For example: "John just got bit and is at 1HP. He goes to another survivor and buys a first aid kit to heal himself."
  • Kill - Container Buckets for trading! --Squashua 04:45, 20 Nov 2005 (GMT)
  • Kill - Give long-time players a vast edge over newbies. Madalex 22:41, 21 Nov 2005 (GMT)
  • Kill - Too complicated. I don't want UD to have a virtual economy; I like its simplicity. --Dickie Fux 18:01, 23 Nov 2005 (GMT)
  • Kill Anarchy does not have an economy AllStarZ 05:30, 26 Nov 2005 (GMT)
  • Kill Why use money when you can search to get things for free? --Nov 10:00, 27 Nov 2005 (GMT)
  • Kill -This always bothered me about Land of the Dead, what kind of morons still think little pieces of green cloth-paper still have value in that situation?? Money is only as valuable as it is perceived, it has no actual use otherwise. (it isn't even good kindling)--Matthew-Stewart 18:46, 27 Nov 2005 (GMT)


Timestamp: 19:23, 19 Nov 2005 (GMT)
Type: Item (newspaper) Improvement
Scope: Survivors
Description: This is just a change to the infamous newspapers strewn all over Malton. Can we have more variety in newspaper titles? Here are some examples:

"Zombies Take Over [suburb name]", "Electricity Returns to Malton", "Survivors Reclaim [suburb name]", "Hundreds of Zombies Lurking in [suburb name]"

And if the Item Combination idea goes through: "GPS Phones: A How-To - Combine a cell phone and a GPS module for the GPS Phone.", "Molotov Cocktail Tutorial - Combine a bottle of wine with matches for the Molotov Cocktail."

I suggest this because I don't like the lack of flavor found in newspapers at the moment. They're old, bland, and don't give much of a benefit than taking space in your inventory. Of course, some work is required in this, as there should be some people around to make new titles for the papers. gives a reason for survivors to read them.

If you want some plot for this, you can say that some survivor groups began to type up papers and gave them to other groups to distribute all over the city, or something like that.

NOTE: This is NOT a new item. I'm merely suggesting ideas for improving the newspaper so they can have a little more value.


  • Keep - /Change Here's an idea. <snip> check out my user page for my idea --Andrew McM 20:24, 19 Nov 2005 (GMT)
  • Keep Re,(voting for self)- w00t for Malton's own RSS Feed! As to who's printing the papers...maybe survivor groups that spent a night or two in some building typed this up on an old-fashioned typewriter, ran it through a copier linked with one of their own portable generators, and gave everybody a bundle to throw all over the city. Just a thought. --Fixen 20:58, 19 Nov 2005 (GMT)
  • Keep - There should be more use for newspapers, and btw, large amounts of one sheet newspapers can be produced with a single mimeograph machine, a electricity or hand operated single cylinder rotary press. -AllStarZ 22:23, 19 Nov 2005 (GMT)
  • Keep - Graaaagh! This was edited when I was voting >:0 Monstah 22:25, 19 Nov 2005 (GMT)
  • Keep - I like the idea, and gameplay hints would make it worth reading, just one issue I have. No current events. That makes no sense. A paper running after a zombie invasion? Who runs the paper routes for that? --Zaruthustra 01:34, 20 Nov 2005 (GMT)
  • Keep - Newspapers need to be more useful. --Squashua 04:47, 20 Nov 2005 (GMT)
  • Keep mmm tasty -- P0p0 05:38, 20 Nov 2005 (GMT)
  • Kill - This would only be a short term Novelty, since the new news would make their way into the Wiki a.s.a.p. anyway. Madalex 22:43, 21 Nov 2005 (GMT)
  • Keep - I loved newspapers when I started playing, but they've gotten old. I'd love to see a few odd newspapers from outside the city start to filter in. --Dickie Fux 18:04, 23 Nov 2005 (GMT)
  • Keep -- Won't hurt too much... --Nov 10:02, 27 Nov 2005 (GMT)


Timestamp: 20:17, 19 Nov 2005 (GMT)
Type: New building/item
Scope: Survivors
Description: This suggestion is to propose the addition of a new building: radio stations. Inside each station is a transmitter that can be powered with a generator. With a working transmitter you can send messages over a wide distance. These messages could only be received by people with radios, a new item that could be found at mall tech stores. To prevent spam the radio in your inventory could act as a link to a message-board that'd display the last ten radio transmissions you received. I suggest having multiple radio stations, each one only able to reach a quarter of the city or so. This change would allow for suvivors to broadcast messages like "Under Attack at X Mall: People there need rescue!" or "We're trying to take back the fort, anyone who knows how to use a weapon please assist". To balance things out it could be possible for zombies who have radios to be able to hear the messages as well.


  • Kill - If the Mobile Phones ever get implemented it would render this suggestion useless. --Andrew McM 20:24, 19 Nov 2005 (GMT)
  • Kill - Would still get spammed, and somewhat redundant with cell phones slated to be made functional at some point. And no way should zombies be able to hear this stuff. -CWD 20:41, 19 Nov 2005 (GMT)
    • Re - Cell phones will presumably let you contact a single person. This would allow you to contact a significant portion of all players. You retain the last 10 messages to prevent spam negating it. If 9 people spam it saying "Hello Malton!" and one person leaves a message talking about a superhorde heading this way it's still worthwhile. The messages would likely have very high turnover anyway, a constant stream of changing messages of varying value. In addition having zombies and players hear these transmissions would likely lead to more epic battles as players learn about new locations and conflicts. --Jon Pyre 21:10, 19 Nov 2005 (GMT)
  • Kill- New building? New item? Link to message board? Zombies with radios? Then what, you can broadcast music to give the listeners dancing XP? Monstah 22:27, 19 Nov 2005 (GMT)
  • Kill i didn't bother to read past the part where you suggested a new building.--Spellbinder 01:47, 20 Nov 2005 (GMT)
  • Kill - Cellphones. --Squashua 04:47, 20 Nov 2005 (GMT)
  • Kill - As Spellbinder says. Madalex 22:45, 21 Nov 2005 (GMT)
  • Kill - New buildings is a bad idea; fix that. New items is a good idea. Broadcasting, rather than person to person mobile phone messaging, good idea. --Dickie Fux 18:06, 23 Nov 2005 (GMT)
  • Spam -- Duplicate of Cell/Mobile phones. --Nov 10:03, 27 Nov 2005 (GMT)

Scent Hunter

Timestamp: 20:42, 19 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Places a marker right next to the name of all players with the Headshot skill. Yes, I know you could just check their profiles, but it would be far easier to prioritize targets with the use of this skill. Mucking through everyone's profile takes time, and in case of a seige, there isn't enough. It could be a valuable tool used by zombies to enable them to walk away better off than they were before.


  • Keep - Creator, of course I'm going to keep. --Elijah 20:59, 19 Nov 2005 (GMT)
  • Kill - Maybe we should let the zombies give out some effort so they can kill a hunter. There shouldn't be a free lunch like that. --Fixen 21:01, 19 Nov 2005 (GMT)
  • Kill - While you're at it, give survivors a big red arrow pointing to the weakest zombies in their vicinity, and autotarget them in the stacks. Oh, wait, no. Zombies just aren't as underpowered as everybody seems to think. Bentley Foss 21:06, 19 Nov 2005 (GMT)
    • Re - This won't overpower zombies at all. The difference between this and your example is that you can already tell that someone is a zombie hunter, it just takes time. --Elijah 21:09, 19 Nov 2005 (GMT)
  • Kill no... besides the balance issue, bad flavor, "i can smell the fact that you know to shoot me in the head" -- P0p0 22:16, 19 Nov 2005 (GMT)
  • Kill If you're that lazy to check profiles, join a horde. The Minions of the Apocalypse make hell of a great job organizing their assaults, and helping each other (even the lazy ones). Monstah 22:56, 19 Nov 2005 (GMT), proud minion.
  • Keep - Saves a server hit or two per zombie player. --Squashua 04:48, 20 Nov 2005 (GMT)
  • Kill P0p0 said --McArrowni 17:21, 20 Nov 2005 (GMT)
  • Kill As Mr. Bentley Foss said. Madalex 22:47, 21 Nov 2005 (GMT)
  • Kill Mr. P0p0 gave the RP reasons why this doesn't work. In-game reasons are because zombies shouldn't be lazy when taking their prey. Unlike survivors, zombies get to look at enemy profiles, which gives them a distinct advantage. As Bently said, despite popular belief, zombies aren't all that underpowered, and therefore, shouldn't have anything that encourages less effort and/or laziness. --Volke 05:40, 23 Nov 2005 (GMT)
  • Kill - Just not a good idea. --Dickie Fux 18:08, 23 Nov 2005 (GMT)
  • Kill --Nov 10:04, 27 Nov 2005 (GMT)

Sniper Rifle

Removed Due to duplicated Suggestion. I mean, for the love of god, its already in the Peer Rejection page.

Tracking your prey

Timestamp: 21:33, 19 Nov 2005 (GMT)
Type: Skill
Scope: Survivors and Zombies
Description: Full description. Zombies can follow blood trails or scent, whatever. Humans can be able to track zombies in a similar way, like hunting skills. You can follow the path of a zombie, and arrows will tell you which way the zombie went and how long ago. You can keep following the path if you want to chase a particular zombie. If you encounter a path of multiple zombies, each of the zombies will have a unique trail. It will say "New Zombie 1 went South" or "Zombie 3 went Sorth and NEW Zombie 5 went East" etc, so you can keep track on who you are following.

Your foe might have a counter-ability, such as evasion, losing scent, crossing a river, or even set an ambush for you, etc.


  • Kill zombies already have something like this dont they? (if its subtly different someone plz tell me, my zombos are low level) and i kinda dislike the idea of survivors and zeds having the same skills, we should make skills that make them more different, its bad enough that all top level survivors are identical, lets not make ALL character on both sides the same -- P0p0 22:22, 19 Nov 2005 (GMT)
  • Kill - You know, I really think zombies should have more variance and flavour. But most here think that they're all meatbags, and tracing a meatbag among a horde of 50+ meatbags really doesn't appeal to me. Monstah 00:28, 20 Nov 2005 (GMT) forgot to timestamp ��
  • Kill A) stop cloneing. B) as monstah said, mindless meatbags. one zombie dead is just as good as the next --Spellbinder 02:34, 20 Nov 2005 (GMT)
  • Kill I feel that the zombies should remain the hunters. --McArrowni 02:52, 20 Nov 2005 (GMT)
  • Kill - Let the zombies have their fun. --Squashua 04:49, 20 Nov 2005 (GMT)
  • Kill humans != zombies. And this is a good thing. --Shadowstar 05:14, 20 Nov 2005 (GMT)
  • Kill - "You take a deep breath of this particular rotting corpse and savour its unique aroma." Madalex 22:49, 21 Nov 2005 (GMT)
  • Kill - Madalex hit it. --Dickie Fux 18:10, 23 Nov 2005 (GMT)
  • Kill -- Humans are not bloodhounds. --Nov 10:06, 27 Nov 2005 (GMT)

Shooting from inside buildings

Deleted due to 3 spam votes. (PS: You can stop suggesting this now since its been shot down multiple times) --Zaruthustra 23:47, 19 Nov 2005 (GMT)

Day cycle

Timestamp: 22:35, 19 Nov 2005 (GMT)
Type: Game event
Scope: All
Description: This had been suggested before this page was revamped. The game should have a day/night cycle. The day favours humans, and night favours zombies. My idea involves only visibility, but more ideas welcome: when in your favoured part of the cycle, you see people around you in adjacent blocks, as you do now; however, when not (ie. human at night), you walk the streets and see only what's on your block, as if you were inside.

Since people play this game around the world, some timezones would prevent you from playing on your favourite part of the day. So, I suggest the game day actually takes two real-life days. It's even simplier to code that way: when the IP server reloads, it toggles day/night game status.

I can even see skills to bypass this visibility issue, but that's discussion for after this has been voted.

Update Many people are having trouble with my idea for the cycle lenght: ideally, I think the day should last 24 real life hours, and the night another 24 real life hours, for a total 48 real-life hour cycle. That way, if you can only play at one time of the day, you will still get both "times of the day" gamewise. And since the week is 7 days long, even if you can play only weekends, it will still be a weekend of day and one weekend of night.


  • Keep Interesting, I like it. So that a charactor doesn't find the only times he has access to a computer being day or night, the cycle wouldn't be 12 hours. Perhaps 5 hours night (favoring zombies) five hours dawn (equal) 5 hours day (favoring survivors) 5 hours dusk (equal,) and repeat. Axeman89 00:01, 20 Nov 2005 (GMT)
    • Re: I still think real-life 24-hour cycles are better, but the addition of dusk and dawn might be good, too. Monstah 00:23, 20 Nov 2005 (GMT)
      • Re: But this way a zombie who is only able to play during daylight wouldn't be disadvantaged. Axeman89 04:31, 20 Nov 2005 (GMT)
  • Keep - My own suggestion, but I can vote anyway. Most zombie (and horror) movies go at night, and there should be something to make you scaref of it. Not seeing the hordes you might bump into is just an option, but anything that makes survivors life difficult at night should be in the game, in my opinion. Monstah 22:52, 19 Nov 2005 (GMT)
  • Keep - Hmm...we should have variations in: Visibility (as you suggested), Hitrate for ranged weapons because you really can't shoot things right when it's pitch dark, perhaps Search rates for the same reason, too. --Fixen 04:00, 20 Nov 2005 (GMT)
    • Re: Couldn't agree more. Monstah 22:20, 20 Nov 2005 (GMT)
  • Keep - Would make the game really interesting. We could even have items to counter the effect, like flashlights and (maybe)nightvision goggles. - KingRaptor 04:37, 20 Nov 2005 (GMT)
  • Keep - Not bad, but make the days 20 hours total, so that people on all parts of the world can experience different day cycles if they log in at the same time each day. --Squashua 04:51, 20 Nov 2005 (GMT)
  • Keep - Cool, but you also said that zombies see other blocks on the night? ALIENwolve 05:42, 20 Nov 2005 (GMT)
  • Keep it'd be cool if the cycles were 24 hours.. assuming searching indoors in a building w/ lights wasn't affected by nightfall -- P0p0 05:43, 20 Nov 2005 (GMT)
  • Keep - Realistic greyone 16:48, 20 Nov 2005 (GMT)
  • Keep - I was going to kill this until you said a full day would be 48 hours long. That's a damn fine idea. X1M43 19:10, 20 Nov 2005 (GMT)
  • Keep This would add an incredable amount of versatility to the game. --Stroth 05:03, 21 Nov 2005 (GMT)
  • Kill I don't want to be half-blind based on the time of day I'm logged in. --LouisB3 05:07, 21 Nov 2005 (GMT)
  • Keep --Andrew McM 22:40, 21 Nov 2005 (GMT)
  • Keep - the more I think about it the more I see slight merits. Madalex 22:58, 21 Nov 2005 (GMT)
  • Keep - sounds like a sensible suggestion, i'm all for it. Valente 15:28, 23 Nov 2005 (GMT)
  • Keep - Really nice. One of the smoothest suggestions I've seen. --Dickie Fux 18:12, 23 Nov 2005 (GMT)
  • Keep - Good idea. Keep. --Morrinn 18:52, 23 Nov 2005 (GMT)
  • Kill -- Makes the game slightly difficult for newbies. --Nov 10:07, 27 Nov 2005 (GMT)
  • Keep I like the way you resolved the time zone difficulties, and it would add texture to the game --Matthew-Stewart 10:18, 27 Nov 2005 (GMT)
  • Keep - Adds to RPG --Jaques Cartier 15:20, 28 Nov 2005 (GMT)
  • Keep - Though I don't see why zombies would be disadvantaged in the day, I do like the idea of people having a reason to fear the dark. I'd modify it, though, so zombies are unaffected by day/night, and humans can see at night to any block where the building has it's lights on. Makes it worthwhile to put generators in non-hospitals or phone masts. --Patrucio 16:52, 28 Nov 2005 (GMT)
  • Keep - What Patrucio said, plus buildings with lights on should be marked as such during night. Niggle 10:45, 1 Dec 2005 (GMT)

Pump-action Shotgun

Removed due to duplicated suggestion. See this one or this one


Removed due to duplicated suggestion and plenty of spam votes. Bentley Foss 18:51, 20 Nov 2005 (GMT)


Deleated due to three spam votes, and overwhelming stupidity


Timestamp: 23:13, 19 Nov 2005 (GMT)
Type: transportation
Scope: Everyone
Description: How about you can travel through sewers? Would be hard for the zombie to track you by scent or blood trail due to the sewage. An alternative to the open road. And have manholes, etc.


  • Kill - Actually, I think zombies would do best in sewers, considering they don't feel uncomfortable, and have no problem with the dark. Besides, you would have to add a third place in the same square, which is underneath. And can you even know where you are? Monstah 23:21, 19 Nov 2005 (GMT)
  • Kill -Been done-In the Free-Running Bug. The reason given is that the player has entered the sewers Andrew McM 23:29, 19 Nov 2005 (GMT)
  • Kill - Per Andrew McM. --Squashua 04:53, 20 Nov 2005 (GMT)
  • Kill unnecessary -- P0p0 05:47, 20 Nov 2005 (GMT)
  • Kill - As Monstah said. Madalex 23:00, 21 Nov 2005 (GMT)
  • Kill - I actually like this idea, but it needs fleshed out. Make it so sewers only lead in certain directions, and not every building would have a sewer entrance. --Dickie Fux 18:15, 23 Nov 2005 (GMT)
  • Kill -- I also like the idea but it might prove a bit difficult to implement. --Nov 10:08, 27 Nov 2005 (GMT)

Kid / Child

Removed due to duplicated suggestion. See here for much better suggestion along same lines.

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