Suggestions/19th-Oct-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
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Endurance Running/Zombie...Metabolism...Thing

Removed as a dupe of Street Running, with 3 dupe votes. --Funt Solo 12:35, 19 October 2006 (BST)


Fascinated Lurch

Mod spaminated with 9/16 votes. Most voters did not like the fact that it amounted to teleportation.--Gage 17:43, 19 October 2006 (BST)


Record Last Action

Timestamp: Gene Splicer 15:34, 19 October 2006 (BST)
Type: Interface, flavour, stuff
Scope: Everyone
Description: Proposal:

That the system take note of the last action a Player performed as a hidden variable, thereby making it available to the system for Flavoursome, Technical and Gameplayerish reasons.

Implementation:

This would be kept track of in the same way as current HP/AP/XP, but storing the php reference for the action instead of a number(see your address bar after you perform an action to see what I mean). Every AP regen this would be wiped, as it can be assumed that the character has wandered off to do something else, such as go to the bathroom or sleep.

A Practical Application:

Room description flavour

Below the list of survivors/zombies in the room description would be added a quick summary of what everyone is up to. Descriptions include:

You see 4 people working on the barricades, 2 people hovering near the generator, 7 engaged in a heated discussion and 1 standing proudly by some graffiti.

You see 1 zombie attacking a figure, 2 attacking the barricades, and 1 standing around looking dazed(just stood up).

If the number of Survivors is greater than 50 you must click "View all survivors" to see this information(as with people's names in very large buildings). If the number of Zombies is greater than 50 but there are less than 50 humans you must click something similar ("view all zombie activity"?) to get the zombie information. If there are more than 50 survivors and more than 50 zombies, clicking either of these would show activity for both.

Survivors/Zombies who have no recorded last move (no action taken since last AP regen) or people doing uninteresting tasks (searching etc) do not appear in this flavour description, it is assumed they are just kind of milling around the place.

You cannot tell if a Zombie/Survivor was attacking a zombie or a survivor, it merely notes you were attacking a "live target".

This would make room and outdoor descriptions much more interesting, allow you a reasonable idea of how active a prospective safehouse is and what everyone is doing, and also make it feel more like the other players are actually people, and not just names at the top of the screen. It also allows Zombies a non-verbal method of determining when an active attack is going on (You see a horde of 20 Zombies here. You see 2 zombies attacking the barricades)

Potential Future Usefulness:

A lot, really. Abilites based on your opponent's last action, abilities based on your last action, abilities that cannot be performed twice in a row, couple of peer reviewed/undecided/(rejected)/still under vote suggestions that could be implemented much easier. (none of which are listed here to avoid charges of suggestion linkage)

Keep Votes

  1. Flavour Flave --Funt Solo 15:41, 19 October 2006 (BST)
  2. Quite intersting. This would be a very good addition. -Mark 16:48, 19 October 2006 (BST)
  3. I like it. Seeing how mnay people are actually active in a location would be useful. Dunno why you wouldnt include searching in the summary though... --GhostStalker 17:16, 19 October 2006 (BST)
    • Re - Eh, that was just the first thing that came to mind as "activities players probably do not care about". Mentally replace it with "reloading weapons" or something --Gene Splicer 17:29, 19 October 2006 (BST)
  4. Actually, I see no use for this other than allowing for zombies and suriviors to come up with new military tactics. Which is why I vote Keep.--ShadowScope 18:20, 19 October 2006 (BST)
  5. Keep Makes the players seem more active, less standing targets.. all good! (Player) is using the radio. Oh, gotta kill that guy! MrAushvitz Canadianflag-sm.jpg 18:47, 19 October 2006 (BST)
  6. Keep Nice! Would definitely spice up the game. --Halocakes 19:41, 19 October 2006 (BST)
  7. Keep - I see no problem with this. And it does give a lot more flavor to being in a building with other survivors. --Reaper with no name 19:44, 19 October 2006 (BST)
  8. ((Changed to keep)) Not sure about this. Scenario A: group of zombies bashing at barricades. They go up and down a bit, but eventually they're down. Couple get into the building, they might see that two survivors are barricading and one just put a generator up. They target and infect those three survivors. Sceniario B: Adjacent squares with a couple of zombies each in them. Survivor goes into the first one, sees that those zeds have been active recently, goes and attacks the ones in the second square instead. I'm not particularly against either of these situations, but I just wanted to see if these things had occurred to you. --ExplodingFerret 18:19, 19 October 2006 (BST)
    • Re - I can see both of these happening, and I'm ok with both. More strategy = good. This also works the other way... if a just logged in Survivor sees a bunch of Survivors barricading away, he's obviously going to pitch in. And if a just logged in Zombie sees a couple of zombies hammering away at the barricades, he's going to jump in and start smashing. --Gene Splicer 18:44, 19 October 2006 (BST) - Erk! Important! This does not say WHICH two survivors are doing all this, just that there /are/ two survivors doing it. So all the zombies would be able to do is bite the three most active survivors. Which they would do anyway. Arranging survivors in catagories of current activity would be quite possible with the store last action mechanism, but is not covered in the Practical Suggestion I have put forward --Gene Splicer 19:02, 19 October 2006 (BST)
  9. Keep - Its all Good.--Canuhearmenow Hunt! 20:44, 19 October 2006 (BST)
  10. Yay - Yup, its'a good one.--Mr yawn Scotland flag.JPG 20:53, 19 October 2006 (BST)
  11. I like it.--Grigori 21:04, 19 October 2006 (BST)
  12. Hell yes - another great flavor --Kcold 21:11, 19 October 2006 (BST)
  13. Hello - I so totally love this !! :) !! --MarieThe Grove 21:43, 19 October 2006 (BST)
  14. Nice flavor - Tastes a bit like grape...--Labine50 MHG|MalTel 22:41, 19 October 2006 (BST)
  15. Keep Train All Aboard!! --Officer Johnieo 00:02, 20 October 2006 (BST)
  16. Keep Train here's my ticket...hey, what about having certain buildings have some specific messages. Like in a powered hospital, you could see something like "you notice a doctor performing surgery".--John Blast 03:53, 20 October 2006 (BST)
  17. I like it, but seems a tad limited for zombies, of course.--Pesatyel 04:08, 20 October 2006 (BST)
  18. Keep - Nice. I see no reason why not. Although it would lead to (more) people bitching and moaning about what people SHOULD be spending their AP doing. --Rgon 05:50, 20 October 2006 (BST)
  19. Keep Train - This would add a bit more flavor, though it would create a bit more spam as people yell at others for not spending their AP the 'right way.' This must be a good suggestion--Pinpoint hasn't voted no on it yet!--J Muller 06:04, 20 October 2006 (BST)
  20. Keep Train - Heck yes. This is a wonderful, flavour-y suggestion. But, if someone walked into the building with the last AP they used, what does that show as? Onikage Wolf 06:13, 20 October 2006 (BST)
  21. Sure - See? I don't dislike everything. @Muller: I can't tell if you're being sarcastic, or what. Anyway, this would be a nice addition, and it serves the useful function of giving you an idea of what's been happening. --Pinpoint 07:33, 20 October 2006 (BST)
  22. Keep - Adds a third dimension to everyone around you. I like it.--Greenstreak 22:47, 25 October 2006 (BST)
  23. keep! - flavor, useful-ness, no-one gets nerfed, and possible games with it later! the near perfect suggestion has been found! bow before it! (note to self - resume overacting management classes...) --Kaminobob 23:43, 25 October 2006 (BST)
  24. Keep - I like it. --Niilomaan GRR!M! 11:48, 1 November 2006 (UTC)

Kill Votes
Kill Votes here
Spam/Dupe Votes
Spam/Dupe Votes here


Memories Of Hatred (NT Only Edit)

Timestamp: MrAushvitz Canadianflag-sm.jpg 19:13, 19 October 2006 (BST)
Type: New Zombie Skill
Scope: You can recognize NT buildings & scent detect survivors carrying NT technology
Description: Memories Of Hatred

Appears on zombie skills tree as a sub-skill of Ransack, adds no benefits to your human character.

This skill is a reflection of zombie rage, and hatred of all things living.. especially NecroTech. Many zombies would be able to single out NT buildings for ransacking, and deal with those who would wish to revive them. One could consider it your zombie persona attempting to assert dominance over your human persona.

Your zombie can recognize NT buildings on your map. If your zombie also posesses at least 2 zombie scent skills: all survivors carrying at least 5 pieces of NT technology show up with a "N" next to their name.

  • Pure Zombies Can See NT Buildings: Although the use of various maps would allow for this, it would be cool for a pure zombie to be able to see NT buildings on their map normally without having to purchase any human skills to do so.
  • At Least 5 Pieces of NT Technology: The following items are considered NT Technology, so each and every one of these items in your inventory counts as 1 item towards the total: DNA Extractor, NecroTech Revification Syringe

This means carrying around 5+ revive needles for example may attract powerful zombies to kill you 1st, given a choice of targets. But it takes quite a number of them on hand for you to give off the "stink" of NecroTech.

Keep Votes

  1. Keep Thanks to Funt Solo for his shttp://wiki.urbandead.com/skins/common/images/button_sig.pngcent addition suggestion to the origional idea.. I think it makes it more desirable for all players. Okay, now as it stands.. it's a pretty simple skill. No combat buff, but it does enhance the zombie experience. Purchasing this zombie skill isn't a priority, but it certainly would be on the wish list for pure zombies.MrAushvitz Canadianflag-sm.jpg 19:13, 19 October 2006 (BST)
  2. Stench of Life - I'd stick this on the scent tree. (Gene - you voted Keep on this Peer Reviewed dual pre-req suggestion: Advanced Digestion)--Funt Solo 19:41, 19 October 2006 (BST)
  3. Keep - It's sad to see how so many people want zombies to be incapable of being a threat to survivors. In any case, though, this suggestion is not only good enough to warrant a keep because it allows zombies to see NT buildings without having to become a survivor, but is also good because it allows them to recognize active NT personnel (not everyone who has NT skills uses them). --Reaper with no name 19:42, 19 October 2006 (BST)
  4. Schizophrenia - Keep Kill - I posted a similar suggestion (well, the first half :P) but your accompanying scent NT improves it substantially. Down with reviverzergs! --Gene Splicer 19:30, 19 October 2006 (BST) wait... dammit. You have dual pre-reqs. They don't work :( maybe make it part of the scent tree, and you can identify NT buildings by scent instead of sight? (as in, same effect, is just explanation that is different)--Gene Splicer 19:35, 19 October 2006 (BST) I did? I didn't notice the brain-rot bit in advanced digestion... I STRONGLY suggest this be a simple Scent skill --Gene Splicer 19:49, 19 October 2006 (BST)
  5. Sorry... - I do like this, but I think that just 5 pieces of equipment is harsh on survivors, in particular new players who level up through scientific skills. I would like it better if it was say 10 items of equipment. I don't know but who doesn't have 5 pieces of NT equipment with them? --MarieThe Grove 21:48, 19 October 2006 (BST)
  6. Hello Uh, Mary if you think this suggestion should be changed, why are you voting keep? --Officer Johnieo 00:08, 20 October 2006 (BST)
  7. I kinda agree with Jon Pyre, (not sure I what hatred really has to do with recognizing stuff and zombies are HUNGRY more than anything else), but I don't suppose the flavor matters TOO much. But a point of fact that, I think Jon Pyre is forgetting (or ignoring) is that a zombie SHOULDN'T have to have any survivor skills to be the best zombie they can be. Sure, right now they do, but if ALTERNATIVES were available....--Pesatyel 04:13, 20 October 2006 (BST)
  8. oh thank zombie god! - Finally! something to give my pure zombie hope against the hordes of revivers! --Kaminobob 23:46, 25 October 2006 (BST)
  9. Keep - Kaminobob's statement is shared by myself as well. MTSkull 20:11, 28 October 2006 (BST)
  10. Keep - Sounds good to me. DeathToSpam 13:40, 29 October 2006 (UTC)
  11. Keep - a sign of evolving zombie intelligence, however small. interesting! Pchem 02:21, 30 October 2006 (UTC)
  12. Keep - Small change, but a positive one nonetheless. --Mikkle 07:42, 31 October 2006 (UTC)
  13. Keep - Makes playing zombie more interesting and adds some variety. - UDvanger 07:52, 2 November 2006 (UTC)

Kill Votes

  1. Kill I'm don't think the zombies hate. They're hungry. Besides, this is partially redundant with an existing skill and not that useful. Most survivors eventually get NT skills and equipment. --Jon Pyre 20:25, 19 October 2006 (BST)
  2. Kill - Same as Jon--Mr yawn Scotland flag.JPG 20:55, 19 October 2006 (BST)
  3. Kill - Now it's just worthless. Good job anti-zombie crowd! You managed to make a suggestion which could have been interesting into a pile of shit that doesn't actually help. --Pinpoint 21:09, 19 October 2006 (BST) EDIT: Okay, not completely worthless, but not worth enough. --Pinpoint 21:16, 19 October 2006 (BST)
    • Re - I did what I could, I'm not worried though, I did manage to get a whole shawack of zombie friendly suggestions into Peer Reviewed. ex. Obscene Strength MrAushvitz Canadianflag-sm.jpg 21:50, 19 October 2006 (BST)
  4. Kill I don't even need to voice why. It's all there. AllStarZ 03:01, 20 October 2006 (BST)
  5. Kill - Don't nerf revivers!--J Muller 06:06, 20 October 2006 (BST)
  6. Kill - I just don't see the use. As Jon Pyre. -- Nob666 14:55, 21 October 2006 (BST)

Spam/Dupe Votes
Ohhh, spammin' me are ye? No more rum for you...


More Revivification XP

Timestamp: Reaper with no name 20:25, 19 October 2006 (BST)
Type: XP Improvement
Scope: Players reviving players.
Description: I'm hoping this hasn't already been suggested. If it has, feel free to dupe it from existence. If it hasn't, then it's about d*mn time!

There are few actions in the game one can make that are more important than revivification. It is key to maintaining the survivor/zombie balance in the game. Problem is, why bother? Even Books get you more XP/AP than revivification does! I mean, 7-8 AP on average to find a syringe, 10 AP to actually revive someone, and only 10 XP? That's just ridiculous. Scientists have too hard of a time getting XP compared to other classes. So to help address this, Revivification should give 20 XP. It's still only a bit more than 1 XP/AP, but it's definitely a lot better than what they get now.

Keep Votes
For Votes here

  1. Author Keep - See reasoning above. --Reaper with no name 20:25, 19 October 2006 (BST)
  2. Keep - I would disagree, but then again this actually gives a reason to use syringe manufacture (if your inventory is very near full, just make one instead of searching.) And scientists need a hell of a lot more XP to max out their skills tree. In the end, it works for me. MrAushvitz Canadianflag-sm.jpg 20:46, 19 October 2006 (BST)
  3. Keep - A wobbly one, scientists don't have to (and often don't) stick to revivng as a source of XP because they know its not perfect.--Mr yawn Scotland flag.JPG 20:57, 19 October 2006 (BST)
  4. Sure why not - I think the bold text outlines very well why I'm voting keep.--Labine50 MHG|MalTel 22:47, 19 October 2006 (BST)
  5. Math is good! - Read it again, Funt. Factoring in searching, it actually gives less than 1 XP/AP.--J Muller 23:18, 19 October 2006 (BST)

Keep - Agreed, the cost of reviving someone is too high. SomeWayne 20:22, 28 October 2006 (BST)
Kill Votes

  1. Well Now... - I do agree with you it is harder to level up through scientists than combat and if you are of a scienfitic class it can be very slow and time consuming. Personally I have given up on trying to level up my level 14 character through science. Yet 20xp sounds a lot. (8+10+2+4= 24) Hmmm 10xp is a bit low though. Personally revives are annoying now. I can't even carry needles right now apart from for my group. Its the whole day gone. Personally I think the 10ap cost should be lowered not the xp. --MarieThe Grove 21:53, 19 October 2006 (BST)
  2. Maths? - Doesn't a pistol bullet only give me (maxed out on skills and not taking into account the cost of searching), only 2.6XP/AP. That's a lot worse than a guaranteed 10XP/AP. Have I missed something? --Funt Solo 22:28, 19 October 2006 (BST) I missed something. Call it 15XP a pop and it's a keep from me. --Funt Solo 23:34, 19 October 2006 (BST)
  3. How Low can you go? - Can we go to 15xp? --Officer Johnieo 00:04, 20 October 2006 (BST)
  4. Reviving is its own reward DNA Extractors are for leveling up. 3AP per 1AP ain't bad. You just need to go somewhere with lots of zombies and fewer fellow scientists. Scientists can't level at Caiger. --Jon Pyre 00:08, 20 October 2006 (BST)
  5. Kill - I was going to say I'd keep at 15 XP, but I'm with Pyre on this one. --Burgan Black.png 00:45, 20 October 2006 (BST)
  6. I agree with Jon Pyre. And, I might add, the argument that "scientists are hard to level" is a weak one since, after only a few levels EVERY survivor is exactly the same.--Pesatyel 04:17, 20 October 2006 (BST)
  7. Kill - Sorry, but Necrotechnicians don't need the help. DeathToSpam 15:01, 28 October 2006 (BST)
  8. Kill - I don't think so. They're fine now. MTSkull 20:15, 28 October 2006 (BST)
  9. Kill - I agree with the posts above. 20XP is way too much. UDvanger 06:47, 29 October 2006 (UTC)
  10. Kill - reviving should not be the center of the game; avoiding death should be human focus. Pchem 02:22, 30 October 2006 (UTC)
  11. Kill - As already mentioned above, reviving is its own reward. --Mikkle 07:35, 31 October 2006 (UTC)

Spam/Dupe Votes

  1. Spam - Hell fucking NO! Stop trying to buff the side that doesn't need it! Revives give not only XP, but another fucking survivor! --Pinpoint 21:11, 19 October 2006 (BST)
    • Re - You're assuming this would cause more people to become revivers. Even if that were true (which is highly unlikely, considering that there would still be much better ways of getting XP), that wouldn't change the fact that zombies who are sitting around at revive points aren't really helping the zombie cause. So if we assumed that your assumption was true, then all it would really do is make the game more fun for more players. Fortunately, like I said, this still won't be a great XP gathering tool. It just gives scientist a little something for their troubles. --Reaper with no name 21:17, 19 October 2006 (BST)
      • Re - Like I said, they already get another survivor for their "troubles". At least the Mrh?-cows aren't helping survivors, either. (Note: I'm am not necessarily anti-survivor. I just think the game right now is heavily in favor of them, and they don't need any more help.) Besides, 20 XP would be too much anyway. --Pinpoint 21:33, 19 October 2006 (BST)

Location Text Change

Timestamp: Canuhearmenow Hunt! 20:43, 19 October 2006 (BST)
Type: Location Alteration.
Scope: Adding that unique depth for Urban Dead.
Description: This would add that all-powerful zombie movie sense of isolation and hopelessness to Urban Dead. This would add, instead of nothing upon moving through, say, a Park, you would get certain messages (Note: These do not occur all the time) Here is the idea, for a Park "You enter insert name park, you hear the soft whine of the wind as leaves scatter across the grass." and a Railroad station would be "You enter the insert name station, there is utter silence except for the occasional fluttering Newspaper." And Graveyard could be "You enter a Graveyard, a light Mist hovers over the gravestones." Now I promise that if this gets into PR I will make a page dedicated to assigning different messages to different buildings, even being different depending on Power, Ransack, and survivor/zombie numbers.

Keep Votes

  1. Keep - Author Vote, could give that sense of realism and Apocalyptic touch to the game.--Canuhearmenow Hunt! 20:43, 19 October 2006 (BST)
  2. Keep - Mall store names kicked ass, should be fun! MrAushvitz Canadianflag-sm.jpg 20:47, 19 October 2006 (BST)
  3. Keep - Yeh, its a nice bit of flavour.--Mr yawn Scotland flag.JPG 20:58, 19 October 2006 (BST)
  4. I alway like flavour. -- Andrew McM W! 21:30, 19 October 2006 (BST)
  5. Flavour Flave - and I'd like to take this opportunity to nominate Pinpoint as the bitterest, angriest voter this week - if it's for survivors, he hates it, if it's for zombies, he hates it, and, if it just adds flavour to the game, you guessed it - he hates it. --Funt Solo 21:40, 19 October 2006 (BST)
  6. Mmmmm...Grape... Just the right type of flavor.--Labine50 MHG|MalTel 22:49, 19 October 2006 (BST)
  7. Keep - Some say it adds nothing to the game, but by that logic it shouldn't matter as it takes nothing away.--J Muller 23:16, 19 October 2006 (BST)
  8. Keep - Now if only we could get a soudtrack from Dawn of the dead to play too.... --Officer Johnieo 00:06, 20 October 2006 (BST)
  9. Keep - Flavour. It's a good thing. Onikage Wolf 06:20, 20 October 2006 (BST)

Kill Votes

  1. Completely worthless. Doesn't actually add anything to the game. --Pinpoint 21:13, 19 October 2006 (BST)
  2. Kill Who actually reads descriptions? --Jon Pyre 02:11, 20 October 2006 (BST)
  3. Want better votes? Come up with a complete suggestion. In other words, come up with all the stuff BEFORE it even gets up for voting.--Pesatyel 04:19, 20 October 2006 (BST)
  4. Kill - I like flavour as much as the next guy, but if this just appears regardless of the location's population it turns into nasty, bad flavour. Like grape candy flavour, even. A cemetery full of groaning zombies, and you notice a light mist, a train station full of huddling survivors and there is total silence punctuated only by trash blowing in a draft? I don't see anything in the suggestion to indicate this wouldn't be the case, so...you know. No good there. --Rgon 06:04, 20 October 2006 (BST)

Spam/Dupe Votes

  1. You are kidding me right? I'm already tired of these suggestions where people can contribute to them; the last one ended up consisting almost entirely of sexual references. I'll change this to a kill vote if you can convince Aushvitz to keep his thoughts above his waistline this time. –Xoid STFU! 00:58, 20 October 2006 (BST)
  2. I am going to go with xoid on this one.--Gage 01:00, 20 October 2006 (BST)
  3. They still keep submitting these flavour suggestions? AllStarZ 03:06, 20 October 2006 (BST)