Suggestions/1st-Aug-2006

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Closed Suggestions

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

Spaminated with 14 Spams, 6 Kills, 20 votes in total. Voters understandably loathed the idea of a complicated, incomplete and random nerf to FAKs. –Xoid STFU! 05:58, 1 August 2006 (BST)


Horrific Visage

Withdrawn. Although it had a majority of Keep votes, too many people didn't like the fact that it provided a function that was redundant for veteran players (flagging recently active players). I do still like the basic idea - zombie who successfully smashes down part of the cades scares survivors awake within - but I'll have to revise the Fright effect. In the meantime if you have ideas go ahead and add them below. Rheingold 11:38, 1 August 2006 (BST)


Looter (Improved version by Canu)

Timestamp: 14:44, 1 August 2006 (BST)
Type: New Skill.
Scope: People who don't like mall rats.
Description: After reading both my suggestion and MrAushvitz's improvememnt (Thanks to him, I found my problem) I have improved it. This would be a 100XP Civilian Skill called Looter. This skill grants a 10% bonus to all non-mall buildings (Except NT buildings, which get no bonus and no penalty) and malls suffer a 5% penalty. After Bargain Hunting that would be a 20% bonus without the hassle of junk objects for malls. Thank you to everyone who told me of the NT issue!

Votes

  1. Keep - Author Vote, My biggest worry is that this will be too similar to MrAushvitz's change, is it?--Canuhearmenow 14:44, 1 August 2006 (BST)
  2. Keep - Not really. His one had all those fancy little details. I like this one way better. Also this one has the penalty again. --Niilomaan 14:49, 1 August 2006 (BST) EDIT: What's really funny about this, is that all those who live inside Malls, must choose if they wanna have worst search rates than before, or one less level than their buddies. Muahahahaa!
    • Re - I noticed something and I will post this here for everyone, when I am talking about bargain hunting I am not saying it stacks with Looter, I am saying it is still better then looter, wanted to clarify so no one got confused.--Canuhearmenow 14:52, 1 August 2006 (BST)
  3. Kill - Last I checked survivors weren't having a terribly hard time finding things. – Nubis 14:54, 1 August 2006 (BST)
    • Edit - I'd also like to say that the mall penalty is nowhere big enough for someone to have to choose whether they want looting search skills, or mall search skills. "onoz 5 percent!" is jack diddly compared to the 30% bonus you will still have with the Mall Skills and Power. Not to mention that anyone saying Brain Rot is a skill that makes a character "inferior" has obviously never played as part of a zombie group. – Nubis 15:55, 1 August 2006 (BST)
  4. Keep - I see the penalty as being there for balance and strategy issues and is what makes this suggestion work. --Mookiemookie 15:01, 1 August 2006 (BST)
  5. Kill - Right now, as Urban Dead presently stands, there is no reason not to max a character with both sides of the skill tree, save brain rot. Character development is all vertical, getting better. This would introduce horizontal changes, compromising earlier decisions. While I am supportive of decreasing homogeneity in characters, and having skills that could be mutually exclusive, I think this one skill is not enough to start changing the way we think about urban dead that much. It would be useful, it would have strategy and balance, but it's a complete change from the way we think of skills now. Again, there should be no costs to a skill besides the XP. --Burgan 15:06, 1 August 2006 (BST)
    • Re - Look, if you want to not nerf mall searches don't buy this skill, this is just a alternative to the mall skills.--Canuhearmenow 17:51, 1 August 2006 (BST)
  6. Kill - What if people move away from malls and start occupying other buidlings? No, this is not a long term solution. --Nob666 15:15, 1 August 2006 (BST)
    • Re - Sorry about the no-author re.. Isn't that the point in whole thing? To move some survivors out from malls? They would still be better, but now survivors would have a choise. And no one forces you to take it. --Niilomaan 15:36, 1 August 2006 (BST)
    • Note - Non non-author Re's please.----The General U! P! Mod18:05, 1 August 2006 (BST) 18:01, 1 August 2006 (BST)
      • Re - Maybe I should've written a bit more clearly: what if over time survivor centers just move? Then we'd be complaining about blah blah blah centric gameplay when survivors are occupying and effectively fortificating other resource buildings. And I just don't like the idea that costs XP *and* nerfs search odds in a particular building. --Nob666 16:37, 1 August 2006 (BST)
        • Re - Then thats just the cycle of the game, your voting on how this would work right now not later. Also, this doesn't exactly nerf Bargain Hunting and shopping, remember, you still don't get worthless crap like newspapers and flak jackets.--Canuhearmenow 16:43, 1 August 2006 (BST)
  7. Kill - For the same reason I always disliked (and still do dislike) Brain Rot. Purchasing a skill is irreversable, so any skill that, in one way or another, makes your character /inferior/ to others in any respect is a very, very bad idea. I do like the idea of a non-mall search boost... and tot he person above me, that would be a GOOD thing --Gene Splicer 15:17, 1 August 2006 (BST)
  8. Keep Whilst I wouldn't say no to an increase in NT find rates (I still can't seem to find many syringes, even with power) I reckon this would be a good skill to have. People being encouraged to move away from the Malls can only be a good thing. EDIT: Whoops, I forgot the number. -HerrStefantheGreat 15:43, 1 August 2006 (BST)
  9. Keep - This is the best incarnation ofthe idea I've seen. As a counterpoint to Gene Splicer, I like Brain Rot, and like the idea that some could choose the looter path, and others choose the mall rat life. --Rgon 15:50, 1 August 2006 (BST)
  10. Kill - One nerf does not balance out another bonus. Just leave it be. This skill does nto need to exist. Sonny Corleone WTF RRF ASS 15:52, 1 August 2006 (BST)
  11. Keep - I'd take this skill. It would make it viable for survivors to operate in suburbs where there is no easy access to a mall, or for those who just really dislike hanging out in a mall. --Xoid 16:48, 1 August 2006 (BST)
  12. Keep - Keeptastic! Helpful and balanced, I like it. --Paradox244 17:26, 1 August 2006 (BST)
  13. Keep - Nice idea for those suburbs without a mall.--Thari T/C 17:43, 1 August 2006 (BST)
  14. Keep - I'll vote this way on suggestions like this until one is implemented! Darth Sensitive 17:47, 1 August 2006 (BST)
  15. Keep balances nicely, i tend to avoid malls while alive so a boost for me would be good ;-) --Honestmistake 19:29, 1 August 2006 (BST)
  16. Kill - I still don't like making generators easier to find. Don't boost the boost. --IrradiatedCorpse 20:38, 1 August 2006 (BST)
  17. Keep -I'd like to get out of the mall once in a while. --Grigori 21:41, 1 August 2006 (BST)
    • Tally --11 Keep, 6 Kill, 0 Spam, 0 Dupe, Total 17 --Paradox244 00:46, 2 August 2006 (BST)
  18. Kill - I would consider a keep if the boost elsewhere was equal to the nerf in the mall. –Bob Hammero ModTAC 00:56, 2 August 2006 (BST)
  19. Spam - Every single time a search bonus has been made to the game it has broken it. This will be no different. --Grim s-Mod U! 02:03, 2 August 2006 (BST)
  20. Kill - What Sonny said. --Max Grivas JG,T,P! 03:30, 2 August 2006 (BST)
  21. Kill - a) messes with a previously esablished skill b) makes an un-reversable skill. --DJSMITHCDF 03:28, 3 August 2006 (BST)
  22. Kill - Same as DJ.. --Poopman9 16:46, 3 August 2006 (BST)
  23. Kill - no penalty, don't take down the % for malls. --Kiltric 17:38, 4 August 2006 (BST)
  24. Kill - I agree with Burgan. --Kenny Matthews W! 19:31, 8 August 2006 (BST)

Improved Scent Trail

Timestamp: 18:23, 1 August 2006 (BST)
Type: Skill
Scope: Zombies
Description: Currently, Scent Trail only works when someone personally interacts with you. This makes sense- they have to get very close to you for you to pick up their scent. Improved Scent Trail would allow you to, very rarely, pick up the scent of Survivors who passed you, but did not actually touch you.

Each time a Survivor leaves a square containing Zombies (either through map or enter/exit building (or jumping from a window), there is a 1% chance that every Zombie in that square with Improved Scent Tail will get the message "<name> ran a bit too close to you. (Current Location of Name)."


  • Q: Why every zombie?
  • A: Because it's easier on the server to roll once per square, and alert all IST Zombies, than rolling once per Zombie. Also, it means that chances of detection is based on the number of Survivors in an area, not the number of Zombies in a stack. If it was based on the number of Zombies, any Zombie run Suburb would become completely and utterly off limits.


Survivor POV:

  • Q: 1% is too high! that means that for every 69 stacks of zombies that contain at least one IST I pass, there is a 50% chance that I will have been noticed and tracked as long as it was within 10 squares of my final destination, and nobody killed the Zombie in the meanwhile!
  • A: Good maths! The moral is: Run past less Zombies. And reread what you just said.


Zombie POV:

  • Q: 1%? That's very low...
  • A: Yes, it is, and the chances of you noticing an individual survivor is not very high. But if you were located on an entry point, or to a revive point, or anywhere where there would be a lot of traffic passing you, you'll probably snag at least one.
  • Q: 1% is WAY too high then! I will be Spammed to Doom!
  • A: Not really, you would get about 1 message for every 100 Survivors to pass you by, with that ratio becoming more solid the higher the number (Yay normal probability distributions). So even if 1000 people passed you by, you will probably see 10. My Zombie alts get more GroanSpam than that.

-edit: ffs, learn to proofread, me --Gene Splicer 18:27, 1 August 2006 (BST)

Votes

  1. Keep - Ninja moves undetected. --Niilomaan 18:41, 1 August 2006 (BST)
  2. Keep - Yes please! Adds to the need to sneak and avoid zombies, I never really liked the whole 'pop out and murderize three of the two-hundred zombies hanging out outside with no worries about safety' thing. This is fun, and uses good maths! --Burgan 19:08, 1 August 2006 (BST)
  3. Keep - Me likey - HerrStefantheGreat 19:23, 1 August 2006 (BST)
  4. Keep - I like it, although I would like to see the percent chance increased to 2% --Rozozag 19:58, 1 August 2006 (BST)
    • Re - One thing I thought of after I had finished posting was that the percentage not be included in the game description of the skill. This would give Kevan something else to fiddle in the background when one or the other side starts getting too powerful (like we all know he does with search odds). That is, if Survivors started getting too populous, it could be toned up to 2%, and if Survivors started getting overwerwhelmed, it could be toned down to .5 (if the setup allows <1% mechanics). Every little helps.--Gene Splicer 20:06, 1 August 2006 (BST)
  5. Keep - All though I am a hardcore survivor, I can't help but vote keep, good job!--Canuhearmenow 20:10, 1 August 2006 (BST)
  6. Keep-See above. Though the skill will be useless. So what if a Zombie knows where the player is...if it is EHB, then the Player is totally safe.--ShadowScope 21:26, 1 August 2006 (BST)
  7. Keep -I like it. Shadowscope's right, but it's still a good suggestion. --Grigori 21:40, 1 August 2006 (BST)
  8. keep - i like it; though i don't think its actually very usefull!--Honestmistake 22:25, 1 August 2006 (BST)
  9. Keep- Me gusta.--Gage 23:10, 1 August 2006 (BST)
  10. Keep Nice Rheingold 00:07, 2 August 2006 (BST)
  11. Keep - Sounds like fun. --Jimbo Bob ASSU! 00:31, 2 August 2006 (BST)
  12. Keep -- Quite nice. --Paradox244 00:47, 2 August 2006 (BST)
  13. Keep I like the idea, but it should be a slightly greater amount.--Gold Blade 00:51, 2 August 2006 (BST)
  14. Keep - Reasonable and pretty simple. I like it. –Bob Hammero ModTAC 00:59, 2 August 2006 (BST)
  15. Keep - Not too spammy nice job. We will see some of the fools running in and out of the Mall. --Max Grivas JG,T,P! 03:38, 2 August 2006 (BST)
  16. Keep -I might add I think Scent Trail should also apply when a zombie attacks a survivor (and not just the other way around), but this looks like it works.--Pesatyel 04:00, 2 August 2006 (BST)
  17. Keep - At such a low percentage, it's subtle though useful to zoms. As for the reverse, Pesatyel, after 5 minutes -- if not *much* less -- the average survivor's nostrils are fried. Strange, but true. ;-) Gene W! - Talk 05:27, 2 August 2006 (BST)
  18. Keep - I was going to vote spam, but then realized, there is not much room for spam abuse in this one. Also, it will help zombies who are in mall seiges, and makes leaving caiger mall a task... --Poopman9 16:48, 3 August 2006 (BST)
  19. Keep - good idea. --Kiltric 17:41, 4 August 2006 (BST)
  20. Kill - Ok, as I'm now offically survivor orientated I'm biased, but humans can't track zombies. So... are humans blind? Are they incapable of looking out the window to see the ninja zombies lurking outside? Do humans scrunch up their face and ignore it when zombies attack them while they're not logged in? Has no-one thought of using animal trackers (or binoculas) to track zombie hordes? Humans are supposed to move. Penalising a newbie by making Free Running even more essential seems like a worse idea than me teaching kids how to speel. David Malfisto 01:49, 6 August 2006 (BST)
  21. Keep - Even though this suggestion doesn't need it, I'm giving my two scents. Good one. --Yourbonesakin 12:05, 7 August 2006 (BST)
  22. Keep - Yay nerf "ninjas" who dance in plain sight! --Dudefromhell 01:01, 15 August 2006 (BST)

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