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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.
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Timestamp: Uncle Bill 03:55, 1 December 2006 (UTC)
Type: Game event
Scope: Zombies and survivors outside
Description: This would be another weather event, like the fog from Halloween. When it snows, anyone traveling outside would leave footprints in the snow. The next person to enter that square would see a the message "A set of footprints in the snow lead to the (direction)." You wouldn't be able to tell if the tracks belonged to a human or a zombie, and only the most recent footprints would be visible. If the person leaving footprints enters a building, the message would change to "A set of footprints leads to the front door." Footprints in the snow would "time out" after a specified period of time.

Keep Votes

  1. Keep - This would be a fun "once in a while" winter event.--Uncle Bill 03:55, 1 December 2006 (UTC)
  2. I'm walking in a winter wonderland... --Axe Hack 04:24, 1 December 2006 (UTC)
  3. Keep - I like this idea. Just make it so that whenever someone steps on a square that someone else has already stepped on their tracks will cover the tracks previously made. --Pvt De 05:03, 1 December 2006 (UTC)
  4. Keep - Since only the most recent are seen, and they go away after some time period, why not? --Sgt. Expendable JG
  5. Keep - CNR, Pyre. "Only the most recent footprints would be visible"--J Muller 06:35, 1 December 2006 (UTC)
  6. Keep Eh, might be fun. As long as it doesn't happen often. --Jon Pyre 06:51, 1 December 2006 (UTC)
  7. Keep - Neat idea.--Mr yawn Scotland flag.JPG 07:31, 1 December 2006 (UTC)
  8. Keep - almost a partial dupe but this adds something new to the mix. --Funt Solo Scotland flag.JPG 08:32, 1 December 2006 (UTC)
  9. Keep - Sure, why not, although I wish it had more of an effect on game play. Maybe this could be done on Christmas like fog was on Halloween. --Wfjeff 08:44, 1 December 2006 (UTC)
  10. Keep - Only if we can throw snowballs. Pillsy FT 09:24, 1 December 2006 (UTC)
  11. Sure. - Sounds good. --Joe O'Wood TALKCONTRIBSUD 12:21, 1 December 2006 (UTC)
  12. Wish I had thought of this - Works especially well since the basic mechanisms for this already exist in the game in the form of Scent Trail. It would great to have this on happen on Christmas or something. --Reaper with no name TJ! 13:33, 1 December 2006 (UTC)
  13. Keep - I'd love to see snow in this game! --Sgt. John TaggartUNIT 11/5 WCDZ TJ! 14:54, 1 December 2006 (UTC)
  14. Keep - Ah I'm too lazy to think up a reason so... pick one of the above. --MarieThe Grove 15:46, 1 December 2006 (UTC)
  15. Keep- Flavor + use = good--Grigori 20:17, 1 December 2006 (UTC)
  16. Keep with modification -- I've been thinking of putting in a suggestion for all kinds of random weather. Some of it just be flavor, and some of it would have gameplay implications (provided that we get Denver-like 300+ days of sunshine a year). Plus, I think you should be able to temporarily track zeds in the snow. Asheets 20:21, 1 December 2006 (UTC)
  17. Sure, why not.--Labine50 MH|ME|P 22:27, 1 December 2006 (UTC)
  18. Keep - Sure, but I'd like to have a little more detail please. What you're telling me is not very informative. --Wikidead 00:18, 2 December 2006 (UTC)
  19. Keep - I like it. --Winnan 00:33, 2 December 2006 (UTC)
  20. Keep - Needs more flavor. Zoift 05:16, 2 December 2006 (UTC)
  21. Keep - Cool, Then I might be able to chase down and kill some annoying carolers, Hehehe... --Lord Evans 06:36, 2 December 2006 (UTC)
  22. Keep - I don't know how the seasonal thing began but I liked it,Gave real nice flavour of a year going by.--Wbleak24 07:41, 6 December 2006 (UTC)
  23. MODIFY - Given that everything relating to zombies suggests they lurch rather than walk, you would most definitely be able to tell who had walked through. Otherwise, I love the idea. Daniel Hicken 08:53, 8 December 2006 (UTC)
  24. Keep - All reasons already stated by others. --Zap 17:37, 14 December 2006 (UTC)

Kill Votes

Spam/Dupe Votes
Spam/Dupe Votes here

Subject Files

Mod spammed with 1 non author keep, 9 Kills, and 7 Spams--Gage 05:55, 2 December 2006 (UTC)

Car Park Modifications

Removed for revision (by the way, the suggestion specifically stated that Car Parks wouldn't become Free-Runnable, and there were several replies where I confirmed this). --Lord of the Pies 11:05, 2 December 2006 (UTC)


Spaminated with 7/10 Spam votes--Gage 06:44, 2 December 2006 (UTC)

Ankle Grab Revision

Timestamp: Terra Ambius 22:41, 1 December 2006 (UTC)
Type: Skill, balance change, improvement, etc.
Scope: Who/what it affects
Description: I suggest that the skill "Ankle Grab" be changed ever so slightly. As is, reducing the AP to stand up to only one is hugely unbalancing the game, as the AP required to kill somebody in the first place is 10-25 on average. I recommend that the AP required to stand up be instead cut only by 50-75%, meaning it would instead take 3-5 AP to stand up (in lieu of the normal 10). This still allows zombies to stand up quickly, but at the same time not making their deaths completely meaningless.

Keep Votes
For Votes here

  1. Keep - I agree. While survivors do have an advantage over zombies from level 1-5, after that in most cases zombies have it made. (Relative to survivors)--Labine50 MH|ME|P 22:48, 1 December 2006 (UTC)
  2. Keep - Death for Zombie chars are efectivly meaningless. agrees with Labine50. Conndrakamod TDHPD CFT 23:09, 1 December 2006 (UTC)
  3. Keep - Strongly agrees with the above -- Whitehouse 23:52, 1 December 2006 (UTC)
    I request a mod look at the format of this suggestion, as 1 Kill and 1 Spam vote are not being counted due to some sort of format/coding error. --Schizmo 23:57, 1 December 2006 (UTC)
    Fixed - No need to pester the mods about minor format problems. Just fix it yourself. --Wikidead 00:02, 2 December 2006 (UTC)
    Thanks - I DID try and fix it, actually, but I couldn't find what was wrong. Thank you for fixing the error. --Schizmo 00:18, 2 December 2006 (UTC)
    Sure, No Problem - Always glad to help. What messed up the format was Anthemtears putting his kill vote in the wrong place. People should be more careful about that. --Wikidead 00:22, 2 December 2006 (UTC)
    [non-author stuff struck --Funt Solo Scotland flag.JPG 00:34, 2 December 2006 (UTC)]
  4. ""Keep"" - Ankle Grab seriously unbalances the game. It takes 10-25 (I just used 24) AP just to kill a zombie and yet it takes them 1-6 AP just to get back up? That seriously benefits zombie players more-so than survivors. It helps survivors as well when they get revived, but when you take this in context, it seriously does not make sense. You spend 2-3 times more AP to kill a zombie only for it to rise up at only 1/3 of the ap used to kill him. I seriously think Ankle grab needs to get the AP discount revised. I support Ankle grab getting cut by 50-75% to get everything balanced and killing zombies no longer just as a waste of AP. --Mensco 6:22, 2 December 2006
  5. Keep - Ankle grab for me appears to heal a zombie entirely for 1 AP. I know Zombies are meant to be immortal but I don't think Ankle grab allows for a fair degree of immortality. Also head shot can only be got at and after level 10 for humans while Ankle grab can be gotten at level 1. Hobo Dave 02:47, 2 December 2006 (UTC)--Hobo Dave
  6. Keep - Whoever argues about Headshot countering Ankle Grab is forgetting that Headshot can only be acquired at level 10, versus Ankle Grab at level 1. It becomes very hard to keep zombies down, not to mention certain GKers can just stand up, wait for some unsuspecting newbie to revive them at a revive point, and continue GKing. Making it cost 5 AP would be quite nice, in my opinion. Casull 03:39, 2 December 2006 (UTC)
  7. Yes. Please. I've always reasoned that zombie deaths are basically flies. Even with headshot, it's a horse fly. (Too bad my headshot change was shot down...) Anything that does this is a double plus by me. -Mark 04:37, 2 December 2006 (UTC)
  8. Keep Like the original suggestion says, zombie hoards just become too effective with the current ankle grab, even against headshot. They basically trade 6 AP to be fully healed AND waste survivor ammo. --Minrad 03:18, 3 December 2006 (UTC)
  9. Keep - Although this isn't the most elegant presentation you could've come up with and it's not going to pass, I'm voting keep so that people like you will continue to search for a solution to this problem. I think it's a topic worth discussing and I applaud you for your effort. Better luck next time. --Wfjeff 08:55, 4 December 2006 (UTC)
  10. Keep --Nosimplehiway--Nosimplehiway 19:33, 4 December 2006 (UTC)
  11. Keep - Definately keep. Spent lots of AP killing a zombie only to have it stand up and waste me right after. Pretty tough for a newb to get started fighting the zombies with that sort of tactic. --Showcase 16:49, 11 December 2006 (UTC)

Kill Votes

  1. Kill-No. Zombies have few advantages over survivors, this being one. And this is coming from primarily a survivor player.--Grigori 00:04, 2 December 2006 (UTC)
    Personally I'm going to have to kill this for the reason that the survivors already have a much higher attack rate using shotguns and pistols make it required for a zombie not to waste precious AP to stand up.
    The above comment was made by Anthemtears on 23:15, 1 December 2006 (UTC). If anyone wants to strike the vote, go ahead. --Wikidead 00:11, 2 December 2006 (UTC) [non-author --Funt Solo Scotland flag.JPG 00:34, 2 December 2006 (UTC)]
    Vote struck - lurn 2 wiki --Joe O'Wood TALKCONTRIBSUD 00:30, 2 December 2006 (UTC)
  2. Kill - Don't get me wrong, I like this idea. I just want more detail, like specific numbers and information about this suggestion's interaction with headshot. --Wikidead 00:11, 2 December 2006 (UTC)
  3. Kill - Ankle grab helps survivors, too.Waluigi Freak 99 01:35, 2 December 2006 (UTC)
  4. Kill That's what headshot's for. --Jon Pyre 03:02, 2 December 2006 (UTC)
  5. Kill - Ankle Grab doesn't seem to be unbalancing the game right now anyway, and don't try to weaken zombies until they have the advantage. A survivor can kill a zombie in an average of 8 AP (Without flak and body building). While a zombie can kill a survivor in 34 AP (With all claw skills) and remeber kids: Zombies are people too! --Lord Evans 06:57, 2 December 2006 (UTC)
  6. Kill - How about this, you take off headshot off the game and i'll agree to this. XD --Shadow213 07:25, 2 December 2006 (UTC)
  7. Kill - Hugely unbalancing? Then I would say that the discrepancy between the AP it takes for a zombie to kill a survivor and for a survivor to kill a zombie is "unbalancing". The fact that survivors can use items and zombies can't is "unbalancing". The fact that zombies need 4 times more AP to break down barricades than survivors need to put them up is "unbalancing". The list goes on. Zombies and survivors each have their own advantages, and one of the zombie advantages is that death doesn't mean anything to them. There's not much point for a survivor to kill a zombie unless it is in a building, upon which the survivor can then throw out the body, and the zombie's standing up is no longer as meaningful. So Ankle Grab isn't "unbalancing". In fact, like the above voters mentioned, Headshot also helps to counter it. And BTW, to Casull, Ankle Grab can only be gotten at level 2 - one starting skill + Lurching Gait are required. -- Ashnazg 0744, 2 December 2006 (GMT)
  8. What misbalance? This is what headshot is for.--ExplodingFerret 15:15, 2 December 2006 (UTC)
  9. Kill - It takes more AP to kill a zombie than it does for them to stand up because it takes more AP for zombies to tear down barricades than it does for survivors to put them up. Killing zombies outside of a building is meant to be fairly pointless. If anything, the zombies have the disadvantage, because stand-up costs don't even come into play unless the zombies can overcome the barricades, which will realistically require them to outnumber survivors significantly and thus make them underpowered by definition. --Reaper with no name TJ! 19:43, 4 December 2006 (UTC)
  10. Kill - If anything this is balancing things since it takes a HUGE amount of effort for a z to kill a harman. Daniel Hicken 08:55, 8 December 2006 (UTC)
  11. Kill - I prefer the current system. --IrradiatedCorpse 19:23, 15 December 2006 (UTC)
  12. Kill The efficiency for zombies to get back in to the fight is balanced by the higher hit % and damage of survivors, and the menace of barricades. Bassander 4:58, 21 December 2006

Spam/Dupe Votes

  1. Spam The system is fine the way it is. The idea behind Ankle Grab is that you get taken down in a fight and get right back up to continue attacking the human. --Schizmo 23:53, 1 December 2006 (UTC)
  2. Spam - no fix required. --Funt Solo Scotland flag.JPG 00:36, 2 December 2006 (UTC)
  3. Spam: Headshot is made to be a counter to Ankle Grab. Want to make standing up cost more AP? Headshot them? Want to make standing up cost more AP without having to Headshot? Write in that suggestion to take out Headshot then.--ShadowScope 00:37, 2 December 2006 (UTC)
  4. Reading this suggestion....3 minutes of my on this suggestion....1 spamming this suggestion....priceless. --Slice 'N' Dicin' Axe Hack 03:34, 2 December 2006 (UTC)
  5. Spam - This is what headshot is for.--J Muller 07:22, 2 December 2006 (UTC)
  6. Spam - I'm glad someone else said it...HEADSHOT!!!--Wbleak24 07:38, 6 December 2006 (UTC)
  7. Spam - Boom, headshot. That's the ankle grab counter. --Zap 17:41, 14 December 2006 (UTC)

Multiple Floors for Certain Buildings

This suggestion was deemed a dupe of this suggestion.--Gage 03:52, 2 December 2006 (UTC)

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