Suggestions/1st-Jan-2006

From The Urban Dead Wiki
Jump to navigationJump to search

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.
Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing

.

1st January, 2006

VOTING ENDS: 15th-Jan-2006

thinking improvement

Timestamp: 07:13, 1 Jan 2006 (GMT)
Type: Skill, improvement
Scope: zombies
Description: Ok, I will do it the more simple that I can. Put an icon for the zombie similar to the searching button. I don't really know how we can call this button, just call it thinking button for now. When you click on it, you have some probabilities to discover for example some words, how to interact with your environement etc. This button will act the same way like the search button for the survivor, you have some probalities to discover something, it's not sure what or if you will discover something.

sorry for my grammar, I am not a native english, I am a french canadian. I seriously think to delete this suggestion and to see the main concept with someone who will be able to help me to develop this idea. and no, I am not a kid, I have 21 year old and I study in computer tech and i have trouble with my english grammar but usualy people are able to understand what I have to said. anyway, I will be agree if someone would like to edit or change anything he want in my idea, its just a concept, change it if you want, I just think it would be nice to add an new action for zombie.

Votes

  • Keep - author vote. spetznaz21 2:15, 1 Jan 2006 (GMT)
  • Kill - You're a zombie, not a philosopher. Rhialto 07:37, 1 Jan 2006 (GMT)
  • Kill - How did you manage to make your author vote before you posted the suggestion? Moved your suggestion to the right place as well. --Kryten 13:53, 1 Jan 2006 (GMT)
  • Kill First kill of the new year. It's not bad, but it's not necessary. In my brief time as a zombie, I learned that you SMASH SMASH SMASH instead of picking targets based on levels, etc because you get shot up too quickly. --TheTeeHeeMonster 14:44, 1 Jan 2006 (GMT)
    • Re In all fairness, it's not the spelling that you're complaining about, it's the grammar. It's obvious that spetznaz21 is not a native English speaker, because they made the classic mistakes in verb tenses. spetznaz21 (and anyone else who is not a native English speaker), I am more than happy to help you with your grammar before posting - you can contact me by email by putting my username in front of @appleisp.net --SCAScot 15:34, 1 Jan 2006 (GMT)
      • Re - Yeah, looking at it now, you may have a point. I thought he was one of those 10-year-old AOLers again. It's hard to tell the difference between one of them and someone who hasn't spoke the language since birth.
        • Re - Be sure that we do our best to speak an almost-correct English, but it's not easy all the time. Le fran�ais est bien plus facile! :-P --ZheAldo 18:47, 1 Jan 2006 (GMT)
  • Kill - Sorry, you just haven't convinced me that it's a worthy addition. --Daxx 14:33, 1 Jan 2006 (GMT)
  • Kill - There does need to be a thinking improvement going on here. --Slicer 15:32, 1 Jan 2006 (GMT)
  • Kill - Having made my offer about grammar help, I now have to be mean and vote this down. :-( --SCAScot 15:34, 1 Jan 2006 (GMT)
  • Kill -as a non-native speaker myself I understand the fact that it isn't easy to post in another language, and kudos for doing it. but as it is I can't figure out what it would actually help zombies with. If you can explain more, please do, I'm always open to new ideas.--Vista 17:46, 1 Jan 2006 (GMT)
  • Kill Your proposal is so vague--you never seem to have a definite idea of exactly what this skill will do--that it is not a finished idea and should not be voted on. Perhaps once you have something a bit more solid. --Catwhowalksbyhimself 18:37, 1 Jan 2006 (GMT)
  • Kill I don't see what could be the use of a "Think" button. --ZheAldo 18:50, 1 Jan 2006 (GMT)
  • Kill - Too vague. Also, I have corrected some of your terrible grammar. If you want help developing it I would be happy to help.--The General 20:57, 1 Jan 2006 (GMT)
  • Kill - zombies get shot a lot in the head these days, and don't have the time to think about what they are going to eat for lunch --hagnat 01:08, 2 Jan 2006 (GMT)

Healing (exp) Tweak

Timestamp: 09:45, 1 Jan 2006 (GMT)
Type: Skill-change-improvement,
Scope: Survivors
Description: Proposal: Tweak the exp gained from healing so that it (the exp gain) is directly proportional to the health points healed on a 1:1 ratio.

Sidenote edit: 1:1 ratio (exp gain) only takes effect if more than 5 hit points are healed. This means if say 4 hit points are healed then 5 exp is still obtained - this is so that the cost of finding and using the first aid kit is compensated for and not wasted.

Ramifications: Will give incentive for players to choose doctor, medic etc as their starting class by making it viable to play a healing character that levels through healing others. Will also give a fair edge to those who used the points to get the first aid kit and surgery skills by changing it so that having the FAK and surgery skills are no longer counter productive to gaining exp.

---Daednabru 09:46, 1 Jan 2006 (GMT)

Votes

  • Kill - I see what you are saying, but I prefer that one rather than this suggestion. - Jedaz 10:26, 1 Jan 2006 (GMT) Dupe - Extra XP for Extra Healing - Jedaz 09:50, 1 Jan 2006 (GMT)
    • Re: - No, not a dupe, not exactly. In that proposal you linked up the proposal was for 5 xp to be gained for 5 HP healed and 10 xp gained for 6-10 HP healed. My proposal is for healing exp to be based on a 1:1 ratio. So 5 xp should be gained for 5 HP healed, and 6 xp gained for 6 HP healed etc. I think a 1:1 ratio is more fair and logical - now we need to see what everyone else thinks. --Daednabru 10:00, 1 Jan 2006 (GMT)
  • Kill Keep - I prefer the suggestion Jedaz linked to, since it doesn't penalize people for healing 4 or less HP. Oh, by the way, this is a duplicate of this, but it's Undecided, so consider it a resubmit for fresh voting. - KingRaptor 10:05, 1 Jan 2006 (GMT)
    • Re: - Hmm, I didn't consider that the proposal would be penalizing people for healing 4 HP or less. Since that wasn't the intention at all I'm going to change the proposal so that 5 or less HP healed automatically gives 5 exp. --Daednabru 10:17, 1 Jan 2006 (GMT)
      • Re: Works for me. - KingRaptor 10:23, 1 Jan 2006 (GMT)
  • Kill - Currently, healing for xp generates 0.65 to 1.3 xp/ap, depending on where you search, shopping skills, and related find rates. With this rule change, you could in principle be generating 3.9 xp/ap, or a mere 2.5 xp/ap if you ignore surgery, which is much too high. Rhialto 12:08, 1 Jan 2006 (GMT)
  • Kill - Maybe if it were the 1:1 ratio you originally suggested, without the exception for healing less than 5 HP, although gaining 15 XP every time you perform surgery seems too high to be feasible. --Dickie Fux 14:20, 1 Jan 2006 (GMT)
  • Kill - Maybe if it capped off at 10 xp or something. --TheTeeHeeMonster 14:29, 1 Jan 2006 (GMT)
  • Kill - While I would like to see Docters/Medics get a boost this would overpower their xp gain rate to a max of 1.3/AP for a first level character. --Kryten 14:48, 1 Jan 2006 (GMT)
  • Kill -because of the numbers as others posted above, and because I like the fact that healers and necro's are more a roleplayers class now. a mass increase in XP gain would pull in the munchkins--Vista 17:42, 1 Jan 2006 (GMT)
  • Kill -Maybe if we had a FAK change that gave a possibility of healing 1-5HP untrained, 6-10 first-aid, and 11-15 surgery. Then ok. bbrraaiinnss 17:53 1 JAN 2006
  • Dupe - Correct me if I'm wrong on this one but I can swear I've seen this before. --Jon Pyre 18:33, 1 Jan 2006 (GMT)
  • Kill - We have enough humans, regardless if they are doctors or medics. We need more Zombies! DarthMortis 1:45 pm EST
  • Keep - This idea will be killed, and that's too bad. It would raise Doctors at the side of NT Lab Assistants. I vote a Keep. --ZheAldo 18:53, 1 Jan 2006 (GMT)
  • Keep - First Aid and Surgery both penalize the player with the skill currently. --Torfin 22:17, 1 Jan 2006 (GMT)
  • Keep - I like the min XP gain being 5XP and potential with surgery being 15XP. This suggestion clearly articulates what medics and doctors have truly been wanting since First Aid was implemented. Too bad it's already being shot down by people who misunderstand. Riktar 23:11, 1 Jan 2006 (GMT)
  • Kill --Jack-Swithun 23:16, 1 Jan 2006 (GMT)
  • Keep - Remember guys, it is very difficult to find a person to heal in the first place not to mention the time and AP needed to find the first aid kits to heal with.

In addition, yes a player with surgery would technically be able to heal 15 HP and gain 15 XP but do not forget that for surgery to work you need to be the right level and have the skill, be in a hospital with a running generator, AND be with someone who just so happens to be in that hospital with you who needs 15 HP healed.

All those factors are not easy to obtain and if you think about it 15 XP is not a lot considering that the average characters gains 10 XP repeatedly just by shooting the passing zombie with a shotgun at 65% accuracy or approx. 7 out of 10 times.

Also to address the misunderstanding: this healing tweak would in no way adversely affect zombies - infact it would indirectly help newbie zombies since it would reduce the amount of gun-toting zombie hunters who headshot zombies and take their AP away. --Daednabru 23:32, 1 Jan 2006 (GMT)

  • Kill - i don't like the idea of getting 15xp with only 1AP. --hagnat 01:03, 2 Jan 2006 (GMT)
  • Keep - It's just different enough to not be a dupe, and it actually makes sense. So, keep. Bentley Foss 09:50, 2 Jan 2006 (GMT)
  • Kill - It's already been proposed (but without the sidenote edit) and went straight in the undecided limbo. I, and many others, prefer this. --Seagull Flock 14:44, 2 Jan 2006 (GMT)

Screams of the Dying

Timestamp: 01:00, 1 Jan 2006 (EST)
Type: flavor, notification,
Scope: Survivors, Zombies, flavor
Description: Proposal: Screams of the Dying would notify humans and Zombies of recent slaughters nearby.

Alot of the recent changes, have involved sounds (Feeding Groan, Supply Crates:Helicopters) and I like the added elements of sound to the RPG. Well, in all dead movies, other than the groans of the dead, you will hear screams of the humans who are being eaten.

What "Screams of the Dying" would do, is anytime 5 humans are killed in a 1 hour period in the same block (inside or out) the adjacent squares would see something like: "From 1 block North, the Screams of the Dying can be heard over the groans of the undead".

This will notify humans that things are geting pretty dangerous around them, or to try and help their fellow survivors. This will also notify Zombies of a nearby buffet. It is similar to feeding groan, but a very narrow notification (only 8 blocks immediatly surrounding affected block would hear the screams). I believe it would help feral Zombies as well as newbie Zeds, If they are at the right place at the right time.

I think the biggest addition it would bring, would be to the overall flavor of the game. Imagine that you are in your hideout, safe and sound. Then suddenly the screams of other humans break the silence and let you know you are not as safe as you thought!

Sidenote: The # of deaths per # of hours is open to negotians. My first thought was 8 deaths in a 12 hours, but I did not want to overload the servers (I figured 8 deaths in 12 hours was fairley common!) But it dont write code or deal w/ servers, so that is open for discussion.

---DarthMortis 01:00, 1 Jan 2006 (EST)

Votes

  • Keep - Author vote DarthMortis Jan. 1st 1:00 pm EST
  • Keep - I like the idea of more game flavor, it adds so much more fun to the game. --Barbalute Jan. 1st 1:25 pm EST
  • Keep - I like this. Groaning, Screaming, great. --WibbleBRAINS 18:45, 1 Jan 2006 (GMT)
  • Keep - A tasty idea. I love it. --ZheAldo 18:56, 1 Jan 2006 (GMT)
  • Keep - Nice. --Arcos 19:03, 1 Jan 2006 (GMT)
  • Keep - Nothing really need be said.--'STER-Talk-Mod 19:16, 1 Jan 2006 (GMT)
  • Keep --Lord Evans 19:19, 1 Jan 2006 (GMT)
  • Keep -- I LOVE this. Its wonderful! --Jak Rhee
  • Keep - *Hears screams* You crazy kids shut up! I'm trying to sleep! --TheTeeHeeMonster 19:46, 1 Jan 2006 (GMT)
  • Keep - Wonderful - have a cookie! - Jorge 19:57, 1 Jan 2006 (GMT)
  • Keep - That would add tons of flavour.. I can already hear those melodious screams. - Ukapu
  • Keep - Great idea! Adds horror effect and imnproves gameplay, definitely a keeper --Charlie the not so great 21:33, 1 Jan 2006 (GMT)
  • Keep Good flavor and the ratio of number-of-death/time-period/number-of-screams seems about right to avoid too many useless messages. I worry about the recording of historical data hurting the server. --Jack-Swithun 21:36, 1 Jan 2006 (GMT)
  • Kill - Notifies humans in other buildings of breaches, allowing them to free run in and throw up the barricades in seconds. Would be murder on us during mall sieges, if we ever go back to them. --Grim s 22:21, 1 Jan 2006 (GMT)
  • Keep - It would alert the zombies as well, especially mobs surrounding large buildings or safehouse clusters, so I think it's balanced. Not to mention it's a pretty good idea, flavour-wise. --Omega2 22:30, 1 Jan 2006 (GMT)
  • Keep - Cool. Mikm 22:32, 1 Jan 2006 (GMT)
  • Keep - Popular acclaim! -CWD 22:35, 1 Jan 2006 (GMT)
  • Keep - Riktar 23:14, 1 Jan 2006 (GMT)
  • Keep - Great idea, well thought out. --Daxx 23:31, 1 Jan 2006 (GMT)
  • Keep - Jumping on the bandwagon of saying this is a great idea. -Murgatroid 23:32, 1 Jan 2006 (GMT)
  • Kill -doesn't do anything that feeding groan doesn't also do. If you hear ten groans from next block. It doesn't leave much to the imagination--Vista 23:36, 1 Jan 2006 (GMT)
    • RE - Except that Feeding Groan is a skill that must be aquired, and this is automatic, and doesnt cost AP. DarthMortis Jan. 2cd 1:20 am EST
  • Keep - YES. --Horje 00:10, 2 Jan 2006 (GMT)
  • Kill - NO. --hagnat 01:09, 2 Jan 2006 (GMT)
  • Keep - YES. --Daednabru 01:31, 2 Jan 2006 (GMT)
  • Keep - Wasn't sure whether to vote on this one or not, but after re-reading and thinking it over, I'd love to hear the shrieks of pain from the nearby PD and know to GTFO. Excellent! Slicer 01:34, 2 Jan 2006 (GMT)
  • Kill Who would this benefit? Not zombies who already have feeding groan. And not the humans who are killed because their reanimated corpses would be the ones slain by the calvary. This would make the victims of zombies become the victims of suvivors.--Jon Pyre 02:50, 2 Jan 2006 (GMT)
  • Keep - I like it. Probably not that useful as tactical information, but great for atmosphere! Rhialto 03:38, 2 Jan 2006 (GMT)
  • Kill - I don't like it, it has the potential for onscreen spam. If everyone in the surrounding blocks get killed in a 24 hour period when you log on the next day you could have a posiable 192 Messages. Need I say more. - Jedaz 03:41, 2 Jan 2006 (GMT)
  • KILL- Mabye if you raise the number of dead needed per hours and it only applys to human i hope then i might change --Drogmir
  • Keep -- Tweak the numbers if necessary but keep the idea. I am assuming it would not matter if it were a human or a zed who did the killing? Because not noticing that a fellow survivor is getting attacked by another survivor is kind of irking me. However, if this is for zeds killing survivors only then change my vote to kill if I don't beat someone to it. --Thelabrat 05:36, 2 Jan 2006 (GMT)
    • RE - I hadnt thought of that, but a kill is kill right. DarthMortis Jan 2nd 12 noon EST
  • Keep Brilliant, if for flavour only. Perhaps better if there's only one scream visible, and seperate from the other messages. Gurnard 6:13, 2 Jan 2006 (GMT)
  • Keep Adds flavor AND is useful? Well, will wonders never cease! --Reverend Loki 07:03, 2 Jan 2006 (GMT)
  • Keep Zombies and screams go together like cookies and milk. --B.Z.B. 07:50, 2 Jan 2006 (GMT)
  • Keep --LtMile 16:49, 2 Jan 2006 (GMT)
  • Keep - Skarmory 19:46, 5 Jan 2006 (GMT)
  • Keep - A human buffet would be nice. -- Penance 02:14, 5 Jan 2006 (GMT)
  • TALLY -36 TOTAL VOTES - 30 KEEP - 6 KILL as of 00:05 7 Jan 2006 (GMT)

Progressive Skill

Timestamp: 19:19 1 Jan 06
Type: Skill
Scope: Zeds And Humans
Description: This is a new skill that can be purcahsed by both human and zed. And will fall under mic. for humans

Basicly when you have bought this skill whever you attack Anybody with Any weapon The more times you attack the more hit percentage will go up by 1% for each time. For Ex. If you have 16 flare guns and you fire 15 at the SAME target your 16th attack will now have a 30% chance of hitting than 15%. But if you switch over to a different target in the middle your hit ratio will be reset

Note: Does not work on Barricades

So if you were a fireman with an axe that hits on 55% 10 attacks hit or miss later it's now 60% this is to prevent that horrible feeling that you went through a whole day's worth of ap to get praticly nothing

Votes

  • KILL! - May I be the first to say.. KILL! Multiply by a Billion.. soon you have people attacking with nigh 100% chance to hit. In fact, i beleive we've seen this before.. if I can find it I'll change this to a Dupe. Found what I was think of.. Adapt Attack Skill.. from November 6th, which I cant get to link right... only since that only works for zombies and your affects both, I can't justifiably give it a dupe. Still Kill though for all the reasons listed with Adapt Attack.--Jak Rhee 18:43, 1 Jan 2006 (GMT)
    • RE- But remember you only have 50 AP at max and the most any weapon can do is assume 50-60% so under this rule you would only get a sure hit if you went through 40-50 of your AP! If I made it so only half a point would go up each time and it wasn't counting till the 2nd time would it make it better?
      • A little bit, but not enough to give it a keep. Its just plain unnesssecary, it doesnt fix any real problem in the game. Oh, and Im still sure its a dupe.. I jsut have to finf it.. easier said than done. Oh and SIGN your comments please. If you feel your suggestion is good, then take credit for it. Not signing just hurts your case. --Jak Rhee
  • Kill - At first glance, this seems mad. At second glance, even worse. Imagine you stack up on shotgun shells; you're already on 70% accuracy at 10 damage after 5 shots. Or even worse, say you're a zombie; zombies hit rates mean they go after two targets at most. After 20 hacks of their claws they're doing 3 damage at 70% chance, with no reloading ever!--WibbleBRAINS 19:52, 1 Jan 2006 (GMT)
  • Kill Don't the rules say something about no stacking suggestions? Anyways, if lucky, this shortly allows for a 100% hit chance or close enough to it (at something like 75% or 80%, it's not going to miss the target before it dies unless you're really unlucky). Yes, it's annoying that the RNG causes us to miss often, sometimes causing us to have to flee before finishing the enemy, however, I don't think that we're supposed to be able to kill any single target we run into. Missing adds fustration, but is a rather important part of the game! --Volke 19:57, 1 Jan 2006 (GMT)
  • Kill - Would you have an annoying, but challenging and thus fun game? OR, an easy, and thus boring, and lack of fun... game? --Ev933n 20:21, 1 Jan 2006 (GMT)
  • Kill I thought it needed more kill votes, so I added mine. --Jack-Swithun 23:18, 1 Jan 2006 (GMT)
  • Kill - Can't be killed enough. Stay dead! --Daxx 23:31, 1 Jan 2006 (GMT)
  • Kill -Edit sorry, you're right. There is no need to be rude. it's just that it is an often suggested proposal in one form or another, and it's one of the most unbalancing. this would literally kill off not only the otherside but the game as well. Changing averages about attacks are very very tricky. And have a tendency to trigger not the best of emotions in the reviewers. especially if its a suggestions they've seen and shot down many times before... Sorry--Vista 23:40, 1 Jan 2006 (GMT)
    • Re- Hey just because you 2 don't like my suggestion there's no reason to be rude about it
  • Kill - Something about stacking suggestions. Rhialto 23:41, 1 Jan 2006 (GMT)
  • Kill - Make it just a zombie skill. --Horje 00:08, 2 Jan 2006 (GMT)
  • Kill - but i think this is already in use by Jason Killdare in the Suggestion Page. --hagnat 01:01, 2 Jan 2006 (GMT)
  • Kill - Is it dead enough yet? - KingRaptor 03:51, 2 Jan 2006 (GMT)
  • Kill - AARRGGHH!! DIE DIE DIE DIE DIE DIE!!!!!! We don't need no stacking combo attacks. Also, read the Suggestions Dos and Do Nots. --Kryten 04:00, 2 Jan 2006 (GMT)
  • Kill - I'm not sure if this one is on the Frquently Suggested page or not but it should be. I've seen various permutations of this a lot in the last couple of months, although this may be the first one I've seen that is offered for both survivors and zeds. In another game I would like this idea but the concept of stacking as a no-no here is tied to game mechanics and is apparently a real witch to implement. --Thelabrat 05:41, 2 Jan 2006 (GMT)
  • Kill While acknowledging that this is fantasy, not reality, skills get better with training. Why make someone a sniper simply because they can pull a trigger? --B.Z.B. 09:00, 2 Jan 2006 (GMT)
  • Kill - We're trying to make awful suggestions that go against half the rules in the Suggestions_Dos_and_Do_Nots, aren't we? Bentley Foss 09:52, 2 Jan 2006 (GMT)
  • Kill - Please kill this abomination now!! --Penance 02:17, 5 Jan 2006 (GMT)

Better brain rotted zombies

Timestamp: Jorge 19:52, 1 Jan 2006 (GMT)
Type: Improvement
Scope: Zombie Skills
Description: I think it would be better if the more powerful zombie skills (such as ankle grab, and some of the combat ones and maybe new ones?) would only be buyable if the zombie took 'Brain Rot'. This would stop people from maxing out their survivers, and being lethal as a zombie once they died. Players would have to make the choice between zombie or surviver, however there would be zombie skills that would be useful to zombies to balance them with surviver skills.

Votes

  • Keep - Author vote Jorge 19:52, 1 Jan 2006 (GMT)
  • Kill - And how does this make brain-rotted zombies "better?" All I see this doing is making the zombie side of the skill tree completely unplayable unless you want to abandon the human side completely. My Brainrot Modification for +5% to hit is much better than this is. And "there would be zombie skills that would be useful to zombies to balance them with surviver skills" is completely vague. You don't even give us a clue as to what those skills might be. And your spelt "survivor" wrong. Also, no fronting on Horje's name. Good day to you, sir! --TheTeeHeeMonster 20:01, 1 Jan 2006 (GMT) Edit: Kill votes also seem to be vanishing off of this suggestion. I'm getting suspicious...
  • RE a suggestion for a + 5% when zed's get brain rot!!! what a great idea, I love your idea.
  • Kill Where did my vote vanish off to? I could've sworn I put it here... Anyways, good idea! Lets grief zombies and people who like playing as both sides, as well as survivors who wish to reach a revive point before running out of AP! --Volke 20:05, 1 Jan 2006 (GMT)
    • Re - Lurching Gait wouldn't be affected - survivors would still have all the APs they needed to get to a revive point. Also, TheTeeHeeMonster, let me refrase that - If a zombie had brain rot, then they could take zombie skills that would set them above survivors, because they spend most of their time being dead, and would be better at being a zombie then survivors (Basically, new zombie skills for Kevan to invent) Jorge 20:15, 1 Jan 2006 (GMT)
      • Still, having to pay 10 AP to stand at first, and 15 if headshot along the way, will cause a lot of trouble in getting to one before they're killed again. Not only that, but it still affects zombies who want to get skills that can crossover and people who want to play as both sides. --Volke 20:26, 1 Jan 2006 (GMT)
  • Kill One of the nice aspects of this game is the ability to play both sides. You're suggestion makes it impossibel to enjoy the zombie side of Malton and still do the survivor as well. Now, having a few new skills added under Brain Rot is fine.. but the vast majority of skills need to be open to all Zombies. Your suggestion about making CURRENT skills Brain Rot only is virtually uncodable by the rulkes set down. Many non-rotted zombies HAVE ankle grab currently... to implement this you'd have to take those skills away from the people who earned them. This is a no-no. --Jak Rhee
  • kill A more accurate title for this suggestion would be "Make all non-brain rotted zombies worse" --Jack-Swithun 23:34, 1 Jan 2006 (GMT)
  • Kill - Let's force zombies to get a skill that cuts out half the game just so their characters are playable. Rhialto 23:42, 1 Jan 2006 (GMT)
  • Kill -Zombies current count, 17471 zombies, 37% of game characters. Up by +2500 zombies and 8% since the introduction of new headshot. and the numbers keep growing everyday. Lets not destroy what doesn't need fixing--Vista 23:46, 1 Jan 2006 (GMT)
  • Kill - For the reasons already mentioned --Mikm 02:38, 2 Jan 2006 (GMT)
  • Kill - This doesn't help zombies or make them better. Plus, you get to deal with all the people who, say, have Ankle Grab but not Brain Rot if this gets put in. Do you refund them 100xp and force them to spend 200 XP in order to have the same abilities? No. Bentley Foss 09:53, 2 Jan 2006 (GMT)

Time zones

Peer Reviewed Duplicate --Brizth 19:45, 1 Jan 2006 (GMT)


Wielding Weapons

Timestamp: 20:36, 1 Jan 2006 (GMT)
Type: Balance Change
Scope: Survivors
Description:

Players should have to wield/equip weapons before being able to use them. Simple as that. My reasoning behind this is that currently a survivor player in a good location, when fully outfitted can potentially pull in 428XP per Attack Run (4 moves, 46 shotgun attacks = 368 damage + 6 kills), while a well setup zombie player can at best potentially pull in 210xpar (6 standup, 44 bites = 180 damage + 3 kills) now of course neither of these are realistic returns, for that we have to consider hit percentages which turns those numbers into these:


Survivor: 280 xpar (4 moves, 46 shotgun attacks = 240 damage(65% hit rate: 30 hits) + 4 kills)
Zombie: 76 xpar (standup6, 44 Claw = 66 damage(50% hit rate: 33 hits) + 1 kill)

My suggestion if implemented would require that surviors be forced to equip/reequip weapons costing an AP in doing so, and while this may cause some rumblings among the survivors (of which I'm one) it changes these numbers quite signifigantly:

Shotgun equipped survivor (16 fully loaded shotguns 2 prequipped)
188xpar ( 4 moves, 14 reequips, 32 shotgun attacks = 168 damage (65% hit rate: 21hits) + 2 kills)
Pistol equipped survivor (8 fully loaded pistols 2 preequipped)
114 xpar (4 moves, 6 reequips, 40 attacks = 104 damage (65% hit rate: 26 hits) + 1 kill)

Now granted this is still far above the 76 xpar, but it comes with a high setup cost, as a survivor can set themselves up for both a pistol and shotgun run with roughly 3-4 days mall camping (114-152 turns roughly to reequip the 16 shotguns 8 pistols) while a Zed only needs find a good hunting ground

-Hannibel Kane

Votes

  • Kill You put a lot of thought and work into it, but really I think when you select the weapon from the dropdown, that is equal to your character putting down one and picking up the other. -- Amazing 20:44, 1 Jan 2006 (GMT)
    • Re - True, but I was more looking into the raw numbers to find 'unbalancing' elements, and the ability and ease of XP flow to survivors seemed key to this issue, as such I took an impartial view of what we pay for, and what actions we make regularly, and this looked like the portion that was 'lacking' as you suggested the interface could/would change, say from having a dropdown box, having two buttons, attack primary, attack secondary, with a single dropdown target list. --Hannibel Kane 21:00, 1 Jan 2006 (GMT)
  • Kill You forgot the AP that goes into searching and reloading. --TheTeeHeeMonster 20:55, 1 Jan 2006 (GMT)
    • Re Actually I calculated the time spent searching into the 115-152, as the return rate is known (35% an item fully skilled 25% weapons/75% ammo, divided evenly between the pair of guns) but you are correct I didn't add in the 40 turns worth of AP spent reloading, which adjusts the camptime into the roughly 4-5 day range. By the same token I also skimped on the zombie side in that its rare to ever simply just stand up and find targets waiting for you to take them down, at best there is normally a few moves/smashing a building that would frame any zeds daily feeding cycle, but this was more a direct compare of XP aquisition abilities. --Hannibel Kane 21:00, 1 Jan 2006 (GMT)
  • Kill What TheTeeHeeMonster said, and I'd like to add that this assumes you reload while you search. People have extra ammo with them so that when they run out of ammo, they can reload and start shooting again without having to flee the fight scene. With this, reloading has to be dropped in favor of nothing but fully loaded guns. Also, not all survivors carry around that many weapons. 16 shotguns and 8 pistols are devistating, yes, but those even at full take up 48 slots of inventory! That's leaves only two spaces for vital things, such as FAKs, syringes, spare ammo, and flak jackets for those paranoid about being PKed! Unless the survivor you're talking about is a full-scale assault unit in a group, it's not realistic that a survivor will carry around that many weapons! --Volke 21:05, 1 Jan 2006 (GMT)
  • Kill --Broton 22:01, 1 Jan 2006 (GMT)
  • Kill - Let's add extra server hits for common actions. While we are about it, we should add an extra AP to unpack a FAK, one more to clean the wound (gotta search for clean water), and then you can actually use the thing. That would be cool too. Rhialto 23:45, 1 Jan 2006 (GMT)
  • Kill - It's a good idea with excellent reasonning behind it, but I have to tell you, it would be annoying. PS. You aren't supposed to vote based on server hits. --Horje 00:07, 2 Jan 2006 (GMT)
  • Kill - Edit Your number aren't right. because you don't factor in searching, you cite the example of a survivor fully armed with shotguns, doing a whopping 368 damage (you made a calculation error, with a base multiplier of 10 you can't ever get an 8 at the end If you meant average and then it'd be, 46 times 10 damage times 0.65 hit percentage is = 299 Hp) that he needs to spend more then six full days worth of AP finding those shotguns in a PD (by far the most common place to find weapons)is something you don't address. why shouldn't he get rewarded with an assload of XP? he put a whole week of gameplay in doing so!
Average damage per action, pistol 1.5 HP/AP, axe 1.2 HP/AP shotgun 0.8 HP/AP, Claws 1.5 HP/AP Bite 1.2 that means that on average zombies can kill just as many survivors as survivors can kill zombies. what your problem seems to be is that survivors can wait and do all their damage in one go. But why lower the HP/AP of guns by 0.1 (multiply by a 30,000 survivors who spend 50 AP a day, don't let the low number fool ya, it's 15,000 damage a day less on the survivors side) and punish the players who search for ammo and use it in the same day? your suggestion just nerfs every survivor not just the hoarders. If you want to fix an upper limit the damage one can do per day, limit the weapons one can carry. don't mess with HP/AP because that one is balanced.--Vista 01:48, 2 Jan 2006 (GMT)
  • Re - I don't believe I ever stated the base multiplier to be ten, when using a shotgun I find /most/ zombies have flak jackets, which makes the base multipler 8 in which case the math above holds out. And PD's are only the best places for weapons for lowlevel survivors, the gun stores in the malls produce much more usable results then PD's once fully skilled, as I stated in my example --Hannibel Kane 07:15, 2 Jan 2006 (GMT)
  • RE With base multiplier of 8 there is even less of a problem. Even found in malls the shotgun doesn't go above 0.8 HP/AP if used exclusive or 1.3 HP/AP if used in conjuction with pistol. but with a flackjacket it only becomes 1 HP/AP in conjucture. But as by far the most people find their ammo in PD's (as there are only six Malls in the game) it is only 0.6 HP/AP. Yes it true that High level survivors based in a mall can do enourmous damage in one go. but look at the statistics. they are only a very small part of the game and You propose punishing every one of the 30.000 survivors for the abilaties of only of couple of hundred? as I said there are better ways to fix a limit upon the damage a highlevel mall based survivor. But even then, why? Combat is balanced. Your examples just aren't represantative.--Vista 13:03, 2 Jan 2006 (GMT)
  • Kill - IF, and only IF, Fast Reload was implemented then this would have to be implemented too --hagnat 01:15, 2 Jan 2006 (GMT)
  • KILL - NO....NO...NO! DarthMortis Jan 2cd 3:00 am EST
  • Kill If you're worried about someone carrying 23 shotguns... Hmm... Well, I suppose I could see that as a cause for concern. Regardless, presuming a 100% hit rate is rather over the top. --B.Z.B. 08:54, 2 Jan 2006 (GMT)
  • Kill - We're trying to make awful suggestions that go against half the rules in the Suggestions_Dos_and_Do_Nots, aren't we? See "Keep it Simple!!", specifically. Bentley Foss 09:54, 2 Jan 2006 (GMT)

Lucid Dreaming/Cognative Thought

Timestamp: 12:55, 1 Jan 2006 (GMT)
Type: AP altering abilities
Scope: Both
Description: Under Scientific skills should be a "Lucid Dreaming" ability which would allow for 1 AP to be gained every 25 min, instead of 30 min. This would make it so that a person with 0 AP could be back up to 50 in about 21 hours, instead of 25. The zombie conterpart of this ability would be "cognative thought" and it would be under the "memories of life" section. This would increase a zombie's max AP to 65, allow it to do more before becoming unable to think.

Votes

  • Keep - Author Vote Laplaga 21:47, 1 Jan 2006 (GMT)
  • Kill - This is adding to the human advantage, rather massively, by giving humans more APs, some people here seem to be thinking the zombies are getting the regen boost (eg. Volke) rather than giving them something roughly comparable to LOADING UP ON AMMO (you know that thing survivors use to justify the fact they can kill 3-4 body-built flakjacketed zombies in a session) and would be utterly useless in sieges (which are all about how fast you regen, because you're maintaining the pressure) --Kingreaper
  • Kill - An increase in zombie AP was what killed it. --ALIENwolve 21:02, 1 Jan 2006 (GMT)
  • Kill Upping zombie AP makes the game unfair to survivors. Zombie numbers are slowly rising a bit, and adding to their max AP makes it impossible for them to lose in sieges! --Volke 21:07, 1 Jan 2006 (GMT)
  • Kill, I really don't see how lucid dreaming would help you regenerate AP. Maybe XP, but not AP... --LibrarianBrent 21:08, 1 Jan 2006 (GMT)
  • Kill - If you change the zombie skill to be the same as the human skill this get's a keep from me --Lord Evans 22:03, 1 Jan 2006 (GMT)
  • Kill This would destroy the server. --Broton 22:04, 1 Jan 2006 (GMT)
  • Kill - While Kevan has said that there will be skills that increase Ap regeneration rate and max AP, these are bad suggestions. Lucid Dreaming doesn't even make sense. Why would knowing when you're dreaming affect your AP. And 15 AP is too much of an increase. 5 could conceivably be balanced, but only if said skill was under Brain Rot. CthulhuFhtagn 22:20, 1 Jan 2006 (GMT)
  • Kill - It could be worse. Imagine if they stacked. --Daxx 23:34, 1 Jan 2006 (GMT)
  • Kill - You're a scientist, not a hippy high on inscence. Rhialto 23:47, 1 Jan 2006 (GMT)
  • Kill - I've always wanted to give zombies lots of AP, I mean, come on, it does make sense. I don't think I like the survivor part, though. --Horje 00:05, 2 Jan 2006 (GMT)
  • kill - don't mess with the way you recover your AP, please --hagnat 00:57, 2 Jan 2006 (GMT)
  • kill -overpowered on the survivors side, you log in twice a day and you have 58AP per day, for all their raised limits the zombies still have only 48AP a day. AP means power. with this the survivors would just gotten the equivilant of a 20% raise in numbers. never a good thing.--Vista 01:59, 2 Jan 2006 (GMT)
  • Kill Which is exactly what this would do to the server.--B.Z.B. 07:57, 2 Jan 2006 (GMT)
  • Kill - We're trying to make awful suggestions that go against half the rules in the Suggestions_Dos_and_Do_Nots, aren't we? Bentley Foss 09:55, 2 Jan 2006 (GMT)

New Skill: Terror

Spaminated with 3 Spams and many, many kills. No moving of others' characters! --Brizth 09:06, 2 Jan 2006 (GMT)


New Skill: Tumorous Growth

Timestamp: 16:30, 1 Jan 2006 (GMT)
Type: New Skill
Scope: Zombies
Description: Tumorous Growth (Your zombie body is covered in tumors, causing all damage that would be done to you to be reduced by 1.)

Prerequesite: Brain Rot

Votes
Vote Here

  • Keep - Author Vote --Jason Killdare 21:36, 1 Jan 2006 (GMT)
  • Dupe!! - DUPE DUPE DUPE! . Theres been like a dozen Zombie flak jacket skills suggested!Jak Rhee
  • DupeKill - Dead Flesh (Peer Reviewed) does pretty much the same thing. Changed to kill. Probably not close enough for a dupe.--Mikm 21:39, 1 Jan 2006 (GMT)
    • Re Pretty much? It does EXACTLY the same thing. I'm getting really annoyed here. Its not hard to look before you post. Fair enough Mikm, but itsnot different enough not to be a dupe imho -- Jak Rhee
      • 'Re No. Flak jacket = 20% reduction for any attack with > 5 damage. His suggestion wants a 1 hp damage. --Mikm 21:45, 1 Jan 2006 (GMT)
  • Kill - Flak Jacket. And this reduces all damage, making punch attacks useless and nerfing knife and axe attacks to near uselessness. And if it stacks with flak jackets... I hearby Dupe thee. Ok, not an exact dupe, but still a bad suggestion. --TheTeeHeeMonster 21:40, 1 Jan 2006 (GMT)
  • Kill - Even if it's not a dupe, it's unbalanced. -CWD 21:55, 1 Jan 2006 (GMT)
  • kill- I thought a tumeor was a growth that only grew in your brain -Drogmir
  • Kill - No, a tumor can be anywhere. --ALIENwolve 22:09, 1 Jan 2006 (GMT)
  • Kill - Unbalanced. And tumors? Those aren't exactly things that would be reducing damage. CthulhuFhtagn 22:16, 1 Jan 2006 (GMT) (Brickman split sig from vote. Moved back. Daxx)
  • Dupe - For that matter, I think its a dupe of something that passed --Brickman 23:22, 1 Jan 2006 (GMT)
  • Kill - Tumours? Flavourful description there, I think. Regardless, I don't like this. --Daxx 23:50, 1 Jan 2006 (GMT)
  • Kill - It's not a dupe of the flak jacket ideas, because this one also affects weapons that do under 5 hp damage. However, that difference also makes this idea ludicrously overpowered. Rhialto 23:51, 1 Jan 2006 (GMT)
  • Kill - This doesn't make sense at all. --Horje 00:01, 2 Jan 2006 (GMT)
  • Kill - i like this idea, it makes pistols do only 3 damage and shotguns 7. WOW. what about we switching all pistols and shotguns with fake replicas that shot a flag with "BANG" written on it ? --hagnat 00:50, 2 Jan 2006 (GMT)
  • Kill - What Hagnat said. 2 damage for axes? I hope Axes High members ream you for suggesting this tripe. --Slicer 01:43, 2 Jan 2006 (GMT)
  • kill -does it stack with flackjacket? does it cross over to survivors? Why is it needed? what will it do for balance? why after brainrot? are questions you need to answer before it actually being a suggestion we'd need to think about.--Vista 02:07, 2 Jan 2006 (GMT)
  • Kill - No. Just no. - KingRaptor 02:54, 2 Jan 2006 (GMT)
  • Kill I'm getting pretty tired of voting kill. --Jon Pyre 02:55, 2 Jan 2006 (GMT)
  • Kill - Log on, see crappy skills, vote them down. Ah, what a day to write home about. Zombies don't need to be more difficult to kill. Bentley Foss 09:56, 2 Jan 2006 (GMT)