Suggestions/1st-Mar-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
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Splatterfest

Timestamp: 05:18, 1 March 2006 (GMT)
Type: Harmless zombie fun
Scope: Zombies
Description: Malton desperately needs more zombies. While the game mechanics have now been well balanced, the natural attraction to "heroes" ensures that players continue to favor humans over zombies at a ratio of almost 2 to 1. Something needs to happen to make zombies a more attractive package.

Rather than boost zombies' powers or try to make them more like humans, I submit that we need to make them more like zombies. Give them gorier, nastier, funnier things to do in the tradition of the best splatterfest zombie films.

The "Splatter" skill tree would be a new skill tree independent of any other zombie skill chains. Each skill would cost 100xp.

  • Splatter Entrails -- Upon delivering the killing blow to a human via claws, you see the message

You eviscerate SurvivorName for x damage. They die.

Now your victim's entrails are all over your hands! The next time you land a successful blow with your claws, you will see the following:

You attack SurvivorName for x damage, and splatter them with entrails.

The victim sees this message:

A zombie attacked you for x damage. The zombie splattered you with entrails!

  • Splatter Brains - Upon delivering the killing blow to a human with a bite attack, you see the message

You crack open SurvivorName's skull for x damage. You feast on their brains.

(However, HP is only gained as per normal, assuming Digestion is in effect.)

The victim sees this:

A zombie cracked open your skull for x damage, and devoured your brains.

That's really it. Just two gory new flavor additions to make zombie kills that much more satisfying. Survivors probably won't like seeing any of these messages, but it's all part of the zombie apocalypse experience, and no one is actually hurt in the process.

Would zombies spend 100xp on a skill that amounts to little more than a taunt? Well, yeah. I'm pretty sure many would.

Votes

  1. Kill You want to charge 100xp for this? For each one? --Jon Pyre 05:50, 1 March 2006 (GMT)
  2. Keep Aren't there dedicated high-level zombies that have XP laying around with nothing better to spend it on? At least this would let the survivors know they're facing a hard-core zombie! And it's certainly not overpowered --Norcross 06:03, 1 March 2006 (GMT)
  3. Kill - Jon Pyre is right, spending XP for flavor text isn't a good idea. --CPQD 06:33, 1 March 2006 (GMT)
  4. Keep You got me at entrails. And that it just sounds really cool to have my brains eaten.Rockphed 09:00, 1 March 2006 (GMT)
  5. Kill 100XP for FLAVOR? per new line of text? lets give zombies something they can use for their XP, no? Why not simply suggest to change the flavor text we have already?--Vista 11:50, 1 March 2006 (GMT)
  6. Keep - I know a lot of Z's with a load of XP lying about, and this is funny and flavoursome. Prehaps you could give it some effect, but that would be hard to balance and would likely warrent a whole new suggestion. Apart from that, I like! Thank you please. Blue Wild Angel 12:47, 1 March 2006 (GMT)
    • Re - Right, I'm afraid to muck with combat at this point. But if I have to revise, I'll try to introduce some minor effect. --John Ember 14:34, 1 March 2006 (GMT)
  7. Keep - Author vote. For those complaining about spending 100xp on flavor; have you purchased Death Rattle? It's nothing more than a taunting mechanism. --John Ember 14:34, 1 March 2006 (GMT)
  8. Kill - Love the flavor - but I'd rather see new skills that have more than text effect. Death Rattle does have communication uses beyond just taunting - "Ram gang Ram! Harmanz enzr" for one example. Personally if those were just standard kill texts, I'd be happy - or if they had some small but useful effect along with them, I'd be happy. --Blahblahblah 15:51, 1 March 2006 (GMT)
  9. Keep - It would be fun. An alternative could be a customizable kill message, probably along the lines of a phrase the zombie would speak automatically. "You were killed by a zombie, who then said, 'Barhah!' while standing over your corpse." I think something like that would be popular with the hordes, especially. --Dickie Fux 16:02, 1 March 2006 (GMT)
  10. Kill - Flavor text is not worth 100xp. --Cybrgrl 17:16, 1 March 2006 (GMT)
  11. Kill - One line of flavor text is not worth 100 XP. Try coming up with a variety (like 5 or 6) good kill messages. I'd be more amendable then. Maybe make them more elaboate than a simple kill, because it takes "skill" to do them, I don't know. --Pinpoint 18:20, 1 March 2006 (GMT)
  12. Keep - because really, what else is a zombie player going to do with XP? Timid Dan 20:40, 1 March 2006 (GMT)
  13. Keep - Oh my goodness. Finally a chance for a zombie to express which part of the human body holds their favorite particular delicacy! Always wanted to see a female zombie in a movie bite down on some poor guy's GROIN! (Ex-boyfriend perhaps...)'The last thing you hear is a sickening CRUNCH as the zombie cracks open your rib cage and begins to feast upon your slowly beating heart.' --MrAushvitz 13:52, 1 March 2006 (GMT)
  14. Kill - Keven's time and effort should be put into something more worth it Moon stone 22:09, 1 March 2006 (GMT)
  15. Kill - XP for text is not a good idea. Make it free and automatic, and this might fare better. Bentley Foss 04:53, 2 March 2006 (GMT)
  16. Keep - My maxed out zombie has over 2000 XP banked, and I would love to be able to spend it on some kickass flavor text skills. For those who argue it's a waste of XP, don't fucking buy it, you goddamned jackass. Last I checked, Knife Combat was considered a useless skill, yet people still blow XP on it just to have it. Yet these skills would do something Knife Combat doesn't, which is make the game a little bit more fun. And I'd prefer to see these as skills, rather than the standard, because I'd prefer to EARN them, and if everyone could do it for free, then they'd become just as mundane and boring as the "They die" message we currently see. Bottom line is, I'd still buy these even if they cost 1000 XP, because what the fuck else am I going to do with it? EDIT: If someone wants to write up some awesome flavor text skills for human players, you've got a Keep vote from me, provided they kick ass and fit the genre. --Navigator 01:46, 3 March 2006 (GMT)
  17. Keep - This is an excellent suggestion, and would be well worth the 100xp. I mean when you're a dedicated zombie, what else would you spend it on? Also if you were concerned with new zombies wasting their xp on useless skills, then it could be a level 10+ skill. I don't know much about programming but this dosen't seem like something that would be hard to implement. Binxman 02:39, 3 March 2006 (GMT)
  18. Keep - It's a great idea, it gives high-level players a bit of incentive to keep playing, it doesn't imbalance the game in anyway. Flavor text for human attacks would be great too. And like Nav said, if you don't want it, you don't have to buy it.--Boring K 05:59, 3 March 2006 (GMT)
  19. Keep - Keep it!!! It doesn't unbalance things at all, and it adds to role play.--Wcervantes 06:57, 3 March 2006 (GMT)
  20. Keep - I see no downside to this whatsoever. --El Fideo 08:48, 3 March 2006 (GMT)
  21. Keep - Ditto. --KGB 10:06, 3 March 2006 (GMT)
  22. Keep - About as useful as Death Rattle, but kind of morbidly fun. It realy suits the game, then, and gives Brain Rotted carrer zombies something to spend all their saved up XP on. --Drunky McZombie 11:32, 3 March 2006 (GMT)
  23. Keep - Once you've maxed your zombie on useful skills, this'd be just simple fun. --WibbleBRAINS 12:50, 3 March 2006 (GMT)
  24. Keep - Like many said before, maxed out zambahs have nothing to buy with thier banked XP u_u it's just like Death Rattle, Knife Combat and Surgery (for me atleast) I never walk through a hospital... - Nine 12:14, 4 March 2006 (GMT)
  25. Keep - The discussion of XP value is irrelevant. If you don't want to spend the XP for the text don't buy the skill. That being said, +1 or 2 damage or some other minor effect wouldn't hurt. --ketoojin 05:46, 6 March 2006 (GMT)
  26. Keep - I think its a great hing, it gives a flavour that's neede and it works well!--DicktheTech 16:58, 8 March 2006 (GMT)
  27. Keep - It's for zombie players who already have all their skills, and thus can afford to waste XP. It's a neat idea, and since it's probably only maxed out zombies who'll take it, provides a cool intimidation/warning to the survivor about their attacker. And people who think it's a waste of XP... just won't take the skill. --Brett Day 11:49, 11 March 2006 (GMT)
  28. Keep - This would be a a great way of using up all that excess XP. --Cait 15:26, 11 March 2006 (GMT)
  29. Keep - i as well as many other people i think would play as a zombie more just devourer someones brainAvicm 21:31, 11 March 2006 (GMT)
  30. Kill - I would have voted keep if it didn't cost 200 XP for NOTHING. -- Tereseth 1:06, 12 MAR 2006 (GMT)
    • Tally - 21 Keep, 9 Kill, 0 Spam --06:14, 27 March 2006 (BST)
  31. Keep - Sure, it's 200 XP for nothing. But what about when you're maxed out. Moron. http://wiki.urbandead.com/index.php/User:Peterblue 20:31, 5 April 2006 (BST)Voting has ended.--The General 13:52, 15 April 2006 (BST)

Current Time

Dupinated (Clock.)


Scent Prey

Timestamp: 07:02, 1 March 2006 (GMT)
Type: Skill
Scope: Zombies
Description: Subskill of Scent Trail. The zombie can use its keen sense of smell to track prey. Whereas Scent Trail is in reponse to being attacked, allowing you to see the position of people who attacked you when you first log in, Scent Prey would be designed for you to see the position of those you attack and pursue them over a few days. A zombie with this skill has a "Track [Name of Last Player zombie attacked]" button they can press for 1AP. Doing so tells them the current position of the last person they attacked. This is useful to find survivors that run away from you. Each time the zombie tracks there is a 10% chance they'll lose the trail, getting no information and no longer be able to track that person. This way a zombie could stalk someone over a few days but not be able to grief the target by hunting the same one person eternally. The trail would also go cold if they do not track for more than 24 hours, so they would need to track at least once per day to follow someone, you couldn't attack and then track someone three months later when they don't expect it. The trail would also go cold if the target is killed, zombies just smell differently. This would add a thrill of fear to the game, after running from a zombie they might be stalking you for up to a week.

You could only stalk one prey at a time. If you attack someone else then they replace the current person you are tracking. If you are tracking nobody currently the Track button would not appear. This skill would add fun for zombies, and horror flavor for survivors. It also isn't overpowering as the stalked survivor would still be safetly behind barricades.

Votes

  1. Kill - Yea! for grief. Survivors are supposed to run away from you, this is only usefull if you want to kill or hurt the same person over and over again. We call that griefing. zombies aren't supposed to be some decicaded hunter sniffing out a specific prey over the course of a week. there opportunistic feeders killing whom ever is closest.--Vista 11:44, 1 March 2006 (GMT)
    • Re I feel this would solve a major flavor problem I find in the game. If I'm outside and a zombie attacks me I will simply enter a building and avoid combat. With this skill a zombie would attack me, and I'd escape, but in the back of my mind I'll be thinking "That zombie knows where I am". And I'd think it every single day for a week even if it isn't tracking. Satisfyingly creepy. --Jon Pyre 14:37, 1 March 2006 (GMT)
  2. Keep - With the caveat that survivors should be able to break the trail simply by moving far enough away. The main thing I would use this for is tracking zergers that my horde runs into. It's incredibly annoying to see an active zerger pop 2 or 3 characters through a building while you attack, then disappear forever. --Sindai 14:18, 1 March 2006 (GMT)
  3. Keep - I like this. Using it to "grief" a character would limit the zombie pretty heavily, so I doubt it would be used without reason. It also adds an element of "fear" to the game, and gives the zombies an interesting form of "deterrence" defense. --Norcross 15:16, 1 March 2006 (GMT)
  4. Keep - I like this one. As the death of the target ends the tracking, 24 hour track-or-lose-trail, and the small % of loosing the trail when tracking - this could be used for a payback or for finishing a job you started, but not heavy with grief. I'd like to see some kind of range limit, but that's a minor detail to me. --Blahblahblah 15:38, 1 March 2006 (GMT)
    • Re It probably wouldn't be a bad idea to have a maximum range it would work at, maybe 25 spaces. --Jon Pyre 22:06, 1 March 2006 (GMT)
  5. Keep - But does it persist after the zombie dies? Scent Trail is absolutely useless because the scent is lost almost as soon as you acquire it. --John Ember 16:36, 1 March 2006 (GMT)
    • Re Yes, it does persist after the zombie dies. --Jon Pyre 22:06, 1 March 2006 (GMT)
  6. Keep - This is in-genre--think Shaun of the Dead, among others. If they see fresh meat, let alone get a taste of it, they go after it, it doesn't have to provoke them first.--'STER-Talk-Mod 22:14, 1 March 2006 (GMT)
  7. Keep - --Snikers 23:01, 1 March 2006 (GMT)
  8. Keep - This is a neat idea. --Cinnibar 02:42, 2 March 2006 (GMT)
  9. Kill - I just don't like the idea. There have been other ideas (with the same name, too, unless I'm mistaken) that have appealed to me more. Bentley Foss 04:57, 2 March 2006 (GMT)
  10. Keep - This is great to add a way for zombies not to feel completely useless, I mean if they can track you then you have someone to fight, it sounds great!--DicktheTech 16:58, 8 March 2006 (GMT)
  11. Keep - As a zed player,I can attest to how futile it feels when you get a victim down to like 15 Hit points (from 60, which is the average now) just to have them run away, then have you ap out. I was also disapointed by the third scent skill when I first got it. (Scent lost) (scent Lost) (Scent lost)!-- Tereseth 0:55, 12 Mar 2006 (GMT)
  12. Keep - It would help immensely, since when you log in, you have an idea of somewhere to go, rather than spending all of your ap to get into a building then you are killed, either by zombies or humans- also "zombies aren't supposed to be some decicaded hunter sniffing out a specific prey over the course of a week. there opportunistic feeders killing whom ever is closest" I can never find any human in the game to kill, but this would give me a direction. Besides aren't the zeds supposed to be the hunters searching for the last bastion of survivors?-- Redbeardo 0:55, 17 Mar 2006 (GMT)
    • Tally - 10 Keep, 2 Kill, 0 Spam --06:13, 27 March 2006 (BST)

Variable Attack Damage

Timestamp: 07:37, 1 March 2006 (GMT)
Type: Combat damage modification
Scope: Combat
Description: The combat in UD currently uses a constant damage per successful attack based on the weapon being used. I suggest modifying the damage to a variable amount. This will provide some additional weapon diversity potential as well an additional dimension to combat.

The changes below maintain the same average damage amounts for each weapon but adds a damage distribution. The distributions are based on virtual dice rolls as noted.

Fist - Damage = 1 (No change)

Crowbar - Current Damage = 2, Proposed damage = 1D3, Proposed damage range = 1 to 3

  • Proportional Damage: 1 - 33.3%, 2 - 33.3%, 3 - 33.3%, Average = 2

Baseball Bat - Current Damage = 2, Proposed damage = 1D3, Proposed damage range = 1 to 3

  • Proportional Damage: 1 - 33.3%, 2 - 33.3%, 3 - 33.3%, Average = 2

Pipe - Current Damage = 2, Proposed damage = 1D3, Proposed damage range = 1 to 3

  • Proportional Damage: 1 - 33.3%, 2 - 33.3%, 3 - 33.3%, Average = 2

Knife - Current Damage = 2, Proposed damage = 2D2-1, Proposed damage range = 1 to 3

  • Proportional Damage: 1 - 25%, 2 - 50%, 3 - 25% , Average = 2

Fire Axe - Current Damage = 3, Proposed damage = 1D4 + 1D2 - 1, Proposed damage range = 1 to 5

  • Proportional Damage: 1 - 12.5%, 2 - 25%, 3 - 25%, 4 - 25%, 5 - 12.5% , Average = 3

Pistol - Current Damage = 5, Proposed damage = 2D4, Proposed damage range = 2 to 8

  • Proportional Damage: 2 - 6%, 3 - 13%, 4 - 19%, 5 - 25%, 6 - 19%, 7 - 13%, 8 - 6%, Average = 5

Shotgun - Current Damage = 10, Proposed damage = 2D5 + 4, Proposed damage range = 6 to 14

  • Proportional Damage: 6 - 4%, 7 - 8%, 8 - 12%, 9 - 16%, 10 - 20%, 11 - 16%, 12 - 12%, 13 - 8%, 14 - 4% Average = 10

Flare Gun - Current Damage = 15, Proposed damage = 2D5 + 9, Proposed damage range = 11 to 19

  • Proportional Damage: 11 - 4%, 12 - 8%, 13 - 12%, 14 - 16%, 15 - 20%, 16 - 16%, 17 - 12%, 18 - 8%, 19 - 4% Average = 15

Teeth - Current Damage = 4, Proposed damage = 1D4 + 1D2, Proposed damage range = 2 to 6

  • Proportional Damage: 2 - 12.5%, 3 - 25%, 4 - 25%, 5 - 25%, 6 - 12.5%, Average = 4

Claws - Current Damage = 2, Proposed damage = 2D2-1, Proposed damage range = 1 to 3

  • Proportional Damage: 1 - 25%, 2 - 50%, 3 - 25% , Average = 2

Note that additional damage due to zombie skills (i.e. Rend Flesh) is added to the damage formula listed above. Damage reduction due to flack jackets are subtracted from the damage listed above as described in the WIKI (20% reduction for damage over 5). Thus if the base attack damage = 8, then 8 * 0.2 = 1.6 which rounds to 2 points of damage absorbed by the flack jacket. A base attack damage of 13 * 0.2 = 2.6 would round to 3 and a base attack damage of 18 * 0.2 = 3.6 would round to 4.

Pros

  • Increased combat variability
  • Potential for additional weapons with varying damage ranges.
  • Existing average damage is not modified thus potentially no game imbalance.

Cons

  • Increased server load to perform damage calculations

Note on Voting: - Please do not vote keep on this suggestion unless you agree with the damage distributions. As this is Ver.1.0 of this suggestion, please feel free to suggest any modifications you feel are appropriate. --Jim Stevens

Votes

  1. Kill - Combat is fine as it is. Also, Bite does 4 damage and Claws do 2 damage, 3 with Rend Flesh. Fix your math. Oh, even if you do its staying kill. --Grim s 07:49, 1 March 2006 (GMT)
  2. Kill - Wow! Math! you ever see a two sided die? Sing it Grim daddy. -Banana Bear4 08:04, 1 March 2006 (GMT)
  3. Kill - There's no need to make combat more complicated or introduce more randomness to it than there already is. Also, if you roll 2D2, the range you're going to get is "2 - 25%; 3 - 50%; 4 - 25%". And yes, there are two sided dice. They're called "coins". :P --TheHermit 10:02, 1 March 2006 (GMT)
    • RE - Also, I just realized this; if a zombie claw or bite attack exceeds 5 damage, flak jackets start coming into play and that will reduce the average damage. Wow, it's a cleverly diguised zombie nerf! --TheHermit 10:06, 1 March 2006 (GMT)
    • Wow, If you say it like that, it looks like you're paranoid. How about just assumming he forget to take it into account? contrary to popular believe people aren't trying to annoy or nerf zombies by placing suggestions here (well except the WCDZ, that is. But we're special.)
    • Doh! the formula should be For teeth and knife should be 2D2-1. That's what I get when I make a mistake and then use copy and paste!--Jim Stevens 15:14, 1 March 2006 (GMT)
  4. Kill -I like the current system better then your version. I'd also remove the xDx die thing it is redundant as the Proportional Damage is easier to grasp (especially as you've made some mistakes with them)--Vista 11:36, 1 March 2006 (GMT)
    • Re - The XdX is listed to show how I came up with the distribution. It also provides an alternate method for programming purposes.--Jim Stevens 15:04, 1 March 2006 (GMT)
  5. Kill - The maths makes my brain burn. This is a kind of clever idea, but the current system is easier and better, i prescribe 20mg of KISS (Keep It Simple Stupid!) Blue Wild Angel 12:53, 1 March 2006 (GMT)
  6. Kill - Yeah, what they said.--Bermudez 13:16, 1 March 2006 (GMT)
  7. Kill -- So your saying everything should do less damage overall, the only way I could like this idea would be if the chance to hit was around 90% The AP spent searching for ammo, and every time you miss, you could never kill anything. --Kirk Howell 13:15, 1 March 2006 (GMT)
  8. Kill - Although I appreciate the effort you put into this, it just doesn't seem necessary. Not that it can pass anyway thanks to all the "hur math is hard" kills and people who didn't read the "average" results. --Sindai 14:24, 1 March 2006 (GMT)
  9. Kill - Please don't put me at the mercy of the Random Number Generator any more than I already am. --John Ember 14:25, 1 March 2006 (GMT)
  10. Keep - Author Vote. Shouldn't imbalance the game.--Jim Stevens 15:05, 1 March 2006 (GMT)
  11. Kill - Actually, it would give a slight imbalance, but that's not why I'm voting "kill" - I just think it's a dumb idea. Set damage is one of the core attributes of the game, you shouldn't screw around with those unless they're broken. --Norcross 15:20, 1 March 2006 (GMT)
  12. Kill - Some of what's been said, mostly ditto Sindai and John Ember. --Blahblahblah 15:30, 1 March 2006 (GMT)
  13. Keep - Random damage can be fun, and adds a little bit of uncertainty. To those who say, "Keep it Simple", you're not having to do the math, so why worry? And a claw attack at 5 being reduced to 4 is still better than a claw attack at 3. There's no way it could actually nerf zombie damage. --Pinpoint 18:58, 1 March 2006 (GMT)
  14. Kill - Hidden Zombie nerf. Reduces average bite/claw damage vs Flak Jackets under current damage level. Timid Dan 19:07, 1 March 2006 (GMT)
    • Re The zombie nerf point is valid. There would be a reduction in average zombie damage delivery when attacking opponents wearing a flack jacket using teeth. The maximum damage possible from claw attacks with rend flesh under the proposed system would be 3+1=4. This is below the flack jacket protection limit (as defined in the WIKI). I would like to point out that the fire axe would suffer the same potential penalty, albeit to a slightly lesser degree. This provides some balance.--Jim Stevens 20:17, 1 March 2006 (GMT)
      • Re Note that your current pistol percentages add to 101%. Correcting for damage 5 = 24%, the pistol now averages 4.38 damage against a flak jacket instead of 4. Hidden Human Bonus. Timid Dan 21:01, 1 March 2006 (GMT)
        • Re ...and the shotgun (given -1 damage for 6-9, -2 for 10-14) now averages 8.4 vs a flak jacket. Timid Dan 21:06, 1 March 2006 (GMT)
    • Re Sorry about the errors (round off on my spreadsheet). My calculations show an average pistol vs FJ damage at 4.25, Shotgun vs FJ at 8.00, Flare vs FJ at 12.00, Axe vs FJ at 2.88, and Bite vs FJ at 3.60 --Jim Stevens 04:02, 3 March 2006 (GMT)
  15. Kill Max Zombie attacks of 50% and 30% don't need another RNG element balanced precariously on top of them. --WibbleBRAINS 20:21, 1 March 2006 (GMT)
  16. Kill - Quoting Red Mage: You see, Fighter, any time you do anything there is a one in twenty chance that you will critically fail. So. Why not make this simple and stupid, but with a few extra simple and stupid extras. Every time you hit, there is one in twenty chance that you will cause two extra damage. There is also one in twenty chance to cause two less damage. There is two in twenty that it will cause one extra damage, and one in twenty that it will cause one less. No damage can be lowererd to 0 or negative, in this case it will cause one damage. --hagnat talk 20:28, 1 March 2006 (GMT)
  17. Keep - This idea opens up more weapon possibilities. Like a Katana/Chainsaw made out of acid. Or not. It's still a good idea. --Cinnibar 02:46, 2 March 2006 (GMT)
  18. Kill - Like just about every other kill voter--combat damage is just fine the way it is. We don't need die rolls, especially given the AP / hit rate limits we've got now. Bentley Foss 04:59, 2 March 2006 (GMT)
  19. Kill - Way to dumb! It makes sense from a D&D point of view, but even then I don't like it!--DicktheTech 16:58, 8 March 2006 (GMT)
    • Tally - 3 Keep, 16 Kill, 0 Spam --06:12, 27 March 2006 (BST)

Cannabilism

Timestamp: 8:07
Type: Improvement
Scope: ZOMBIES!!!
Description: When a zombie kill a survivor (remember, survivor, not other ZEDS!!), the corpse would appear as "fresh body" to the Zeds(though other survivors wouldn't notice this). By standing on the same square as the corpse the Zombie is healed for 5 HP/hour/corpse(equal to FAK). The text would appear like this: You feast upon the remains of the fresh corpse, you are healed for 5 HP.(and again...and again...). A "fresh body" would become a normal body after 24 hours.
  • Note:

-A revived zombie wouldn't appear as a fresh corpse due to the body being of a zombie (in the process of being human again). Therefore the zombies would ignore it.

-The counter of fresh body stands alone for a zombie while it stands among other bodies for a survivor.

-As soon as the body drops dead the timer begins, every 1 hour it will attempt to be eaten by a Zombie. If no wounded Zed is there than it won't heal anyone. If there are multiple Zeds than it will heal the first wounded on the list.

-Multiple fresh bodies will heal the first wounded Zed on the list. As soon as the Zed is healed he moved down from the list, this allow fair healing for everyone.

Votes

  1. Keep - Author vote -Nam 08:30, 1 March 2006 (GMT)
  2. Kill Zombie First aid kit, Free lunch, and it really doesn't sound likely. I certainly wouldn't offer up my dead body to be eaten by the hoard.Rockphed 09:33, 1 March 2006 (GMT)
  3. Kill I'm sure there was a rule saying "never get something for nothing" such as standing around.Fourspaces 09:49 1 march 2006(GMT)
  4. Spam - Dont give it away. Personal question: Are you deliberately trying to break each and every one of the Suggestion Do's and Do nots, one after the other? --Grim s 09:47, 1 March 2006 (GMT)
  5. Kill zombies have already two very effecient ways of healing themselves. and it's not like health has a lot of meaning for zombies to start with.--Vista 11:32, 1 March 2006 (GMT)
  6. Kill - there is no such thing as a free lunch--Bermudez 13:17, 1 March 2006 (GMT)
  7. Kill - It's too easy. There's not even an AP cost. --John Ember 14:27, 1 March 2006 (GMT)
  8. Kill - Good grief - how many "Zombies eat dead bodies to gain HP" suggestions do we have to have???? If this isn't already in the "frequent suggestions we can do without" list, it should be. --Norcross 15:23, 1 March 2006 (GMT)
  9. Kill - Too much reward for too little effort (actually, no effort - you just have to stand there...). --Blahblahblah 15:24, 1 March 2006 (GMT)
  10. Spam - Dammit, Nam. Just look at the suggestions archives and you rcould KNOW this would have died, so why did you suggest it? COrpses as FAKS will NEVER pass. EVER. --Jak Rhee 16:03, 1 March 2006 (GMT)
  11. Spam/Dupe/Kill/What The Hell Is Wrong With You People - someone needs to put this general idea in Frequently Suggested, if it isn't already. --Arcibi 16:50, 1 March 2006 (GMT)
  12. Spam - One of the more broken "Zombies eat Bodies" suggestions I've seen. Timid Dan 19:09, 1 March 2006 (GMT)
  13. Kill - The name of your skill has promise. The rest of it does not. I thought there might be some sort of survivor bite attack. I would like a survivor bite attack that does zero damage and 50 people see, regardless, this is a bad suggestion. -Banana Bear4 19:49, 1 March 2006 (GMT)
  14. Spam - du da di di di du du da du da du da --hagnat talk 19:56, 1 March 2006 (GMT)
  15. Kill - Oh Nam. --WibbleBRAINS 20:25, 1 March 2006 (GMT)
  16. Keep - 5 HP/Hour/Corpse.. I do believe his idea was very specific.. yes it doesn't cost the zombie any AP to do.. but these sort of ideas get shot down because 'zombies AP are prescious, don't touch my AP', etc. You can't have it both ways people, zombies eat the dead in movies.. shouldn't there be a skill that reflects this. Even if it gets suggested 100 times it is a very specific part of the genre, sooner or later someone is going to get the perfect (or less annoying solution). In this instance, you don't get something for nothing. You don't even get the 5 HP until an hour has passed (presumably after you logged out). So far as zombie behavior goes, your zombie just killed a fresh warm human: Why isn't he going to stay and enjoy his meal? Is there something else in Malton more important than this fresh body? A prerequisite for this benefit should probably be: Digestion, just to limit it so a brand new zed doesn't get to eat your prescious character before he chooses and buys this skill. --MrAushvitz 13:52, 1 March 2006 (GMT)
  17. Spam - This idea is in Frequently suggested. Goodbye, idea. Bentley Foss 05:02, 2 March 2006 (GMT)
  18. Spam - Another free heal by eating corpses for zombies. YAWN. -Kraxxis 16:18, 3 Mar 2006 (GMT)
  19. Kill — What's a "cannabil"? — Bartle 21:50, 3 March 2006 (GMT)
  20. Kill Immoratillty isn't enough for you already?--DicktheTech 16:58, 8 March 2006 (GMT)
    • Tally - 2 Keep, 11 Kill, 7 Spam --06:12, 27 March 2006 (BST)

Motion Sensitivity

Timestamp: 15:04, 1 March 2006 (GMT)
Type: Skill
Scope: Zombies
Description: The zombie is able to sense large amounts of movement from a distance even without line of sight, perhaps by sensing vibrations in the air or ground. Here's what Motion Sensitivity would do: If the zombie is outdoors and combat occurs has occured outdoors in one of the squares directly out of their view (2 spaces away) in the past 30 seconds the zombie gets a message "You sense activity 2w." Only combat causes enough movement for this ability to sense (attacking barricades does not count as combat). If combat occured more than thirty seconds ago the zombie does not get a message, the zombie doesn't remember for that long. The thirty second limitation is designed to prevent massive spam, otherwise you'd get tons of useless messages every time you log in. But this skill would be useful, imagine the following scenario:

BubDZombie is busy attacking the barricades of a police station and has no particular plans to do anything else that day. Suddenly he senses activity two north. That likely means that a survivor came out and is attacking a zombie. BubDZombie wanders there and sure enough finds MaltonDude chopping at a zombie with an axe. They get in a duel, Bub manages to infect MaltonDude, MaltonDude blasts Bub with a shotgun several times and manages to headshot him. Bub stands back up and takes another swipe at MaltonDude. MaltonDude now is feeling the pain of his infection and runs away. Both characters get the excitement of active back and forth combat.

This skill would make going outside and fighting more dangerous for survivors, it follows the general idea of zombie movies that making a lot of commotion outside can draw more zombies to you. It'd add a thrill of excitement to the game and a lot of the time for survivors there wouldn't be an active zombie within 2 spaces anyway so this would once in a while cause them to encounter an active enemy. Good fun for everyone.

Votes

  1. Kill This one is ALMOST perfect. 30 seconds is a bit too short a time frame when you take into account people who may be doign other thigns while playing (if I wait between turns to take a few bites of delicious sammich I could miss the notification.. or if I went to the bath room). Resubmit with a longer time limit, like 1 minute, and I'll vote Keep --Jak Rhee 15:59, 1 March 2006 (GMT)
    • Re I think a shorter time limit actually makes it more useful. It means that the person is active right then, if it has a two minute limit then by the time you get there the person might be gone and you'll have wasted 2AP going. Anyway, the time limit if it's 30 seconds or a minute is a small detail that could work many ways. Change your vote to keep and I'll put in the suggestion notes that some people suggested a longer time limit. --Jon Pyre 17:02, 1 March 2006 (GMT)
  2. Keep Like the general idea. *Maybe* if you redefine the idea as Commotion Activity I'll keep. i.e. the zombies can only sense attacks against the living, or living dead, not just any movement activity including DNA extractions. Probably quite hard to implement. Don D Crummitt 16:09, 1 March 2006 (GMT)
    • re It can only sense combat. DNA extractor doesn't count. --Jon Pyre 17:04, 1 March 2006 (GMT)
    • re Kept! I'd like to see more "live" combat action rather than the usual "kill the Z who's not logged on" shennanigans. Don D Crummitt 17:10, 1 March 2006 (GMT)
  3. Keep - I'd like to have at least in the latest 2 minutes, but that's still ok --McArrowni W! 16:36, 1 March 2006 (GMT)
  4. Keep - I'm a big fan of real time combat - my favorite game experiences have come from encounters with others on line at the same time. I'd like something a little more than 30 seconds - 1 minute or 2 would be o.k. by me, but 30 seconds still gets my keep. --Blahblahblah 18:06, 1 March 2006 (GMT)
  5. Keep - This is fun and good. The time limit issue can be worked out later. I do feel sad for all those non-Scientist newbies who try to hack at some zombie only to find some high-level zombie came out to play. --Ralav 19:02, 1 March 2006 (GMT)
  6. Keep - Much better than shooting/biting a sitting duck. -hagnat talk 20:02, 1 March 2006 (GMT)
  7. Keep can be cool that evry zeb come to me so i dont need to track them down. Unsigned vote. --Pinpoint 20:33, 1 March 2006 (GMT)
  8. Keep - This would increase the chance of combat between online players, but zombies will have to learn not to let it distract them in sieges. --WibbleBRAINS 20:34, 1 March 2006 (GMT)
  9. Keep - IF it only showed the most recent movement, this would also prevent spam and could be used just as effectivly without having to use timers(timers increase server load and generally suck as people like moi like to play urban dead while watching TV ect), the only con is that it would become pointless on your 1stlogin. --Xbehave 21:21, 1 March 2006 (GMT)
  10. Keep - Not only are you right about exactly how it should be used, I'm amazed noone ever thought of it before. Makes a LOT of sense, active zombies are ones that are paying attention or just got an 'idea' to do something today. So if some human is making a lot of noise and swearing at his bad aim, and getting his blood a pumping. that should attract active zombies in the immediate area. 5 star idea! Additionally it increases the chance that your character may be attacked by more than 1 zombie, eventually, in which case you have to remember which safehouses you're going to be running for NOW! As it should be, more players may play zombies for longer.. --MrAushvitz 13:52, 1 March 2006 (GMT)
  11. Keep - The best battles are when your life is on the line, and if they can see you, then there will be more of these 'epic' battles --Private Chineselegolas RAF 01:53, 2 March 2006 (GMT)
  12. Kill - What is it with you people today? Are you just voting "Keep" on every single idea, bar none? Look, "multiple players online at the same time" situations are rare, and therefore exciting. We don't need some bizarro skill to help tell us whether someone is online at the same time so we can go mess with them. Bentley Foss 05:06, 2 March 2006 (GMT)
  13. Kill -Bentley is right, (how I miss the days that people whould quote me also as I discussed a suggestion...) it's a turn based game were most of the time people are offline I know it isn't as glamerous as real time combat, but this just isn't made with that in mind. Learn to live with it.--Vista 01:22, 3 March 2006 (GMT)
  14. Keep - Why shouldn't we want more live one-on-one? "If man was meant to fly, he'd have been born with wings"? Don't kid me. This idea makes the game more fun. --El Fideo 09:00, 3 March 2006 (GMT)
  15. Keep - I rarely vote keep on anything. This encourages combat. -Kraxxis 16:22, 3 Mar 2006 (GMT)
  16. Keep - Nice idea. Bentley and Vista were voting 'kill' for firm grasp for exactly the opposite reason, so I can't help but suspect some degree of partiality here. -Strapon Bev 12:02, 4 Mar 2006 (GMT)
    • Re I think they were voting agains the AP drain (which is why I voted against it too). This suggestion doesn't make zombies more powerful in combat, it just makes live combat more likely. --Jon Pyre 16:27, 4 March 2006 (GMT)
  17. Keep - It's a great idea, the active combat is very edgy and are all memorable to me, but30 seconds is too short, go for 2 or 3 mins!--DicktheTech 16:58, 8 March 2006 (GMT)
  18. Keep - YAY! We need more active combat. A minute would probably be the best time frame, but 30 seconds to prevent spam seems good, too... -- Tereseth 1:19, 12 MAR 2006 (GMT)
    • Tally - 14 Keep, 3 Kill, 0 Spam --06:10, 27 March 2006 (BST)

Adrenaline Syringe

Timestamp: 15:14 PM, 1 March 2006 (EST)
Type: AP Increase
Scope: Survivors
Description: This attacks the "50 AP isnt enough" statements. after optaining the lab experiance skill while being able to make Revive Syringes after making X amount of those syringes (10-20) you are then given an option to make an adrenaline syringe at the cost of 5 AP you can make a syringe that when injected into A)yourself or B)your friends.

you then are given 10AP for each syringe injected into you (which is only really 5APs when you think about it). the standard 50APs perday still applies meaning if you already have the maximum of the 50APs awarded to you and you try and injected yourself with a syringe you waste it or your name is removed from the people able to be injected this applies until youve dropped 10APs and then your name is inserted back into the list

ive had an idea about zombies but i cant figure out how to incorporate the syringe into the zombie character classes the only way i can see is if after your attacked by a zombie and killed you can fall on the syringe(if in posestion of one)like text comes up and says "while falling you landed on your Adrenaline Syringe and can feel the energy pump into your body" and then you wouldnt have to spend any AP to get up unless headshot then youd have to spend 5AP to get up

Votes

  1. Kill - No AP tweaking. --Cybrgrl 20:39, 1 March 2006 (GMT)
  2. Kill - 10AP is a 20% increase in your playing day. Imagine if 10 busy NecroTechs save up a shedload of these and inject them into the active guys in the building as their AP is draining down. Zombies wouldn't have a chance. --WibbleBRAINS 20:47, 1 March 2006 (GMT)
  3. Kill - There are so many things broken with this suggestion that it makes the baby zombie jesus cry. No free AP/bonuses, no auto-triggered events involving falling on syringes. - Timid Dan 20:49, 1 March 2006 (GMT)
  4. Spam - Net result is perpetually free AP. A survivor will spend a couple days to make 20 of them, then be able to do 200 AP worth of travel and combat on the third day. He'll just wait till his AP hits 40 or below, then inject the next hit. That doesn't even consider the group dynamics that Wibble mentions. Spam spam spam. --John Ember 20:52, 1 March 2006 (GMT)
  5. Spam -Banana Bear4 20:57, 1 March 2006 (GMT)
  6. Spam - Infinity loop resulting in infinite APs (provided you have the means to use the IP hits that come with it, which many do). Also even if only useable once per day, it would STILL be broken. Finally, the base idea behind it has been done by the whole freaking SERIES of energy drink suggestions (which might actually work). --McArrowni W! 21:01, 1 March 2006 (GMT)
  7. Spam Far more unbalanced than my energy drinks. AllStarZ 21:06, 1 March 2006 (GMT)
  8. Spam 50AP is a limit people live with it! Xbehave 21:20, 1 March 2006 (GMT)
  9. Spam The sky is the lim... OUCH! who put a roof on the sky ? --hagnat talk 21:23, 1 March 2006 (GMT)
  10. Spam - Too damn easy to hord, never a good idea to give instant AP, overpowered, shall I go on? Velkrin 21:27, 1 March 2006 (GMT)
  11. Kill - Infinity loop.. no good. For "don't touch AP" people - read the FAQ. Kevan say's there that he's open to the idea and that he may have some plans to do so in the future - why are you closed to it? --Blahblahblah 21:41, 1 March 2006 (GMT)
  12. Kill - Stuff this one with Spam and then Headshoot it. --Norcross 21:48, 1 March 2006 (GMT)
  13. Kill - Yes, even I didn't vote for this one. The human body can only take so much adrenaline before your heart would explode, killing you faster than you can think 'Oh sh..' BUT adrenaline can speed you up and make you 'ignore' pain to some degree (a severed arm is still severed), but your body sacrifices your immune system for a few hours to save your a$$ from getting killed right NOW! A better way to have this effect (per se) is it would be a "Pump" to your hand to hand combat giving you +5% to hit, and giving you back 5 AP (but not over your max. AP). BUT the drawback is for each adrenaline injection you used you'd be 5x more susceptible to infection.. and your character wouldn't get back any AP for 1 hour per syringe used. Your character couldn't use more than 3 of these a day (or DIE). So you make these syringes to hold onto for some psycho combat buzz when you need it.. but coming down will be a drag, better hope a zombie doesn't hear your combat. --MrAushvitz 15:01, 1 March 2006 (GMT)
  14. Kill - Too overpowered. I do believe there may be some hope, though, but as it is, it is essentialy an AP bank - store up some AP now, reap it back with interest later. It shouldn't give so much AP, it should be expensive to use - say, cause 20 HP damage. It should not be infinitely usable - limit how many you can use per day without dying. I don't think AP is a holy object never to be touched - and Kevan's own statements agree with this. Besides, Sacred Cows make the best hamburgers... --Reverend Loki 22:26, 1 March 2006 (GMT)
  15. Spam - Irretriavably broken. Massivly unbalancing, and really just a stupid idea. --Grim s 22:58, 1 March 2006 (GMT)
  16. Kill - I so barely stopped myself from hitting Spam on this one. Are you fucking insane? That's 5 AP absolutely positively free. That's five AP to do whatever the hell you want in a Necrotech building. Want to manufacture five billion syringes? Well, work your AP right and you can do it, with the ADRENALINE SYRINGE! Want to search until you find those syringes, plus a GPS unit and a DNA scanner? Well, with the ADRENALINE SYRINGE, you can! Want to search for a book, and then read until you've picked up 10000 XP? Well, you need two things: patience, and the ADRENALINE SYRINGE! No, no, no, no, no, no. This is one of the stupidest fucking things I have heard on this page, and that is saying quite a bit. --Snikers 23:09, 1 March 2006 (GMT)
  17. Kill - I agree with everyone that it is broken, and for most of the same reasons, but I must say that even MrAushvitz's fix would not work. If injecting someone with 4 of them would cause death, can you say instakill? As is, can you say zerging accounts out the wazoo to get these for a main account and then they just run around killing, looting, rapine and pillaging? Plus, how would you know how many sringes a char had made. I see violations of the standard game mechanics here. The method for gaining new abilities is through XP, not through doing an action over and over, although doing an action repeatedly will often generate xp. Overall, this appears broken and overpowered.Rockphed 23:27, 1 March 2006 (GMT)
  18. Kill - leave your AP alone is one of the rule for suggestions, if you had read them--Bermudez 23:37, 1 March 2006 (GMT)
  19. Spam - Even with the hit cap of 300 server hits per character. that's still an assload of AP. - CthulhuFhtagn 00:16, 2 March 2006 (GMT)
  20. Kill - Go. Read. Learn. Bentley Foss 05:10, 2 March 2006 (GMT)
  21. Spam - The reason we have that in do's and don'ts is because it's so incredible hard to come up with a suggestion that ranks above spam on this subject and that so many people who've got no clue how unbalancing it is yet try. If somebody should ever stumble accross a good workable version of it (he needs to log enourmous time in that too, just ask allstarZ, who came closest to a workable version) we'd respond as we did with the workable submachine gun suggestion. In awe. In the mean time all the broken suggestion like this one are just spam unfortuneatly--Vista 01:31, 3 March 2006 (GMT)
  22. Spam - Hoarde the syringes, mateys! We've got a long fight ahead of us! Man the barricades!.... okay, what I meant was hoarding adrenaline syringes to outlast zombies is basically 10 extra AP for barricading. -Kraxxis 16:25, 3 Mar 2006 (GMT)
  23. Kill - No go!--DicktheTech 16:58, 8 March 2006 (GMT)
  24. Kill - M-M-M-Monster KilL! Unbalanced skills, no go! -- Tereseth 1:36, 12 MAR 2006 (GMT)
    • Tally - 0 Keep, 13 Kill, 11 Spam --06:09, 27 March 2006 (BST)

Rest in Peace

Timestamp: 21:40, 1 March 2006 (GMT)
Type: Skill
Scope: Zombies ONLY
Description: This skill would follow "ankle grab" in the Zombie Skill Tree. Prerequisite : Zombie level 10. Cost : 100xp

As the war continues, scientists are discovering that zombies continue to evolve. Some zombies exibiting increased mobility appear to have gained additional reserves of energy after periods of complete rest and inactivity following "deactivation" via excessive physical trauma.

Zombies who possess this skill continue to gain AP while at rest as a dead body until reaching a maximum of 55 AP rather than the usual 50 AP. If the zombie stands prior to achieving the full 55 AP, they will not gain additional AP until they have dropped below 50 (AP timer resets when they hit 49 or below AP through actions).

This skill does not change the rate of AP regeneration, only changes the maximum attainable AP under certain specific conditions.

This skill does NOT stack with other skills that increase the AP maximum. It does NOT apply to survivors that have been revived... revived bodies waiting to stand as a human have a maximum of 50 AP.

I was directly inspired by "Travels Light".

Votes

  1. Keep - Author vote. Timid Dan 21:40, 1 March 2006 (GMT)
  2. Keep - Excellent. By jove, I think he's got it! You can get over your regular 50 AP limit by just staying down. Awakened, 'fresh face to the world.' Works for me, the more powerful zombies are capable of beating a$$ just a bit longer. It does have a balenced limit, you have to be a zombie on the ground (hmm.. this location is extremely heavily barricaded and the lights are on, perhaps if I end my turn here I might find myself killed. Or perhaps yonder police station or mall may find me a suitable attacker.) And LOOK, he wrote a level requirement of level 10, so not every zombie will have this skill.. just ones who've been at it for some time. --MrAushvitz 15:09, 1 March 2006 (GMT)
  3. Kill A nerf of headshot, this would give headshotted zombies an extra 5 AP to stand up with letting them get up with 49AP remaining. --Jon Pyre 22:17, 1 March 2006 (GMT)
    • Re: If they're headshot, they've got to stay down an extra 2.5 hours to get those 5 AP... no different if you stood up 2.5 hours earlier and stood still to get back up to 50. Headshot still hurts, you're still getting an AP hit each time you stand up. Timid Dan 22:57, 1 March 2006 (GMT)
  4. Dupe AP Overcharge. Kill What the others have said. --mikm W! 22:32, 1 March 2006 (GMT)
    • Re: - I dunno. The implementation I'm proposing makes this a skill rather than a balance change, it is slightly more moderate to the gain (5 AP max here, up to 6 there), and it actually is a slight benefit if the Zombie isn't headshot. Timid Dan 23:02, 1 March 2006 (GMT)
      • Re: I suppose there it is different enough. Changed to a kill --mikm W! 00:13, 2 March 2006 (GMT)
  5. Keep - What's with these balanced AP-related suggestions lately? Keep this up, it'll confuse the Spam-happy trigger fingers... --Reverend Loki 22:34, 1 March 2006 (GMT)
  6. Kill -- It does nerf headshot, if the zed waits they compleatly negate the fact the were ever headshot. Please no more AP suggestions, they are ok but are kinda weak or cheap in some way.--Kirk Howell 22:51, 1 March 2006 (GMT)
  7. Keep - Helps with the barricading AP imbalance. Zeds can now smash against futilely five extra times! --John Ember 01:17, 2 March 2006 (GMT)
  8. Kill - Don't tweak with AP... 50 AP is more than enough to do stuff. If you want an extra 5 AP wait for two and a half hours and you will get it. --TheBigT 02:21, 2 March 2006 (GMT)
  9. Keep - This doesn't pull bonus APs from out of a magic hat, unless you are a rather inactive player. It only allows you to store up some more. And Kevan said he'd eventually do such skills, so this seems okish as far as that goes. --McArrowni W! 02:48, 2 March 2006 (GMT)
  10. Keep - Makes up for the battery effect that firearms have for humans. --Cinnibar 02:51, 2 March 2006 (GMT)
  11. Keep --hagnat talk 03:49, 2 March 2006 (GMT)
  12. Keep - Mostly because people are dumb enough to vote kill because this "nerfs headshot." No, no it doesn't. --Sindai 04:31, 2 March 2006 (GMT)
  13. Kill - Go. Read. Learn. Bentley Foss 05:14, 2 March 2006 (GMT)
    • Re - I did read. It says quite explicitly not to mess with the rate of AP gain. This skill does not change the rate of AP gain. From the FAQ : "There may eventually be character skills which modify the maximum AP". That's all this skill does. Timid Dan 15:16, 2 March 2006 (GMT)
    • Re - Jeez. Get over the dogma already and starting judging suggestions by their own merits already. If you don't like this particular one, fine, please say why. It's silly to just hate everything involving AP on principle. We made those dos and don'ts ourselves, remember?--'STER-Talk-Mod 21:11, 2 March 2006 (GMT)
  14. Keep - Hey Bentley, why don't you go read where it says Kevan is open to suggestions for messing with AP. Someone help me here and find out where that is. I know I've seen it. As for the suggestion, I like it. Doesn't really change, just gives high level zombies a small edge. --Pinpoint 05:49, 2 March 2006 (GMT)
  15. Keep I love it. It helps to counter a head shot by just laying down for an extra 2.5 horus. - --ramby T--W! - SGP 15:25, 2 March 2006 (GMT)
  16. Keep - What happened to my vote? Oh well. Still a keep. Excellent idea. --Brizth W! 15:51, 2 March 2006 (GMT)
  17. Keep - Nice way to balance the AP deficit vs. barricades. --Dickie Fux 16:10, 2 March 2006 (GMT)
  18. Keep - I love it, I really hope that this is implemented. -- Norminator 2 21:07, 2 March 2006 (GMT)
  19. Keep - Why two Ap suggestions that work now, when none ever have before...?--'STER-Talk-Mod 21:11, 2 March 2006 (GMT)
  20. Kill Keep - What happened to all the "Don't mess with AP"/"Cause it's only for one side" people? I love the hypocrisy - it goes great with toast and jam. I think this one's good - headshot still removes the AP, so to me it doesn't nerf it too much - it still sucks to lose the 5, and it's not much different than standing up and chilling for a few hours while it raises to 50. --Blahblahblah 22:12, 2 March 2006 (GMT) Yoink! - Kraxxis pointed out a big abuse potential. Changed vote to Kill. --Blahblahblah 22:25, 3 March 2006 (GMT)
    • Tally: 14 Keep, 6 Kill, 0 Spam/Dupe, 20 Total --Dickie Fux 22:40, 2 March 2006 (GMT)
  21. Dupe I'll find the link tomorrow. this was suggested immidiatly after the headshot change also.--Vista 01:34, 3 March 2006 (GMT)
  22. Kill/Change - No going over 50 AP. I'd just get my friends to kill me every night so I can stand up at full health and 54 AP the next day. Whoopidee-doo! 4 extra AP every day if I conserve. -Kraxxis 16:29, 3 Mar 2006 (GMT)
    • Re - It's not an extra 4 AP a day, you only get 48 ap a day (2 per hour), if you want to store an extra 4-5 ap, you still need to rest an extra 2.5 hours for it. You'd only be able to stand every 29 hours, which is significantly longer than a day. And how many AP did your friend burn knocking you down? 25? 30? The zerger arguement wouldn't carry either, as zergers wouldn't waste 30 AP with one character to store an extra 4 AP temporarily. Timid Dan 17:30, 4 March 2006 (GMT)
  23. Keep - I don't like this skill much, but I'm voting 'keep' because I'm fed up to the back teeth with the hypocrisy of human UD players objecting to AP changes for zombies whilst lapping up the AP change headshot makes. -- Strapon Bev 12:07, 4 March 2006 (GMT)
  24. Kill - Just as bad as the adreline syringe, LEAVE THE AP ALONE!--DicktheTech 16:58, 8 March 2006 (GMT)
  25. Keep - This is a perfect way to balance headshot without nerfing it. As pointed out above, you need to be level ten, which is also needed for headshot, and it gives you a chance to gain enough ap to counteract it exactly. Headshot will still hurt weak zombies, but SOME high level zombies will be able to get in another hit or two per session. To those like DicktheTech above (OBVIOUSLY a survivor player), if the AP were to be left alone, neither HEADSHOT nor ANKLE GRAB would have been implemented. THE AP HAS NEVER BEEN LEFT ALONE, EVEN BY KEVAN!!! Please implement this suggestion. -- Tereseth 0:35, 12 MAR 2006 (GMT)
    • Tally - 16 Keep, 6 Kill, 1 Dupe --06:08, 27 March 2006 (BST)

Bury The Dead

Timestamp: 23:50, 1 March 2006 (GMT)
Type: Skill+ Item
Scope: Zombie Hunters
Description: Because this is a zombie hunter skill you must be lvl 10 or higher to use it And must also have the item shovel with is described at the end

The skill description when buying will be the following-

Bury The Dead- You have the ability to put the dead the rest by putting them into the ground hindering thier progress to feast on the living (requires shovel)

What this means is that anybody with this skill and a shovel has the ability to sacrafice 1 ap to bury a zombie(aka Dead Body) by clicking on the item shovel in his inventory. The zombie once buried has to use 2ap to crawl out of the grave. This can only happen OUTDOORS

To find a shovel you must go to a graveyard and search. YOu have a 10% of finding one per search

If not found- You search the graveyard but only find death Found- Lying near a large crypt you find a shovel

Before you vote look at my balacing Skill for zombies below

Votes

  1. Keep- Author Keep remember you can only bury dead bodies not live standing zombies Drogmir 23:50, 1 March 2006 (GMT)
  2. Spam - It's been suggested before. It was completely fucking retarded then, and it's completely fucking retarded now. - CthulhuFhtagn 00:11, 2 March 2006 (GMT)
  3. Spam - Whee, now it costs between 8 and 17 ap for a headshot zombie to stand up again! This idea is horrible beyond anything i have ever seen, except the trash tranhanam comes up with. --Grim s 00:28, 2 March 2006 (GMT)
  4. Kill - 17 AP for newbie zombies to stand up is a quick way to lose players --McArrowni W! 00:33, 2 March 2006 (GMT)
  5. Kill - What McArrowni said. Feh. Annoying and boring.--Fred Dullard 00:40, 2 March 2006 (GMT)
  6. Kill - It's actually a great idea flavor-wise -- why isn't anything being done about the hundreds of corpses all over Malton? -- but the effect is too extreme. Unfortunately you can't link suggestions together as you're trying to do. --John Ember 00:42, 2 March 2006 (GMT)
  7. Spam - Can't link suggestions to other suggestions --Cinnibar 02:53, 2 March 2006 (GMT)
  8. Spam - There are good ideas, bad ideas, and ideas like this. Perhaps next you should suggest a skill which allows Hunters to steal food from the zombie's fridge. Velkrin 03:56, 2 March 2006 (GMT)
  9. Kill - Headshot is sufficient. We don't need to tack an extra 2 AP onto a zombie's standup costs. Bentley Foss 05:16, 2 March 2006 (GMT)
  10. Spam - BananaBear strikes you with a rolled up newspaper for 0 damage, you learn your lesson. -Banana Bear4 07:40, 2 March 2006 (GMT)
  11. Spam - 15 APs to stand up is enough. And please, don't link the suggestions. --Brizth W! 15:19, 2 March 2006 (GMT)
  12. Spam - Ridiculous. Timid Dan 15:20, 2 March 2006 (GMT)
  13. Kill - It should take lots of AP to burry a body. 10, at least. And it should be a two parter - Dig Grave, Burry Body. --Cybrgrl 19:37, 2 March 2006 (GMT)
  14. Kill - The greatest part of this suggestion is that the game, when listing dead bodies, doesn't discriminate between slain survivors, temporarily dead zombies, and revived survivors waiting to stand up. This means you could accidentally bury someone alive. Wonderful. -Jackdaw 21:51, 2 March 2006 (GMT)
  15. Spam - Spam 4 teh win --hagnat talk 00:34, 3 March 2006 (GMT)
  16. Spam - Lets not and say we did.--Vista 01:36, 3 March 2006 (GMT)
  17. Spam - You forgot to add the tombstone and daisy search probabilities, because hey, the zombie was once a person! Oh, who am I kidding. CthulhuFhtagn for teh win. -Kraxxis 16:33, 3 Mar 2006 (GMT)
  18. Kill - Really, really bad! Why would you do that? I mean do you just want to fight Survivors?--DicktheTech 16:58, 8 March 2006 (GMT)
    • Tally - 1 Keep, 7 Kill, 10 Spam --06:06, 27 March 2006 (BST)

Strengthened Fingers

Spaminated 7 spam/ 2kill/ 1 keep. the bigggest consern from what I could see from the votes was that it was a counter-skill to a skill not yet in game. --ramby T--W! - SGP 06:36, 2 March 2006 (GMT)