Suggestions/21st-Jun-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
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Triage: A Time Saving Skill for Doctors

Timestamp: 04:20, 21 June 2006 (BST)
Type: Skill, Improvement
Scope: Survivors
Description: It can be hard to find injured people to heal in a crowded building, even in smaller safehouses with less than 50 people. This is an idea to help locate these people more quickly.

Triage would be a subskill of Diagnosis. A doctor with this skill is better at singling out those in need of medical assistance. When in a room with one or more injured suvivors their interface would have a new "Heal" button next to a drop-down menu displaying only those survivors that are injured along with their health. It'd look like this.

MaltonDude(46)
DuneEqualsArrakis(23)
ScaredyCat(52)
etc...

Clicking heal would use up one first-aid kit in your inventory and target the selected survivor. If you don't have a first-aid kit and heal you'd lose an AP and get a message "You have nothing to heal them with." This skill would simply exist to increase the convenience of the player. It doesn't unbalance the game because it doesn't save the player AP or allow them to heal more. It just means less minutes poring through lists of names, letting you finish up your turns and enjoy the outside. This would be a welcome improvement and save thousands of players a great deal of time.

Votes

  1. Keep Author vote. I hope nobody votes kill for game balance reasons. Game balance is maintained through AP, not through wasting a person's time. This doesn't make anyone more powerful, it just saves time. Saving time is good, right? --Jon Pyre 04:20, 21 June 2006 (BST)
  2. Keep - Hell yes. --Mookiemookie 04:23, 21 June 2006 (BST)
  3. Keep - I like it.--Pesatyel 04:30, 21 June 2006 (BST)
  4. Keep - Simple and useful. –Bob Hammero TW!P! 04:36, 21 June 2006 (BST)
  5. Keep - An excellent utility. And not completely possible through FF extensions due to room list limit. --Shades of Grey 04:46, 21 June 2006 (BST)
  6. Kill - It only takes a few seconds to find it manually. Do it that way. Sonny Corleone WTF 04:57, 21 June 2006 (BST)
  7. Keep - would be used by PKers, but still a useful skill --Gage 04:58, 21 June 2006 (BST)
    • Re Well, of course it'll be used by PKers. But PKers also use firearms skills. It's better to save everyone's time, including the PKers, than waste everybody's time just to spite a minority. --Jon Pyre 05:15, 21 June 2006 (BST)
  8. Kill - In a break in, especially of a building with a very large number of people, time is absolutely essential for zombies to have a chance. What you are proposing is that any active doctor knows instantly who is injured and can heal them all very quickly and efficiently. When zombies are trying to kill them, this amounts to yet another balance change, and near invincibility for all in a powered mall when a docter character is online. Fuck no. --Grim s-Mod U! 05:00, 21 June 2006 (BST)
    • Re This is not a live action game. One guy getting saved once in a blue moon is a small price to pay for the thousands of minutes that would be saved daily between all the people healing people in barricaded buildings with no zombies inside. That doctor would just barricade up , and since zombies often target the first person listed the person being currently attacked would get healed anyway. This is to find the people way down in the list. And Kevan can always implement the Heal button to only appear if there are injured survivors present AND no zombies in the room. Don't make me resuggest this for a minor point. --Jon Pyre 05:10, 21 June 2006 (BST)
      • Re - Multiply by a billion and you have a mall seige situation, where there are dozens, if not scores of people online at any given time (Hence the reason why the barricades fly back up after 5 minutes, tops). The situation is not rare at all. In fact, it is a painfully regular occurance. And no. Zombies dont always pick that. With the RRF while i was still running with it we all picked a seperate target in the lineup so we could capitalise on our tangling grasp bonus. Seeing as how you have no clue at all about zombie metagame, and your "points" conflict absolutely with the experiences ive had in the seiges of Nichols, Giddings, Ackland, Calvert, Caiger, Hildebrand, Woodroffe and another mall whos name i cannot recall at present (The one in Pimbank), im going to go out on a limb and suggest that you have never tackled a mall from the zombie side to know what the situation is like. Get to know both sides of the game before you make such radical suggestions. Combine the powered search bonus for FAK's and you make mall invincible with this skill as it stands. --Grim s-Mod U! 05:44, 21 June 2006 (BST)
    • Re Actually for a while my alt was camping outside of Tynte and regularly feeding on the survivors inside. In about two months of eating the residents I only entered into live combat twice. I never had someone healed under my nose. --Jon Pyre 06:12, 21 June 2006 (BST)
      • Re - Thats great and all, and i wish you luck, but a single or small pack of ferals breaking into a mall does not a seige make. When there are a couple of hundred hungry zombies of a recognised horde assaulting a building, you have all the people in the surrounding buildings making sweeps through the malls, roughly 50% increase in population in the mall itself, and people logging in regularly to check up on the status of the mall. What you are describing is a tiny nuisance force that doesnt meet the threat level required to panic survivors into action. Honestly, the best thing you could do is resubmit the skill so that it doesnt work when zombies are inside or the doors are open (Rationale being that the extra speed with which you assess the patients is due to you not having to watch the doors or defend yourself from zombies). This would completely strip it from live combat, and thus remove its invulnerability through superior healing factor. --Grim s-Mod U! 10:06, 21 June 2006 (BST)
  9. Keep - It's a good game adittion, and it doesn't render the survivors on a mall invincible as Grim S said. Someday you will step at Caiger Grim, don't rush, don't rush... --Matthew Fahrenheit 05:51, 21 June 2006 (BST)
  10. Kill - Sorry, but Grim s is absolutely right. Also, if suggesting that doctors can save time healing, why not save zombies time killing? They operate on a very critical window of time, after all. --Vuredel 06:14, 21 June 2006 (BST)
    • Re: See the below suggestion. --Jon Pyre 06:15, 21 June 2006 (BST)
  11. Kill - So if it's just a time-saving utility change, why are you making it a skill? Isn't that a tacit acknowledgment that it provides a very significant game advantage? I like the idea, where you went wrong imho (and inspired Grim's rant) is by adding new functionality - a "Heal" pulldown that automatically lists injured survivors. That's crazy overpowered. Resubmit this as an extension of Diagnosis's functionality, for example, all injured survivors are bolded in the room list, and I will vote Keep. It's still an advantage, but less overpowered because you must still find the lowest-health survivor and find their name manually in a FAK pulldown. I hope that might address Grim's concerns? --Rheingold 06:25, 21 June 2006 (BST). To clarify, it should still be a new skill of course. Rheingold.
    • Re Syringe manufacture is also a skill and it has an equal AP cost to searching. You're right though, this doesn't have to be a skill. Heck, it'd make sense as the base way healing works once you have diagnosis. It makes more sense than having a seperate pull-down menu for each FAK. But your idea is very good, I think I'll try suggesting that.--Jon Pyre 07:20, 21 June 2006 (BST)
  12. Keep - I like it. Makes things easier for mall survivors. --Ashnazg 0622, 21 June 2006 (GMT).
  13. Keep C'mon, guys! When you're in a building full of survivors, scanning the list or using ctrl+f is a real hassle. Besides which, scientists need help and it's not like they're going to heal as zombies attack. No one does that! They shoot and barricade- and if they don't have shooting or barricading skills, you've got a real rare bird on your hands. A rare bird who could use the XP. --Ron Burgundy 08:37, 21 June 2006 (BST)
  14. Kill - I prefer this one. It's much better I reckon. - Jedaz 10:09, 21 June 2006 (BST)
  15. Keep - I like it. --Preasure 10:20, 21 June 2006 (BST)
  16. Kill - I like this suggestion a lot better as it doesn't need a skill and also transfers to zombies. --Nob666 11:40, 21 June 2006 (BST)
  17. Keep - Excellent suggestion. Yes it helps survivors in large Mall seiges. But it's likely to be needed, the z/h balance has definatly changed of late, IMO. Put it as far up the skills tree as possible --Boxy 12:51, 21 June 2006 (BST)
  18. Keep - This time I'm not going to defend zombies, so it gets a keep from me. --Abi79 AB 13:16, 21 June 2006 (BST)
  19. Kill - I like it for 'lazy' reasons, but it will buff the Survivors a bit too much in case of a siege as stated above. The Colorization of wounded people through the FF extension is enough advantage already. (Even from a Roleplay kinda view: Doctors aren't Psychics,.. they have to search for wounded people.)--Vykos 13:35, 21 June 2006 (BST)
    • Re This still do have to search through the people on the pull-down menu. --Jon Pyre 15:34, 21 June 2006 (BST)
  20. Keep - if this doesn't make it, you can always use the development version of the UDToolbar, it makes a grid of names with HP values right next to the name and colorized for fast iding. also has a drop down menu that has fast selection for healing. --DJSMITHCDF 13:41, 21 June 2006 (BST)
  21. Keep - Nice idea. Maybe it could only present the option if you have a FAK? It seems silly to have the dropdown box there all the time. --Otware 14:17, 21 June 2006 (BST)
  22. Kill - This is a powerful feature and should cost more than 1 AP. Whether that's because it takes two steps (as in the "Help the Doctors" suggestion) or because the action simply costs a flat 2 AP doesn't matter to me. But the cost should reflect its value. This will help survivors recover from zombie attacks more quickly, especially in the most crowded safehouses (as Grim points out). --Ember MBR 14:49, 21 June 2006 (BST)
    • Re It seems pretty silly that a skill that may extremely rarely prevent zombies from killing a single person out of a building of several hundred is considered an overpowering buff. There isn't even a serious mall siege going on right now. This would save players time, thousands of minutes daily, which is far more important than a single life saved in an extremely hypothetical situation. --Jon Pyre 15:34, 21 June 2006 (BST)
      • Re - Live combat does happen, and it's not all that hard to find. Caiger is a sure bet but even in a reasonably full PD you're going to get active re-caders and healers. I have to agree with Grim, you may want to take your zombie character beyond the "feral" stage and participate in some organized raids. --Ember MBR 16:34, 21 June 2006 (BST)
  23. Kill-See Grim s.--ShadowScope 15:22, 21 June 2006 (BST)
      • Tally: 14 Keep, 9 Kill, 23 Total
  24. Kill - Because I like mine better. --Pinpoint 19:11, 21 June 2006 (BST)
  25. Kill - What Grim s said. Though from my viewpoint as a survivor I probably dislike this even more, because what you're talking about would dull some of the most hair-raising experiences in the game. --einexile 19:16, 21 June 2006 (BST)
  26. Kill - Because saving yourself a click on a scrolldown menu and some thinking time does not a make skill.Nubis 21:10, 21 June 2006 (BST)
  27. Kill - It's no good as skill, because it does nothing usefull. I won't complain about balance, because I think that the same thing could be done with a third party browser extension. --Niilomaan 21:34, 21 June 2006 (BST)
  28. Keep - You people are kidding right? Please tell me you're kidding. You've recently been gifted a huge advantage for enormous sieges and you're shooting something that will VASTLY help with player frustration down because it goes a small way towards helping survivors out in those same enormous sieges?--'STER-Talk-ModP! 22:19, 21 June 2006 (BST)
  29. Keep I see people... they have 50 HP... This lets me know if I can heal him without checking every gaddamn profile. An active with construction already ends a seigue, and a simple firefox extention already colors who is hurt.--TeksuraTalk 23:27, 21 June 2006 (BST)
  30. Kill - what Grim said. --hagnat mod 01:03, 22 June 2006 (BST)
  31. Keep Need I say why? HamsterNinja 02:49, 22 June 2006 (BST)
  32. Keep - I like it..time saver in the "now I don't have to pour over the names" sense. - Nicks 03:12, 22 June 2006 (BST)
  33. Keep - The other similar suggestions are okay. I prefer this one because it requires a skill. No "heal" button needed; for buying this skill, the FAK dropdown would show only the wounded. When there are none, it would show only self and barricades(as it does now for whatever reason). --Raystanwick 18:55, 22 June 2006 (BST)
  34. Keep - What everyone said. -- Mettaur 02:29, 24 June 2006 (BST)
  35. Keep - Although I think it should be made to only work if no Zombies are present. --Rozozag 22:40, 25 June 2006 (BST)
  36. Keep - same as Rozozag. -Kiltric 21:12, 29 June 2006 (EST)

Scent Death Addition

Withdrawn by author. While I feel the suggestion would have been useful despite other skills most felt it was redundant with Scent Blood and Diagnosis. --Jon Pyre 07:24, 21 June 2006 (BST)


Cannibal Instinct

Withdrawn by author for rewrite. General consensus is that it is too underpowered, and a dupe of previous suggestions. --Otware 20:30, 21 June 2006 (BST)


Kills/Revives Last Hour

Timestamp: 17:07, 21 June 2006 (BST)
Type: Game Stats
Scope: All Players, Kevan
Description: Like many players, I am interested in knowing the situation in Malton statistically. I think it would be great if we could see how many survivors and zombies were killed over the last hour, as well as how many zombies were revivified. (Naturally, the number of zombies killed is irrelevant, but would still be fun to see) It's an angle of the game we've never seen before, and would help us immediately in telling the effects of a new game addition, like Feeding Drag, or the effects of a new player campaign, such as the Big Bash. Kevan may already have something like this for his own use, but if not, it could help him out as well. The change to the Game Stats page might be as follows, changes in bold:
(Active characters are those that haven't idled out after five days, all above subsets
are subsets of active characters. Dead bodies include dead survivors and zombies, but
not revivifying corpses. The Zombie Hunter count does not include hunters who are
currently zombies themselves.)

Survivors killed in the last hour: XXX
Zombies killed in the last hour: XXX
Zombies revivified in the last hour: XXX

Players active in the last day: XXXXX
Players active in the last hour: XXXX
Total players in game history : XXXXXX

The only concern might be the server load this would cause. Someone with more knowledge of coding might have a better idea of how it would go down, but I would think a simple addition to a running total after each kill or revive wouldn't make too much difference. It's also conceivable that Kevan would have to differentiate between a "Survivor" death and a "Zombie" death in the game code, unless that's already done with the Headshot check. Each time the Game Stats are compiled, the three running totals would be incorporated in the Game Stats page, and the running totals would be reset to 0.

Votes

  1. Keep - Author vote. --Vuredel 17:07, 21 June 2006 (BST)
  2. Keep - Having a zmobiedeath++ and the like will increase server load by increasing the number of calculations required. In my opinion it would, however, be a moderate increase. So I say "Keep". –Xoid 17:15, 21 June 2006 (BST)
  3. Keep - A must for every statistics whore.. Would be a very cool add-on.--Vykos 17:27, 21 June 2006 (BST)
  4. Keep - Because of two reasons. Because it'd show who's winning. And because it always nice to vote when author has least thought if it's technically possible. --Niilomaan 17:52, 21 June 2006 (BST)
  5. Keep - Useful to see. I agree. --Marie 19:03, 21 June 2006 (BST)
  6. Keep - The amount of strain this would cause the server would be negligible compared to the benefit it would give players and Kevan. –Bob Hammero TW!P! 19:46, 21 June 2006 (BST)
  7. Keep - I like stats. --Otware 20:25, 21 June 2006 (BST)
  8. Keep - No reason why not --Mookiemookie 20:43, 21 June 2006 (BST)
  9. Keep - Why Not? --John Z. Delorean 21:05, 21 June 2006 (BST)
  10. Keep - can this also store and show the results from the last 24 hours? That would help determine the "peak" times of day for kills and revives. And it wouldn't add to server load any more than this suggestion does. --Rheingold 21:32, 21 June 2006 (BST).
    • Re - I was aiming for a degree of simplicity with this, as well as not cluttering up the Game Stats page too much. Showing each and every hour's kills would take up some serious page real estate; and, peak times aren't likely to ever change, relative to game population. --Vuredel 22:07, 21 June 2006 (BST)
      • Re This might be the best UD suggestion I've seen in a long time.. KEVAN!! ;) --Vykos 23:19, 21 June 2006 (BST)
  11. Keep-See above. We may finally see who is killing more people, Suriviors or Zombies!--ShadowScope 23:32, 21 June 2006 (BST)
    • Re - What, you mean you don't know? ;) --Vuredel 02:17, 22 June 2006 (BST)
  12. Keep- hell yes keep! keep!--Kcold 01:27, 22 June 2006 (BST)
  13. Dupe - Of this. It's close enough to a dupe for me. Although I do admit that your suggestion adds in revives I'm fairly sure there is another suggestion on the way to peer reviewed that has that anyway. - Jedaz 02:49, 22 June 2006 (BST)
    • Re - As you said, this includes revives. Also, it doesn't mention what class killed them, which (I believe anyway) is fairly superfluous, in the interest of simplicity. If you or somebody can find the other one you mentioned, I'd like to see it. --Vuredel 03:12, 22 June 2006 (BST)
  14. Keep Knowledge FTW! HamsterNinja 02:51, 22 June 2006 (BST)
  15. Keep - Willy loves numbers. Yeah, I'm nutty like that. Spraycan Willy MalTel·T 03:06, 22 June 2006 (BST)
  16. Keep ...but I'd like to get the information from the paper and not the stats screen. --einexile 04:45, 22 June 2006 (BST)
  17. Keep -Sounds good to me.--Paradox244 21:04, 23 June 2006 (BST)
  18. Keep - and I especially like einexile's suggestion of putting the information in the newspaper. Jenny D'ArcT 20:27, 30 June 2006 (BST)
  19. Kill -Well, kinda going against the grain here, but I think this skill goes against the grain of the game (at least how I understand it). Giving too much information about how the general fight is going robs the player of the aspect of the unknown which lends authenticity to the game. Although, I might be more in favor if the information were harder to come by and/or more limited (ie. read from a newspaper as previously suggested, revive count as an extension of Necronet, etc.)--Rgon 16:41, 04 July 2006 (BST)

Cannibal Instinct (2)

Timestamp: 21:00, 21 June 2006 (BST)
Type: Skill
Scope: Zombies
Description: Cannibal Instinct would be a skill in the Digestion tree, on the same tier as Infectious Bite. The general idea is that zombies can extract HP from a dead body by feeding off it, much like the usual Bite attack. The difference is, it's a dead body not a living one. You would get 4 HP and 4 XP each time you hit, just like a normal Bite attack, and the hit probabilities would be the same.

Only dead human players could be attacked. Those dead bodies that are 'dead' zombies are not worth eating. If you try and bite a dead zombie the zombie will not loose an AP (because they are essentially sniffing the body to see if it is fit to eat), but no HP will be taken.

Also, biting the body would increase the AP requirement to stand up by 2 (so as not to be too harsh) and reduce the HP of the victim when they stand up from 25 to 15 (or from 30 to 20 with Body Building). The body can be bitten multiple times by 1 zombie, so long as they remain on the block. Once that 1 zombie has had his or her fill of tasty flesh, the body will not be edible again. Trying to bite a body that has already been bitten will cost an AP.

So this provides a means of gaining HP at the same time as harming survivors when they stand up. As such this is not a dupe of the previous similar suggestions.

These would be the on-screen messages (up for debate):

"You cannot feed on this body because it is decomposing." - If you try and bite a dead zombie.

"<a zombie> fed on your body as you lay dead." - Message greeting victim when they log in.

"<a zombie> fed on your body as you lay dead, you feel weakened." - When victim stands up.

"This body has already been chewed at." - If the body has already been attacked.

So this skill is not a dupe of other feeding-on-bodies suggestions. Not only does the zombie get a HP gain, but also harms the survivor in the process. Please note the inclusion of XP now!

Votes

  1. Keep - Author vote. Think it's worth while this time. --Otware 21:00, 21 June 2006 (BST)
  2. Kill - You Zombies already have unlimited health adding a skill that would up you Health would be disasterous to survivors in a seige (Especially with the new Feeding Drag Skill). Plus no one likes extra costs when standing up, be it Zombies or Harmanz. --John Z. Delorean 21:10 21 June 2006 (BST)
  3. Spam - Zombies do not need a headshot equivelent. – Nubis 21:11, 21 June 2006 (BST)
  4. Kill - No XP should be granted for eating (you eat a meal and learn which parts of the harmans are the tastiest. You level up!), and I would instead limit it to one or two bites and have that damage applied when the body stands up, be it zombie or human. --Burgan 21:25, 21 June 2006 (BST)
  5. Kill - Regardless of what the mechanics are, this one is just way too complicated. --Vuredel 21:30, 21 June 2006 (BST)
  6. Kill - you are giving zombies a route to XP aside from hunting down live humans, and at the same time you're weakening survivors (especially survivors with infection) who wake up as zombies, thus further encouraging ZKing at revive points. This suggestion would decrease survivor-zombie conflict on both counts. Strong Kill. --Rheingold 21:36, 21 June 2006 (BST).
  7. Kill - Headshot Lite and reduced HP for the victim is just griefing. And I'm uncomfortable with the XP gain. --Ember MBR 21:48, 21 June 2006 (BST)
  8. Kill - I liked the last one better. Just too complicated to work and being headshot is already bad enough as it is. --Nob666 21:49, 21 June 2006 (BST)
  9. Kill - Ankle grab for 1 or 6 APs and start fresh with 60 HP or sit around nibbling on corpses at a 30% chance to gain 4 HP? I think that's a pretty easy decision. --Mookiemookie 21:50, 21 June 2006 (BST)
  10. Kill -First of all, I think it opens the door to an area we DON'T want to go into: attacking corpses. If a zombie can attack a "dead" survivor, why not a survivor attacking a "dead" zombie? Secondly, I think it would be rather easy to zerge. Third, while I believe zombies deserve other avenues of XP gain, THIS isn't it. Fourth, the penalties to the dead body are redundant since they stand up, at full HP, as ZOMBIES anyway (it appears we are talking about the period after a survivor dies, but before they stand as a zombie, during which time they are still classified as survivors). You wouldn't be able to attack a REVIVING survivor since they are classified as zombies until they stand up...unless I'm mistaken.--Pesatyel 22:10, 21 June 2006 (BST)
  11. Kill - I liked it better before. Now I think it's a bit too powerful. –Bob Hammero TW!P! 22:17, 21 June 2006 (BST)
  12. Kill - Honestly, it's crap. Zombies don't need healing, they can just stand up. There shoudn't be such a common source of xp... mostly because of the part where you said it can be used multiple times by the same zombie on the same body. Finally, you really want survivors to return to life at 15hp and probably with an infection? Can you say stopgag balancing measure? --McArrowni 22:46, 21 June 2006 (BST)
  13. Kill - The first draft was a Kill,.. this one is a double Kill in my book. Too bad I can't vote twice. Zeds don't need silly HP buffs since they don't have anything to lose. They just stand up after being killed,.. and Zeds only crave for living flesh in my view of a Zombie Apocalypse. Just go out and eat some standing Survivors for HP.--Vykos 23:09, 21 June 2006 (BST)
  14. Kill - As if it wasn't bad enough with humans revived with half HP, now you want to take it down even more. Add to that to bite infection, and without FAK you're back to zombie in hardly any time at all. --Muppetlord 23:31, 21 June 2006 (BST)
  15. Spam - I vote spam rather then kill becasue I don't think there is anything that can be done to save this idea. Survivors already are in trouble when they are revived infected. this makes it fatal and enough revivemunchers will prevent anyone from ever getting to a safe place unless they keep a FAK on hand at all times in case of death --TeksuraTalk 23:34, 21 June 2006 (BST)
  16. Kill - It's worse now --DJSMITHCDF 01:33, 22 June 2006 (BST)
  17. Spam - Probably should have voted spam on the first one (but I was clinging on to the idea of zombies feasting on corpses). Zombies don't need another healing avenue - digestion when attacking and ankle grab is enough for that. The AP drain is just grief - the fact that survivors become zombies after death is enough of a reward for killing them. --Blahblahblah 02:00, 22 June 2006 (BST)
  18. Spam Horribly overpowered HamsterNinja 02:59, 22 June 2006 (BST)
  19. Kill - No point. My zombie has been killed every single day of his un-life, Headshot half the time. Do I care? No! Just stand up with full health and go on. Even without Ankle Grab, 15 AP is not such a high cost for a full heal. --Ashnazg 1214, 22 June 2006 (GMT)
  20. Kill - No. No to XP farming bodies. No to further damage and AP lose to those who've already died. No to body buffets for HP. Zombies with XP to spend on this skill don't need help gaining XP, NEW zombies do. Finally, this is MUCH WORSE then the other "attack bodies" suggestion posted a few days ago. --Raystanwick 19:07, 22 June 2006 (BST)
  21. Spam - per Hamster -- Mettaur 02:32, 24 June 2006 (BST)

Alphabetized Drop Menu

Timestamp: 23:44, 21 June 2006 (BST)
Type: User interface improvement
Scope: Everyone
Description: The "Drop" popup menu should be alphabetized. This would make it much easier to find empty guns, newspapers, and other useless items.

For example, if your inventory appeared before as:

  • shotgun (2)
  • newspaper
  • pistol (0)
  • wirecutters
  • pistol (6)
  • first aid kit
  • pistol (3)
  • pistol (1)

It would now appear as:

  • first aid kid
  • newspaper
  • pistol (0)
  • pistol (1)
  • pistol (3)
  • pistol (6)
  • shotgun (2)
  • wirecutters

(This is not a dupe of Drop items: Usability improvement).

Votes

  1. Keep - Author vote. Who wants a disorganized drop menu? –Bob Hammero TW!P! 23:44, 21 June 2006 (BST)
  2. Kill - This new change: -> Why??? If you play UD for a while you get used to the 'order of obtaining' in your drop list.. Since dropping items doesn't cost any AP I can't see why you want to bother Kevan with a script change like this. ;) --Vykos 00:14, 22 June 2006 (BST)
    • Re I have played UD for some time, so I am not unfamiliar with the interface. My reason for suggesting this is that it can be difficult to navigate through a very lengthy menu. If you have 10 pistols, 10 shotguns, and assorted other items, finding the empty gun that you just picked up can be annoying. –Bob Hammero TW!P! 00:18, 22 June 2006 (BST)
      • Re Nine out of ten times I drop the New Items, making the 'order of obtaining' drop down menu superior to me. Maybe it's a personal matter,.. but I still vote Kill.--Vykos 00:22, 22 June 2006 (BST)
  3. Keep - Difficulty of coding/use of kevan's time isn't a valid reason for voting kill. but other than that, it couldn't hurt --DJSMITHCDF 01:32, 22 June 2006 (BST)
  4. Kill - I don't really see any benifit. As Vykos said in most cases the person is dropping an item that they recently just picked up so this would make it harder. - Jedaz 02:55, 22 June 2006 (BST)
  5. Kill - Crap is on the bottom now. Which is cool! And its 'pair of' which would put em too close to 'portable' that would suck. --Spraycan Willy MalTel·T 03:21, 22 June 2006 (BST)
  6. Kill - Nothing wrong with the idea, but it's not interesting or fun and I can't see it being all that helpful. --einexile 04:51, 22 June 2006 (BST)
  7. Keep - I hate having to traul through searching for my empty pistols to drop. --Otware 11:16, 22 June 2006 (BST)
  8. Keep - Makes sense to me. –Xoid 14:13, 30 June 2006 (BST)

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