Suggestions/21st-Nov-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.
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New survivor item / skill and zombie skill

If we assume I voted (too lazy) this would be spaminated with 7/8 Spams--Gage 07:32, 21 November 2006 (UTC)


Bodies out of Forts

Timestamp: Dickholeguy 13:55, 21 November 2006 (UTC)
Type: Survivor Improvement
Scope: Fortress Defenders
Description: With the new forts being implemented, the dead bodies that are killed inside the fort cannot be dumped outside of the fort. My suggestion is that survivors be able to clear bodies out of the fortress. Obviously in real life, it would take more effort to dump a body over the walls, so I suggest it takes 2ap per dump.

Keep Votes

  1. Author Keep this would not only make survivors safer in the forts, but make it more true to life Dickholeguy 13:55, 21 November 2006 (UTC)
  2. KeepDefend the fortress! And Dickholeguy...you forgot a # in front of your vote...don't worry...I took care of that. --Axe Hack 14:02, 21 November 2006 (UTC)
  3. Keep - good idea. - Nicks 17:07, 21 November 2006 (UTC)
  4. Keep - As Axe Hack. WE MUST DEFEND THIS HOUSE! --Sgt. John TaggartUNIT 11/5 WCDZ TJ! 17:20, 21 November 2006 (UTC)
  5. Keep - I'm in your Fort, standin up and infectin your doodz!--Blue Command Vic DvB 18:14, 21 November 2006 (UTC)
  6. Keep - Good point, if you can't dump the bodies, It will be impossible to hold the new forts longer than a few weeks/days.--Labine50 MH|ME|P 18:25, 21 November 2006 (UTC)
  7. Tentative I've yet to get first-hand experience with the new forts, and I was curious about this myself. Assuming that when inside any of the fort buildings within the walls you can only dump the bodies immediately outside your building and not outside of the walls, I think this should get a keep. I'm not sure if this is what you mean, but my favoured implementation here would be dump the body from the building for 1AP then chuck the corpse over the walls for a further 2AP.--burgan 22:15, 21 November 2006 (UTC)
  8. Keep Sure, just for the satisfaction of knowing you dumped a zombie over the wall.. hee hee hee. MrAushvitz Canadianflag-sm.jpg 22:56, 21 November 2006 (UTC)
  9. Keep -Certified=InsaneQuébécois 01:09, 22 November 2006 (UTC)
  10. Keep - This is a problem. Once Zombies are in, nothing can get them out, as opposed to a Mall for instance. As for users who think Forts are supposed to be deathtraps, I do believe that was the purpose of the update, to make Forts into actual Forts. For those of you who think that we would be too fast to react, why wait? Have you even seen the Forts yet? If you answered Yes, than you would notice the problem. If you answered no, why are you even voting on this? Goron40 08:52, 21 November 2006 (EST)
  11. This makes sense.--Thari TжFedCom is BFI! 02:40, 22 November 2006 (UTC)
  12. Why not - guess it couldn't hurt.... --Officer Johnieo 03:15, 22 November 2006 (UTC)
  13. Keep Forts are suposed to be....well Forts. Conndrakamod TDHPD CFT 04:51, 22 November 2006 (UTC)
  14. Ah what the heck It's too soon for this suggestion but I don't want it to get duped after people kill it now. --Jon Pyre 05:05, 22 November 2006 (UTC)
  15. YES DAMMIT! - this is something major kevan missed out --Some guy 10:24, 26 November 2006 (UTC)
  16. Keep - My zombie alt had a great Thanksgiving at Fort Creedy because once you're in, you're in, and I agree it was pretty one-sided and needs some balancing. Although I think the steps should definitely force survivors to (a) dump bodies out of buildings into the grounds, then (b) leave their precious VS/EHB building if they want to take the next step and (c) move the bodies from the grounds completely out of the fort/gatehouse. Thus risking themselves a bit if a battle is still in progress. Note (a) and (c) can be done by different people. Easier to consolidate gains once humans have local superiority and organization. (Also I prefer the breakdown of actions over the 5AP/one button approach taken by a later suggestion.) --TastesLikePork 00:04, 27 November 2006 (UTC)
  17. keep looks like the original implementation didn't take this into consideration, so let's fix it. Asheets 15:52, 5 December 2006 (UTC)

Kill Votes

  1. Kill - I don't understand. Are you saying that bodies can't be dumped within the same square? If that's true, you're right, and I'll vote Keep. However, if you're suggesting that bodies should be dumped outside the fort perimeter, then I'll probably vote Kill/Change (because which square would they get dumped into if you were on a corner fort building)? There is a point here - once a zombie is inside the perimeter, there's no way to get them outside the perimeter, unless they choose to leave. --Funt Solo 14:10, 21 November 2006 (UTC) New Item: catapult. New Skill: load dead body onto catapult. etc. --Funt Solo 18:12, 21 November 2006 (UTC)
  2. Kill/change - I like the idea, and it should be implemented, though I'd recommend a change to it. Bodies inside fort buildings can only be dumped outside those building (for the normal 1AP cost). Bodies outside but within the fort can be dumped outside the Fort Gatehouse at the cost of another 1AP. This way clearing the fort is then optional. The walls/perimeter would likely be razor wired or spiked around the top and upwards of 10ft high - not a likely dumping route. Rayvern 14:36, 21 November 2006 (UTC)
  3. You're jumping the gun a bit - It's too soon to tell if a change like this is needed. I think it mentions in either the suggestions do's and don'ts or frequently suggested that you should give players a chance to experience gameplay changes before you suggest changes to them. Let's wait a while and see how these new fort buildings hold up under pressure before we try to change things. --Reaper with no name TJ! 18:16, 21 November 2006 (UTC)
  4. Kill - Yeh, its a nice idea but its needs a little more tweaking.--Mr yawn Scotland flag.JPG 18:19, 21 November 2006 (UTC)
  5. As Funt indicated, there's a problem here; but this isn't a clear enough way to fix it. --ExplodingFerret 01:00, 22 November 2006 (UTC)
  6. I don't think we've had enough experience with the new forts to warrant such a suggestion.--Pesatyel 03:46, 22 November 2006 (UTC)
  7. kill take away a limiting factor like dropping bodies outside the fence and you make taking the fort nigh impossible--Zbmainiac 04:39, 22 November 2006 (UTC)
  8. Too Soon!--Karloth vois RR 04:55, 22 November 2006 (UTC)

Spam/Dupe Votes

  1. No - Makes forts into safe-houses, and not the deathtraps they were meant to be. Zoift 00:07, 22 November 2006 (UTC)
  2. Spam - Make Deathtrap, not fortress. --Sonny Corleone RRF CRF DORIS Hunt! 14:18, 24 November 2006 (UTC)

Record Last Action 2, The Barricades. A Novel

Timestamp: Gene Splicer 15:53, 21 November 2006 (UTC)
Type: Skill/Attack
Scope: Zombies
Description: I understand this is a little long, so just skip to the bulletpoints at the bottom if you want.

This is one of the promised Other Uses for the Record Last Action mechanic. Mechanic included to prevent this being a linked suggestion, once again you are voting on the mechanic and the suggestion as a bundle.

Proposal:

That the system take note of the last action a Player performed as a hidden variable, thereby making it available to the system for Flavoursome, Technical and Gameplayerish reasons.

Implementation:

This would be kept track of in the same way as current HP/AP/XP, but storing the php reference for the action instead of a number (see your address bar after you perform an action to see what I mean). Every AP regen this would be wiped, as it can be assumed that the character has wandered off to do something else, such as go to the bathroom or sleep.

A Practical Application 2:

This is a resubmission of the peer undecided idea "The dead got no mercy, no mercy!" put forward by Ron Burgundy, using this mechanic to iron out some of the kill-creating implementation details. I cannot seem to track it down but it was only narrowly defeated (21/33 if I recall) with most of the kill votes being of the "incomplete" variety.Found [it]

The aforementioned suggestion was one that has occurred to us all at one point or another: Zombies grabbing people and pulling them through the barricades to their doom. Ron Burgandy put forward the intriguing addition that only people actively interacting with the barricades could be dragged out. This made thematic sense in that only those hanging around the barricades would be in grabbing distance, while everyone else would be staying as far away from the doors as possible. It also made balancing sense in that it prevents the situation of an entire safehouse waking up outside in the cold without the barricades being touched. The only people vulnerable would be people currently in the process of barricading (and therefore awake enough to jump back inside, unless they had just spent their last AP barricading) or people both foolish and at the same time unlucky (see below).

These bits are important

This ability would require new Zombie skill under Tangling Grasp entitled "Snatching Hands" (or something. Everyone knows I can't think of names at this stage). When standing outside a building with VS+2 or lower barricades, a zombie with this skill would given "gaps in the barricades" as an available target. With HB or higher there are no gaps for survivors to either run into or be pulled out of.

These attacks are made at half accuracy (as per attacking a barricade). A failed attempt would produce suitable flavour messages "You swipe at the gaps.", "You swipe at the gaps. Your hands claw through empty air".

The accuracy is further reduced by 5% per barricade level (-20% for VS, -15% for QS, -10% for VS and -5% for loosely). If you fail due to the barricade level penalty, you cause a barricade collapse. ("You swipe at the gaps. You knock away part of the barricade, widening the hole"). In other words, this skill allows you to "replace" part of your chance to pull down the barricade with a chance to instead pull out a barricader.

If you succeed, but there are no viable targets inside, you get one of the previous failure messages "You swipe at the gaps. Your hands claw through empty air." There is no way to tell if you are failing through lack of targets, or just bad luck.

If you succeed and there are viable targets in the building, the target highest in the stack (the least active one) gets pulled through the barricade into the street. People inside get the message "Hands burst through the barricades and pull (X) kicking and screaming outside". This does no actual damage to the barricade.

So, what is a viable target?

A viable target is someone who could be considered to be "actively" barricading, using the Record Last Action mechanic. For comedy purposes, people attacking the barricades are also viable targets. These groups can be targetted because their activites put them right beside the weakest parts of the barricades, whereas everyone else would be staying as far the hell away from them as possible. Anyone who spent their last AP on barricading before logging off is assumed to be lounging against the barricade, admiring his handywork.

Therefore, all any concientious barricader(or barricade smasher) who does not want to be pulled screaming into the street only needs to make sure to save at least 1ap from barricading to run back inside (if still barricading) or spend at least 1 ap doing anything other than barricading before logging off(such as saying "Need more barricades!").

Bullet Points

  • Ron Burgundy thought most of this up. It nearly got into Peer Reviewed, most kills were due to problems with the specifics (or lack of). Edit: Found [it]
  • Anyone who's most recently used AP was spent on barricading (or barricade smashing) and has not regenerated an AP since then is considered to be within arm's reach of the barricades.
  • A Zombie with this skill can, when attacking VS++ or lower barricades, choose to sacrifice barricade smashing accuracy for a chance to pull out someone who satisfies the above requirements.
  • The Snatch/Smash numbers are: VS - 5%/20% : QS - 10%/15% : Lightly - 15%/10% : Loosely - 20%/5% : None - 25%/0%
  • This is not a siege killer. Every person snatched outside is one less barricade brought down, which is 1ap saved, which can be used to run back inside the (nearly garaunteed) less than Heavily Barricaded barricades. If that person is suddenly jumped on by the snatching zombies, that's several attacks not being spent on barricades. Bad luck for the barricader, good luck for the people inside.
  • This is not x-ray vision. There is no way for a zombie to tell if they are missing due to bad luck or because no-one is there. "Fishing" for barricaders would also not be very economical, as your time would be better spent smashing the barricades as quickly as possible than waving your arms frantically through the holes in the wall.
  • This is not zerg heaven. Standard zerging penalties would apply, and any zerg grabbers would be more economically used just smashing away as standard.
  • The primary use of this is for when you are 100% certain someone is in there barricading, usually because you are attacking a building and start seeing the barricades start to go up again. If you switch to clawing at the gaps, you will either smash the barricades (no loss to you), grab the barricader (possibly scaring him into running away) or miss entirely(which you would have done anyway).
  • When there are Zombies using this skill outside a building (determined in the same way that it is determined whether someone is barricading) the line "You see a few/some/many/lots of rotted arms flailing through the barricades." is added to the internal room description.
  • Barricade Bots would require minor reprogramming.
  • Zombie Spiez!!! would occasionally get eaten in a hilarious manner.

Note: Ninja typo edits were made and a bullet point I had forgotten to type was added, no-one had voted yet. Also found the Burgandy suggestion --Gene Splicer 16:09, 21 November 2006 (UTC)

Keep Votes
You like my Novel.

  1. Keep - Yeah, I really like this novel. --Her0d 16:20, 21 November 2006 (UTC)
  2. Five Star Keep - Yes, I like this novel. It's almost as good a novel as Neverwhere. --Sgt. John TaggartUNIT 11/5 WCDZ TJ! 17:12, 21 November 2006 (UTC)

Kill Votes

  1. Kill Getting pulled onto the street is an instant kill, essentially, even though it doesn't actually kill you that second. Feeding Drag dooms the survivor, it amounts to a 12hp reduction in survivor maximum health. I'm sure as heck not going to support a 60hp reduction in survivor health, through barricades for trying to be a helpful player. There have been many times when I've checked in with only 3 or 4AP and added a level or two to the cades. I don't want to waste an AP every time saying "OBLIGATORY MESSAGE TO AVOID INSTANT DOOM". --Jon Pyre 16:47, 21 November 2006 (UTC)
    • Re - You have barricade and sleep in VS buildings? --Gene Splicer 16:54, 21 November 2006 (UTC)
      • Re I do if I can't get the barricades above VS. Or if the barricades get reduced to VS while I'm in them. This would force people to waste an AP every time they barricade. --Jon Pyre 16:58, 21 November 2006 (UTC)
  2. Mega Feeding Drag -- Like Jon Pyre said, dragging someone out of a building like this reeks of overpoweredness. Ending up on the street is almost certain death, as anybody who's ever run out of AP outside a building knows. And you say that if the survivor gets dragged out and eaten, the zombies have less AP to attack the barricades...but zombies don't want to attack barricades, it's far less AP-efficient that chewing survivors. Maybe if you changed it to allowing zombies to get attacks on the survivors inside... -- Ashnazg 1720, 21 November 2006 (GMT)
  3. Kill - as above, this is overpowered. --Funt Solo 18:15, 21 November 2006 (UTC)
  4. Kill - It's a great idea, but as it is it's too powerful. Being able to drag a 50 or 60 HP person outside to their doom just doesn't work. However, if it had an HP limit like feeding drag (though not necessarily as low)...--Reaper with no name TJ! 18:25, 21 November 2006 (UTC)
    • Re - but then it would have to be someone who was barricading AND injured, which would happen so rarely it might as well be never. --Gene Splicer 18:31, 21 November 2006 (UTC)
    • Re - I never said it should be the same HP limit. Furthermore, multiple zombies can be doing this at a time, so if there's enough zombies doing it, there will be an extremely high chance of success, thus necessitating some kind of restriction. And In a siege situation, when the door is wide open and zombies are pouring in, it doesn't matter whether or not you are injured; the most important thing you can do is seal off that breach (even if it gets you killed, it'll save a lot more people). It will also force people to heal themselves more quickly because they won't be able to safely barricade otherwise, which will then slow down the survivors slightly. Sometimes, just having a weapon can be damaging to the enemy, even if you don't use it. --Reaper with no name TJ! 21:03, 21 November 2006 (UTC)
  5. Kill - So your saying that if we keep a safehouse for newbs (Not N00bs) who don't have Free-Running, or a building to enter to begin free-running, then it is all dangerous? This will hurt newbies the most.--Canuhearmenow Hunt! 20:45, 21 November 2006 (UTC)
  6. Kill-Survivors should not want to not barricade. Zombies should not be able to pull live people through holes they can't get themselves through. Bad idea all around. Plus, I hate you for not formatting your re properly. --burgan 22:07, 21 November 2006 (UTC)
  7. Kill - Nerfs barricades.--J Muller 22:15, 21 November 2006 (UTC)
  8. Overpowered (Ron's was...interesting and better). VS+2 is too high (Ron's was less than VS). You have a chance of pulling someone out OR knocking a piece off the barricade? Too much. Feeding Groan is limited to 12 HP or less (to signify the person is weak from injuries). THIS can pull a FULL health person through? Too much. Your supposed to make an Undecided suggestion better, not worse, to get a good vote.--Pesatyel 04:25, 22 November 2006 (UTC)
  9. Add an hp limit- No reasonably healthy survivor should be just pulled out onto the streets. It doesn't even have to be that low, hell 40 would be ok with me, just not one at max health.--Grigori 05:39, 22 November 2006 (UTC) For the record, I think this is a great idea.--Grigori 05:41, 22 November 2006 (UTC)
  10. Kill - No Dice. --Dead Man Wade 03:53, 28 November 2006 (UTC)
  11. Kill - As a barricader this scares the piss out of me but I will vote for it if you tack on an HP limit. --Wfjeff 06:03, 28 November 2006 (UTC)
  12. sorry - big fan of burgandy, but i like being alive. so, sorry, but, well, no. yay for commas! --Kaminobob 04:24, 29 November 2006 (UTC)
  13. Kill - Why can't survivors stick their guns through these "holes" and collect some heads. Better yet, we can revive through the holes with syringes. If I saw a zombie arm sticking through a hole I'd be most likely to axe it off. Nope. --Panoramic View 22:21, 30 November 2006 (UTC)
  14. kill I honestly don't get this one. Asheets 15:54, 5 December 2006 (UTC)

Spam/Dupe Votes

Spam - who does this hurt the most? Newbs without Free Running, that's who. --Funt Solo 17:38, 21 November 2006 (UTC)
  • Re - People would buy Construction before free running? This can only pull out people who have barricaded recently. Anyone who buys construction before free running deserves to get eaten :P --Gene Splicer 17:50, 21 November 2006 (UTC)
  1. Spam - Overpowered.--Mr yawn Scotland flag.JPG 18:27, 21
  2. Spam - No. Zoift 23:21, 21 November 2006 (UTC) November 2006 (UTC)
  3. Spam - I disliked the old version of this, and the new version. Barricades are Barricades, not pieces of swiss cheese. You want to get at the survivors inside, you tear down the barricades. Not stick your arm in a gaping hole that is apparantly part of the barricade. --Officer Johnieo 03:20, 22 November 2006 (UTC)

Limited Free-Run and Door Opening without skills

Timestamp: Reaper with no name TJ! 18:58, 21 November 2006 (UTC)
Type: game mechanic
Scope: Anyone without Free Running and/or Memories of Life
Description: For each side, there is an essential skill without which they can never expect to do very much good. For survivors, that skill is free running. For zombies, that skill is memories of life. Survivors without free running are effectively prohibited from most survivor-held buildings. Zombies without memories of life cannot enter most survivor-held buildings on their own; they must rely on others to open the door for them and hope they can get inside before the door is closed by survivors. For these skills, there are no options. One must have them if they expect to be able to do much. But why should these two skills be so key to the game when most other skills in the game aren't even half as important? The answer is that they shouldn't be. Newbie survivors should be able to get around without free-running, and newbie zombies should be able to enter buildings without memories of life at least some of the time.

This suggestion will serve to make free running and memories of life just a little less vital to players (though still just as effective) by allowing newbie players to have a limited ability to perform them without the skill.

For surviors who don't have free-running, there will be a new button and drop down on their screen. The button will read "Jump" and the options will be "North", "South", "East", and "West". When the button is pushed, a warning will come up informing them that they might fall due to their lack of skill. If they hit "yes", then they will attempt to free-run in that direction (they can't go diagonally). If they succeed, then all is well. But if they fail, then they will recieve this text: "You try to jump to the next building but fall short. Instinctively rolling as you hit the ground, you manage to avoid the brunt of the fall and take 10 damage". At this point they will have taken 10 damage (of course) and will be outside the building that they tried to free-run into. The odds of this "pre-free run" failing will be 15% (about 1/7).

As for the zombies, those who don't have memories of life and try to open doors will have a 20% chance of successfully fumbling them open.

In this way, free running and memories of life will no longer be as critical to everyone's repertoire of skills, yet at the same time will be very desireable because they are either much more effective (fumbling open the doors) or as risky (jumping to another building).

Keep Votes

  1. Author Keep - No one should be forced to get a particular skill to be able to survive in this game. --Reaper with no name TJ! 18:58, 21 November 2006 (UTC)
  2. Keep - Make jumping off buildings a bigger threat than PKers, nice idea.--Labine50 MH|ME|P 19:07, 21 November 2006 (UTC)
  3. Keep I like it...Memories of Life would now take off a level of barricades essentially, and newbies could make it in and out of a mall with a little diligence. --Jon Pyre 19:16, 21 November 2006 (UTC)
  4. Keep with some Percentage Alterations - I think you're making it way too easy to jump without Free Running. It should be more like a 50/50 chance to get to the building or not. As a firefighter in Malton, I accumulated 100 XP in my first four days to buy Free Running, so it's not that hard to get. Zombies, on the other hand, have a harder time getting XP for obvious reason. However, I think their rate of opening doors should be reduced to about 15%. This would level things out.Waluigi Freak 99 19:50, 21 November 2006 (UTC)
  5. Keep - If I could change it, I would make free-running harder without the skill, maybe 30% or even 20% to succeed. There has to be some incentive to get Free-running. I'm also disturbed that there's a risk involved for survivors but not for zeds. I'd like to see something along the lines of "You spend 5 AP flailing at the doors with no success."John Lee Pettimore 21:02, 21 November 2006 (UTC)
    • Re - I think 5 AP's a little much to spend for a 20% chance action. However, if this gets killed I'll re-work the percentages. --Reaper with no nameTJ! 21:09, 21 November 2006 (UTC)
  6. Keep - I like it. The current system is very hostile toward new players. --Wfjeff 06:13, 28 November 2006 (UTC)
  7. save the noobage! - says it all. --Kaminobob 04:33, 29 November 2006 (UTC)

Kill Votes

  1. Kill - I don't like the idea of %-to-fail actions that give direct penalties when you fail. Also, this makes buildings that much easier to get into.--J Muller 22:19, 21 November 2006 (UTC)
  2. Kill - Would work if there was a 75% chance of free running failure, and can only be used from tall buildings. Zoift 23:21, 21 November 2006 (UTC)
  3. Kill - No, no, no, no. You earn the skills, their not just handed to you. I survived long enough to get free running, so can the rest of the survivors. As for Memories of life, same deal, you earn what you get, no free gifts when it comes to skills.--Tirak McAlister 01:54, 22 November 2006 (UTC)
  4. kill--- I'm with Tirak on this one. Asheets 15:55, 5 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - the necessity to get those skills is the hunger that drives a new player to hone their XP gathering skills. --Funt Solo 22:48, 21 November 2006 (UTC)
    • Re- Somehow, that doesn't seem right to me. Newbies want XP, yes. They want that XP for skills, yes. But the only reason they buy Free Running/Memories of Life when they do (instead of at some later time) is because those two skills are pretty much a requirement to do anything in the game. No skill should be THAT important. Heck, even construction, vigour mortis, and lab experience aren't nearly as important as those two skills. And if it was true that newbies primarily try to get XP so they can get Free Running or Memories of Life, then why do they continue getting XP/skills afterward? --Reaper with no name TJ! 23:12, 21 November 2006 (UTC)
  2. Spam - No, they're skills because you have to earn them. Can you say "KEKEKE ZERG RUSH"?--Joe O'Wood 23:58, 21 November 2006 (UTC)
  3. Eh, no. - One of these "abilities" let's you open a door in a 1 in 5 chance, the other causes 10 damage 1 in 7 times. Does that seem fair to you? --Officer Johnieo 03:22, 22 November 2006 (UTC)
  4. Spam -Nerfs both skills, even with penalties. Even with Officer Johnieo's comment, the Free Running one is STILL overpowered (especially compared to the zombie part). If a survivor wants in, they need to knock off a few levels of barricade.--Pesatyel 04:34, 22 November 2006 (UTC)
  5. spam - As above--Mr yawn Scotland flag.JPG 06:37, 22 November 2006 (UTC)

Mindful Gesture

Timestamp: MrAushvitz Canadianflag-sm.jpg 23:30, 21 November 2006 (UTC)
Type: New zombie skill
Scope: Experienced zombies can help "mindless" zombies remember how to open doors!
Description: Problem: brand new zombies have problems entering survivor held buildings without memories of life... Solution: Experienced zombies can perform a leadership role "reminding" mindless zombies what a door is, briefly.

Mindful Gesture

Appears on zombie skills tree as a sub-skill of flailing gesture, adds no benefits to your human character.

Your zombie occasionally notices other "mindless" zombies that don't remember how to open a door, or what a door is. Your zombie points at the door, and the other zombie has a "moment of clarity" where they remember how to use it again.

How it works:

  • It ain't cheap! Your zombie has to be standing at the same location (indoor or outdoor) as any number of zombies that do not possess the memories of life skill. Those zombies that lack the skill will see an Open Door 4 AP button available (in green) whenever it is possible for them to open a door (barricades gone) but they don't yet have memories of life.
  • It costs the zombie without MOL 4 AP to open the door but it also costs the zombie who helped them do it 2 AP. However you gain 1 XP for assisting your mentally challenged comrades.
  • This is not voluntary If you buy this skill, your zombie will use 2 AP every now and again to help a "newbie" zombie remember what a door is (or was.) So in buying this skill you may lose some AP here and there while online, or offline (you get a message each time you helped a zombie with your gesture.) That is why you gain 1 XP each time you do so, so you are rewarded for your assistance.
  • In the event of several zombies with this skill at the same location, only 1 zombie is chosen to do the "pointing" helping out the newer zombies. This zombie is always chosen as the 1 zombie at this location, with this skill, who has the least total number of zombie skills. If that zombie is down to 10 or less AP, the next highest up zombie on the list is chosen if possible, then the next, then the next. So that the zombie who needs the XP the most gets used for this skill 1st. (If you are the only zombie at this location with this skill, even if you have 10 or less AP, it still works normally.)

Zombie "Doorman", OMFG.. Aieee, Run For The Hills!!!

  • The basis for this is simple, to encourage new zombie players to stay in the game, and be able to enter a building, if in a mob. Your zombie with this skill may choose to end their session just outside of a building swarming in a lot of zombies, hoping to get some XP here and there.
  • Is it a huge benefit? Umm, it's costing 6 AP in total (between 2 zombies)just to open a damn door, that costs 1 AP to open if you have the MOL skill. This skill, if anything encourages low level zombies to buy MOL when they can just to save those AP! (Having to rely on zombie mobs just to get in will get tiresome, and your zombie will buy MOL... and someday, this skill too!)
  • This helps low level zombies get the ocassional claw swipe or bite on a survivor sooner, getting more XP when they can. It also encourages low level zombies to mob up when they can (zombies doing what they do.) So it is definately in genre for the game.

Keep Votes

  1. Author Keep - 6 AP to open a door without the MOL skill, not cheap. But it solves the door is a "force field" problem, and is in conjunction with the zombie mob/genre ideals. Zombies still have to get the barricades down for it to be in effect anyways. Let the noob zombie get in and take a swipe or two before getting blasted to bits... MrAushvitz Canadianflag-sm.jpg 23:30, 21 November 2006 (UTC)

Kill Votes
Ya just had to vote kill, dincha?

  1. Damnit, I loved this until the part it not being voluntary! Every single part of it except that was perfect! Help new zombies get into buildings, encourage zombie teamwork, give zombies a way to get XP that doesn't involve attacking (and makes sense), etc. If you made it so that this ability could be turned on and off or something at will, I would vote keep faster than you could say "jackrabbit"! --Reaper with no name TJ! 23:38, 21 November 2006 (UTC)
  2. Change - but I don't know how. It must be voluntary (I wouldn't want my AP spent without my knowledge), and the bonus can't be applied to ALL non-MOL zombies at any location - because then this would horribly break the don't-multiply-it-by-a-billion pseudo-rule. --Funt Solo 23:54, 21 November 2006 (UTC)
  3. Make it a Choice- seriously.--Grigori 00:52, 22 November 2006 (UTC)
  4. Goodbye AP Hello never playing the game again. Just imagine, one griefer could wipe the APs out of an entire horde. --Jon Pyre 04:55, 22 November 2006 (UTC)
  5. Change - Let the player choose to set his zombie to "Altruistic Mode" or something before logging off. Then those who want to help others like this can do so while those who want to save their AP can keep it. Pesatyel, the zombie who helped the newb may not be able to open the door himself at that point in time. For instance, it runs out of AP before it can smash open the barricades, so it can't open the door. However, a new zombie then logs in and finishes the barricade smashing, then uses this to open the door. -- Ashnazg 0431, 22 November 2006
  6. kill no. you must earn skills. Asheets 15:56, 5 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - Mmm, logging in and having no AP. That and the whole "KEKEKE ZERG RUSH" thing. --Joe O'Wood 00:00, 22 November 2006 (UTC)
  2. Spamtastic - Don't mess with other people's AP.--Gage 00:02, 22 November 2006 (UTC)
  3. No - Non-compulsory, and the flavor is off. Add more oregano. Zoift 00:05, 22 November 2006 (UTC)
  4. Stupid - Why wouldn't the zombie with the Mindful Gesture open the door himself? And you lose AP automatically? This suggestion just won't work.Waluigi Freak 99 01:05, 22 November 2006 (UTC)
  5. Your heart's in the right place, but an automatic offline-AP-removing group-mentor-effect skill implementation is not the way to do it. I may have said that last time too. --ExplodingFerret 01:15, 22 November 2006 (UTC)
  6. KEKEKE - ZERG RUSH--J Muller 01:37, 22 November 2006 (UTC)
  7. Spam - If the suggestion is larger than one's head... - CthulhuFhtagn 04:09, 22 November 2006 (UTC)
  8. Spam -So, why wouldn't the "helper" zombie just save a combined 5 AP and just OPEN THE DOOR? Not to mention the whole automatically lose AP thing. If the zombie "helper" REALLY wants to help, they would help the newbies get the XP they need to BUY Memories of Life (using Feeding Drag, for example).--Pesatyel 04:42, 22 November 2006 (UTC)
  9. Spam - I wouldn't buy this skill, its easier to just open the door.--Mr yawn Scotland flag.JPG 06:42, 22 November 2006 (UTC)
  10. Spam - It violates the leave other people's AP alone rule and the multiply it by a billion rule. --Wfjeff 06:19, 28 November 2006 (UTC)
  11. spam dammit i really like what you are trying to do but i just don't think it would work for so many reasons. Heres the main one: noobs who follow hordes wouldn't need to buy MOL for a long time as there would almost always be a doorman about while solo zeds would be very unlikely to benefit... Its basically a side step for a problem that just should not be in the game! doors should be the final level of barricade, treated as such in all ways except possibly that they should still be usable in ransacked buildings (debatable) MOL cost should be refunded to all who bought it or possibly allow an automatic success against that last bit of barricade. Please note i am not suggesting we add an extra level of 'cades just changing "loose" to "the door is closed". Oh and Wfjeff (and a few others)... it only works on one zed regardless of how many are present and it only messes with your own AP?--Honestmistake 17:20, 29 November 2006 (UTC)