Suggestions/21st-Sept-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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Militia (1.1)

Timestamp: Funt Solo 16:03, 21 September 2006 (BST)
Type: New Skill
Scope: Humans
Description: Survivors have realised that they face not only the zombie threat, but lawless gangs intent on murder, mindless destruction and chaos. Experienced survivors group together to set up armed militias: policing the barricades, organising the defences against zombie incursions and restraining the criminal element, with the Malton equivalent of "checking your guns at the door".


Prerequisites: Level 10
Effect: If 20% of the humans inside a heavily barricaded (or above) building have this skill, and there are no zombies inside, then all human-to-human damage (inside the building) is halved.
Zombie Effect: None.
Gameplay: Allows organised survivors to minimise the damage dealt by PKers and Bounty Hunters. (Of course, everyone benefits from the protection.)
Role-Play: The idea is that the militia try to act as a police force, confiscating weapons from anyone coming through the 'cades, and distributing them again in the case of a zombie attack. Of course, some weapons still get smuggled through, thus the half damage.
Justification: Players are punished for attacking their own kind (human or zombie) by halving the XP gain. However, when the skill tree is complete, there is no punishment, and PKing and griefing become viable gameplay options amongst the human population with no negative side-effect for the perpetrators. This suggestion attempts to address that, but only to an extent.
Notes:

  • Damage to barricades, generators and radio transmitters is not effected. (There are positive reasons for destroying all three.)
  • As a zombie who takes Brain Rot is commiting to a certain lifestyle, so a human taking Militia will be doing the same. If they choose to later become a PKer, they've essentially nerfed themselves.
  • Zombies inside stops the skill working because all of the humans turn their full attention (and all their weapons) towards the common threat. At that point, murdering someone becomes all the easier.
  • This doesn't nerf PKers - but it promotes their working together to attack organised defenders - a bit like in that zombie movie where the biker gang attacks the mall.

Keep Votes

  1. Author-Keep - Me like. --Funt Solo 16:06, 21 September 2006 (BST)
  2. Keep - Seems fair enough.--Mr yawn 16:18, 21 September 2006 (BST)
  3. Keep - Ahhhh, cool. Makes sense that it's harder to murder someone if there's a lot of people nearby. Not impossible, just harder. --MrAushvitz 16:55, 21 September 2006 (BST)
  4. Keep - I like this :) --MarieThe Grove 16:59, 21 September 2006 (BST)
  5. Keep My zombie gets revived frequently and I always jump out a window immediately. But it frustrates me that by staying a human and attacking with an axe I'd be infinitely more effective than as a zombie. I don't do that because I enjoy the game being about two conflicting sides, not me being an asshole and free running around. PKing needs to be at least as difficult as being a zombie. As for it hurting bounty hunters I think even if this lets a few PKers get away it'll result in less innocent survivor deaths overall. The PKer will get revived anyway, might as well halve the damage. --Jon Pyre 19:31, 21 September 2006 (BST)
  6. Keep - Intelligent, flavoursome stuff. --BBM 20:03, 21 September 2006 (BST)
  7. Keep- Good suggestion, I can;t wait to get it. --Grigori 21:03, 21 September 2006 (BST)
    Keep- Good idea. It makes good sense.
    votes must be signed.--Gage 23:49, 21 September 2006 (BST)
  8. keep who cares if it does nerf pkers anyway. im sure red rum would disagree but anything that makes pking harder has to be a good thing Blazefire 06:43, 22 September 2006 (BST)
  9. keep - Yeah, it suits me. I don't mind Pking when it makes some sort of in game sense, like too groups fighting over incompatible barricading policy or some difference arising from roleplaying, but some idiot coming out of nowhere to kill you without reason is stupid and pain in the ass. The Mad Axeman 20:59, 23 September 2006 (BST)
  10. Keep - I agree with Jon Pyre that killing a survivor while you're human should be at least as hard as killing them when you're a zombie. (Otherwise, what's the point in being a zombie?) That's why I like this. Plus good flavour. --Toejam 01:23, 25 September 2006 (BST)
  11. I've got a PKer among my characters, and I still like this. For one, PKing is easier than killing as a zombie, which is not how it should be. Also, since I started playing this game, my survivors have been killed at least as often by PKers as zombies. Including the one who is sitting in the Blackmore Building with 300 zeds trying to munch his braaaiiinz. Something is wrong there. Seriously. "Realism" It'safuckinggame plus: It makes sense that you would have an easier time murdering people in an emtpy suburb. --Squidward 04:49, 5 October 2006 (BST)

Kill Votes

  1. Kill - Hang on, what happens with the halved damage if it's odd? (Axe, pistol without flack jacket) You can't have 50.5 HP.--Preasure 20:25, 21 September 2006 (BST)
    • Re - Round it up. (Is that your only reason for kill?) --Funt Solo 20:37, 21 September 2006 (BST)
  2. Kill - If I felt assured this this defense would only really be available to organized groups, I'd probably keep. However, I seems the skill would almost certainly become overly common, and having 20% population with it in heavily safehouses would be the norm, and PKing would be severly curtailed across the entire city. PKing is a part of gameplay, and this would make the already difficult niche significantly more difficult. Not to mention, I question whether this should be appropriately applied to small groups (1-5 people) which would be easily set up, for the prupose of providing such a defense. Really this could potentially be used for PK groups to organize safe-houses to blunt any retaliations, making this almost a balancing point. --Rgon 01:42, 22 September 2006 (BST)
  3. Kill - Incomplete. If one person has this skill by themselves does this mean that they have the "PK Protection"? Youronlyfriend 05:00, 22 September 2006 (BST)
    • Re - Not incomplete. 1 out of 2 is 50%, which is more than 20%, which means yes, the rule would apply. In roleplay terms, it's the equivalent of holding the door shut till that stranger drops the large axe. --Funt Solo 07:44, 22 September 2006 (BST)
      • Re - Hmmm. You seem to be missing the by themselves part or perhaps I'm the one who is wrong and should have spammed it from the start. Youronlyfriend 09:44, 22 September 2006 (BST)
  4. Kill -After reading the other votes, I have to agree that this would quickly nerf PKing. While I think that would be helpful, I think this might be too much. And as I said in discussion, why should it really matter if zombies are present or not?--Pesatyel 00:23, 24 September 2006 (BST)
  5. Kill -sorry, Funtsolo- but hunting humans, either as a PKer or Bounty Hunter has been far more fun, of late, than the old barricade-tag-revive routine lately. -Dog Deever TNec 17:43, 25 September 2006 (BST)

Spam/Dupe Votes

  1. Spam After it proliferates (everyone will get it), PKing will be totally nerfed. Sorry but PKing is the only thing keeping humans from committing suicide out of boredom. It's not like zombies are dangerous these days... have a look at the map... Rheingold 17:27, 21 September 2006 (BST)
    • RE um, no downside to PKing? How about being put on a list and having bounty hunters on your tail 24-7? Rheingold 17:29, 21 September 2006 (BST)
      • Re - Good points. What I meant about "no downside", was no technical downside, and the whole bounty hunter vs. PKer is sort of a self-fulfilling prophecy - they hunt each other. As for the map - the reason so many suburbs are green is that the Big Bash is in the top right corner of Malton. If everyone in the bottom left stopped PKing each other, maybe we'd have a real game on our hands. --Funt Solo 18:18, 21 September 2006 (BST)
  2. Spam - While "PKing is the only thing keeping humans from committing suicide out of boredom" is the most retarded thing I have ever heard of, I do not like the way this works... So the militia kind of half gets in the way of each attack? What do they do, run around blunting everyone's axes and stealing half the gunpowder from their ammo? Also: What if there is a known pker in the building? Bounty hunter gets shafted, that's what.--Gene Splicer 17:47, 21 September 2006 (BST)
    • Re - Yes, bounty hunters (who are, let's face it, PKers) would suffer the same limitations. To take down their prey, they'd have to track them down in more lawless territory - which would make bounty hunting more of a challenge. (In fact, I'd use that same response to Rheingold - this would make PKing more challenging, and thus more interesting.) I think I've already adequately explained the half damage - it's a game mechanic - a bit like revivifying half-chewed corpses. Fair enough if you don't like it. --Funt Solo 18:04, 21 September 2006 (BST)
      • Re - Also, to expand Rgon's comment: If I was running a PKer group (which I don't, I dislike PKing) I would make a number of zerg accounts equal to the number of PKers in my group. I would then set them to camp out in our safehouse, ensuring that we would have a safe haven foreverandeveramen. Meanwhile newbiedeath would abound, as pkers would target areas high in newbie survivors, such as entry points and VS resource buildings. I would very much like some kind of down with pk ability implemented, but this is really, really not it --Gene Splicer 12:45, 22 September 2006 (BST)
  3. Spam - don't nerf my PKing.--Gage 22:03, 21 September 2006 (BST)
  4. Spam - Playing as a outlaw pker is pretty tough, so let's at least give them a small headstart. Remember: Just cause you don't like them isn't reason to nerf them --Officer Johnieo 22:40, 21 September 2006 9BST)
  5. Spam - Cry about it more, why don't ya? --SirensT RR 02:49, 22 September 2006 (BST)
  6. Spam - As much as most of us wanting PKers to DIE, I doubt this is the way to solve anything between you and PKers. --Axe Hack 03:49, 22 September 2006 (BST)

Increased Shotgun Shell Find Rate

Timestamp: Reaper with no name 17:00, 21 September 2006 (BST)
Type: balance change
Scope: Search rates for shotgun shells.
Description: Currently, the search rate for shotgun shells is roughly equal to that of pistol clips (around 10-11% in a mall gun store and 6-8% in a police station or armoury). Now, consider these facts:

1) Pistols do 2.78 damage per AP (when reloading is considered) vs 3.25 damage per AP for a shotgun (when reloading is considered).

2) Pistol clips hold 6 times as much ammo as a shotgun shell. Since shotguns do twice as much damage as pistols, pistol clips essentially have 3 times the damage potential of shotgun shells.

Basically, the point is that pistol clips are unbalanced. I propose that the search rate for shotgun shells should be doubled in all areas that they can be found. What this will essentially do is make it so that players on a search spree will find a shotgun shell twice as often as they will find a pistol clip. Of course, pistol clips will still have more damage potential (1.5x as much), but things will still be balanced due to the higher damage per AP of the shotgun.

Keep Votes

  1. Author Keep - Shotguns and Pistols should be balanced. --Reaper with no name 17:02, 21 September 2006 (BST)
  2. Keep - He's right, it's the same conclusion that drew me to post things like Bandoleer and shotgun ammo boxes. You find a shotgun shell it's just 1 shell, you find a pistol clip, 6 shots. We could use a bit more shotgun ammo... I can't remember the last time one of my zombies was even hit by a shotgun round. --MrAushvitz 20:21, 21 September 2006 (BST)
  3. - I've been thinking about this for a while, as well. Unfortunately, the di'kuts below only think of 'balance.' This is balancing things! Sorry, though. -Mark 16:46, 3 October 2006 (BST)

Kill Votes

  1. Kill - Double? A lil' too much, IMO. Maybe multiply the current search rate for shells by 1.5. –Xoid STFU! 17:10, 21 September 2006 (BST)
  2. Kill - No, if anything this will unbalance it.--Mr yawn 17:28, 21 September 2006 (BST)
  3. Kill - I am always finding shotgun shells when I want pistol clips. --Gene Splicer 17:41, 21 September 2006 (BST)
  4. Kill - I always find the opposite of what I'm looking for - Sod's Law. However, the balance already exists. --Funt Solo 18:13, 21 September 2006 (BST)
  5. Kill - This would unbalance the game. --Nob666 19:34, 21 September 2006 (BST)
  6. Kill As Xoid.--Grigori 00:47, 22 September 2006 (BST)
  7. Kill As per Xoid as well. --CaptainM 04:55, 22 September 2006 (BST)
  8. Kill - I wouldn't trust those stats anyway two days ago I found 7 shells compared to 1 clip. Youronlyfriend 05:05, 22 September 2006 (BST)
  9. Kill - I like the 1.5x idea, but I do agree that 2x is too much. --Kiltric 19:47, 2 October 2006 (BST)

Spam/Dupe Votes

  1. SPAM The downside to having more damage potential per pistol is less damage potential per AP. So you can carry 25 pistols (150 AP worth of shots) and do a lot of damage (about 490) over 3 days, or 25 shotguns (50 AP worth of shells) and do a little less damage (325), but all in one day. The weapons are already balanced. Rheingold 17:30, 21 September 2006 (BST)
  2. Spam - hurr. Would be a huge survivor buff. lets mkae surivors mroe powderful!--Gage 18:16, 21 September 2006 (BST)
  3. Spam Shotguns let you take out several zombies in one 50AP cycle. It's not about effective use of AP, it's about dealing lots of damage in a short period of time. --Jon Pyre 19:36, 21 September 2006 (BST)
  4. SPAM - Way too overpowered. --Axe Hack 23:07, 21 September 2006 (BST)
  5. Spam - Hey dudes, let's like completely imbalance the game and see if anyone notices! hurr hurr hurr!!! --Officer Johnieo 22:48, 21 September 2006 (BST)
  6. Spam - The shotgun has more damage potential in battle, in the short term, while the pistol requires less searching. That's a pretty good balance, if you ask me. In any case, the more appropriate solution, if this were deemed valuable, would be to decrease pistol clip search rates and and increase shell search rates. That way you might be able to maintain game balance, even though it would make pistols largely useless. --Rgon 01:48, 22 September 2006 (BST)
  7. Spam - Umm.. yeah, I think it's been said. --Pinpoint 12:50, 22 September 2006 (BST)
  8. Spam - Yeah, shotgun shells are how they are because Kevan thinks they are balanced, if he didn't surely he would have changed it by now? --MarieThe Grove 15:44, 22 September 2006 (BST)
  9. Spam -Pistols and Shotguns are already balanced.--Pesatyel 00:25, 24 September 2006 (BST)
  10. Spam - As Pesatye. David Malfisto 17:50, 26 September 2006 (BST)

Grocery Store(Revised)

Timestamp: Axe Hack 23:43, 21 September 2006 (BST)
Type: New Buildings +5 New Items
Scope: Suburbs
Description: What kind of city doesn't have grocery stores? Apparently Malton doesn't. The new grocery stores will replace any building that there are too much of in a suburb. There will only be one grocery store per suburb. This suggestion will take some items in Canuhearmenow's rooftop garden ideas. The effects of each will be as said:
  • Canned Meat - Takes up 2 inventory spaces, heals 3 HP. Message on using it on yourself: "You eat a Canned Meat, you heal 3 HP." Message to others: "User gave you Canned Meat, you eat it, you gain 3 HP."
  • Tomato - takes up 1 inventory space, heals 1 HP. Same as Canned Meat messages only replace 3 HP with 1 HP.
  • Aloe Vera - Takes up 1 inventory space, cures Infection. Message using it on yourself: "You apply Aloe Vera to your cuts, it cures your infection" Message to others: "User applies Aloe Vera to your bruises and cuts, it cures your infection."
  • Rotten Vegetables - Takes up 1 inventory space, completely useless. Message upon serving it: "This Vegetable is rotten. It cannot be served." It will waste you 1 AP. When a zombie uses this, they will be healed an extra 1 HP.
  • Rotten Meat - Takes up 2 invetory spaces, completely useless. Message upon serving it: "This Meat is rotten. It cannot be served." When a zombie uses it, they will be healed an extra 3 HP.

Each has a dropdown menu just like a FAK. However, there are catches. Each food listed here will cost you 2 AP to use. 1 AP for preparing it, and another AP for serving it. You can only eat food every 5 hours.

When any of the listed food is used in a Powered Grocery Store, the AP cost will be reduced to 1.

The grocery store is also a place to find beer, wine, kitchen knife, and newspapers.

The search rate for the items will be as applied:

  • Rotten Vegetables(2%)(Powered Grocery Store Only)
  • Rotten Vegetables(15%)(Nonpowered Grocery Store Only)
  • Rotten Meat(2%)(Powered Grocery Store Only)
  • Rotten Meat(15%)(Nonpowered Grocery Store Only)
  • Canned Meat(10%)
  • Vegetables(10%)
  • Beer and wine(3%)
  • Kitchen Knife(5%)
  • Newspaper(1%)

Keep Votes

  1. Author Keep - After a quick revised, this will be better then the last...hopefully....no more Spinach, Rotten meat will be like Rotten Vegies, and a few other changes... --Axe Hack 23:43, 21 September 2006 (BST)
  2. Keep Much better, no abuse here. Adds a lot of flavor (pun intended) and it's functional. Offers a way for newbie zeds without digestion to heal, and is a good place for newbie humans, too. --Grigori 00:46, 22 September 2006 (BST)
  3. Keep - I'm all in favor of new buildings that make Malton more life-like. I hate walking from nameless building to nameless building. Let's get some gas stations and factory in Malton too! --Officer Johnieo 23:45, 21 September 2006 (BST)
    • Re - Uh...in case you didn't notice....there are already factories in Malton. --Axe Hack 00:49, 22 September 2006 (BST)
    • Re - oops...... I meant Hot dog stands --Officer Johnieo 00:53, 22 Septmeber 2006 (BST)
  4. Keep - I like it, good flavour, and might help out aimlessly wandering survivors early on. I don't know how likely this zombie usable items are, but I like the idea anyway, and if thjat needs tweaking, so be it. --Rgon 01:53, 22 September 2006 (BST)
  5. Keep - I'm happy with it now.--Canuhearmenow Hunt! 02:41, 22 September 2006 (BST)
  6. Keep - Yay. You changed the squash with meat. Youronlyfriend 05:08, 22 September 2006 (BST)
  7. Keep - Grocery stores could have other changes as time goes by... Besides, both sides would have fun killing one another at the food mart! (especially if they're powered and you hear "elevator music" as part of the description.)MrAushvitz 23:59, 23 September 2006 (BST)
  8. Keep - As MrA. --Gold Blade 01:34, 25 September 2006 (BST)

Kill Votes

  1. Kill - Think about this; they'd be looted to the point of there being NO usefull food anymore, and the refridgerating units would be off for what, a year now? That's some pretty gross food man. --CaptainM 04:54, 22 September 2006 (BST)
    • Re - Yea, well, other buildings would have been looted to the point of there being no useful items also, like FAKs, ammo, guns, and other stuff. And why do you think I got Rotten food in this mix? --Axe Hack 05:02, 22 September 2006 (BST)
  2. Kill - interesting, and great for RP, but ultimately pointless next to FAK's, and besides, zombies can't use items, so they can't eat the rotten meat. --Kiltric 19:53, 2 October 2006 (BST)
  3. - Well, great idea. But I don't like the way you presented the food. Each food item should only take up one space, and use a total of one AP to use. And zombies can't use items, so the rotten food is realy useless. And besides, zombies don't eat, anyway. -Mark 16:52, 3 October 2006 (BST)
    Re - Zombies don't eat? Are you sure? Last I heard zombies eat brains! And the inventory stuff, it's all at 2 or higher because I didn't want to overpower this suggestion too much. --Axe Hack 03:05, 5 October 2006 (BST)

Spam/Dupe Votes

  1. Spam - yep. Zombies will eat canned food when they cannot find harman flesh. How out of genre.--Gage 23:46, 21 September 2006 (BST)
    • Re - I'm beginning to think you don't like Grocery Stores.......and also...they will not gain XP for eating the rotten food, just a few HP. --Axe Hack 23:49, 21 September 2006 (BST)
      • Re - the fact that they would even care about tomatoes is just stupid.--Gage 23:50, 21 September 2006 (BST)
  2. Spam - "I'm strong to the finich, 'cause I eats me spinach, I'm Popeye the Sailor Man - toot toot!" (How many times is this now with the revisions?) --Funt Solo 23:54, 21 September 2006 (BST)
    • Re - I don't see spinach here, do you? --Axe Hack 00:00, 22 September 2006 (BST)
      • Re - All I see is spinach - it's in the rotting vegetables. --Funt Solo 07:46, 22 September 2006 (BST)
  3. Spam - Who would use this? Everything is completely worse than a FAK, and harder to find. Zombie can stand up upon death anyway, and If we're going to break the current system and let them use items, a few HP is not the reason to do it. --YbborT23:58, 21 September 2006 (BST)
    • Re - I'm just trying to help out newbs.... --Axe Hack 00:02, 22 September 2006 (BST)
  4. Spam is flying off the shelves today. Rheingold 04:43, 22 September 2006 (BST)
  5. Spam Zombies can't use items in the manner you describe. That's why it gets a spam. But introducing sucky healing items would get a kill in any case. --Jon Pyre 05:13, 22 September 2006 (BST)
  6. Spam - Useless, a FAK is easier to find and will get the job done much better then just some veggies. So wahts the point of implementing them?--Mr yawn 06:14, 22 September 2006 (BST)
    • Re - What's the point of implementing this you ask? The point is this: Helping newbs. Survivor newbs can stay at grocery stores for a heal, since most hospitals are barricaded to EHB. Zombie newbs can use the rotten foods to heal since they don't have digestion. --Axe Hack 14:30, 22 September 2006 (BST)
    • Re - EHB? Exactly what suburb are you in? Is it in a little zombie crisis? Becuase otherwise resource buildings are kept at VS. So newbs can access FAKs. I used to all the time when i started out in earletown. And another thing, since when did zombies in their entire existence ever eat veggies?--Mr yawn 15:20, 22 September 2006 (BST)
  7. Spam -First of all, zombies can't use items. Secondly, the store replaces buildings that a suburb has "too much off?" That doesn't make a lot of sense. If you want to help newbies, try making the existing buildings more useful.--Pesatyel 00:28, 24 September 2006 (BST)