Suggestions/22nd-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.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
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Scent Horde: Group detection skill for zombies

Timestamp: Jon Pyre 05:51, 22 September 2006 (BST)
Type: Skill
Scope: Zombies
Description: As a person with a full-time zombie character I find it's hard to coordinate in any meaningful way with the other zombies around me. I can follow Feeding Groans and make my own but that results in more random meals that actual strategy. Groups, hordes, are key.

Scent Horde would be a new zombie skill that'd give a new "Scent Horde" button. Clicking on the button would list all groups with 10 or more zombie or dead body (not revivifying) players in a 5 x 5 area. The groups would be arranged in size order from greatest (in that area, not in total membership) to smallest. If a group has a page on the wiki their name would be hyperlinked to it. This skill would allow an unaffiliated zombie upon entering a new suburb to smell the air for local groups, see what's available, check the wiki to learn their agenda, and decide whether to join or not. This should make group membership more useful and practical for zombies.

POSSIBLE CONCERNS:

Q-Couldn't a survivor spy while a zombie and learn what groups are in the area?

A-Yes, but what would they do with the information? They'd still just rebarricade and dump bodies when attacked. It isn't as if their strategy could change.

Q-Doesn't this violate zombie anonymity?

A-No. It doesn't reveal the group membership of any individual. And even if it did this makes zombie groups more effective. It's beneficial to zombies.

Q-Would this make the server cry?

A-I honestly don't know. I don't think so. But unless someone who's graduated college with a comp sci degree says it would I'd appreciate if people don't kill it for that reason because their uninformed guess tells them it would (especially since Kevan wouldn't implement it then anyway).

Keep Votes

  1. Keep I am the author and I am in favor of zombies knowing what groups are in their area that they can join. Survivors can look at the profiles of their peers or advertise their groups. Zombies can't. This is useful and balanced. --Jon Pyre 05:55, 22 September 2006 (BST)
  2. Keep Sure, what the hell. It costs another skill but it would be nice to see a "who's who" of the local area.. might allow you to decide which building to spend your prescious AP attacking. And, if there are multiple zombie hordes in an area their leadership might like to be informed of this so they can co-ordinate their efforts. --MrAushvitz 06:10, 22 September 2006 (BST)
  3. keep - almost a kill because of how many 10 plus hoards are wandering round these days Blazefire 06:51, 22 September 2006 (BST)
    • Re But at least ten would have to be in the 5 x 5 area centered on your location. So if it was a tiny group it'd have to be a localized one. --Jon Pyre 06:57, 22 September 2006 (BST)
  4. Keep - Helping zombies organize? Great idea! Anyone saying that "zombies are stupid" should just stop playing. The only way this game gets mildly interesting is if zombies organize. Sheesh. --Pinpoint 12:56, 22 September 2006 (BST)
  5. Keep - A zombie's greatest weapon is numbers. --CrimsonD 14:42, 23 September 2006 (BST)
  6. Keep - Joining a horde is what makes this game fun beyond the initial phase of acquiring attack-oriented skills.. --DeathToSpam 22:09, 3 October 2006 (BST)

Kill Votes

  1. Kill - Because of how many 10+ groups of zombies there are wandering around these days. Youronlyfriend 09:49, 22 September 2006 (BST)
    • Re This counts the number of group members within two moves of your position. A group must have at least 10 members right nearby. Not 10 members in total. A group could have 100 members and not be listed if only 9 are next to you. And even if the list is longer to two or three group names, why shouldn't the player get more options when joining a group? Options good, not bad. --Jon Pyre 12:13, 22 September 2006 (BST)
  2. Kill - As Funt Solo. --Axe Hack 12:00, 22 September 2006 (BST)
  3. Kill - I think its an interesting idea but its not that hard to work out if theres a zombie group in the area. Anyway what would the zombie do with the information? Its still not going to tell them where the group is going or what they are doing so its hardly going to make them more organsised. --MarieThe Grove 15:54, 22 September 2006 (BST)
    • Re If the group has a specific goal (bring down X mall) the wiki will tell them. Also by joining the group they could find other group members by listening for familiar feeding groans.--Jon Pyre 16:20, 22 September 2006 (BST)
  4. Kill - As funt solos vote. Besides, if you listen out for loads of feeding groans your half way there to finding a group.--Mr yawn 07:21, 23 September 2006 (BST)
  5. Kill - I kinda like it, but isn't this open to zerging? Create 10 1st level zombies, name them all some famous horde name and there you go. Besides the fact that group names fluctuate too much to make this useful (this isn't Nexus Wars where groups mean much of anything). I maybe mistaken (and the wiki doesn't specify), but with Scent Death, a zombie can detect the "largest group of zombies and bodies" within 2 squares. Maybe your idea should just allow them to distinguish between the two? I mean if I detect 100 zombies and corpses within 2 squares, I don't think Scent Death denotes the difference (does it?).--Pesatyel 00:17, 24 September 2006 (BST)

Spam/Dupe Votes

  1. Spam - Incomplete. Are there prerequisites (such as Scent Death). Also, doesn't Scent Death pretty much do this already? Sure, sometimes you'll just find a pile of corpses - but then you're a zombie - it's not like you're smart. --Funt Solo 07:51, 22 September 2006 (BST) Changing my vote to Spam after the Re revealed what I'd missed - that this allows them to spot Group Names - zombies should not be able to even realise that they're part of a group - it's supposed to be a horde of ravening beasts, not an organised march. --Funt Solo 12:22, 22 September 2006 (BST)
    • Re There have been organized hordes in zombie film, such as Land of the Dead. These zombies aren't pushing little tanks around on a board, they're just sticking together and attacking the same things. If zombies aren't even supposed to realize they're part of a group why let zombies join groups period? --Jon Pyre 14:49, 22 September 2006 (BST)
      • Re - Sorry, Jon, I don't think I explained my concerns very well. In role-playing / flavour terms, this allows a zombie to say "I will choose which horde to join", but I just don't see zombies as caring much. I know the players of the zombies care - but that's different, and that's what the meta-game (forums, the wiki et al) is all about. To have that level of organisation take place in-game, via the game mechanics, just seems wrong to me. It's also giving zombies more power to detect Groups than any survivor has - and you'd think that survivors would have more ability to organise themselves - by flying flags or whatever - than a group of creatures notorious for being somewhat lacking in the brains department. --Funt Solo 16:31, 22 September 2006 (BST)
    • Re Survivors can talk about their group in person and on the radio, and spraypaint messages. Think of this like an animal being able to smell packs around it. --Jon Pyre 00:01, 23 September 2006 (BST)
      • Re Graffiti may be innacurate, and comms take more than 1AP for meaningful results. Your idea is overpowered. --Funt Solo 08:35, 23 September 2006 (BST)
    • Re I believe it is complete. Many new skill suggestions do not list placement in the skill tree because that's a pretty minor detail which will probably be changed anyhow. Especially since everyone gets every skill they want before too long. Skill tree placement is more important when you can't actually get every single branch and don't have 3000xp in reserve. As for Scent Death that skill tells you where to find zombies. It doesn't tell you what they are doing! The whole point of this suggestion is it tells you what groups are nearby. Not where to find zombies. You can find zombies walking around. It tells you what groups are active in the area, lets you see what they are up do, and gives you the option to join.--Jon Pyre 12:06, 22 September 2006 (BST)
  2. Spam - No. I find this quite stupid actually. -Certified=InsaneUG 17:25, 22 September 2006 (BST)
  3. Spam - Pointless --Officer Johnieo 00:34, 23 Septmeber 2006 (BST)

"Mini-Diagnosis" Added To First-Aid Skill

Timestamp: MrAushvitz 06:34, 22 September 2006 (BST)
Type: Addition to first aid skill
Scope: Allows you to "see" who is seriously wounded
Description: As it currently stands the Medic and Doctor character classes are, well, kind of dead end starts. In that their starting skill (First Aid) doesn't make it any easier for them to start earning XP. Technically the consumer is a better "medic" because at least they can find more FAK's faster until they have the diagnosis skill... after that it's a fast healing co-operative rise to power. Furthermore, the consumer can max out their XP gained for the Life totals they heal, so the medic and doctor's skill kind of works against them.. for leveling progress anyways.

I propose a very simple way to "solve" the problem without having to give doctors and medics diagnosis as a starting skill.

First Aid Skill Addition:

First Aid - Player is able to heal an extra 5 HP when using a First Aid Kit. Survivors with fewer than 25 HP are shown as "wounded". Starting skill for the Medic and Doctor classes.

The "mini-diagnosis" addition to the first aid skill is a portion of the zombie Scent Fear skill. It only allows you to see survivors which are wounded (which coincides better since your FAK use can heal up to 10 Life.)

Intended Effect

First Aid, as a skill is ineffective if you are unable to see whom is hurt, and being able to recognize serious injuries is a most basic prerequisite of any first aid training. So this addition makes anyone with first aid have access to more XP, because now they can see. Kind of hard to use all those FAK's if you have no idea who needs them.

This is simple enough, and should singlehandedly make the Doctor and Medic more desirable and effective starting characters. At the very least they won't have to kill half a dozen zombies before they've learned enough human anatomy to be effective at helping other survivors.

The consumer will still be very effective in malls for treating their fellow survivors, but outside of malls (especially in hospitals) this skill is needed to enhance gameplay, enjoyment and RP effectiveness.

Keep Votes

  1. Keep That should put the "doctors and medics class suck" problem to rest. Diagnosis is still a very desirable skill to purchase to maximize your ability to get XP from FAK's. This also makes first aid more useful to characters who always wanted to purchase it but never needed the skill for actual gameplay (ex. police, firemen, millitary, etc.) --MrAushvitz 06:34, 22 September 2006 (BST)
  2. Keep - Wow I agree with Mr. A. Youronlyfriend 09:41, 22 September 2006 (BST)
  3. Keep - I suggested a similar concept some time ago, but with 30hp (for just revived body builders) it got shot down because I bundled it with a skill tree change. --Gene Splicer 11:38, 22 September 2006 (BST)
  4. Keep - For the newbies.--Thari TжFedCom is BFI! 15:06, 22 September 2006 (BST)
  5. Keep - This is a good idea. It makes sense and would provide a little support to the class, which is a good thing. I think this is a good solution, and probably better than just using Diagnosis as a starting skill. --Rgon 15:09, 22 September 2006 (BST)
  6. Keep - I like this idea but I think that when diagnosis is purchased the * for wounded people should dissappear otherwise it could get annoying if seeing (24hp) * when you can read the numbers. I disagree about the consumer class being effective, its one of the most difficult classes to level up in because the skill they get is shopping, thats for malls and they can't get into malls so they are stuck. --MarieThe Grove 15:58, 22 September 2006 (BST)
  7. Keep - I like this idea. It's not really fair for Doctors and Medics to have no idea who to heal and be forced to waste FAKs on people who don't need healing. And it really doesn't make any sense to be able to know how to use a first aid kit but have no idea how to recognize injuries. --Reaper with no name 17:12, 22 September 2006 (BST)
  8. Keep Damn straight. Good one, Mr A.--Grigori 20:36, 22 September 2006 (BST)
  9. Keep You said it, Grigori. --Gold Blade 05:44, 23 September 2006 (BST)
  10. keep - I too would rather see things changed so that Doctors and medics have diagnose, but that has been suggested before and never implemented. Given that, this idea gets my vote. The Mad Axeman 11:46, 23 September 2006 (BST)
  11. Keep - I see where you're coming from, but a little bit of communication solves this issue. "Anyone here need a heal?" --Funt Solo 07:56, 22 September 2006 (BST)
    • Re And how often are they still standing there when you get an answer? It's very inefficient, and unreliable, speaking also costs 1 AP. You will miss out on healing anyone over 90% of the time. --MrAushvitz 08:22, 22 September 2006 (BST)
      • Re - Aye, you're right - it's a pain being a starting out doc, and much slower than the other classes I've tried. Changing my vote to Keep. --Funt Solo 12:38, 23 September 2006 (BST)
  12. Keep - Good point. --CrimsonD 14:49, 23 September 2006 (BST)
  13. Keep - I like it. --Kiltric 21:33, 2 October 2006 (BST)
  14. - As above. -Mark 16:58, 3 October 2006 (BST)

Kill Votes

  1. Kill I prefer a suggestion a while back just to change it so their starting skill is Diagnosis instead of First Aid. --Jon Pyre 07:00, 22 September 2006 (BST)
    • Re It would be better if they did, but they never implimented it, and what happens to already existing doctors and medics who have 1st aid? By the way, for everyone voting kill.. um.. you're not solving the problem.. you're just letting it continue unresolved. --MrAushvitz 22:06, 22 September 2006 (BST)
  2. Kill - As Jon Pyre.--Gage 07:25, 22 September 2006 (BST)
  3. Kill - Read Vote 1. --Axe Hack 12:01, 22 September 2006 (BST)
  4. Kill - I agree with Jon Pyre. --Winnan 14:18, 22 September 2006 (BST)
  5. Kill - See Johns vote. Mr A, i can see your point in your RE to johns vote but the same situation occurs in this suggestion. What about the doctors and medics who wont get both starting skills? Did you ever think of that? You also said that consumers were better medics, thats only the case if inside a mall. And exactly how many malls do malton have?...--Mr yawn 15:18, 22 September 2006 (BST)
  6. Kill - As John. --Pinpoint 17:00, 22 September 2006 (BST)
  7. Kill Pyre ftw. First Aid is actually a bad starting skill because you get less XP per HP healed... Rheingold 01:38, 23 September 2006 (BST)
  8. Kill Nerfs Diagnosis and I too agree with Jon. And Mr.A, existing doctors and medics typically get Diagnosis ASAP anyway. The Kill voters aren't "letting it continue unresolved" were reminding everyone there is a better suggestion than this. If that one hasn't gotten implemented with its overwhelming support, why would this one with lackluster support?--Pesatyel 00:20, 24 September 2006 (BST)
  9. Kill - As Jon. David Malfisto 17:46, 26 September 2006 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here


Machine Gun Turret

Timestamp: Reaper with no name 17:05, 22 September 2006 (BST)
Type: new game mechanic
Scope: armouries/forts
Description: Now, before you all vote spam on this, at least read the whole thing and understand that this is NOT a weapon, at least not in the game's traditional sense.

Currently, forts are too difficult to defend. I mean, whoever heard of a mall that could withstand an attack better than a fort? That's where the turrets come in. It would be just plain gullible to think that an armoury wouldn't have a machine gun turret or ten around. Essentially, the way it would work is that as long as there is at least 5 survivors in the armoury (I pick this number so that all 4 directions can be defended, as well as one who can be assumed to be bringing the others ammo), any zombies outside the armoury or in the surrounding fort areas would have a 50% chance of taking 5 damage per AP. The idea here is that if the zombies are dying faster, they will have to waste extra AP getting up that they would otherwise use to attack the fort's barricades. This would in turn balance out the fact that the armoury's barricades wouldn't be as strong as those on a mall.

Keep Votes
For Votes here

  1. Author Keep - It's just another of my crazy ideas, but at least it would put the forts up there with the malls in terms of defensibility. --Reaper with no name 17:07, 22 September 2006 (BST)
  2. - You need some support. Great idea, but I would change it to something closer to 10% for five damage. -Mark 16:56, 3 October 2006 (BST)

Kill Votes

  1. Kill - Too powerful, forts would be un-takable. Would also force zombies to become survivors to smash 'cades from inside if htey want acess. Too cheap and easy for the survivors installed. Needs to cost APs to set up the guns, reload them. You sohuld integrate an ammo system, so that if unchecked for a while they stop shooting untill reloaded. Make it so you have to search for the turrets, so that they become sortof like transmitters. Must require power. In other words, add contraints, make it costly to survivors, 'cause it's fucking costly to zombies. -Certified=InsaneUG 17:32, 22 September 2006 (BST)
  2. Kill - Decrease the damage. And as Certified=Insane: it's costly to zombies, so it should be costly to humans too. --Nob666 17:42, 22 September 2006 (BST)
    • Re - It's not "costly" to zombies. Hp is not an accurate measure of how much life a zombie has left, because a zombie can replenish their Hp simply by standing up (which only costs 1 AP with ankle grab). So really, for zombies with ankle grab all this does is cause them to spend an extra 1 AP every 20 AP they spend (assuming they don't have body building or a flak jacket). How can a difference that small be considered overpowering? --Reaper with no name 15:41, 27 September 2006 (BST)
  3. Kill Wa-hay-hay over-powered. How about every 10 AP they take 5 damage? It would take 2 days to be automatically killed, so it acts more to just soften up the enemy. Or possibly every couple of minutes the area is sprayed, affecting random zombies?--Grigori 20:40, 22 September 2006 (BST)
  4. Kill -I'm voting kill because I don't think it would be fun, however I don't believe it's overpowered. If you do the mathematics, you'll see that on average a zombie would need to spend 20AP in the area to get himself killed, and if he had body building it would take even more. With ankle grab, that's only 1AP damage (assuming turrents don't headshot) to the zombie every 20 AP he spends, or in other words, the zombie would be only about 5% less effective. That doesn't seem overpowered to me. --Toejam 01:01, 23 September 2006 (BST)
  5. Kill - Word for word as Grigori's vote. --Gold Blade 05:52, 23 September 2006 (BST)
  6. Kill - It's a damn good idea that makes seanse, but it needs to be reworked a bit. I agree that if it's so costly to zombies it should costly to humans too. --CrimsonD 14:56, 23 September 2006 (BST)
  7. Kill - interesting in principle, but completely nerfs zombies. still, could possibly be saved. --Kiltric 21:50, 2 October 2006 (BST)
  8. Kill - As if humans need more help killing zombies. --DeathToSpam 22:10, 3 October 2006 (BST)

Spam/Dupe Votes

  1. Spam - yeah man, totally cool! They would be dead in 20AP. That is really cool!--Gage 17:27, 22 September 2006 (BST)
  2. Spam - So far, my theory that any suggestion that begins "Now, before you vote Spam..." will be spammed to death is holding true. This is insanely overpowered. --Funt Solo 18:04, 22 September 2006 (BST)
  3. Spam Heck, survivors should just quit the game and be replaced with a few hundred turrets. --Jon Pyre 18:22, 22 September 2006 (BST)
  4. Spam - Completely overpowered and reeks or retardedness.--Mr yawn 18:39, 22 September 2006 (BST)
  5. Spam - Overpowering crap. --Axe Hack 22:06, 22 September 2006 (BST)
  6. Spam / Humorous - Ack. Overpowered, stupid, asinine and fucking retarded.--Thari TжFedCom is BFI! 22:10, 22 September 2006 (BST)
  7. Spam / Humorous - good try man, But you forgot the TANKS!!! And the Missle Silos, and the Death Ray Satelite!!! --Officer Johnieo 22:35, 22 September 2006 (BST)
  8. Spam - I kinda like the idea. Unfortunately this is way overpowered. The zombies lose HP by spending AP and the survivors don't have to do anything buy be present? WTF?--Pesatyel 00:05, 24 September 2006 (BST)
  9. Spam - As Johnieo. David Malfisto 17:47, 26 September 2006 (BST)