Suggestions/23rd-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.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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Panic

Spaminated. With 7 Spam, 3 Kill, 1 Author Keep. Voters ranged between thinking the idea was unbalancing, others hated the mechanic, and some thought it was just a terrible idea all round. –Xoid STFU! 12:03, 23 June 2006 (BST)


Additional Penalties for Zerging

Timestamp: 01:43, 23 June 2006 (BST)
Type: Improvement
Scope: Zerging characters
Description: Zerging characters can be detrimental to the game, because they create an unfair advantage for one player or group of players. While the game has some built-in penalties for zerging already, I propose that three more should be added to more actively discourage zerging, and make zerging a less effective tactic.
All actions cost double
Moving, attacking, healing, etc. all require twice as many AP as normal to complete.
Skills can not be bought
While characters are still marked as "zerging," no skills can be purchased, regardless of how many XP the characters have.
Notify other players
Characters who are zerging would be marked on the map with a "(Z!)" after their name. The "Z" would be linked to the nearest alternate character of the zerging character. Marking which characters have been caught zerging would create social pressures not to zerg, remove any anonymity or uncertainty about who is zerging, and allow other players to deal out their own penalties if they wanted.

Votes

  1. Keep - Author's vote. –Bob Hammero TW!P! 01:43, 23 June 2006 (BST)
  2. Keep-I agree. But I do worry that if we do scare away the zergers, we may not have much players left. Kill-I understand the problems with this suggestion. See below.--ShadowScope 02:10, 23 June 2006 (BST)
  3. Kill - If you really want to punish them, why not just institute total lock-down on them? --Burgan 02:18, 23 June 2006 (BST)
  4. Kill - You don't do that for the same reason you don't do this: because if there's a way to tell exactly how close you can be to incur zerging penalties, people will stay juuust outside those bounds and coordinate so they can zerg and not incur them.--'STER-Talk-ModP! 02:21, 23 June 2006 (BST)
    • Re I know what you're saying, but one could make the same argument about the current penalties. And if it's outside the bounds set by Kevan, isn't it legitimate anyway? –Bob Hammero TW!P! 02:29, 23 June 2006 (BST)
  5. Kill - I voted keep for every other zerg countermeasure suggestion, but this is just too much. A zerg flag can be attained accidentaly sometimes you know? this makes guys not bad enough to want to zerg but not careful enough to evade an accidental zerg flag to be discriminated forever, added to some kind of perma-blacklist (like PKers numerous lists) and most of them will end up leaving the game or at least trashing a character for nothing but an isolated event. In resume: not everything that isn't white is black--Matthew Fahrenheit 04:37, 23 June 2006 (BST)
    • Re Who said something about a permanent flag? And you do know that there are already zerg lists, right? –Bob Hammero TW!P! 05:05, 23 June 2006 (BST)
    • Re - Nobody said nothing about permanent zerg flags, but with your changes implemented, people will start to make zerg lists. Zerg lists that will not have a lot of likeness with the ones we have currently that base their content in suppositions, but that will have "real" arguments, with "real" screenshots. And players found zerging, accidentaly or not, will be punished forever. Just NO. Look for implementing Gestapo on another game. --Matthew Fahrenheit 05:16, 23 June 2006 (BST) EDIT: Just remember that PKing is somewhat accepted, zerging is not. --Matthew Fahrenheit 05:25, 23 June 2006 (BST)
  6. Kill Ironically a player might not be able to move away from their alt due to the increased AP cost. As STER said, zerg penalties are subtle and unspecified as to not tip people off to their exact range. --Jon Pyre 04:39, 23 June 2006 (BST)
  7. Kill - So how do you exactly know who is a zerger? What is to stop someone from logging off their dial up connection and logging back on to play another character? They will have a different IP Address. Or what about those players who are in college and have roommates that play from the same machine thus having the same ip address? They are being played by different people? While Zerging is something that plagues the game I don't think the logistics of it are any easier than trading. I think Kevan has done about the best he could under the situation that exists. --Steel Hammer 05:02, 23 June 2006 (BST)
    • Re The rules for zerging would be determined just as they are now -- by Kevan. As for the "Kevan has done the best he can," why have suggestions at all then? Kevan has done the best he can, might as well not suggest anything. –Bob Hammero TW!P! 05:06, 23 June 2006 (BST)
  8. Kill - this goes too damn far --GageRRF 05:23, 23 June 2006 (BST)
  9. Kill - the other ideas here aren't half bad, but making the zerg flag public will only help zergers. For (I hope) obvious reasons... --Rheingold 06:00, 23 June 2006 (BST).
  10. Kill - Get over it. --einexile 07:56, 23 June 2006 (BST)
  11. Kill - Would make noticing zerging limits pretty easy: just walk towards your other character and when you lose 2 AP per move, you've hit the limit. --Nob666 10:31, 23 June 2006 (BST)
  12. Spam - Helps Zergers for all the points listed above. David Malfisto 10:31, 23 June 2006 (BST)
  13. Kill - Helps zergers figure out just how far they can push the rules, and the double AP for moving would be bad if you accidentally got characters too close and were then trying to move them. --Mookiemookie 18:55, 23 June 2006 (BST)

Gun Jamming

Timestamp: 02:50, 23 June 2006 (BST)
Type: Change to guns
Scope: Guns
Description: All guns found start with a base 0% chance to jam. Every time the gun is fired it gains .05% to jam. When the gun jams it has to be cleaned out for 1 AP before it can be fired again. You can clean all of the guns you're holding for 1 AP, but if any of them are jammed you have to clean those seperately and individually. For simplicity's sake, no items are needed to clean a gun.

Votes

  1. Keep - Author vote. --Cerebrus13 02:50, 23 June 2006 (BST)
  2. Kill - For simplicity's sake it's not needed. - Jedaz 02:59, 23 June 2006 (BST)
  3. Kill - Why? It's so easy to get new guns that it would be cheaper just to throw jammed ones out and search for new ones. –Bob Hammero TW!P! 03:05, 23 June 2006 (BST)
  4. Kill - It was not clear, but I assume you mean you can spend 1 AP to return every non-jammed gun to 0%? Besides that, I don't think this is necessary, though it is a neat idea. --Burgan 03:15, 23 June 2006 (BST)
  5. Kill - Too complicated for too little return. I like a simple game. Otherwise it's a good idea --McArrowni 03:27, 23 June 2006 (BST)
  6. Kill - too complicated --GageRRF 03:47, 23 June 2006 (BST)
  7. Kill I vote for simplicity. Random AP drains ain't cool. --Jon Pyre 04:39, 23 June 2006 (BST)
  8. Kill - When people searchs for ammo they end up with a lot of new weapons, so this "jam" situation will trigger VERY rarely, making it almost useless. That, and the fact that you left a lot of unclear points, gives your suggestion a kill. --Matthew Fahrenheit 04:42, 23 June 2006 (BST)
  9. Kill - As 'STER said. - Jedaz 03:36, 23 June 2006 (BST) Struck out double vote. --A Bothan Spy Mod WTF U! 08:43, 23 June 2006 (BST)
  10. Kill - absolutely not. This goes too far. False positives and such --GageRRF 03:49, 23 June 2006 (BST) I am pretty sure that that belongs on the vote above... oops. I still hate your suggestion, guns are too easy to find to use a jammed gun! --GageRRF 05:23, 23 June 2006 (BST)
  11. Kill - This reminds me of Office Space. They tkaes off a fraction of a percent from each transaction. Except the movie was funny...this isn't. Sonny Corleone WTF 03:52, 23 June 2006 (BST)
  12. Kill Oh man... a status variable for every gun in the game... Baby Server Load Jesus is crying. --Rheingold 06:02, 23 June 2006 (BST).
  13. Kill - And next my axe will go blunt, and my zombie's teeth will break. David Malfisto 10:33, 23 June 2006 (BST)
  14. Kill - 1. This would be no fun at all, and 2. The amount of stored data would be increased by helluva lot. --Nob666 11:39, 23 June 2006 (BST)
  15. Kill - see above vote, while i do salute you for your enterprising! --DJSMITHCDF 12:48, 23 June 2006 (BST)
  16. Kill - How is this fun? Just an unnecessary AP sink --Mookiemookie 15:08, 23 June 2006 (BST)
  17. Kill - I hardly ever hit with guns anyway! Jonny12 W! 15:09, 23 June 2006 (BST)
  18. Kill - Revolvers And Breech Loading Shotguns Don't Jam Anyway. --J Z Delorean 16:49, 23 June 2006 (BST)
  19. Kill - Jedz said it all.----The General-W! P! Mod01:06, 24 June 2006 (BST)~
  20. Keep - Server load is not a valid Kill reason. Spending an extra AP here and there to keep one's firearms in working condition would not be any huge burden, and I think it would add a bit of fun. Plus, the thought of a firearm failing to fire at the worst possible time seems very in keeping with the genre and provides greater tension for the survivor players. --Ember MBR 01:44, 24 June 2006 (BST)
  21. Kill - In response to Ember's "fun" and "in genre" argument, I felt I had to vote on this. I'd argue that running out of ammunition is in genre, but guns jamming is not. This mechanic is unnecessary and boring. I've never found having an unreliable weapon to be fun in any sense of the word. What's the next step? Zombie's claws 'breaking' due to going blunt from overuse, survivors bleeding to death? I don't like suggestion at all. –Xoid 03:21, 24 June 2006 (BST)

Recently Revived Survivors

Timestamp: 05:47, 23 June 2006 (BST)
Type: Game Mechanics
Scope: Revived survivors that are infected
Description: Revive changes are frequently suggested, but most have one serious flaw. They usually make reviving easier on the reviver, allowing him/her to do more revives in a day. This suggestion is made to help survivors who are killed while infected, without making revivification itself any easier.

What this suggestion proposes to do is have revivification syringes temporarily delay the effects of infection on a newly revived survivor. For the first 5 AP spent by the character after standing up, the character takes no damage from infection, but is still told he is infected and should seek first aid (or whatever message Kevan deems appropriate).

OOC Reason:This will make life easier on newbies and the forgetful, because if this can quickly become a repeating cycle. You are infected and die. You get revived and have 25/30 AP to get to the nearest hospital/mall and search for a first aid kit. If you fail, (which newbies who don't know about the map of malton likely will as the die searching for a place to get a first aid kit) your dead again and it starts again.

IC Reason: It makes sense that the anti-bodies, gypsie magic, orphan blood, or whatever powers the syringes should be able to fight of the survivor virus, atleast temporarily. This goes along those lines without weakening

Votes

  1. Keep Author Keep. Why not?HamsterNinja 05:47, 23 June 2006 (BST)
  2. Kill I think it's a bit complicated to have a warning and a grace period. And while I used to think a skill to be free of infection upon being revived, either for the reviver or revivee might be a good idea, I realize now that it nerfs the value of Infectious Bite. It's good strategy to bite someone you're going to kill. Bites would otherwise become completely useless against anyone you could kill. --Jon Pyre 06:00, 23 June 2006 (BST)
  3. Kill - Infection is almost pointless as it is. It doesn't need to be nerfed more. –Bob Hammero TW!P! 06:03, 23 June 2006 (BST)
  4. Kill - Same as Bob Hammero. --Matthew Fahrenheit 06:16, 23 June 2006 (BST)
  5. Kill - I hate being infected as much as the next survivor but keeping an FAK in your pocket is one of those things people need to learn to do. Not to be mean to newbies, just to instill a sense of fear. Its an apocolypse after all. --Spraycan Willy MalTel·T 06:40, 23 June 2006 (BST)
  6. Kill - joining the bandwagon. Don't make this too complicated. You have 25 or 30 hp to burn before you get to visit death again, so no worries. --GageRRF 06:50, 23 June 2006 (BST)
  7. Kill - Let's make it even easier to survive without learning the most basic elements of the game. Because all those newbies are going to quit otherwise; they're far too stupid to click the FAQ link on the main page. --einexile 09:08, 23 June 2006 (BST)
  8. Kill - So you want to nerf the only use for infections? David Malfisto 10:37, 23 June 2006 (BST)
  9. Spam - Stupid. Pathetic. Asinine. Moronic. –Xoid 11:59, 23 June 2006 (BST)
  10. Spam - Why not? Because you want to destroy pretty much the only useful feature of Infectious Bite --Mookiemookie 15:09, 23 June 2006 (BST)
  11. Keep - it took weeks (maybe closer to months) for me to get revived after some zombie infected and killed me when I first started playing. Thus, it took weeks before I could start playing. This would help prevent it from happening to any other new player. Almafeta 16:44, 23 June 2006 (BST)
  12. Kill - This is why you keep a FAK on hand. --Ember MBR 18:38, 23 June 2006 (BST)
  13. Kill - You know, this could be useful if only for noobs. But it would have to be tied to being new to the game somehow. I think it might work if you put it so that it's only within the first week or so of the character being created. Of course, then people might complain it's even more complicated... --Shadowstar 20:55, 23 June 2006 (BST)
  14. Kill -Couple of ideas, off the top of my head. Maybe if, after spending 5 AP "infection free," you automatically lose 5 HP (instead of 1 per AP, it happens all at once). Or make it last until the person buys their first skill. Or maybe make it last until the character is first healed or they find their first FAK (whichever comes last). Basically, something like this should be on the discussion page first. As it stands, THIS version nerfs Infectious Bite.--Pesatyel 01:58, 24 June 2006 (BST)

Overlord - Can 'Rally Scourge'

Suggestion moved to talk page for alteration of the suggestion mid vote. --Grim s-Mod U! 07:51, 23 June 2006 (BST)

Aww Grim, you got rid of my vote, be careful. --Matthew Fahrenheit 07:56, 23 June 2006 (BST)
Your vote wasnt there when I removed it. In the immortal words of some guy I dont know and never met: "You snooze, you lose" --Grim s-Mod U! 10:40, 23 June 2006 (BST)
And it happens all the time. Especially with busy people like Grim. Blame it on the wiki and zombies. Everyone knows there is no such thing as zombies, especailly in Malton. - 343 U! 19:11, 23 June 2006 (BST)

Limited edition skills

Timestamp: 12:15, 23 June 2006 (GMT +1)
Type: Skill
Scope: Everyone
Description: Note: this is a VERY generic suggestion. I've noticed that there are lots and lots of players who reached the top level and are amassing XP they can't spend anymore. Every couple weeks or even every month, a very very powerful skill could be released at the cost of thousands XP - only to be retired the next week/month - becoming forever unavailable to wohever didn't take the chance to buy it. Players would get a strong reason to keep on playing after they max out all the basic skill trees. They would also get the thrill of waiting for the next special skill to come out, deciding whether to buy it or wait for the next one, and so on. An interesting option: Special Skills could require a minimum XP amount and level to be accessed, and then burn ALL the player's XP to be bought.

Votes

  1. Kill - This may be the biggest nerf to new players ever suggested. Congratulations. --Rheingold 11:30, 23 June 2006 (BST).
  2. Kill - There are already enough newbies quitting the game after a level or two, why give abilities to make more newbies quit even sooner? --Nob666 11:43, 23 June 2006 (BST)
  3. Spam - Stupid. Pathetic. Asinine. Moronic. –Xoid 11:57, 23 June 2006 (BST)
  4. Spam - interesting, but hurts newbs, this suggestion can't be fixed, sorry --DJSMITHCDF 12:51, 23 June 2006 (BST)
    • Also, what if the veteran was on vacation? --DJSMITHCDF 03:38, 1 July 2006 (BST)
  5. Kill - This suggestion isn't bad, it's just not made for a game like Urban Dead --McArrowni 14:28, 23 June 2006 (BST)
  6. Spam - "Costly does not equal balanced". Read the fucking Dos and Do Nots first. --Jimbo Bob ASSU! 14:34, 23 June 2006 (BST)
  7. Spam - Er...why? Jonny12 W! 15:05, 23 June 2006 (BST)
  8. Spam - This was VERY close to being showered with centaurs. --A Bothan Spy Mod WTF U! 15:08, 23 June 2006 (BST)
  9. Spam - No detail on what these skills would be, and the idea of uber-1337ness over new players displeases me. Displeases me greatly. --Mookiemookie 15:12, 23 June 2006 (BST)
  10. Keep -I believe the concerns of the voters can be partly adressed by having only skills that benefit others instead of the buyer himself. Some thought needs to get into it ofcourse. some examples may iclude healing more hitpoints on lower level characters. boosting the attack strenght of zombies without Death Grip as long as you are in the same block. skills that would reward altruistic playing. That way the game would be improved for both the high level players (who would get more diversaty and tension) and low level players (who would get the benefits).--Vista 15:59, 23 June 2006 (BST)
  11. Spam I am looking forward to my new "Destroy newbies with my mind" skill I will purchase for 2,000xp. --Jon Pyre 16:04, 23 June 2006 (BST)
  12. Keep -- makes since ICly (survivors who got out there early would learn much more than the survivors who left their nice safe hidey-holes months later) and OOCly (encourage long-term play). Almafeta 16:52, 23 June 2006 (BST)
  13. Spam - jumping on the spam wagon. spammy spammy spam --GageRRF 17:37, 23 June 2006 (BST)
  14. Kill - The bossy dogma on the Dos & Don'ts page has been endlessly effective at narrowing down the suggestions and spurring countless changes which have brought new players to the game by the thousands - surely you deserve to be called names for declining to value the wisdom of the ancients. Resubmit with a list of mild boosts & color gimmicks for the skills in question, and have them expire after a month so your pet Diablo won't hurt anyone's feelings. Throwing something odd into the mix for a short time then having things return to normal would be pretty cool. --einexile 18:03, 23 June 2006 (BST)
  15. Kill - But would be willing to change, if Einexile's ideas of temporary bonus was implemented well. --Burgan 18:06, 23 June 2006 (BST)
  16. Spam - Besides the fact that you don't give any detail on what the skills would be, costly does not equal balanced! Read Suggestions Dos and Do Nots. –Bob Hammero TW!P! 18:55, 23 June 2006 (BST)
  17. Kill - Vista does make some good points to get this a keep, but I just don't like the limited edition part. This is not Magic:the Gathering or Mechwarrior. Kevan is not WotC or Wizkids. --Raystanwick 19:13, 23 June 2006 (BST)
  18. Spam - I could vote dupe, but its easier not to look for the 200 others that come close, but arn't exactly the same. Nerfs someone, yada yada yada. 343 U! 19:14, 23 June 2006 (BST)
  19. SPAM - I'll have spam, spam, spam, spam, spam, spam, egg, spam, spam and spam. No we're out of egg, So it's spam, spam, spam, spam, spam, spam, spam, spam, spam and spam. I hate Spam! --J Z D 19:55, 23 June 2006 (BST)
  20. Keep - I've always been a fan of the idea of those "uber-expensive" skills/modifiers suggestions that come up from time to time - but they are never really done well (and my keep vote on this is mearly one of supporting your concept - though the actual suggestion is not very good at all, as you don't actually detail any skills). Ditto Vista and einexile's comments. Give me a reason to keep playing, the game begins to grow old after you're maxed out. --Blahblahblah 20:30, 23 June 2006 (BST)
  21. Spam' What are you on? Reasonable principle but no suggested skills, this is effectively a wish and I will vote in accordence with the merits of this wish.----The General-W! P! Mod01:03, 24 June 2006 (BST)
  22. Spam - There's nothing here to vote on. Flesh it out on the talk page if you must, then come back with something specific. --Ember MBR 01:40, 24 June 2006 (BST)
  23. Spam -As John Ember said, there isn't even anything to actually vote on.--Pesatyel 02:14, 24 June 2006 (BST)
  24. Kill - Nice idea, but how can you expect Kevan to invent loads of skills like that? There isn't an infinite well of ideas for new skills. --Otware 12:26, 25 June 2006 (BST)

New Zombie Skill (Overlord v2.0)

Spaminated with 9/11 spam votes. Most voters thought the suggestion was overpowered and out-of-genre, and had bad mechanics. –Bob Hammero ModB'cratTA 18:30, 23 June 2006 (BST)


Antibiotic

Timestamp: 17:04, 23 June 2006 (BST)
Type: Improvement
Scope: Survivors
Description: It is well known that alcohol is an Antibiotic. Why not make it so liquids with alcohol in it (Ex. Wine and Beer) act as so. Seeing as how the military suggests drinking small amouts of tequila when stationed in south america, this makes sense. The suggestion is to make it so using alcohol cures infection. This would give purpose to Wine, and Beer and such. To balance this, no health will be restored. Any player who cures the infection of another will gain no EXP also.

Votes

  1. Keep - Author Vote --Duce Nauks 17:04, 23 June 2006 (BST)
  2. Kill - Infection doesn't need nerfing. --A Bothan Spy Mod WTF U! 17:06, 23 June 2006 (BST)
  3. Keep - Since it's no easier to find alcohol than FAKs, this seems fine. --Ember MBR 17:08, 23 June 2006 (BST)
  4. Kill - with the caveat that players should still get XP for healing others. Players helping players should be worth more than just warm fuzzy feelings. Otherwise, there is nothing bad about this suggestion. Almafeta 17:13, 23 June 2006 (BST)
    • I know, but I had to balance it for the zombie players too.--Duce Nauks 17:18, 23 June 2006 (BST)
  5. Keep - I like it. It makes sense. Plus... noone likes bothan spies.--Hendrix224 17:15, 23 June 2006 (BST)
    • Very true. Bothans do suck. A whole lot. But that's a different game.--Duce Nauks 17:18, 23 June 2006 (BST)
  6. Keep - Hell yeah! 50 bottles of beer on the wall, 50 bottles of beer. Take one down and pass it around, 49 bottles of beer on the wall. --Niilomaan 17:19, 23 June 2006 (BST) EDIT: Two things. No one ever uses beer, so it's not nerfing anything. FAKs would still be way better, even if alcohol would heal that 1 HP. And game still doesn't need to be over realistic. Let us have our booze. It makes game more fun, and this would give me reason to carry it around. --Niilomaan 17:54, 23 June 2006 (BST)
    • Hahahaha, I like the way this guy thinks. Sir, you win a coupon for one free internet. Enjoy.--Duce Nauks 17:21, 23 June 2006 (BST)
  7. Kill - No. Sonny Corleone WTF 17:22, 23 June 2006 (BST)
    • Hmmmm. Blunt and to the point, aren't we?--Duce Nauks 17:23, 23 June 2006 (BST)
      Yeah. Sonny Corleone WTF 17:25, 23 June 2006 (BST)
      • I Golf clap for you sir. Very nice. Very Nice. Here, have a free internet.--Duce Nauks 17:28, 23 June 2006 (BST)
  8. Kill - Nerfs infection. --Nob666 17:24, 23 June 2006 (BST)
  9. Keep - I think it's good. It gives alcohol a point in the game, and it is a good antibiotic. Sweet name Hendrix, And i don't like bothan spies ether.--Pinkfloyd224 17:26, 23 June 2006 (BST)
  10. Kill - get wasted and call me in the morning. When was the last time your doctor told you that?--GageRRF 17:40, 23 June 2006 (BST)
    • Boy . . . what'n the hell 're you talkin about?--Duce Nauks 17:45, 23 June 2006 (BST)
      • your horrible suggestion --GageRRF 17:46, 23 June 2006 (BST)
    • Rest of conversation moved to the talk page. --A Bothan Spy Mod WTF U! 17:58, 23 June 2006 (BST)
  11. Kill - Alcohol is an antibiotic yes, but not every antibiotic works for every infection, least of all alcohol because it's so omnipresent. Drinking a bottle of wine will not fix your stomach infection. Unnecessary. I also recommend you stop replying to every vote before a mod comes by and kills them.--Burgan 18:03, 23 June 2006 (BST)
    • Reply. Reply reply reply. It's a game man. I'm just tyring to bring purpous to the drinks, And make the game a bit more fun.--Duce Nauks 18:13, 23 June 2006 (BST)
      • I was just pointing out for your information, seeing how it's against the rules and all. The 're' to the vote beneath mine is fine, but you don't need to 're' every one. For me, the game is fun in it's present flavour. --Burgan 22:41, 23 June 2006 (BST)
  12. Spam - Oh christ, his bite was infected! OH GOD OH GOD OH GOD. --einexile 18:10, 23 June 2006 (BST)
    • I'm not sure of your logic behind spam, could you explain why?--Duce Nauks 18:13, 23 June 2006 (BST)
  13. Kill - Don't nerf infectious bite. –Bob Hammero TW!P! 18:38, 23 June 2006 (BST)
  14. Spam - Infectious Bite is one of the crappiest skills in the game. By increasing the number of counters for it, you break it completely. Absolutely not. --Mookiemookie 18:51, 23 June 2006 (BST)
  15. Keep - I like it....--Canuhearmenow 19:15, 23 June 2006 (BST)
  16. Spam - 1) Infectious Bite isn't that bad; always have a FAKs or two, and get more right away once you use one. 2)Alcohol is not an antibiotic. Very high proof alcohols(90%+) can be antiseptic, but not beer or wine.(using them as an antiseptic can actually increase the chance of infection) Commercial, medicinal alcohols are NOT ethanol(the kind of alcohol people can drink). --Raystanwick 19:21, 23 June 2006 (BST)
    • Actually, some commercial types are. Trust me, I've looked into this. For wine and beer, no, but some can be very much so helpful. Also, I do use the, always carry an FAK tactic. I'm just trying to bring a meaning to the in game Alcoholic beverages. I mean, you can't even get drunk.--Duce Nauks 19:55, 23 June 2006 (BST)
  17. Kill - Although it gives a reason to carry around beer & wine, I think that Raystanwicks right on antiseptic treatment. .--JZD 20:00, 23 June 2006 (BST)
  18. Kill - While it does make sense, it is pretty much worthless, and nerfs infection, which is already weak enough. However, you did just give me an idea. --Rozozag 20:15, 23 June 2006 (BST)
    • Well, something good comes of it at least.--Duce Nauks 23:25, 23 June 2006 (BST)
  19. Kill - I am very lazy and will not vote spam. This idea was suggested way back, almost immediately after infection started up. Everything old is new again! Haha. --Shadowstar 20:58, 23 June 2006 (BST)
    • Really now? That I didn't know.--Duce Nauks 23:25, 23 June 2006 (BST)
    • Note I can remember about 2 other times as well. It's a quite logical step to take so some other people have thought of it as well. It isn't a particulary bad idea. That said however I'm going to ask you to stop REing, You're using it a lot and it's quite clear that it's not going to help. Some people started to complain about it and this place isn't about starting a dialoge with the people voting on it. take it to the discussion page or the voters talk page.--Vista 23:43, 23 June 2006 (BST)
  20. Kill -While I like that it makes beer/wine more useful, as others pointed out it nerfs infection too much.--Pesatyel 02:19, 24 June 2006 (BST)
  21. Kill - I. AM. CYBERBOB. YOU. MAY. NOT. RE. EVERY. KILL. VOTE. --Matthew Fahrenheit 04:17, 24 June 2006 (BST)
  22. Keep - this could work, but you may want to give it a small percentage to not work with the infection, maybe modded with medical skills. NecroDVR 05:47, 24 June 2006 (BST)
  23. Keep - It gives alcohol a use in this game and for those that say it nerfs infection.Infection is already nerfed all it does is weaken the enemy.So if you crying about infection nerfed make a stronger one please.--LCpl Mendoza 20:54, 24 June 2006 (BST)
  24. Keep - I like it, but there should only be a % chance of it curing an infected bite. -Kiltric 21:41, 29 June 2006 (EST)

New Zombie Skill (Overlord v3.0)

Withdrawn. Author, --W3c 20:52, 23 June 2006 (BST)


Journals

Timestamp: 03:50, 23 June 2006 (BST)
Type: new item.
Scope: RP pruposes, keeping track of things
Description: This adds a new item, an empty journal, to the things you can search and find. You have a 2% probability to find it in libraries and a 4% probability to find it in a mall bookstore. This, upon clicking it in your inventory, gives you two options, to read an existing entry or to write a new entry. upon choosing to write a new entry you can write a 250 character passage, and upon finishing you click "done" and the game automatically writes the date, all this would cost 0 AP for choosing reading an entry or writing an entry, and 1 AP for writing or reading an entry. An example entry might be "June 29th, 2006 08:27: Their dead. All of them. The zombies broke through the barricades, I barely escaped with my life." upon clicking "read journal entry" you get a chronological list of all the entries and for 1 AP you can read one by clicking its date, like with the June 29th entry you would click the entry dare June 29th, 2006 08:27. Also, if you are attacked and/or killed while writing or after writing you read this, I will first write it like a normal journal entry "Holy... Their inside! The zeds broke through! I need to get out of he-" then you read "The writing abruptly stops, there is a spatter of blood on the page." This item could add a nice touch to the game, possibly can even be used as a sort of "Urban Dead History Book" Giving a first hand account of whats going on. Also, if this passes and gets implemented maybe I might put up a suggestion about how you can drop this and players finding it to read, but doen't take this into account right now. ( I searched to see if this might be a Dupe, and I found nothing, please tell me if it is, and give me some advice by putting a message on my discussion page if you have anything I can do to improve this if it doesn't make it or is a Dupe. Thanks!

Votes

  1. Keep - Author Vote. --Canuhearmenow 03:54, 23 June 2006 (BST)
  2. Spam - STREETS IS READIN' STREETS IS WRITIN' Sonny Corleone WTF 03:56, 23 June 2006 (BST)
  3. Kill I don't think players need to write detailed logs for themselves and you don't really delve into how sharing your journal would work. --Jon Pyre 04:41, 23 June 2006 (BST)
  4. Kill - You're Mr. Caiger mall survivor, you write on your journal "Im bored, really bored, my 3 zergs are too, i didn't know how to invest my AP here with my 24 loaded shotguns so i started this journal". Useless. --Matthew Fahrenheit 04:48, 23 June 2006 (BST)
  5. Kill - Read Suggestions Dos and Do Nots. Other than that, I don't like this idea. Survivors have enough ways to communicate as it is, and you don't need to keep a journal in the game. –Bob Hammero TW!P! 05:12, 23 June 2006 (BST)
  6. Spam - "Their dead. All of them."... i just can't take you seriously --GageRRF 05:19, 23 June 2006 (BST)
  7. Kill - I like the basic idea, but the proposal is unpresentable. Simplify it and remove all the explanation & speculation. Blank journal, add entries, show it to people... fun. Enormous block of rambling... not quite so fun. --einexile 08:30, 23 June 2006 (BST)
  8. Kill - Wouldn't mind replacing the other reading material in Malton with interactive stuff. Bu more useless items seems like a bad idea. Use word. David Malfisto 10:36, 23 June 2006 (BST)
  9. Kill - Can't see how this would be of use. --Nob666 10:42, 23 June 2006 (BST)
  10. Spam - It's cool, but completely unessescary, but use the wiki for that stuff! --DJSMITHCDF 12:50, 23 June 2006 (BST)
  11. Kill - Although if you want to waste AP doing this...then why not? It's your choice I suppose. Jonny12 W! 15:07, 23 June 2006 (BST)
  12. Kill -My first thought was the "journal" should have a high find rate in SCHOOLS. And, while I like the idea, I don't believe it would work. MAYBE if trading were implemented, perhaps.--Pesatyel 01:41, 24 June 2006 (BST)
  13. Kill - Granted it'd be nice to read SOME of the players' writings but the majority would be utter shit. And the cost of AP to read what could turn out to be junk is not worth it. Besides, there are journal sites out there, really good ones, even some on *gasp* wiki, go use them and put a link in your UD profile, like what I been gone done and stuff.--Gosunkugi 14:51, 24 June 2006 (BST)

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