Suggestions/24th-Feb-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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Uncontainable

Timestamp: 03:43, 24 February 2006 (GMT)
Type: Skill
Scope: Zombies
Description: The zombie cannot be easily imprisoned. If barricaded inside a building and there are no survivors present zombie have twice the odds of weakening the barricades with their attacks. This is a useful skill for zombies that want to hold buildings and keep them barricade-less in suburbs such as Ridleybank and have survivors build barricades around them. It seems fair that the zombie should have an advantage to keeping a building barricade free if they are already inside and there are no humans around to maintain the barricades or distract the zombies with their appetizing flesh. Of course the zombies can always leave the building through a window but this is about zombies maintaining territory they've already captured once the survivors leave.

Votes

  1. Keep Author vote. I've barricaded a building with zombies inside of it numerous times. It's always good strategy to keep zombies from moving freely into buildings. But as someone who does that I think it's only fair for zombies to have this ability. --Jon Pyre 03:43, 24 February 2006 (GMT)
  2. Keep - Barricading an overtaken building is a silly strategy anyway. Humans should kill the zombies first. I think this suggestion would make that more likely. --John Ember 03:48, 24 February 2006 (GMT)
  3. Keep - It makes sense. If you are not around to protect your barricade, it should be easily taken out from the inside out. --McArrowni W! 13:46, 24 February 2006 (GMT)
  4. Keep - Helps people too stupid to know you can exit any building by clicking on an adjacent square. Can not possibly be overpowered because a zombie in a building can't hear those wonderful Groans. --Sindai 14:21, 24 February 2006 (GMT)
  5. Keep - I don't see why not --Lord Evans W! 14:34, 24 February 2006 (GMT)
  6. Keep - As a survivor, I don't like it, but it's a good idea. --Brett Day 14:56, 24 February 2006 (GMT)
  7. Keep - But I think this would make a great skill, rather than something available to all zombiekind. --WibbleBRAINS 15:23, 24 February 2006 (GMT)
  8. Kill - I appreciate the idea, but feel this is out of genre. I just feel it's a bit pointless. Don D Crummitt 15:27, 24 February 2006 (GMT)
    • Re - You do realize that this strategy doesn't actually work, right? Zombies can leave a barricaded building by clicking on an adjacent block. --John Ember 16:29, 24 February 2006 (GMT)
    • Re - You're right, but my original feeling still holds true. Don D Crummitt 17:09, 24 February 2006 (GMT)
  9. Keep - Maybe under memories of life - as it would require greater than the average zombie thought process to know to do this (in terms of thinking beyond just finding food). --Blahblahblah 15:47, 24 February 2006 (GMT)
  10. Keep - Good, characterful skill. Also gives survivors an incentive to hold a building, instead of just fleeing and coming back later after the zombies get bored. --Norcross 17:29, 24 February 2006 (GMT)
  11. Kill - This is a skill? Seems more like a action bonus against barricades, but enough semantics I didn't vote kill for that reason. Personally I think the reasoning behind this idea is flawed. I saw an earlier idea suggesting survivors who barricade be moved to the top of the stack so zombies could attack them. Now that made sense, I mean if you're barricading you have to right near the zombies and they can in turn act against prevent the barricader. This idea suggests barricades are some type of obstacle that's easier to move on one side rather than the other. A vending machine is made easier to move? I think the problem here is that zombies don't move objects like living humans can (i.e. lifting), they smash things and that's why it takes them longer to get past them. Maybe if it were some kind of chair under the doorknob I could see how a zombie could affect it more easily when on the inside. Sorry, but it doesn't add up for me. --Mobius187 12:52 PM, 24 February 2006 (EST)
  12. Keep --hagnat talk 19:03, 24 February 2006 (GMT)
  13. Keep - In the words of the immortal NBA Jam. Count it! -Banana Bear4 19:53, 24 February 2006 (GMT)
  14. Kill - a little knowen thing is if you click on the block next to you you can get out of any building.--RAF Lt.G Deathnut 19:56, 24 February 2006 (GMT)
    • Re This isn't for the purpose of escape but for zombies to hold buildings without survivors inside of them. --Jon Pyre 23:59, 24 February 2006 (GMT)
  15. Keep - Makes sense,useful to zombie groups wanting to keep their territory Zombie friendly and a reason to actually kill all the zombies in a building. Monkeylord 22:15, 24 February 2006 (GMT)
  16. Kill - Zombies can't get locked in buildings. They can just click to an adjacent square and be outside of the building. This is pointless. Saromu 00:20, 25 February 2006 (GMT)
    • Re - This has nothing to do with locking zombies in. Please re-read more carefully and re-vote.--Mookiemookie 03:02, 25 February 2006 (GMT)
    • Re - Re-read it and I'm still voting kill. What makes it easier for a zombie inside a building to destroy the barricades? Just because no survivors are there? No. Kill it. Saromu 15:44, 25 February 2006 (GMT)
      • Re - Actually, barricades are designed to keep things OUT, they're built up from the inside, it kinda makes sense to me that they're easier to dissassemble from inside.Timid Dan 17:12, 25 February 2006 (GMT)
  17. Keep - It would actually allow for a real battle of territory.--Mookiemookie 03:02, 25 February 2006 (GMT)
  18. Kill - Barricades are the primary defense against zombies, and barricading everything, including empty buildings, is a viable tactic. Don't take that away from survivors, please. Bentley Foss 16:20, 24 February 2006 (GMT) Edit- Restored my incorrectly removed vote. Exactly what prompted John Ember to remove my vote, I do not know, but you can view it before and after. Bentley Foss 05:54, 25 February 2006 (GMT)
    • Re - Bentley, is there anyone on this wiki you haven't accused of removing your votes? Apparently I was adding a comment at the same time you were adding your vote, and the system erroneously overwrote your edit with mine instead of notifying of the conflict. That's the system's fault, not mine. --John Ember 19:32, 25 February 2006 (GMT)
    • Re It would still be a valid tactic, just it would be less effective to barricade a building with zombies already inside of it. Besides, zombies attacking the building from outside would face the same difficulty and it wouldn't be easy for the zombies inside to destroy the barricades either. It'd just make their attacks equivalent to a survivor using a crowbar. --Jon Pyre 17:43, 25 February 2006 (GMT)
  19. Kill - <clears throat> "Ahem, the whole point is that the zombies should either be "contained" or "free range." Disallowing player control of this rather important facet of the game does not serve to enhance the game (particularly if the zoms are stupid.)--Gene 08:22, 25 February 2006 (GMT)
  20. Keep - I can not seem to find if I voted or not so ehre is my say. You see, if the building is devoid of survivors, there is nothign holding the barricades and it should be easer to break - --ramby Talk 08:31, 25 February 2006 (GMT)
  21. Kill - Nopes. Makes zombies too powerful once they crack open a building...would make taking back areas way too hard. - Nicks 22:28, 25 February 2006 (GMT)
  22. Kill - All of the other kills sum up my kill vote... just to powerful. --TheBigT 00:53, 26 February 2006 (GMT)
  23. Keep - Sounds fine to me. Velkrin 21:25, 26 February 2006 (GMT)
  24. Keep - Good. People saying kill don't understand the meaning of this suggestion. It's not to help zombies get out, it's so zombies can "control" territory easier. It wont help zombies kill survivors, don't worry...--Agent 24601 21:41, 26 February 2006 (GMT)
    • Tally - 16 Keep, 8 Kill, 0 Spam/Dupe
  25. Keep - I don't see what is overpowered in this suggestion. I Believe it to be very resonable. The first time I vote keep on a suggestion that makes it simpler for zombies to take down barricades. It would mean that more zombies whould seek refuge in buildings, and would cause a small suprise for free running survivors, without adding to much risk either.--Vista 11:56, 27 February 2006 (GMT)
  26. Keep - It makes perfect sense that a zombie trapped INSIDE of a building, all ALONE with NOTHING INSIDE stopping them, will have an EASIER time destroying the barricades holding them within. Besides, it would be a cool skill to "Buy" right when you realize you've been trapped! Where is the fun in being trapped, really? Eventually you should be able to escape, you're undead and tireless. --MrAushvitz 15:59, 27 February 2006 (GMT)
  27. Keep - makes sense, and would help poor icle zeds --Xbehave 20:52, 02 March 2006 (GMT)
    • Final Tally - 19 Keep, 8 Kill, 0 Spam - 20:37, 26 May 2006 (BST)

Give XP to survivors for ...

Spaminated With 8 spams (and one smam), 1 kill and 1 author keep. -- Andrew McM W! 22:35, 24 February 2006 (GMT)

  • RE - And my 1 pitty keep--Broton 22:38, 24 February 2006 (GMT)
    • Re - Sorry, missed that. -- Andrew McM W! 22:40, 24 February 2006 (GMT)
      • Dear God. Why don't we just allow people to get xp for every second their account exists? AllStarZ 01:48, 25 February 2006 (GMT)

Can you explain to me why this wasn't added to peer rejected?--The General 20:43, 25 February 2006 (GMT)

It's in humorous. Only god knows why... --Brizth W! 22:27, 25 February 2006 (GMT)
I am making the suggestion title (Give XP to survivors for Logging In, Moving, Missing, Syringe Manufacture, Barricading, Searching, and Talking) shorter so it doesnt destroy the page layout. --hagnat talk 03:20, 26 February 2006 (GMT)
This is only in humerous because I put it there. Whoever removed it should have put it in peer rejected.--The General 10:13, 26 February 2006 (GMT)