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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
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24th November, 2005 - VOTING ENDED: 8th-Dec-2005

Identifying zombies allows you to select them individually

Timestamp: 00:22, 24 Nov 2005 (GMT)
Type: Improvement
Scope: Survivors
Description: Two changes:
  • 1. When you extract DNA from a zombie you always get information about it even if it was recently scanned. If it was recently scanned you still do not get xp.
  • 2. After scanning a zombie it is listed by name, separate from unscanned zombies. It is listed seperate from suvivors as to not confuse the living and the dead. You can selectively attack/revive/heal/etc. these zombies. The zombie names are clickable links that lead to their profile. The zombie name no longer appears to you once its status returns to unscanned.

Reasons Why This Should Be:

  • 1. Would give a purpose to scanning zombies. I don't particularly care the zombie I'm about to fight is called BananaBoy13. This would give DNA Extractors a purpose besides "inefficient xp farm".
  • 2. Currently I'm trying to help run a revive clinic. One brain rotted zombie moved in and now it's impossible to bring anyone back. I'm wasting several syringes daily on the same zombies all because I can't identify it, say "Ok, that one is beyond my power", and move on to the next one.
  • 3.Logic. If one zombie turns out to be immune to something a suvivor wouldn't keep going back after the same zombie over and over. Take ten steps to the right and try with a new subject!
  • 4. See #1.


  • Keep - Author. Because of course I'm going to agree with myself. --Jon Pyre 23:18, 23 Nov 2005 (GMT)
  • Keep - very good, i like the idea of brain scanning giving you more info, but i'd like to see it as a skill -- P0p0 00:37, 24 Nov 2005 (GMT)
  • Keep - I like it. I've always been bugged by the fact that one brainrot zombie can shoot a revive clinic in the foot. Bentley Foss 00:41, 24 Nov 2005 (GMT)
  • Kill I hate to do this to such a nearly workable idea, but no Change vote and you can't nerf brainrotters' ability to hurt revivals, not this completely.--'STER 00:45, 24 Nov 2005 (GMT)
    • Re - Brain Rot should not exist to confound revives for all zombies but to prevent committed zombies from themselves being turned. The way to stop revivals is to kill the people doing it. --Jon Pyre 01:19, 24 Nov 2005 (GMT)
      • Double re - Being revived essentially does nothing to a determined zombie; the few saved AP are not the point of the skill. Its main importance is for exactly this sort of thing--that's what makes it useful. Apparently the people want it nerfed, though.
  • Keep I like it. At least now tagging actually makes sense. Eddo3601:05, 24 Nov 2005 (GMT)
  • Keep - Lousy rotters. X1M43 01:37, 24 Nov 2005 (GMT)
  • Keep - Honestly, I could go either way on this, but I think it would go well with common sence. -ThunderJoe 02:08, 24 Nov 2005 (GMT)
  • Keep - Since a brain rotted (and probally maxed out)zombie has nothing to fear from survivors at current an ability like this would at least allow them to be avoided and rev needles spent on zombies looking to get revived. --Rolland CW 02:47 Nov 2005 (GMT)
  • Keep - Yes! YES! OH GOD, YES! --MaulMachine 22:24 23 Nov 2005 (EST)
  • Keep - This one's much more sensible than the one I reflexively gave a keep to the other day. But maybe it needs some changes. If you stick a zombie, you probably remember which one-- your method would require actually scanning that zombie... --Shadowstar 03:35, 24 Nov 2005 (GMT)
  • Kill - I can agree to being able to revive zombies that you personally scan, but opening up the options to selectively attack them is a bit much. Gibso 07:54, 24 Nov 2005 (GMT)
    • Re - Remember, with the exception of Head Shot death doesn't matter. And they would likely be killed anyway, this mainly helps with things that need to be specific, like revives.--Jon Pyre 08:44, 24 Nov 2005 (GMT)
      • Re - I agree with point 1, just not entirely with point 2. If you got a link to the profile in the original scan information I would vote yes, but a second list? Sounds like a waste server space. A link to the profile would allow you to add them to your contact list and select them. Gibso 00:28, 25 Nov 2005 (GMT)
  • Keep - I'm with MaulMachine. But one really shouldn't think of dna extractors as being inefficient xp. If you can safely get to and from a huge horde, you can reliably farm 4xp per turn for as many turns as you like. 40 turns makes for 160 xp. Not at all bad. --Biscuit 08:00, 24 Nov 2005 (GMT)
    • Re - True, it can pay dividends. It's still just a flavor skill though and I'd like every skill to have some point to it strategy wise. --Jon Pyre 08:40, 24 Nov 2005 (GMT)
  • Keep - It dosn't take a Necrotech to go, "Hey, this one has brain rot, I'm going to NOT keep sticking it with needles!"--Arathen 10:13, 24 Nov 2005 (GMT)
  • Keep --Clickytickytai 14:05, 24 Nov 2005 (GMT)
  • Keep - I'm not hugely enthusiastic about this, but I don't think it would break the game. "The zombie name no longer appears to you once its status returns to unscanned." I think this aspect would break the server, so Kevan would probably kill it. --Dickie Fux 16:36, 24 Nov 2005 (GMT)
  • Keep - We need this... --Adrian 18:01, 24 Nov 2005 (GMT)
  • Keep - We need something like this. Perhaps make it an advanced skill so brainrot is still offensive? As things are DNA tagging has become completely ineffective as an XP farm. --Zaruthustra 22:56, 24 Nov 2005 (GMT)
  • Keep - As Arathen said. --Madalex 00:15, 25 Nov 2005 (GMT)
  • Keep Great idea! --Carfan7 03:36, 25 Nov 2005 (GMT)
  • Keep - I have no experience with this, but it seems you have encountered a logic dilemma and if this solves your problem without overbalancing, I vote keep. --Squashua 05:47, 26 Nov 2005 (GMT)
  • Kill -- The only defense against a 100% effective syringe is the uncertainty of the zombie being revived having brainrot. Take that way and the syringe becomes overpowered. --Nov 03:03, 28 Nov 2005 (GMT)
  • Spam - This would only lead to massive headshot griefing of the mid levelled zombies (Whom are hurt the most by headshot in its current form) and completely disables thier ability to hide anywhere. A group of headshotters can camp near a horde, send one guy out to tag them all, then have him report back either in game or on an instant messenger program the profiles of those zombies who are near to a level, and would be the most harmed. After this, with those zombies in thier contacts lists, they walk out, pick those out of the crowd and headshot them. With even marginal organisation this suggestion has the potential to see the complete end of Zombie levelling unless we either bank all our exp as level one corpses and buy every skill in one go, or we gain the exp as survivors first. neither of which is any fun at all. I honestly cannot believe how ignorant those who voted keep on this are. --Grim s 15:03, 6 Dec 2005 (GMT)
  • Kill--you take away our anonymity and we've very little left to hide ourselves with. -- Tabs 21:31, 7 Dec 2005 (GMT)
  • Kill - The only thing zombies have is anonymity, we have no barricades, can rarely hide in buildings. This will only lead to directed headshot griefing of midlevels to keep the from gaining XP --Athos710 12:41, 9 Dec 2005 (GMT)


Timestamp: 01:20, 24 Nov 2005 (GMT)
Type: Skill
Scope: Survivors, especially scientists
Description: Being turned into a zombie can be rather annoying for people who prefer to play as survivors. However, soon we learn not to stay outside when logged out, and to ensure we have a safehouse. Despite these precautions, sometimes real life intervenes and we can't check on our characters for a while, and we end up dead. Sometimes we get lucky and are revived quickly, other times it can take days, even over a week. For someone who wishes to play as a survivor, these days spent as a zed feel wasted, especially when headshot ("I don't want to be a zed!" I've often found myself wishing to scream!). I propose (in an idea shamefully pinched from Discworld, where a vampire photographer heals itself from the effects of his camera flash with a vial of blood worn round his neck) that a high-level skill be introduced whereby a survivor with Lab Experience can construct a kit which meant upon death a revive syringe would be used to revive the character. This would be dependant on the character having a revive syringe in his/her inventory. This would add a new element to gameplay for scientists, as they'd need to gauge whether it would be worth using their last revive syringe (perhaps to cross an XP barrier for a new skill) or whether they'd be better to keep it. In order to not unbalance this too much, I propose that the player be revived with half hp, and it take a minimum 5ap extra on top of the 10ap used to stand up.


  • Keep - I was actualy thinking of suggesting this idea, but I remembed that people have said that in role playing that Zombies want to be Zombies so I didn't suggest it. But good idea and hopefully it'll get through - Jedaz 01:41, 24 Nov 2005 (GMT)
  • Kill I really hate to vote against a Discworld fan's idea, but if you remove the sting of death, survivors become incredibly overpowered. I don't care how hard it is, there shouldn't be any way to circumvent or avoid death other than actually not getting killed. Death is nothing to zeds; that's their great advantage. Humans can't have it.--'STER 01:45, 24 Nov 2005 (GMT)
  • Kill Hate the idea. Just avoid getting killed. That's the whole point for survivors in this game. Zombies aren't meant to be smart, anyhow. Just hungry. Eddo36 01:48, 24 Nov 2005 (GMT)
  • Kill No. This means that scientists will never die. Think about it. If there is an ability that allows you to constantly revive yourself and you get that ability, you are always going to make sure that there is at least one syringe in your inventory. Just, no. AllStarZ 01:49, 24 Nov 2005 (GMT)
  • Kill, this would be overpowered. --LibrarianBrent 01:51, 24 Nov 2005 (GMT)
    • Re - I chose to add extra ap onto the stand up to avoid making this overpowered, the other idea I had was to make them unable to do anything else for another 25 hours --Kindie 02:18, 24 Nov 2005 (GMT)
  • Kill - Zombies have their advantages in stamina and death as just an incovenience, and survivors have cunning and safehouses. If you remove the "switch sides at death" for survivors, then that would just make the survivors way to powerful. --ThunderJoe 02:11, 24 Nov 2005 (GMT)
  • Kill - Zombies can't use most items, why allow them to use a needle? --Lucero Capell 02:56, 24 Nov 2005 (GMT)
  • Keep -While I don't like the idea of an item one can carry around to be instantly revived. I do like the idea of zombies being able to revive themselves. As a survivor if you want to die you can jump out a window OR wait to be eaten by ANY zombie. However as a survivor you MUST wait to be revived by another player with SPECIFIC skills and items. Why not implement this in the same manner as the "jump out a window" option where the zombie attempting to be revived must seek out a specific building / object and take action in order to "switch sides"? --Rolland CW 02:52, 24 Nov 2005 (GMT)
  • Kill - As badly as I would like to see this implemented, I cannot justify it. It defeats the purpose of even making an effort to find a safe place at the end of the night. ----Arcos 03:34, 24 Nov 2005 (GMT)
  • Kill - Agree with Arcos. I'd love it but... humans aren't zombies and zombies aren't humans. --Shadowstar 03:37, 24 Nov 2005 (GMT)
  • Kill - To take a page from the Church of New Eden, life as a zombie is just part of the greater cycle of existence in Malton. I appreciate that logging in to discover you've died is annoying, but this would eliminate the threat that death holds to survivors. Every single one would own an auto-revive kit. Bentley Foss 05:45, 24 Nov 2005 (GMT)
  • Keep but Change!The idea of this idea is a good one. Survivors have trouble staying alive while zombies have the power to brain rot their fears of revival away. However, I don't think this is the way to do it. Perhaps instead, a special pill that ONLY works on yourself? Zombies just need to swallow it whole to make it work, but has a smaller chance of being found than a generator (which is pretty small)? Not overpowered since brain rotters don't have to search for anything to stay dead and only use 1 AP to stand, while survivors would have to use a ton of AP to find it, then use up 1 AP to activate it, then use a good amount to stand up again. The idea is a good one, but I think you need to tweak how it works a bit. --Volke 07:27, 24 Nov 2005 (GMT)
    • Re - Thanks for the ideas there, I forgot to add that I intended this as a kind of survivor counterpart to Brain Rot, but nowhere near as strong. Perhaps also, if someone had this skill they couldn't be revived by another character? Just an extra thought I came up with after sleeping on it --Kindie 12:29, 24 Nov 2005 (GMT)
  • Kill - Eh, just no. You die, you DIE. And someone who is revived already stands up at half hp.--Arathen 10:17, 24 Nov 2005 (GMT)
  • Kill - I don't think this could be balanced properly. --Gutless Hokusai 12:40, 24 Nov 2005 (GMT)
  • Kill - See comments by 'STER and AllStarZ. --Seagull Flock 13:37, 24 Nov 2005 (GMT)
  • Kill - I think the point of the game for survivors is to avoid getting killed. --Dickie Fux 16:39, 24 Nov 2005 (GMT)
  • Kill - I suggested this once as a high level skill but this... is just...bad --Adrian 17:56, 24 Nov 2005 (GMT)
  • Kill - This gives the survivor population an overwhelming advantage over the zombies. Survivors have to try to avoid dying, that's what Urban Dead is based on. --Madalex 23:41, 24 Nov 2005 (GMT)
  • Kill Don't take the sting out of getting killed.--Spellbinder 19:21, 25 Nov 2005 (GMT)
  • Kill uhh... Not only is death a fairly important balance (and in-character motivation), but a syringe is a bit more complicated than a vial of blood. --LouisB3 20:26, 25 Nov 2005 (GMT)
  • Kill - we shouldn't even be reviving Zombies anyway. --Squashua 05:48, 26 Nov 2005 (GMT)
  • Kill -- Nice idea, bad for the game. --Nov 03:05, 28 Nov 2005 (GMT)
  • Kill -- No. Your job is to survive. Mine is to kill you. You do not get to have an easy out just because you're attached to your humanity. -- Tabs 20:58, 7 Dec 2005 (GMT)

Set Trap

Timestamp: 02:17, 24 Nov 2005 (GMT)
Type: Skill
Scope: Zombie Hunters
Description: The Zombie Hunter is able to set traps inside buildings for a cost of 1 AP. When any character (survivor or zombie) opens the doors to a booby-trapped building, he stands a 50% chance of taking 4 damage from the trap. A trap only goes off once before it has to be reset, and each building may only have one trap at a time.

Keep, author voting for own suggestion. --LibrarianBrent 02:17, 24 Nov 2005 (GMT)

  • Kill - Why would a Zombie Hunter set traps for survivors? And even with this, surely survivors would have a better chance of spotting this than zombies? --Kindie 02:20, 24 Nov 2005 (GMT)
RE: Er, you know that this only works once they actually open the doors to a building, right? People just walking into a barricaded building are NOT affected. --LibrarianBrent 05:40, 24 Nov 2005 (GMT)
  • Kill - Hey, no auto-damage things. Those are bad. I understand what you are doing here, but this is not how it should go. And this would also make PKers cream their pants. And nobody wants that. Except for the PKers. --ThunderJoe 02:39, 24 Nov 2005 (GMT)
RE: Er, you know that this only works once they actually open the doors to a building, right? People just walking into a barricaded building are NOT affected. --LibrarianBrent 05:40, 24 Nov 2005 (GMT)
Re: Re: Yeah, I did know. It is still an auto damage thing. And way to reply to three completly different remarks with the same thing. --ThunderJoe 11:48, 24 Nov 2005 (GMT)
Re: Re: Re: That was intentional. None of you seemed to get the point. :P --LibrarianBrent 06:35, 26 Nov 2005 (GMT)
  • Kill - Hurts noob survivors most, since they need to get inside every day and don't have free running. --Shadowstar 03:39, 24 Nov 2005 (GMT)
RE: Er, you know that this only works once they actually open the doors to a building, right? People just walking into a barricaded building are NOT affected. --LibrarianBrent 05:40, 24 Nov 2005 (GMT)
  • Keep - I'm pretty tentative about how this would affect the balance, but it sounds neat. Would be a real surprise for the zombies when they get blown up. And lol @ the Re:ing. Heh. - KingRaptor 05:45, 24 Nov 2005 (GMT)
  • Spam - Traps are bad ideas, period. Anything that automatically happens while one is offline (not counting AP regen) is a bad idea. Every trap suggestion thus far has been shot down. I vote spam because this suffers from the same weaknesses from which all other trap suggestions have suffered. Edited later, after reviewing reply and suggestion again All right, I missed the one-trap-per-building condition. My objection now becomes: this has an incredibly minor effect on the game. Is it worth implementation? A zombie has a minor chance of suffering minor damage--how will this alter anyone's playing style? Will it make things significantly better in any way? Bentley Foss 05:47, 24 Nov 2005 (GMT)
RE: I don't think that one attack that does less damage than a basic pistol shot and only hits half the time is going to be so unbalancing. :P --LibrarianBrent 06:17, 24 Nov 2005 (GMT)
  • Keep I see no problem with this. As author already has said many times, survivors don't open doors (in the game mechanics sense) when entering buildings, only zombies do, so no PKilling. Maybe the damage could actually be a bit higher, I don't know.Brizth 10:53, 24 Nov 2005 (GMT)
  • Kill Traps = teh sux0r. This game just doesn't lend itself to traps. --Rhebus 11:43, 24 Nov 2005 (GMT)
  • Kill - This is a strategic game. Auto damage traps are random and cannot be predicted and subsequently prevented. Even if you limit them to one per building, zombie hunters could band together and lay them like landmines in each building in their area to multiply the effect and annoy anyone seeking shelter. Therefore, auto damage traps would detract from the strategy of the game and be more annoying than fun. If it doesn't hurt survivors too it is unrealistic; and there is no strategy for the zombies to fight against it. --Gutless Hokusai 12:46, 24 Nov 2005 (GMT)
  • Kill - I don't like traps, bombs or anything that diverts the human/zed war mechanics from the good old fighting one-on-one. --Seagull Flock 13:41, 24 Nov 2005 (GMT)
  • Kill - I don't think it's overpowered, I just don't like the idea of traps, period. --Dickie Fux 16:41, 24 Nov 2005 (GMT)
  • Keep - What's wrong with traps? Like someone's going to mind the loss of a few HP --Adrian 17:54, 24 Nov 2005 (GMT)
  • Kill too easily used as PKing/Annoyance device --MrSaturn
  • Kill So with 50 AP and free running (most probably already learned since you have to be a zombie hunter), you can trap 25 buildings in one run? I think it should use some kind of consumables, like the fuel can or a pistol clip. --Madalex 23:38, 24 Nov 2005 (GMT)
  • Kill There's no possible in-character justification as to why a survivor doesn't trigger the trap when a zombie would. --LouisB3 20:30, 25 Nov 2005 (GMT)
Re: They don't. The trap is linked to the doors, which are barricaded. Survivors usually go through the windows or a similar location where they can climb into the building (not using the doors). When the door is opened, the trap goes off. Since most of the time survivors aren't entering through the doors, the trap usually won't go off on them (unless, of course, they're actually opening the doors from inside) at all.
  • Kill _ I would prefer expansion on existing items than something so disconnected to the original implementer. --Squashua 05:49, 26 Nov 2005 (GMT)
  • Kill -- How many people open doors these days? Only newbies. --Nov 03:07, 28 Nov 2005 (GMT)
  • Keep - The only valid complaint about this idea is that it's kind of underpowered, actually. One zombie, 50% change, <5 damage? I almost voted Kill for the pure reason that no one would use it. =P Riktar 02:44, 1 Dec 2005 (GMT)
  • Kill -- Tabs 20:59, 7 Dec 2005 (GMT)

Inventory Organization

Timestamp: 04:05, 24 Nov 2005 (GMT)
Type: Improvement
Scope: Anyone
Description: Give every inventory item a number. The inventory is listed in numerical order. Every user can edit the number of each item.


  • Kill - Too much extra data for the server, no good way to do that in interface form, and kind of unnecessary. --Shadowstar 04:09, 24 Nov 2005 (GMT)
  • Keep There must be some better way to sort out your stuff. Eddo36 04:10, 24 Nov 2005 (GMT)
  • Kill Unless you're suggesting to make it so that items in your inventory only have one of each item displayed and a x1, x2, x3, and ect for how much of an item you have, this seems like nothing but a waste of data with no real use. I mean, what could I use it for? --Volke 07:38, 24 Nov 2005 (GMT)
  • Keep - I don't know about the server, but I know I like to be lazy some times. --ThunderJoe 11:34, 24 Nov 2005 (GMT)
  • Kill - This is too complicated. People don't *need* to be able to reorder their inventory how they like. And how many people would actually use this feature? I know I wouldn't, it would take too long.--Rhebus 11:39, 24 Nov 2005 (GMT)
  • Kill - A way to organize inventory would be nice, but this is too complicated. Just grouping items would be good enough for me. --Dickie Fux 16:43, 24 Nov 2005 (GMT)
  • Kill There's extra CPU work for the server involved with it. Sorting the list every time you transmit it to the browser is inefficient, sorting it in the DB when finding or dropping items involves moving inventory items in the DB and causes load. --Madalex 23:33, 24 Nov 2005 (GMT)
  • Kill Why waste server space when there are already firefox plug-ins that sort inventory client side?--Rolland CW 08:12, 25 Nov 2005 (GMT)
  • Kill - I am not sure what you intend to achieve with this. Re-suggest as "in the inventory list, each item has a unique identifier, so when I drop the third shotgun, the third shotgun drops." In fact... check today's queue. --Squashua 05:50, 26 Nov 2005 (GMT)
  • SPAM -- Haven't a few of these suggestions been suggested? --Nov 03:09, 28 Nov 2005 (GMT)
  • Kill -- Unnecessary and there are already ways to deal with this. -- Tabs 21:00, 7 Dec 2005 (GMT)

bulletproof vests should be ineffective against knives/bites

The Spams have it, and this suggestion is BANNINATED! (It was redundant anyway.) - KingRaptor 05:53, 24 Nov 2005 (GMT)

bludgeoning with guns

Timestamp: 04:58, 24 Nov 2005 (GMT)
Type: move
Scope: guns
Description: If you're holding a pistol, there should be a pistol whip option that you can do when you're out of ammo. Same with shotgun, you should be able butt stroke with it. Not as much as fireaxe, but still more effective than punching.


  • Kill - Useless... In case you haven't noticed, if you don't have a fireaxe, there are still a great variety of weapons that are easily findable by anyone. Example, lead pipe. Useless idea... I have to guess you wrote the above post AllStarZ 05:15, 24 Nov 2005 (GMT)
    • RE Yes I did write the above post, if that has anything to do with this. "A pebble is smaller than a knife, and for some strange reason, it cant even wrinkle the vest!" That was what you wrote. A pebble is not smaller than a knife's edge (which was what that issue was about), genious. Unless that's a really dull knife, haha. Anyways on topic, I don't like carrying a separate mellee weapon when I have a kick ass gun. I don't care if pistol whips will do less damage than a fireaxe. I'll drop the axe. Eddo36 06:27, 24 Nov 2005 (GMT)
      • AllStarZ's Response what I meant to say was, a pebble has smaller mass, so shouldn't penetrate the vest? As you said, less mass allows for better penetration. Oh and btw, if you cant think of better ideas than these, dont post at all.
  • Kill - I appreciate the idea, but I find it unnecessary. Spend 10 AP in a firehouse, get a fire axe. Much simpler. Bentley Foss 05:50, 24 Nov 2005 (GMT)
  • Kill - Usless, already plenty of pointless melee weapons. Gibso 07:56, 24 Nov 2005 (GMT)
  • Kill - Unneeded coding. What we really need is melee weapons that are actually worth using compared to the axe.--Arathen 10:20, 24 Nov 2005 (GMT)
  • Kill - Ok, guns need ammo to do high damage. Axes do not require ammo to do a medium damage. Lets not get them confused. --ThunderJoe 11:35, 24 Nov 2005 (GMT)
  • Kill - As above; just use a lead pipe, crowbar, baseball bat, fire axe, etc. --Dickie Fux 16:49, 24 Nov 2005 (GMT)
  • SPAM - We don;t need any more melee` weapons --Adrian 17:51, 24 Nov 2005 (GMT)
  • Kill - Makes melee weapons even less viable. --Zaruthustra 22:59, 24 Nov 2005 (GMT)
  • Kill - As Bentley Foss said. --Madalex 23:32, 24 Nov 2005 (GMT)
  • Kill Bad idea. and for goodness sake, Allstar, just because you put AllStarZ's Response before it dosen't meen its not against the rules.--Spellbinder 19:26, 25 Nov 2005 (GMT)
  • Keep - I am all for alternate uses of weapons. Specify damage next time. --Squashua 06:08, 26 Nov 2005 (GMT)
  • Kill -- This would make pistols overpowered... --Nov 03:10, 28 Nov 2005 (GMT)
  • Kill--We don't need another reason to make melee weapons so unloved. -- Tabs 21:02, 7 Dec 2005 (GMT)

How many Corpses are Brainrotted

Timestamp: 05:00, 24 Nov 2005 (GMT)
Type: Interface
Scope: General
Description: In the Urban Dead Stats Page, we should be able to see how many zombies have got Brain Rot (Similar to the Number of Zombie Hunters). That way, we'll come to know how many dedicated zombies are out there!


  • Keep - I don't see why not - Jedaz 05:46, 24 Nov 2005 (GMT)
  • Keep - That makes sense to me. Bentley Foss 05:51, 24 Nov 2005 (GMT)
  • Keep - Simple, informative, good suggestion. X1M43 05:56, 24 Nov 2005 (GMT)
  • Keep - Makes sense... And this is unrelated, but with that BANNiNATION (or maybe the extra inventory suggestion), all of the edits are completely thrown off for me... --PatrickDark 06:14, 24 Nov 2005 (GMT)
  • Keep - Doesn't sound like it would hurt anything. --Shadowstar 11:13, 24 Nov 2005 (GMT)
  • Keep - I only wish every suggestion was as SIMPLE as this one... --Rhebus 11:35, 24 Nov 2005 (GMT)
  • Keep - You and me both, Rhebus, you and me both. --ThunderJoe 11:36, 24 Nov 2005 (GMT)
    • Re - I believe this will affect the server minimally. I think it's bad spirit to vote for one's own poll, so I'm just identifying myself here (wcil). I'd personally vote Keep obviously ;) --Siddhant 12:14, 24 Nov 2005 (GMT)
  • Keep - Simple and useful, me likes --Kindie 12:34, 24 Nov 2005 (GMT)
  • Keep - Just yes. --Seagull Flock 13:46, 24 Nov 2005 (GMT)
  • Keep - Above says it all. --Steve 16:47, 24 Nov 2005 (GMT)
  • Keep - Wouldn't hurt. Kevan may be holding out for a level 10+ zombie skill that would be identified like Zombie Hunters, though.--Dickie Fux 16:51, 24 Nov 2005 (GMT)
  • Keep - Its a stat I would like to know--Matthew-Stewart 17:30, 24 Nov 2005 (GMT)
  • Keep - Not of much use though... but then again, neither are the stats --Adrian 17:51, 24 Nov 2005 (GMT)
  • Keep - Interesting stuff to know. --Madalex 23:26, 24 Nov 2005 (GMT)
  • Keep Whatever..... --Carfan7 03:39, 25 Nov 2005 (GMT)
  • Keep but make sure that you can't track down somehow all the names of the brainrotted zombies. you come across a zombie, you don't know who they are. Don't allow this to become a tool for people to find out who has brainrot.--Spellbinder 19:27, 25 Nov 2005 (GMT)
  • Keep - Goes along with the number of active zombie hunters. --Jon Hawk 04:59, 26 Nov 2005 (GMT)
  • Keep - No comment. --Squashua 06:08, 26 Nov 2005 (GMT)
  • Keep --Nov 03:11, 28 Nov 2005 (GMT)
  • Keep -- Don't see how it would cause any problems; interesting. -- Tabs 21:03, 7 Dec 2005 (GMT)

List inventory items in alphabetical order

Removed due to duplicated suggestion. See here. note that the tiny edits are a techniclity, not a difference.

Amnesia strike

Timestamp: 08:40, 24 Nov 2005 (GMT)
Type: Skill
Scope: High level Zombie
Description: This skill gives ability for zombie of level 15+ to hit away 1 XP from survivor with hand atack. The probability of hitting away XP is 50% if the hit is succesfull. That is 25% for full upgraded corpse. It should stand next to Rend Flesh skill in the branch.
  • Reason : This will be a counter-scill to the survivers Headshot skill. Also it will give choise of bite or hit atack. The maximum of bite damage is 1.2/AP. The maximum of hit damage is 1.5/AP. But to get max of bite there is need to learn only Vigour Mortis, Neck Lurch when to get max hit damage there must be Vigour Mortis, Death Grip, Rend Flesh. Since the Digestion which stands before Infectious Bite returns health - the new skill will balance XP spending for both type of atacks to 400 XP (i mean for ONLY one type of atack) and in the result bring two ways of acting : to heal self with less damage or to strike away some XP from oponent.

Anyway all values and even scill name may be changed


  • Kill Why do people insist on trying to bridge the gap between survivors and zombies? First of all, even with digestion, zombies are better off using claws unless they are trying to infect. That small 0.3 difference in damage per AP makes a world of difference in the long run, and besides, unless a zombie has higher than half their HP max, it'd be better to just die and stand up at full than bite with digestion and heal themselves. Second, there is a reason survivors and zombies have different abilities. Otherwise they'd just have everyone as the same race and have us all PK each other! Want better compensation for zombies? Either ask for upped damage, acuracy, or vote to have headshot affect AP instead of XP! --Volke 07:34, 24 Nov 2005 (GMT)
  • Kill Zombies dont need a skill to counter headshot, they already have anklegrab. Gibso 08:00, 24 Nov 2005 (GMT)
  • Kill - No. Zombies do not need a "counter-scill"[SIC] for Headshot. Also, keep in mind that when a human dies, THEY BECOME A ZOMBIE. Taking away XP from your converts is a Bad Thing.--Arathen 10:24, 24 Nov 2005 (GMT)
  • Kill - Maybe I would vote keep for this if you voted keep on every counter-anklegrab skill suggestion? Or maybe I wouldn't. --ThunderJoe 11:42, 24 Nov 2005 (GMT)
  • Kill - Zombie skills != Survivor skills. Survivor skills != Zombie skills. There is a reason why. Stop trying to give both sides identical skills. Bentley Foss 15:41, 24 Nov 2005 (GMT)
  • Kill - can we come up new skills instead of coping or modifing each sides skills?--Heamo 16:08, 24 Nov 2005 (GMT)
  • Kill - Fix Headshot, don't give a toned-down version of it to zombies, too. --Dickie Fux 16:58, 24 Nov 2005 (GMT)
  • SPAM - Zombies are bad enough as they are without killing XP points. --Adrian 17:49, 24 Nov 2005 (GMT)
  • Kill - But humans already have a penalty for being attacked, its being murdered and turned into a zombie, thus wasting (potentially massive) AP/XP. --Zaruthustra 23:09, 24 Nov 2005 (GMT)
  • Kill - Yes, as Zaruthustra said. Being killed the first time cost my character almost a week until he could be revived. --Madalex 23:23, 24 Nov 2005 (GMT)
  • Kill - Wasn't this Mind Munching? --Squashua 06:09, 26 Nov 2005 (GMT)
  • SPAM -- Another +1 to zombie hits. Unbalancing. --Nov 05:15, 28 Nov 2005 (GMT)
  • Kill -- I think Headshot needs something done about it but I like the bonus of killing Zombie Hunters better than this mess. -- Tabs 21:33, 7 Dec 2005 (GMT)


Timestamp: 10:44, 24 Nov 2005 (GMT)
Type: Class
Scope: New survivor starting characters
Description: Ever wondered where all the priests from all churches and cathedrals in Malton are? Here's your answer ;)

The priest is a new Civilian starting class, and starts with the First Aid skill, a book, a crucifix, and a bottle of wine.

Some explanations on it: The starting items are probably pretty self-explanatory, but I want to add some of my thoughts on the starting skill. I've been toying around with the idea of a priest class for some time, but couldn't think of a good starting skill. Something like Sermon or Charisma (yet to be written ;) looked appropriate, but I couldn't think of a good game effect which met K.I.S.S. criteria. Then I thought about First aid for some time, somewhat appropriate given that you can find FAK in churches. Another field of thought was whether it should be a Scientist or a Civilian. I decided to take the later route as though in Germany you have to study to become a priest, this is probably not true for a large part of the world. Also, I can vividly imagine random survivors taking up their beliefs and start to preach in a situation like in Malton (the same way others develop their looting abilities ;). The priest being a Civilian, there is currently no other Civilian class starting with the First aid skill, and combined with the FAK you can find in churches, I think First aid makes sense as a starting skill for a priest. --Madalex 10:44, 24 Nov 2005 (GMT)

Edit Given so far I got 12 Kill votes, almost all suggestions to try again with a new skill, I'll do that. As you might guess from my thoughts above I knew this is the tough part of this, but one of the reasons I decided to stick with an existing skill was that any new skill would also be most like picked up by characters of other classes. You convinced me, so I'll think up a new skill anyway. Anyone with good ideas put them here.Madalex 21:17, 24 Nov 2005 (GMT)

P.S. Don't let this prevent you from voting Keep if you like it in its current form ;) Madalex 22:49, 24 Nov 2005 (GMT)


  • Kill - "Not every skill needs a starting class," they say. You haven't even mentioned a starting skill! It's a nice idea for flavour, but still needs work. Edit: fine, didn't see the FA skill... but in that case... it's the same as doctor, except starting with two so far useless items. --Shadowstar 11:15, 24 Nov 2005 (GMT) --Shadowstar 12:29, 24 Nov 2005 (GMT)
    • Re "starts with the First Aid skill" ??? Madalex 11:45, 24 Nov 2005 (GMT)
  • Kill - I think this idea is workable - hell, I even like it. But this is just too vague - you haven't specified anything about what the new gameplay would be like. --Rhebus 11:33, 24 Nov 2005 (GMT)
    • Re You've got me confused here. Madalex 11:45, 24 Nov 2005 (GMT)
  • Kill - We already have two classes with First Aid (needless to say, they both have trouble levelling). Diagnosis might work though. - KingRaptor 11:35, 24 Nov 2005 (GMT)
    • Re I thought about Diagnosis also, but decided out of flavour reasons against it. Madalex 11:45, 24 Nov 2005 (GMT)
  • Kill - I agree with KingRaptor on this part. --ThunderJoe 11:46, 24 Nov 2005 (GMT)
  • Kill - I like the idea of Priests going around Malton, but KingRaptor is right. Maybe suggesting a package "new first skill + class"? --Seagull Flock 15:20, 24 Nov 2005 (GMT)
  • Kill - Lost of unanswered questions, as you see above. Bentley Foss 15:42, 24 Nov 2005 (GMT)
  • Kill - The priest class is a great idea, but I'd like to see it tied to a new civilian skill of some kind. The combo of those three items just demand this class. --Dickie Fux 17:02, 24 Nov 2005 (GMT)
  • SPAM - Sorry, the idea of a priest running around with a shotgun isn't very nice --Adrian 17:47, 24 Nov 2005 (GMT)
  • Kill , but change and try again later!Bah, I love the idea behind this class since unlike the thief one a while back, this one makes sense for a current-day time. However, I'd suggest a newer starting skill or maybe even an entirely new one for the class to start out with. There are 2 other classes that start with First Aid, and they have trouble levelling as it is... Might be good to suggest something to go with this as a way of helping allies or fighting zombies for XP. Story behind them coming is easy, it could just say that they were called upon by a greater power to help cleanse the city of Malton. It makes sense, and could work, but I suggest working it out a bit more before suggesting it again. Once you do, I'll vote keep! --Volke 18:44, 24 Nov 2005 (GMT)
  • Kill - I want to vote keep on this. I really do. A priest, mowing down zombies with a fire axe and shouting "I kick ass for the Lord!" Brilliant! But...the items are useless or almost useless, and the starting skill is already a starting skill for doctors. But I encourage you to try again. X1M43 19:12, 24 Nov 2005 (GMT)
  • Kill - for now. As has been mentioned, it's a bit vague - but I like the idea of playing a character much like Father Grigori in Half-Life 2, who tended to his flock with deadly traps and well-placed shotgun blasts (which was a good idea, as they'd all been turned into Headcrab Zombies). --John Taggart 20:17, 24 Nov 2005 (GMT)
  • Kill As written, gotta say Kill. Don't feel shy about resubmitting with a new skill that works for Priests attatched. If it makes the class more believable or works better I think people might accept two ideas in one. -- Amazing 20:30, 24 Nov 2005 (GMT)
  • Kill - It saddens me that I must vote Kill. I personally like the item selections, but I believe that the skill just doesn't work for the class. I love the flavour and I have always preferred to roleplay a semi-insane priest in zombie survivor games. Father Romeo Santiago will see his return once again someday! P.S. As another thought, perhaps the class gives a prefix of Father? Just an idea. --Kulatu 20:32, 24 Nov 2005 (GMT)
  • Kill - Every character class of Urban Dead is allowed to start ONE item. Moreover, why would a priest carry around a bottle of wine with him? Usually, they try to display temperance towards alcohol. Additionally, Medics and Doctors already start with the First Aid skill. --Alohaturtle
    • Re Again, I'm at a loss for words, so I'll quote from the registration screen. Private: "a pistol and ammo" (actually two clips if I remember right), Medic: "a First Aid kit and a pistol", Doctor: "two First Aid kits", Cop: "a pistol and a flak jacket" and Firefighter: "a fire axe and wirecutters". The wine represents altar wine which is used to say mass (there's a reason why you can find it in churches in Urban Dead). --Madalex 07:33, 25 Nov 2005 (GMT)
  • Kill Too many classes allready start out with the First Aid skill.--Spellbinder 20:06, 25 Nov 2005 (GMT)
  • Kill - No comment. --Squashua 06:10, 26 Nov 2005 (GMT)
  • Keep/Change Anyone ever heard of a military priest or a warrior monk? I see this class as a little more like a RP-Class. Maybe the first aid as the starting skill was a little poor idea, but the idea in general is very good. Currently I play similiar charecter in there. --Jaques Cartier 18:48, 27 Nov 2005 (GMT)
  • Kill -- Going for the way too many survivor classes angle. --Nov 05:18, 28 Nov 2005 (GMT)
  • Kill -- Quit bothering about what to do with the bloody crucifices and come make zombie classes more interesting. --Tabs 21:34, 7 Dec 2005 (GMT)

Small Fort appearance change

Timestamp: 12:13, 24 Nov 2005 (GMT)
Type: Graphics change in fort
Scope: All users
Description: The Forts are made up of a 3x3 area. At each corner the name should change from 'Fort' to 'Fort Tower', and one of the middle squares should change to 'Fort Door'. There could be other desciptions for the other squares. The description could also be changed to 'You are standing at a Fort Tower. It has been badly burned/scorched/ it is crumbling to pieces.' And 'You are standing a the Fort Door. It has been bashed in with some force'. This would give added realism to the forts. This would fit into more drastic changes later on, such as when someone comes up with a good fort defence idea.


  • Keep By the way, the forts will still be open ground. Andrew McM 12:55, 24 Nov 2005 (GMT)
  • Kill - I'm sorry, but there isn't sufficient justification for the renaming. If you have a suggestion for changing the fort's gameplay element which warrants a renaming, then suggest the renaming at the same time as the gameplay suggestion. --Rhebus 16:48, 24 Nov 2005 (GMT)
    • Re I was trying to say that this change exists so that when someone comes up with a good fort gameplay change, names are already in place. People haven't been that crazy about all other suggestions for forts. Also, my other reason was that the current graphic makes no sense- 'you are standing at a FORT'. Great. Is the fort made of jelly or something, because I can walk through it with no resistance. It was just an idea I had to add more interest, and to add an explination (ie. the fort walls have fallen down/have easily accesable holes/door has been knocked down etc. --Andrew McM 18:04, 26 Nov 2005 (GMT)
  • Kill - Good, except that naming one block "Door" but not having it function as a door would confuse most people. --Dickie Fux 17:03, 24 Nov 2005 (GMT)
  • Kill - I don't think it's that big of a deal. Bentley Foss 19:51, 24 Nov 2005 (GMT)
  • Kill - As Bentley Foss said. --Madalex 23:21, 24 Nov 2005 (GMT)
  • Keep - Though there is nothing functionally different here, it moves forts one step closer to being interesting. --Squashua 06:11, 26 Nov 2005 (GMT)
  • Keep -- Why not? --Nov 05:21, 28 Nov 2005 (GMT)
  • Keep -- Aesthetics says this is interesting. -- Tabs 21:34, 7 Dec 2005 (GMT)

Survivor-only skills don't count against you for Headshot

Withdrawn by author after duplicate pointed out here.--Rhebus 14:37, 24 Nov 2005 (GMT)

Make weapons break

3 Spam votes, Bye! Kitty soft 15:53, 24 Nov 2005 (GMT)

Also slightly redundant to a previous suggestion that only did this to melee weapons. --Zaruthustra 22:10, 24 Nov 2005 (GMT)

Tell me when a player last logged in

Timestamp: 13:12, 24 Nov 2005 (GMT)
Type: improvement
Scope: all players
Description: I am aware that the player profiles already state when a player joined. But they do not state when said player last logged in. If I'm a noob looking for a group of similar-leveled players to team up with, and I find people who are currently logged out but are the right level and have some experience points, it would be nice to check if they are worth hanging around and leaving messages for. If they haven't been on for three days, I would like to know quickly so I can move on to new shelter and new potential teammates. This would be the equivalent of tapping someone's shoulder and saying, "Hey, you still with us?" to find that they fainted or are merely sleeping.

The only reason I can think of not to add this feature is if it would overload the server with data. But only one extra field in the profile wouldn't, would it?


  • Keep - The author voting for her own idea. --Gutless Hokusai 13:15, 24 Nov 2005 (GMT)
  • Keep - Good Idea.--Zeek 14:26, 24 Nov 2005 (GMT)
  • Keep - Yup.--Rhebus 14:49, 24 Nov 2005 (GMT)
  • Keep - I don't see why not. --Seagull Flock 15:23, 24 Nov 2005 (GMT)
  • Kill - I personally find it enjoyable to never know if the survivors and zombies near me might start suddenly moving about. Plus, you have to keep in mind that there are a lot of different playing styles. Some people like to wait 25 hours and burn all of their AP quickly. Some like to log in every two or three hours and do little tasks, such as searching. Given all of that, I'm uncertain as to how helpful this might be. Bentley Foss 15:50, 24 Nov 2005 (GMT)
  • Kill - This would make it possible to guess if people were out of AP, so you could just grief them. --Dickie Fux 17:06, 24 Nov 2005 (GMT)
  • Kill - I don't like this idea, also this would be a great ability for PKers to make sure they get kills instead of wounds.--Matthew-Stewart 17:27, 24 Nov 2005 (GMT)
  • Kill As Matthew Stewart said, this would allow PKers to easily kill someone and not worry about them having the chance to run away. Will also tell zombies which survivors to attack first and vice-versa, therefore, it will cause a lot more griefing than its worth. --Volke 18:50, 24 Nov 2005 (GMT)
  • Keep - I hate it when I go into a fort and there are 10 people, the building is very strongly barricaded, and I feel safe. The next day the barricade is weakened and no one does anything. You then realize after they have come into the building that these players aren't here and you're screwed by 15 zombies and this all could have been avoided if you knew that these losers either abandoned their accounts or are in hawaii on vacation!!! sigh... i like this idea. --APOCzombie 13:53, 24 Nov 2005 (MT)
  • Kill - As Volke said. --Madalex 23:20, 24 Nov 2005 (GMT)
  • Kill I like the mindless hoard idea, and itsen't this another thing that the server has to keep track of (albit a small thing)--Spellbinder 20:01, 25 Nov 2005 (GMT)
  • Keep I like it. And I don't understand Spellbinder's vote. --Monstah 20:31, 25 Nov 2005 (GMT)
  • Keep - I'm always up for more info on the player profiles; especially info that is probably already available for said profile, just not publicized. --Squashua 06:12, 26 Nov 2005 (GMT)
  • Keep -- Why not? --Nov 05:22, 28 Nov 2005 (GMT)
  • Keep -- Sounds usefull --Lord Evans 23:27, 4 Dec 2005 (GMT)
  • Keep -- Makes it too easy for asshats to come along and gain all their XP only picking on people they know can't hit back. -- Tabs 21:36, 7 Dec 2005 (GMT)
  • Kill - This sounds like a skill that's mostly useful for PKers, i.e. "When is the best time to attack SoAndSo? Let me look at their profile and see..." --Chester Katz 19:36, 8 Dec 2005 (GMT)
  • Keep - I think its a good idea. For those saying its good for PKers maybe people may have the option to hide when they were last on?--x3bob 15:30, 11 Dec 2005 (GMT)

Energy Drink

Timestamp: 13:13, 24 Nov 2005 (GMT)
Type: Item
Scope: survivors
Description: Okay, I resubmitted this idea due to the fact that there was so much initial confusion. This item allows you to recover 2 (or maybe 3 AP). Drinking this will not bring you over the 50 AP limit. Specifically searching for this item will waste more AP than it is worth. However, if you do stumble upon it, it is best to hoard it until you really need it. Can be found in malls and in clubs.


  • Keep - Fair enough, I guess. - KingRaptor 13:24, 24 Nov 2005 (GMT)
  • Keep - Krom knows I could have used this so many times in the past.--Zeek 14:25, 24 Nov 2005 (GMT)
  • Kill - From what I understand (but I could have misunderstood the description), it's just switched from overAPing to useless. Can we discuss it in the talk page? --Seagull Flock 14:39, 24 Nov 2005 (GMT)
  • Kill - It's mostly a very nice idea - the more energy drinks you have in your inventory, the less ammo you can carry; which is quite a strong balancing factor. However, it would reduce the amount of planning necessary to find a safehouse each day, since if you didn't find one in time, you could just pop a few cans and keep looking. (This could maybe be negated by having them restore a random amount of AP? 0-3?) Very interesting idea though.--Rhebus 14:48, 24 Nov 2005 (GMT)
  • Kill - Same reasons as last time. — g026r 15:04, 24 Nov 2005 (GMT)
  • Keep - Again, usually worthless; but having one at the right time could save your life. --Arcos 15:41, 24 Nov 2005 (GMT)
  • Keep - Something to give you a little extra push when you're three blocks away from your safehouse, but only have 2 AP? I like! --John Taggart 20:21, 24 Nov 2005 (GMT)
  • Keep - I'm hovering between "this is really just a one shot item and therefore there's no need" (by the time you have to use it, you'd have to be one action away from doing what you wanted to do anyway) and "you know, this is still much more reasonable and acceptable than any other AP idea out there", so what the heck, I vote keep. Bentley Foss 15:47, 24 Nov 2005 (GMT)
  • Keep - I still love the idea, and I told you more detail was better. I still think putting a cap on how many you can have in 24 hours would be a good idea, but I'll live with this. --TheTeeHeeMonster 17:06, 24 Nov 2005 (GMT)
  • Kill - Still, in effect, allows more than 48 AP regenerated in a 24 hour period, potentially a lot more. --Dickie Fux 17:09, 24 Nov 2005 (GMT)
  • Keep - %chance of abuse... minimal.. just something you come across, its a bonus like... --Adrian 17:46, 24 Nov 2005 (GMT)
  • Kill - What is this, The Sims? Having more AP lets you kill more things. Killing more things than 48 AP daily would allow is unfair.--Jon Pyre 18:54, 24 Nov 2005 (GMT)
    • RE: 6 keeps 5 kills so far, its close... AllStarZ 19:56, 24 Nov 2005 (GMT)
  • Keep - So long as it is kept rare enough to make deliberately searching for it a massive AP drain, I'm fine for it. If you can't keep massive numbers of them around, it is hard to abuse them. If you do keep massive numbers around, you could become a very deadly melee warrior, but the lack of room for ammunition would reduce your ability to abuse this with guns. I'm okay with it, and if it did become implemented and ended up being overpowered, it couldn't be more irritating than Headshot. --Kulatu 20:23, 24 Nov 2005 (GMT)
  • Keep Rhebus idea with them helping to find shelter won me over to the Keep side :). One question though: in which Mall department are they found, the liquor store or the sporting store (drugstore might also be an alternative)? --Madalex 23:19, 24 Nov 2005 (GMT)
  • Kill Dont mess with AP Gibso 00:34, 25 Nov 2005 (GMT)
  • Keep - I like the idea as long as it only recovers 2 AP, reason, 1 Ap used for searching, 1 Ap used for using, total AP advantage is 0 after getting the bonus. - Jedaz 06:37, 25 Nov 2005 (GMT)
  • Kill Don't mess with AP, however, i do find jedaz's coment rather humorious. If it was 2ap, it would sort of be a way for a person to negate all the wasted AP spent on searching. however, your SUPPOST to waste ap on searching--Spellbinder 19:59, 25 Nov 2005 (GMT)
  • Keep Know what? "Don't mess with APs" just sounds wrong. Sure, don't act stupid around APs, but isn't Ankle Grab messing with APs? And wasn't it suggested here before it was implemented? What the hell. APs are part of the game as much as XPs and HPs are. I say mess with them as much as you want, after all it's for voting. --Monstah 20:34, 25 Nov 2005 (GMT)
  • Kill - APs are not a character statistic; they are a limiting factor representing time, as well as an attempt to balance access and server loads. --Squashua 06:13, 26 Nov 2005 (GMT)
  • Keep - Works flavor-wise. You waste lots of AP searching, then have to spend an AP drinking it for a small boost. You'd be much better off Xp-wise had you budgeted your time wisely, but instead you chose to cram at the last...err...go on the dreaded "ZOMG RAR z3D k1LL1nG sPr33 OMFG!!!(shift+101)" that's limited by your 50 item inventory cap and 160 daily server hit cap. --VoidDragon 15:39, 26 Nov 2005 (GMT)
  • Kill -Because I don't like the idea --Matthew-Stewart 23:01, 26 Nov 2005 (GMT)
  • Kill -- so you can stock up with 10 of these for massive AP gain? NO! --Nov 05:28, 28 Nov 2005 (GMT)

RE Is 10 AP a massive gain? You spend 1 AP drinking it and u gain 1 AP out of the whole thing.

  • Keep - Well planned, well thought out, and I really don't see why everyone is whining about it. --ThunderJoe 17:57, 4 Dec 2005 (GMT)
  • Keep - I like this idea. There's no overall gain of AP no matter how lucky you are, and looking for them specifically would be a waste of AP. However, it gives you a nice fallback if you get into trouble. --Max Lord 18:40, 4 Dec 2005 (GMT)

RE: Red Bull gives you wings! And don't drink a full 4 pack of them.

  • Kill - Rarity of the item does not balance this in any way. So I spend loads of AP searching for these in a quiet spell and stock up on, say 48 of these (leaving just enough room for a flak jacket and an axe). I can then use all of these in the next fight - attack, drink, rinse, repeat. Niggle 11:36, 5 Dec 2005 (GMT)
  • Keep - Only if it requires more than a half an hour to recover every AP you use after the drink. (e.g. if you had 2 AP and downed a Redbull for a grand total of 5, then used up 4 AP finding a safehouse, it would be 4 hours before you had 5 AP again). That way, it would be more like coming down off the 'high' you get from the energy drink. Also, maybe that would discourage people from stockpiling and consuming an ungodly amount of AP bonuses. --Ptheaghdn 19:27, 5 DEC 2005 (GMT)
  • Kill - Would give survivors even more of an AP advantage through the accidental finds during searches. Also, it is completely feasable that a bunch of forty or fifty people will hoard thirty or forty of these things and use them to barricade a building. This behaviour is certain to happen in a seige situation, and would result in zombies needing a much, much larger numberical advantage, which, if you check the stats page, we are simply incapable of fielding. --Grim s 15:09, 6 Dec 2005 (GMT)
  • Kill -- No, cos you didn't give us zombies a chance to have the same option. Now if you'd said we could accidentally find a nice abandoned brain once in a while, for the same effects, I might have voted Keep. But, no. -- Tabs 21:37, 7 Dec 2005 (GMT)


Timestamp: 17:24, 24 Nov 2005 (GMT)
Type: Game feature
Scope: all classes
Description: Remember this from the "Create a Character" screen?

(eg. "Bub", "John Smith" - this may get a "Doctor" or "Sergeant" prefix later in game, depending on your class, so don't add one here)
Whatever happened to it? Not a very big issue I know, but it would be fun a little bonus for people playing if this was implemented in the future. Even though I get the feeling that this suggestion is moot as it could be already in the pipeline, there's no harm in it serving as a reminder for people. The prefix for your charcter's name could be earned with the relevant class either by hitting level 10 or possibly by acquiring all survior skills; a small memento that the game recognises your achievements and "promotes" you.

We have a "Sergeant"/"Sgt." prefix for military types and a "Doctor"/"Dr." prefix for science classes already established, another one could be "Officer" for cops and possibly firefighters. Any discussion or further takes on this idea ie, other prefixes/classes etc can be held on the Discussion page. Thanks for reading!

Edit: This entire idea could be summed up with an option under your profile with a checkbox, allowing the player the choice of displaying their prefix or not. This would be for the people who have alreday given themselves a title/prefix (even though we were advised not to, lol :P).


  • Keep: Creator's vote; this is just a bit of RP fun which gives a small reward to the player at little expense to the server-load. --Kehraus 17:24, 24 Nov 2005 (GMT)
  • Keep - Yeah, it's probably in the works in some form, but I'm looking forward to it. --Dickie Fux 17:27, 24 Nov 2005 (GMT)
  • Keep - Agreed --Adrian 17:44, 24 Nov 2005 (GMT)
  • Keep I guess Kevan already mentioned this but I agree it should be implimented some time.. because it'd be cool. Additionally, I think you should be able to unlock larger ranks as you progress in level.. You know, from Private on up, etc. Edit: Ranks next to your name should be bold so you can tell a real Sgt. from a corpse class player who put Sgt. in their name and turned prefixes off. -- Amazing 18:14, 24 Nov 2005 (GMT)
  • Keep - I quite like this suggestion. --Kulatu 19:13, 24 Nov 2005 (GMT)
  • Keep - I second Amazing's comment. X1M43 19:19, 24 Nov 2005 (GMT)
  • Keep - Changed after edit. Good suggestion. --TheTeeHeeMonster 20:02, 24 Nov 2005 (GMT)
    • Re: As stated in the edit above, the way I see it being implemented is like how you put it, a checkbox which will turn the prefix on or off. Amazing mentions another positive aspect to this, an idea that players who continue to progress could work up the "ranks". I refrained from mentioning it though, partly for K.I.S.S, the other reason being it would need a rethink on how the prefixes are earnt (rewarding zombie skills? Nah.) --Kehraus 20:40, 24 Nov 2005 (GMT)
  • Keep - I like it! --John Taggart 20:32, 24 Nov 2005 (GMT)
  • Keep - Thats Doctor Zaruthustra to you! I didn't spend years FAKing noobs to be called Mr. Zaruthustra. --Zaruthustra 22:11, 24 Nov 2005 (GMT)
  • Keep - Since it is decide-able by the player it's good. FoEx, for some characters I decided to they'd turn down promotions and hence gave them a name starting with Private. --Madalex 23:15, 24 Nov 2005 (GMT)
  • Keep - Wha Amazing said. Gibso 00:36, 25 Nov 2005 (GMT)
  • Keep - Amazing's addon sounds good to me. :) --Schlagwerk 00:57, 25 Nov 2005 (GMT)
  • Keep Hey what did happen to those prefixes? --Carfan7 03:44, 25 Nov 2005 (GMT)
  • Keep - Sounds good. :) --Seagull Flock 14:52, 25 Nov 2005 (GMT)
  • Keep - I like it. It should though be if you are older into the game, you shold have a higher rank. So if I walk into a room of Privates and I am a Lieutenant, it will give them some hope. --YuriRuler90 15:30, 25 Nov 2005 (GMT)
  • Keep Could be quite fun. I think the best implementation would be to give characters a choice between one prefix for each branch they complete - "Sergeant," "Doctor," "Citizen," "Hunter," and "Ghoul." (Or whatever. )
  • Keep There could be a whole line of prefixes, for each class. An idea for establishing your rank could be specific to what you actually do. (i.e. Healing gets you "Nurse", "Scrub", "Doctor"; Taking samples and reviving gets you "technician", "scientist", "Zombologist"; Killing zombies with firearms gets you "private", "sargeant", "major".) --Jon Hawk 01:17, 26 Nov 2005 (GMT)
  • Keep - Flava. --Squashua 06:14, 26 Nov 2005 (GMT)
  • Keep - If only if it doesn't inconvienence the server/bandwidth too much! --Nov 05:30, 28 Nov 2005 (GMT)
  • Keep -- Flavor makes a game interesting. -- Tabs 21:42, 7 Dec 2005 (GMT)
  • Keep -- I agree with Jon Hawk, tie to prefixes to levels -- Athos710 12:54, 9 Dec 2005 (GMT)

Running [DO NOT Delete this ... its not the same as the other one]

Timestamp: 17:39, 24 Nov 2005 (GMT)
Type: Skill
Scope: Survivers
Description: Running; a skill below bodybuilding which allows people to take 2 steps instead of 1 per AP. The map doesn't change, but you can click on the sides, so you are basically running into the unknown. Also, every time you run you lose 10% of the chance of hit for that weapon (if its NOT a melee` weapon). 10% of the current chance, so if the chance was 50%, it will now be 45% (10% of 50 is 5; so -5); this temporary miss will calm down if you walk (so you gain it back if you walk or do another action). The reason for this is after the sprint, you would have too much adrenaline to be able to aim straight.


  • Keep - Just in case you didn't notice it was one of mine ;) --Adrian 17:44, 24 Nov 2005 (GMT
  • Kill - Simply too complicated. --Rhebus 17:55, 24 Nov 2005 (GMT)
    • RE: - Not at all.... its quite easy really, you lose 10% chance of hit everytime you run... the computer can work it out instantly (almost)
  • Kill - Where exactly do we need to get that quickly? And if we do need to get there quickly why do we want a 50% chance of getting closer to it? And finally, distances exist in this game so you need to defend important locations rather than run to the zombie occupied mall from across the map, search, and then run back to your home three suburbs away. --Jon Pyre 18:45, 24 Nov 2005 (GMT)
  • Kill - I don't like it because it makes people far too mobile. If you want to get around, 50 AP is plenty. I've logged in, killed a zombie from full health, and still crossed two suburbs with that amount of AP. I also don't like it because it adds one of those "temporary stat modifiers" that I crusade against regularly. See the discussion page for my reasons against such things (under "Keep It Simple, Part 2"). Bentley Foss 19:44, 24 Nov 2005 (GMT)
  • Kill - You won't run into the unknown. For another 1 AP you can reverse your movement without problems. --Madalex 23:12, 24 Nov 2005 (GMT)
  • Kill - Looks an awful lot like the last one. Still not good either way. --Arcos 23:54, 24 Nov 2005 (GMT)
  • Kill - For one it messes with AP, second its just complicated. Gibso 00:37, 25 Nov 2005 (GMT)
  • Kill now, zombies go from 2 ap to 1 ap with a skill. How do you propose the server keep track of half AP points? i don't really like the thought of my screen telling me i have 50 HP and 37.5 AP. Also, i really do't think that any character on UD isen't allready running, so perhaps change the name to Distance Runner, drop all the % crap, and just let it move you around faster, i think thats a good idea. --Spellbinder 19:44, 25 Nov 2005 (GMT)
    • RE: ??? I was talking about.. you take 2 steps for 1 AP, OR you take 1 step for 1 AP no half points.
  • Kill - I proposed Crazed Runner and understand why it won't succeed. --Squashua 06:15, 26 Nov 2005 (GMT)
  • SPAM -- Still looks as if it'll go well with eggs. --Nov 05:31, 28 Nov 2005 (GMT)
  • Kill -- Meh. -- Tabs 21:42, 7 Dec 2005 (GMT)
  • Kill - I'd prefer it to take more than a single day to travel from one edge to the opposite corner. Rhialto 12:59, 9 Dec 2005 (GMT)

Contacts in the same square as you are highlighted

Timestamp: 18:27, 24 Nov 2005 (GMT)
Type: Improvement
Scope: All users, but mainly survivors
Description: If a survivor who is in the same square as you (ie, you are both standing inside the same building or are both outside the same building) is in your Contacts list, his or her name will appear in a different color than that of other survivors. The purpose of this is so that it is easier to tell whether a friend is in the same area as you are without having to search through the names of all the people in that area, if there are dozens of people in that area.

EDIT: So that it doesn't conflict with UDTool, I further propose that the names be bolded instead of colored. The general idea remains the same, however.


  • Keep - I like it. I've considered the possibility before. X1M43 19:21, 24 Nov 2005 (GMT)
  • Keep - Sure. Why not? It doesn't seem to hard to impliment and it is rather useful for spotting buddies (or enemies). --TheTeeHeeMonster 19:59, 24 Nov 2005 (GMT)
  • Keep - And it'd work well with my Contact Categories suggestion! --John Taggart 20:29, 24 Nov 2005 (GMT)
  • Keep - Harmless and helpful. Those lists of people get pretty big. --Zaruthustra 22:03, 24 Nov 2005 (GMT)
  • Keep - Although UDTool already does this as well (and adds colors according to different groups ;) I think this is worthly since something I play on browsers not under my control and thus without UDTool. --Madalex 23:06, 24 Nov 2005 (GMT)
  • Keep, waka waka waka--Spellbinder 19:41, 25 Nov 2005 (GMT)
  • Keep, but bold, not coloured. --Monstah 20:37, 25 Nov 2005 (GMT)
    • RE - That's fine, as long as there's a way to quickly distinguish a friend amongst a large crowd. --Lord Kelvin 11:41, 26 Nov 2005 (CST)
  • Keep What Monstah Said --Kitty soft 21:49, 25 Nov 2005 (GMT)
  • Keep - No comment. --Squashua 06:17, 26 Nov 2005 (GMT)
  • Keep -- As long as you decide what colour to give and it doesn't conflict with extensions. --Nov 05:33, 28 Nov 2005 (GMT)
  • Keep - I like bold better than colour also. --Matthew-Stewart 00:41, 1 Dec 2005 (GMT)
  • Keep -- I don't keep a contacts list generally, myself, but I see the use. Just make it bold, not coloured. -- Tabs 21:43, 7 Dec 2005 (GMT)

Ravenous Hunger

Timestamp: 21:24, 24 Nov 2005 (GMT)
Type: Zombie Skill
Scope: Improves Bite
Description: Requires the Vigour Mortis skill. Ravenous Hunger adds 1 point of damage to the zombie's bite attacks as the undead tear at flesh with extra viciousness. According to my calculations, this would by itself increase Teeth DPA to 1.0, and with Neck Lurch it would grant zombies a DPA of 1.5, on par with a Rend Flesh/Death Grip claw DPA of 1.5. Just a thought to make zombies a little more interesting. I don't vote for my own. --Kulatu 21:24, 24 Nov 2005 (GMT)


  • Kill - If bite has average damage on par with claw, infect, and digestion, why would anybody still claw? Destroys balance. --Zaruthustra 22:02, 24 Nov 2005 (GMT)
    • Re - Hm, you know...I forgot that digestion existed. I had been thinking about infect and how to balance it, but I had failed to remember that digestion existed. You're right...back to the drawing bored I go, humho! I always say there is nothing wrong with a botched so long as one learns from one's mistake and does not repeat it. --Kulatu 22:06, 24 Nov 2005 (GMT)
  • Kill - Because of Infect and Digestion. But you already saw the error, so this vote is sort of superfluous, isn't it? Bentley Foss 22:17, 24 Nov 2005 (GMT)
  • Keep - Its clearly not over-powered, but claws have alternate uses (50% hit probability is better against baracades) and would be better in some situaions (any case where survivor HP is a multiple of 3 and not of 4). I'm for anything that gives zombies more options. Personally I've never even purchased "neck lurch" until level 10+, because claws are useful early on for baracade bashing. --Swiers 04:44, 25 Nov 2005 (GMT)
  • Kill no, swier, claws are not any more effective against baracades. you are misinformed. flat 20%. crowbars do 40%, but i'm having trouble beliving that.--Spellbinder 19:40, 25 Nov 2005 (GMT)
  • Kill - You can retract these yourself to save us the voting time. --Squashua 06:17, 26 Nov 2005 (GMT)
  • Kill - Bite is my favorite attack, but I don't think it needs this. With Digestion and Infectious Bite, a successfual bite attack does 4 damage to the target, nets the attacker 4 XP and 4 HP, and infects the target; all that for a one AP attack is enough. --Dickie Fux 16:04, 26 Nov 2005 (GMT)
  • Kill -- What Dr. Zaruthustra said. --Nov 05:34, 28 Nov 2005 (GMT)
  • Kill -- Not needed. -- Tabs 21:45, 7 Dec 2005 (GMT)

GPS tells you where your contacts are

Timestamp: 22:14, 24 Nov 2005 (GMT)
Type: Improvement/Item
Scope: Anyone
Description: The GPS tells you what square you are on, but this does not help much when you have maps of Malton. This improvement would allow you to enter a name of a survivor and this would give you the current square he is on along with the suburb. Both players would have to have a GPS for this to work, so this stops PKers from attacking hated players. This is open for suggestions and changes, as I am new and I have not even tried the phone, which gave me this idea.


  • Keep - Well I AM the author, so I think I'm going to vote for my own suggestion. --APOCzombie 22:14, 24 Nov 2005 (GMT)
  • Keep - This is pretty heavily open to abuse. Have you met somebody you don't like on the forums? With this you could enter his name, find his location, and go kill him. PKers/griefers would have too much fun with this. Bentley Foss 22:19, 24 Nov 2005 (GMT)
    • Re - You know, that is a good idea. I was toying with the idea that both players had to have a GPS for this to work. You could be able to trade off, if you wanted to remain conspicous or to be able to find players. The players who didn't want to be found would not carry a GPS, and the ones that didn't care WOULD carry one.
  • Keep - I like, but I think both players should have to carry a GPS Unit for it to work. --Kulatu 22:30, 24 Nov 2005 (GMT)
  • Keep - Adding the "Other person needs a GPS" part will probably prevent a few future Kill votes. -- Amazing 22:31, 24 Nov 2005 (GMT)
  • Kill - This is a nice idea, but its so close to what the cell phone already does I just don't see the need. With a GPS unit you can just phone them up and tell them where you are. --Zaruthustra 22:45, 24 Nov 2005 (GMT)
    • Re - True,but the difference is you would be the only one who had to use the 1 AP,where the other player would have to use 1 as well. Also, he might not want to use that precious AP. He also might not be on, and you would have to wait for him to respond. --APOCzombie 22:49, 24 Nov 2005 (GMT)
  • Kill - Only if both people are on each other's contact lists. You can always write a "People I Hate" list on a piece of paper and hang it up next to your computer and save the contacts list for people you like, so if a PKer has you on his list, you won't have him on yours so he can't track you. --TheTeeHeeMonster 23:03, 24 Nov 2005 (GMT)
  • Keep - With an added "Tell <pulldown with names> your GPS Id" button for 1 AP this should work fine. (Ignoring all the bits about what happens when you drop that GPS unit since you found a second one for simplicity's sake). --Madalex 23:10, 24 Nov 2005 (GMT)
  • Keep - This so reminds me of battle royal. now all we need are exploding neck collars if we stay in azone tolong. --Ericblinsley 00:10, 25 Nov 2005 (GMT)
  • Kill - I thought GPS devices gave you your location, not somebody elses. Use your phones to stay in touch. Gibso 00:40, 25 Nov 2005 (GMT)
  • Kill - I think the mobile phone is sufficient for this. And, I would prefer to know when someone locates me. --Dickie Fux 15:12, 25 Nov 2005 (GMT)
  • Kill this just gives me a creepy "Big Brother" feeling. Nice idea tho--Spellbinder 19:38, 25 Nov 2005 (GMT)
  • Kill It'd be better if phones had a lower AP cost, instead. --LouisB3 20:23, 25 Nov 2005 (GMT)
  • Keep - Should appear next to name in Contacts, but only if you both have GPS and Cellphones. This is near identical to GPS Cellphone suggestion. --Squashua 06:19, 26 Nov 2005 (GMT)
  • Kill - I'd really, really love to vote keep to this, but alas, it's too prone to PK griefing. Good idea though. --Seagull Flock 14:45, 26 Nov 2005 (GMT)
  • Kill -- Don't like this one. --Nov 05:42, 28 Nov 2005 (GMT)
  • Kill -Just message them using a mobile phone with your coordinates, its only 7 characters out of 255. --Matthew-Stewart 00:44, 1 Dec 2005 (GMT)

Character Management Page

Timestamp: 22:30, 24 Nov 2005 (GMT)
Type: Improvement
Scope: All Players
Description: There should, possibly, be a main player page that one sees when they log in displaying all characters they posess. This could be achieved by logging in under your main or favorite current character account and 'adding' your other characters by putting in the name and password.

Basically you'd log in and see a main page with the name of each character, its current AP, and weather it is alive or dead. These are the basics I think should be there, more info could be added if the server load is justified.

This idea REDUCES server load. Think about how many people log in to check on their character and see if they're under attack, see how many AP they have, or do a couple searches with the 3 or 4 AP they have. With a main screen from which you could view your characters, you wouldn't have to log in AS that character to check one aspect - which would save the server having to show you the MAP, the PLAYER LIST, the ROOM INFO, and the SINCE YOUR LAST TURN events, which would all be shown when you choose to actually play that character of course.

Could just click the name of a character on your User Page to log in as them and begin playing. Succeed or fail, I believe this suggestion would reduce server load greatly by showing AP and Live-or-Dead status without map, events, description, userlist, inventory, etc.

"Let's see. Bob1 is alive. Bob2 is alive. Bob3 has 40 ap so I'll play him and leave 1 and 2 to regenerate."


  • Keep - I dont know how long this would take to change the game, as this would alter the way you log in entirely. It is a good idea though, and I know I would sell my soul for it. I vote keep, but keep in mind urban dead might not want to take this much time. --APOCzombie 22:41, 24 Nov 2005 (GMT)
    • Re: What would you sell your soul for? >:) Muar har har! -- Amazing 22:50, 24 Nov 2005 (GMT)
  • Keep - I spend a lot of AP just checking in to see how many times my zombie has been shot in the face or if the barricades are holding up. I can't even play my 3 people at once anymore because of the initial hits. --Zaruthustra 23:02, 24 Nov 2005 (GMT)
  • Keep - I also run out of IP hits regularly due to checking on my characters. --Madalex 00:18, 25 Nov 2005 (GMT)
  • Kill - I vote kill because this is a way to get (ever so slightly) around that 160 hit limit per day. I have a feeling that logins count against that hit limit for a good reason. Keeping track of AP is easy enough anyway--just remember (or write down) when you last logged in... I dunno, something about this suggestion bothers me, but I can't quite put my finger on it. Bentley Foss 00:23, 25 Nov 2005 (GMT)
  • Kill - I'm with Bentley. There's something not quite right here. --TheTeeHeeMonster 00:32, 25 Nov 2005 (GMT)
    • Re: To both: I think the limit was put in place because of the server load to prevent people from over-playing too many characters and causing it to crumble. - You have to realize that the 160 hit limit can still be in place with this suggestion implimented. Not a request for you to change your mind, but I'm just saying that this wouldn't remove the IP hit limit and would probably save more bandwidth than it'd use. -- Amazing 02:07, 25 Nov 2005 (GMT)
  • Keep - Not only would it save server hits (you could check on ALL your characters at once instead of one at a time), but it would also help with tracking of zerging and multi-abuse, because most people would probably WANT to put all their characters on so they could use it. I'd say count it as 1 IP hit and let it in. --Shadowstar 03:32, 25 Nov 2005 (GMT)
  • Kill On principle. People should not be encouraged to play multiple characters. Slicer 13:06, 25 Nov 2005 (GMT)
    • Re: True, but most do already - you probably do too.. lol - and this would just reduce the load and make it more efficient for those of us with more than one character. :) -- Amazing 19:16, 25 Nov 2005 (GMT)
  • Keep - But we'd all have to get new logins or Kevan would have to re-organize stuff. --Squashua 06:21, 26 Nov 2005 (GMT)
  • Kill -- This isn't RO or Maple Story. --Nov 05:43, 28 Nov 2005 (GMT)
    • Re: So what? If you have a point, it'd be interesting to hear one. (On the Discussion page.) -- Amazing 01:57, 9 Dec 2005 (GMT)
  • Keep - I can't speak for others, but I know that this would make my life so much easier. --Chester Katz 19:47, 8 Dec 2005 (GMT)
  • Keep Author vote. Also added "Page" to the title. Should have tagged that on sooner. Doesn't change anything but it helps clarify what this is from the suggestion summary list. -- Amazing 04:43, 9 Dec 2005 (GMT)


Retracted by author. Have a plan to rework and resubmit this later. -- Amazing 02:01, 9 Dec 2005 (GMT)

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