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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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Mind Of The Horde

Spaminated with 7/10 Spam votes--Gage 07:55, 25 August 2006 (BST)

Zombie stalking

Duplicate due to update, see Brain hunting. --Doc Groucho 22:33, 28 August 2006 (BST)

Lie In Wait... (version 2)

Hate to do this but thought of a better-flavoured rationale for this skill. See below. Rheingold 07:42, 25 August 2006 (BST)

Lie In Wait... (version 2.1)

Timestamp: 07:42, 25 August 2006 (BST)
Type: Zombie Skill
Scope: Zombies
Description: "Lie In Wait"

Lie In Wait is a new 100xp zombie skill.

When outside, a zombie can Lie In Wait for 2 AP. The zombie immediately huddles amidst the rubble and refuse on the street, waiting for the opportune moment...

The effect: a zombie who is Lying In Wait is not visible to players in neighboring blocks. For example if a square has 3 zombies Lying In Wait, and 1 zombie standing in the open, the square will read "1 zombie" on the interfaces of players in neighboring squares. The exception to this is that players who are currently zombies and possess the Scent Death skill are not fooled and perceive the square normally.

However, as zombies are basically stiff corpses, they're not really that good at hiding or crouching anywhere. Any player (survivor or zombie) who enters the square itself is able to see zombies in the open and any zombies in that block who are Lying In Wait. These two groups are two different items on the target dropdown list.

A zombie immediately stops Lying In Wait if a hit is landed on him with a weapon. Alternately a zombie may voluntarily stop Lying In Wait, and come out into the open, at a 1 AP cost. This is necessary before he can perform any other actions (such as attacking, moving to other blocks, etc).

So... is that square empty - or is a horde of zombies waiting to launch an attack? Is your suburb safe - or is it about to be hit by a very sneaky horde? Dun-dun dun-dun dun-dun dun-dun....


  1. Author Keep What's a zombie movie without a zombie ambush? Appearing out of nowhere is a zombie cliche... Rheingold 07:42, 25 August 2006 (BST)
  2. Spam Kill - ... as is this suggestion--Gage 08:07, 25 August 2006 (BST)
  3. spam - This suggestion allows horde of zombies to set up an ambush party. That would really give zombies an upper hand. -Axe Hack 14:00, 25 August 2006 (BST)
  4. Spam - This is an unworkable suggestion. - Jedaz 14:39, 25 August 2006 (BST)
  5. Spam - Fucking retarded, in addition to what Axe Hack said. – Nubis 15:13, 25 August 2006 (BST)
  6. Kill Invisibility cloaks are generally frowned upon here. And a bigger zombie cliche than zombies blending in with concrete is seeing giant freaking crowds of zombies. --Jon Pyre 21:50, 25 August 2006 (BST)
  7. Kill - I am sure I have seen this before, some weeks ago, but anyway it could hide a whole horde and people might never notice they had moved into the suburb, unless they actually stepped outside once in a while and ran through every square, so its overpowered. - Whitehouse 23:11, 25 August 2006 (BST)
  8. Spam - Can't be done. Nice try though. --Gold Blade Hunt! 23:50, 25 August 2006 (BST)
  9. Kill - I'd prefer to see this as a survivor skill. Youronlyfriend 04:40, 26 August 2006 (BST)
  10. Kill - Here's what I would do. Combine this with Zombie Stalking. Making this the skill that allows one Zombie to hide per block. That way a horde of 40 zombies can't hide in a junk yard unoticed AND only Zombies that are smart enough to buy this skill can do it. --Officer Johnieo 04:45, 26 August 2006 (BST)
  11. Kill - I don't like people saying it's unbalanced, as any large hidden horde could be revealed in an instant by a single survivor stumbling through. It is balanced, but it seems pointless. imho, zombies are supposed to be clever or stealthy, their strength comes from numbers. --Kiltric 03:34, 27 August 2006 (BST)
  12. Kill - I'm not opposed to hiding/playing dead. I don't like the seperate target idea. --Max Grivas JG,T,P!,Bob06! 09:01, 30 August 2006 (BST)
  13. Kill Invisibility cloak. Ravening hordes don't set up ambushes.--Funt Solo 13:41, 7 September 2006 (BST)

Extended Map

Timestamp: 3:12 AM (EST), 25 August 2006
Type: Improvement
Scope: "map.cgi" content change for all players
Description: This is a modification of a few other suggestions. The main one I stole the idea from proposed a "Map" as an item. I thought this would be somewhat unbalanced, as zombies cannot use items or search for them. I'm new to the game and the Wiki, and this is my first attempt at a useful contribution. If it's a duplicate of something I didn't find, please let me know and I'll delete it myself.

At least one browser extension provides you with a "map of the surrounding area". So, obviously, this information is available on the server (or possibly on another server, but still available). Why not make the feature standard for all players?

A link or button to this map would be better than having it displayed by default, for several reasons.

1. Players with slower Internet connections may not want to wait for more content to load if they don't need it.

2. Requiring a click to show the map would allow map access to be logged as an IP hit, thus negating any increased server load. I can't see any realistic difference in data flow between reloading the "map.cgi" page and loading an extended-area map.

For max functionality, I would think a map of your location and the 48 surrounding squares would be sufficient. You in the center, and 3 squares to the N, S, E and W. Any less really isn't much more useful than what's currently shown. Any more would be confusing for some.

Keep in mind that this map should NOT show any information beyond building names and the same color legend used in the current 3X3 map. No zombie counts, no surivors.

All of the extra information provided is currently available through the Wiki. No advantage would be given to anyone, as all players would have access. No change would be made to gameplay. As I said previously, any information provided by this feature is available elsewhere for a few clicks. If you don't want to see, you just don't click.


  1. Author Keep My idea, I better like it. Squidward 4:20 AM (EST), 25 August 2006
  2. Kill - I added a # in front of your vote, don't forget those. Now, I don't think this is a good idea as it removes some of the element of the unknown from the game. - Jedaz 11:43, 25 August 2006 (BST)
    • Re I don't see how. Like I said, anyone who wants to can have the same info through the Wiki in a few mouse clicks. I purposely suggested that there be a button/link to the "extended map", so that those who don't wish to see it wouldn't have to. Those who do wish to see it are already getting what they want, just somewhere else. Why not save some time/trouble for those people? Thanks for the numbers reminder. :) - Squidward 2:30 PM (EST), 25 August 2006
  3. kill - I'm with Jedaz on this one. Also, wouldn't a bigger map mean Kevan has to upgrade the server? -Axe Hack 14:04, 25 August 2006 (BST)
  4. Kill - removes mystery--Gage 15:29, 25 August 2006 (BST)
  5. Kill - It would have to be a found item to make any sense whatsoever. – Nubis 20:45, 25 August 2006 (BST)
    • Re I hope no one takes this personally, but the arguments posted against the idea are absolutely silly. First off, [This] suggestion went over fine, in spite of the fact that it's unbalanced. In that suggestion, zombies would require a skill to use the map, in addition to the basic requirement of being alive to search for one in the first place. Newbie survivors could find one in 3 AP if they're lucky. Secondly, there isn't any mystery removed. If you don't want the extra info, you don't click on the link/button that leads to it. If you do want the extra info, you already have access to it without this improvement. As of right now, you go to the Wiki and look at a map of your suburb. The only thing that would be improved is the amount of time spent getting to an extended map. I'm not reacting because nobody likes my suggestion - I'm a big boy, and this is most certainly not the first time I've found opposition to an idea. I'm reacting because I'm somewhat saddened by the fact that no one seems to actually read before they post a vote. All the concerns reflected in these votes make no sense whatsoever if you actually read all the way through the suggested improvement. Squidward 1:11 AM (EST), 26 August 2006
  6. Kill - As above, more information like this results in less element of the unknown. --Rgon 19:06, 26 August 2006 (BST)
  7. Kill - I personally like the other map suggestion better. Since I hope that one is eventually passed, and since there is no need for two different types of maps, I'm voting kill. This is a good suggestion, it's just that the other one is better. --Officer Johnieo 00:56, 26 August 2006 (BST)
  8. Kill - Your suggestion is implemented already. --Sekoku 20:33, 26 August 2006 (BST)
    • Re Ha! You're much closer to getting it than everyone else, it would seem. What I'm trying to suggest is simple: the map you linked to, but accessible via a link/button on the map.cgi page, and shown with your position centered. Instead of going through the wiki or some other site to find it. Squidward 6:19 PM (EST), 26 August 2006
      • Re And, using the above link as a bookmark isn't the same? That's the main reason why I vote kill. You can get the same thing from a third party without having to mess around with the template in game. Sure, you have to search the wiki for it (which IIRC is actually on the main page. *checks* Yeah, it's right one the Main_Page)... but, you actually get /other/ info from the wiki as well. This is a bad thing, how? Because if some newbie doesn't check the wiki for the map, they may miss reading up on other info about skills/burbs/stuff like that. I'm kinda on the fence, because I really /do/ see your point... but it's not a needed thing. --Sekoku 15:12, 27 August 2006 (BST)
        • Re I also see your point to a certain extent. My point being that it wold simply be more convenient. My other point being you're the only person so far who even gets it. :) - Squidward 12:02 AM (EST), 28 August 2006
          • Re Yes, but this "convenience" is still not needed in my eyes. Anyone that wants the map can get it from the wiki and bookmark it on their tool bar. It's pretty much the same thing as hassling Kevan to mess with the template to add a button to a third party map (IIRC, Kevan has stated he won't do a map. This is a long time ago, so maybe I'm wrong.) But, again. I get your point, but it's not really needed and thus why I vote kill on it. ...Maybe if you can convince Kevan to host a map, I'll vote keep. But otherwise... --Sekoku 03:29, 29 August 2006 (BST)
  9. Kill - I would rather see the map loaded in a seperate window and not be an IP hit. --Max Grivas JG,T,P!,Bob06! 09:06, 30 August 2006 (BST)
  10. Kill - Already got three. --Funt Solo 13:45, 7 September 2006 (BST)

Flashlight Version 2.0

Timestamp: 19:50, 25 August 2006 (BST)
Type: Item
Scope: Survivors
Description: My flashlight idea will be slightly different then the one that was suggested on November 12. The flashlight will enable your character to have a better chance at finding things in a building without a generator. It will increase the search rate by 2%. The flashlight will only be found at Mall Hardware stores and Police Stations with a 5% chance of finding them. It will also be available at junkyards, NecroTech buildings, warehouses, and regular buildings with a find rate of 2%. However, there is a catch. The flashlight will only last for 5 searches.


  1. Author Keep -Axe Hack 19:50, 25 August 2006 (BST)\
  2. Spam - it is basically worthless. The AP used to find it wouldn't justify the measly search bonus. --Gage 20:09, 25 August 2006 (BST)
    • Re - Well...I was considering increasing the search rate to find it 10% or higher, but i thought that was a little too much. --Axe Hack 20:16, 25 August 2006 (BST)
      • Re - when you would use on average 20 or 50 AP (2% or 5%) to find a flashlight, and it would only save you .1 AP (.02x5) on average, that is the definition of useless. --Gage 20:42, 25 August 2006 (BST)
        • Re - I was also thinking about boasting the find rate with a flashlight...... --Axe Hack 20:45, 25 August 2006 (BST)
  3. Keep - Yes. Templatesig->Thari TжFedCom is BFI!20:26, 25 August 2006 (BST)
  4. Kill - Worthless. – Nubis 20:44, 25 August 2006 (BST)
  5. Keep - Might be a little underpowered (thus the comments about it's uselessness) but I like the idea. --Rgon 00:38, 26 August 2006 (BST)
    • Re - Yea, I know it's a little underpowered.....I admit it....I forgot to do the math before posting this.............puting the finding the flashlight rate and the searching rate with the flashlight into consideration, I decided to keep it low because I thought it would be overpowering if I boasted it any higher. --Axe Hack 01:08, 26 August 2006 (BST)
  6. Kill - It is found in places you'll already search anyways, but it's incredibly low-powered, and I don't think it really adds anything to the game. --Burgan 01:18, 26 August 2006 (BST)
    • Re - Incredibly low powered............I didn't plan for it to be used up in 5 searches. I originally planned for it to last for 20 searches, but I think that's a little overpowering.
      • unsigned--Gage 03:14, 26 August 2006 (BST)
  7. Spam - This idea get's shot down all the time for the same reason. It sucks. --Sonny Corleone WTF RRF ASS DORIS Hunt! 04:19, 26 August 2006 (BST)
  8. Kill -- "The chance of finding a flashlight is fine, however it's bonus should be increased for this to be a good suggestion --Officer Johnieo 04:40, 26 August 2006 (BST)
  9. Kill - it's a good idea, but for god's sake, raise the number of searches you can do with it. flashlights last much longer than that. --Kiltric 04:03, 27 August 2006 (BST)
    • Re - Raise to how much? Any ideas about this suggestion would be nicely appreciated. Next time I post a version 3 of this I'm gonna make sure I do the math........But you probably won't see version 3 until I get it all figured out. That may be in a few months.:) --Axe Hack 04:30, 27 August 2006 (BST)
  10. Kill - What Nubis said. --Max Grivas JG,T,P!,Bob06! 09:09, 30 August 2006 (BST)

Turn the Knife Into a Newbie Weapon

Timestamp: 22:02, 25 August 2006 (BST)
Type: Improvement
Scope: The Knife
Description: I suggest raising the base accuracy of the knife from 10% to 20%. This would have the advantage of making the knife a high accuracy low damage weapon about as good as the axe overall (as has been suggested on this page many times before). However raising the base accuracy would make the knife better than the axe at one crucial point: before taking any melee combat skills. While it'd be a manner of roleplaying which weapon you want to use at high levels this would make the knife the weapon of choice for science/civilian/firearms players that haven't taken hand to hand combat yet. It'd finally give the knife a purpose. New players would use it early in the game, and discard it in favor of an axe later. It makes sense that a knife would be more accurate without training since it's lighter and doesn't require swinging.


  1. Keep - Author vote. Gives the knife a purpose as a newbie weapon. Good for roleplayers that like knives too. --Jon Pyre 22:02, 25 August 2006 (BST)
  2. Keep - Me likee newbie helping suggestions. -- Krazy Monkey W! 22:07, 25 August 2006 (BST)
  3. Keep - Good idea, newbies could use a weapon they can level up with. --Axe Hack 22:09, 25 August 2006 (BST)
  4. Keep - Quite reasonable, and you are nowhere near on par with a zombie at level 1. "Not enough stabbings in Malton."--MrAushvitz 23:10, 25 August 2006 (BST)
  5. Keep - I like this one, and helping new players is good. - Whitehouse 23:16, 25 August 2006 (BST)
  6. Keep - Makes sense --Mookiemookie 23:47, 25 August 2006 (BST)
  7. Keep - Let me rev up the engine of this here Bandwagon...*engine starts*--Canuhearmenow Hunt! 23:48, 25 August 2006 (BST)
  8. Keep - Knives suck as they are right now. Heck I'd even go for 30%. --Gold Blade Hunt! 23:49, 25 August 2006 (BST)
  9. Keep - I hear 20! Does anybody give 25? 25 anyone? --Niilomaan GRR! 23:52, 25 August 2006 (BST)
  10. Keep - 25 my good man--Gage 00:02, 26 August 2006 (BST)
  11. Keep - Great idea. I'd go for 25 as well. Although I wouldn't mind seeing what the accuracy increases from skills would be. --Rgon 00:36, 26 August 2006 (BST)
  12. Keep - Keeps this below the axe at high level but gives newbs a hand up. Hip-hip-hooray! --Burgan 00:40, 26 August 2006 (BST)
  13. Keep - With reservations: Normally new players start weak because it means that a zerg army will be weak. If you make new players stronger, you make zergs stronger too. I think you've probably avoided this problem though: even with the improved knife, a newbie survivor will still do less damage/AP than a newbie zombie. --Toejam 03:01, 26 August 2006 (BST)
  14. Keep -The only additional consideration I can think of would be to make the knife a little easier to find as well (put it in hotels, motels, etc., for example).--Pesatyel 04:18, 26 August 2006 (BST)
  15. Keep - I take it with all trainigs it boosts the knife to 50%? Youronlyfriend 04:46, 26 August 2006 (BST)
  16. Keep - Knifes suck now and with this they would suck a little bit less. So why not? --Nob666 10:07, 26 August 2006 (BST)
  17. Keep - Yay for Knives! - HerrStefantheGreat 11:31, 26 August 2006 (BST)
  18. Keep - Provided that I'm correct in assuming that this buff to base to-hit percentage coincides with a nerf of 5% for each of the two knife skills. So that it would be 20%/30%/40%. –Xoid STFU! 13:07, 26 August 2006 (BST)
  19. keep - I shouldn't worry about it Xoid. Even with a 50% chance to hit, the average damage/AP is still only 1, less than a maxed out fire axe. Only makes a difference when your enemy is down to 2 hp. The Mad Axeman 13:29, 26 August 2006 (BST)
  20. Keep - As all above. Would also like to see knife training boosted at the same time as this. 20%(.4) 35%(.7) 55%(1.1) --Gene Splicer 16:26, 26 August 2006 (BST)
  21. Keep - well if everyone else is going to vote keep I guess I'd better bow to the peer pressure! --Officer Johnieo 16:40, 26 August 2006 (BST)
  22. Keep - Useful and looks pretty balanced. --Preasure 20:51, 26 August 2006 (BST)
  23. Keep - HAIL DOROTHY, the wicked witch (of bad knife ideas that is) is dead! --Kiltric 04:05, 27 August 2006 (BST)
  24. Implemented - Well done. You must have subliminally stuffed this into Kevan's head. I would have voted Keep for it anyway. -- Andrew McM W! 16:04, 28 August 2006 (BST)
  25. Keep/Implemented - Great Job! --Max Grivas JG,T,P!,Bob06! 09:11, 30 August 2006 (BST)

Mmmmm...yummy flavour

Timestamp: 22:06, 25 August 2006 (BST)
Type: More yummy flavour
Scope: Everyone
Description: I've been thinking about even more flavour text that could be added to the game. How about entering buildings?

I propose that when a survivor enters a Wide Open building from the outside you get the text: "You cautiously creep through the open doors of the <insert building name here> and immediately something in the air causes the hairs on your neck to prickle up. Something isn't right...."
A zombie on the other hand would get this message: "You lurch through a set of open doors into the <insert building name here>. You look around hungrily smelling for food."
These messages would only appear if the building is not empty and you haven't free-ran into it.


  1. Keep - Author vote. I am the flavour king and I must vote to have more flavour in this yummy game. -- Krazy Monkey W! 22:06, 25 August 2006 (BST)
  2. Kill - Don't really think the messages are good. Change it and I'll say keep. --Axe Hack 22:12, 25 August 2006 (BST)
  3. Kill The suggestion isn't spam but the suggestion's result sure would be. --Jon Pyre 22:39, 25 August 2006 (BST)
  4. Kill - Spam and a waste of time --Mookiemookie 23:48, 25 August 2006 (BST)
  5. Dupe Kill - waste of code--Gage 01:06, 26 August 2006 (BST)
  6. Kill - It adds some ambience, but I don't really feel it's necessary. No one would notice after the first five times. --Burgan 01:15, 26 August 2006 (BST)
  7. Keep Surprised nobody mentioned the only in-game advantage of this, namely that when you enter a building with your last AP you now get some clue of whether it contains food/zombies. Rheingold 02:42, 26 August 2006 (BST)
  8. Dupe - of this - Jedaz 06:07, 26 August 2006 (BST)
  9. Dupe - Also, whoever proposes a new policy to keep stupid little 'flavor' suggestions off this page gets a cookie. And maybe gold in a basket. – Nubis 14:06, 26 August 2006 (BST)
  10. Dupe - And how about a seperate page entitled "Flavour Only"? --Gene Splicer 16:27, 26 August 2006 (BST)
  11. Spam - The first time you saw the message you'd be like "WOW COOL!!!!" but by the 160th time you'd be cursing the morons who voted keep for this suggestion. --Officer Johnieo 16:40, 26 August 2006 (BST)
  12. Dupe --Thari S T F U 00:37, 27 August 2006 (BST)
  13. Dupe - As linked above. --Max Grivas JG,T,P!,Bob06! 09:12, 30 August 2006 (BST)

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