Suggestions/25th-Dec-2005

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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.
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25th December, 2005

VOTING ENDS: 8th-Jan-2006

Headshot Rework

Timestamp: 00:37, 25 Dec 2005 (GMT)
Type: Skill Modifier
Scope: Zombie Hunters
Description: One of the main complaints I have seen against headshot so far is that it griefs new zombies by making them wake up with only 35 AP.

I have an answer to this problem: Make it so that due to the difficulty of aiming for the head, it has a very low chance of hitting (around 5%), but this increases as the number of zombies in the area increases (due to the higher amount of heads to hit), to the point that when you are facing a zombie hoard, it is almost certain to hit. This decreases the likelyhood that a feral sleeping zombie will be headshotted, while preserving the ability for fending off large groups of zombies (a la caiger)

Votes

  • Keep - Author vote Quantamus 06:20, 25 Dec 2005 (GMT)
  • Keep - Nice. Merry Winter-een-mas to us all. -- Andrew McM 00:43, 25 Dec 2005 (GMT)
  • Kill - Why a change to headshot? I certainly don't see the need for a change that nerfs it this much (5% chance to hit? are you kidding me?) --Daxx 01:05, 25 Dec 2005 (GMT)
  • Kill - leave headshot alone people. --Deathnut 01:33, 25 Dec 2005 (GMT)
  • Keep Heck yea! The numbers need to played with a bit but this is a great idea. The point of headshot is to slow down the hoard for sieges and such. It serves very little point in blasting some nub zombie just walking the streets by himself. --Zombie1313
  • Kill - What? When did this happen? Winter-een-mas does not involve something that does not happen to zombies. --ALIENwolve 03:34, 25 Dec 2005 (GMT)
  • Kill - Headshot is fine. Plus, Winter-een-mas doesn't occur until the end of January, you fools. Mikm 03:37, 25 Dec 2005 (GMT)
    • Re - You are totally spoiling the holiday season with reality -- Andrew McM 09:42, 25 Dec 2005 (GMT)
  • Kill - Stacking combos = bad. And if your so concerned about new zombies, then just propose that headshot be capped at 10 AP instead of completely nerfing it in contested suburbs where both survivors and zeds are thinly spread out. Not every siege is on the scale of Caiger. --VoidDragon 03:49, 25 Dec 2005 (GMT)
  • Kill - Agree with VoidDragon. --Shadowstar 05:54, 25 Dec 2005 (GMT)
  • Kill - The problem with Headshot is that it exists. --Pimplepopper 10:05, 25 Dec 2005 (GMT)
  • Kill - Basically agree with Pimplepopper, but let's see what effect the new headshot has on gameplay and player ratios before tweaking with it. --WibbleBRAINS 10:28, 25 Dec 2005 (GMT)
  • Kill -Zombie levels are on the rise ever since new headshot was introduced. If the zombie count pewter outs before hitting 40% or higher I'll look for further changes, but not before.--Vista 11:21, 25 Dec 2005 (GMT)
  • Kill - This is almost as bad as removing headshot. --Kryten 11:43, 25 Dec 2005 (GMT)
  • Kill Kevan finally comes up woith a suitable solution and people still want it changed, shut up and eat you harman hambargar--grassman 21:10, 25 Dec 2005 (GMT)
  • Kill - I've said it before and I'll say it again: quit whining about headshot. Bentley Foss 21:58, 25 Dec 2005 (GMT)
  • Kill - Correct me if i'm wrong, but wouldn't this punish people who took headshot by giving them less chance to hit then anybody else?--The General 15:20, 27 Dec 2005 (GMT)
  • Kill - You cannot polish a turd. Headshot needs to be removed from the game, not reworked. --Centerfire 23:30, 28 Dec 2005 (GMT)

Suggestions Wiki Revision

Timestamp: 02:49, 25 Dec 2005 (GMT)
Type: Suggestions Page
Scope: Wiki
Description: Currently, the Suggestions page has 3 problems. Firstly, a live human has to move everything around each day, leading to considerable pain and suffering for Squashua (who does most of the work). Secondly, there are lots of ideas that are in a good direction but aren't quite there yet - they could use revising, not killing. Thirdly, there are tons of duplicate suggestions.

I suggest changing the Suggestions page, to something like SuggestionsInRevision - a test page I've been working on that gives each modified characteristic of the game (ex. adding a new shotgun-class weapon) a page on which to receive votes, ideas for edits, and continued discussion. Multiple suggestions can sit on one page, reducing the number of pages created by a page-per-suggestion system (and since deleting a page is harder than editing it), and allowing people to peruse the suggestions related to a given topic without opening fifteen different pages. For more info and discussion, please check the talk page on Talk:SuggestionsInRevision.

I believe that this modification to the current suggestions system will significantly help to solve the three problems outlined above, especially the amount of extra work to move things around in the current system.

Votes

  • Keep - Sounds good to me. --Tom mot 04:21, 25 Dec 2005 (GMT)
  • Keep - Assuming that it doesn't make more work than it saves. --Signal9 04:30, 25 Dec 2005 (GMT)
  • Keep - WTF, whats going on! - --Fullemtaled 04:33, 25 Dec 2005 (GMT)
  • I believe another pipe fixes it. --RSquared 04:39, 25 Dec 2005 (GMT)
  • Keep - If it stop's dupe's --Lord Evans 05:02, 25 Dec 2005 (GMT)
  • Keep - Yeah I've had some ideas in the past and known that they probably wouldn't make it though and I wanted to have some help on making them acceptable, this would help alot. - Jedaz 05:52, 25 Dec 2005 (GMT)
  • Keep - turned out mighty nice looking.  :) --Firemanstan 17:25, 25 Dec 2005 (GMT)
  • Keep--Kcold 18:13, 25 Dec 2005 (GMT)
  • Keep - great idea judas--revoso 00:34, 26 Dec 2005 (GMT)
  • Keep - yup in fact, all idea(almost, some of them are realy fuck up like chinese wrath) and could be implented with a proper enhencement--spetznaz21 3:29, 26 Dec 2005 (GMT)
  • Spam - This is for UD suggestions, not wiki suggestions. --Grim s 07:05, 27 Dec 2005 (GMT)
  • Keep - I love you! I had so much freaking trouble when I first started looking at the Suggestions pages, the new system would make it considerably more easy. Father Gregoriy 22:17, 27 Dec 2005 (GMT)

Wall Grab

Timestamp: 04:37, 25 Dec 2005 (GMT)
Type: Skill & flavor
Scope: Zombies
Description: fear = fun

Imagine a wall of arms sticking through a lightly barricaded door. Or a hand breaking thru soggy dry wall, or out of a ventilation duct that nobody bothered to barricade. I play only survivor characters, but have found it somewhat strange that buildings that are barricaded at very strongly or lower have holes in the barricade big enough for people to climb over or crawl through but zombies can't make it through those same holes.

In most movies when someone enters a barricaded building they have to fight off the hands of the zombies outside that reach into the opening when they are trying to close the doors. My Idea to recapture that spirit of horror by giving zombies the ability to reach into those barricade holes and attack last person who ever is close to the door.

Zombie has 10% chance to do 1-2 hp of damage(1 hp less than the zombie's normal melee damage) to 1 of the 5 players closest to the barricades. THIS WILL ONLY APPLY TO BARRICADES AT VERY STRONG OR LOWER THAT SURVIVORS ARE ALREADY ALLOWED TO MOVE THROUGH. For purposes of this skill the players closest to the barricade would be either the last 5 active players inside of a building, or the last 5 players to either enter the building(from the street or free running), attack barricades on inside, or repair barricades. Because the zombie is litterally feeling blindly for victims it cant pick its target, and gets no advantages from thier other grab skills. They will have an equal chance of hitting humans, zombies, or zombie spies who are inside the Building.

Instead of standard messages, a successful attack will not identify the name of the target or the HP remaing on the victim since they cant see what they are hitting, you will however see how damage was dealt. Each attack will return a message similar to but not limited to the following examples. Messages for unsuccessful attacks:

  • you reach through the barricades and encounter nothing.
  • you reach through the barricades and encounter something soft and fleshy.
  • Victim: a worm infested arm reachs from behind you and caresses your cheek.
  • you grab through the barricades and pull back a piece of fragrant of fabric.
  • you grab through the barricades and pull back a piece of rotting flesh.
  • you grab a soft fleshy arm through the barricades but it breaks out of your grip.
  • victim: a hand reaches through the barricade and grabs your arm. You break away unharmed.
  • you grab a soft fleshy leg through the barricades but it breaks out of your grip.
  • victim: a hand reaches through the barricade and grabs your leg. You break away unharmed.

Messages for successful attacks (victim gets similar message):

  • you grab through the barricades and pull back a piece of bloody fabric, inflicting X HP of damage.
  • victim: a hand reaches through the barricade and claws your shirt, inflicting X HP damage.
  • you grab through the barricades and pull back a piece of rotting flesh, inflicting X HP of damage.
  • victim: a hand reaches through the barricade and claws your back, inflicting X HP damage.
  • you grab a soft fleshy arm through the barricades but it breaks out of your grip. you inflict X HP of damage.
  • victim: a bony claw reaches through the barricade and grabs your arm. you sustain X HP damage as you break away.
  • you grab a soft fleshy leg through the barricades but it breaks out of your grip. you inflict X HP of damage.
  • victim: a bony claw reaches through the barricade and grabs your leg. you sustain X HP damage as you pull away.
  • you grab through the barricades and pull back a lock of hair with bits of tasty scalp attached, inflicting X HP of Damage.
  • victim: Just as you begin to relax a puffy arm of a corpse reaches through the barricade and grabs your hair. You hear an awful tearing noise as you try to pull away sustaining X HP of damage.

This skill should added to the root of the zombie tree, so that all Noob zombies who cant even open doors can hunt for food. The attack is deliberately not superpowerful because its intended to solve the whole zombie siege barricade argument. When used in a Siege, humans will have not be immune to counter attack when they use Hit and run tactics against the horde standing outside.

Edited to remove Flak Jacket Error. --Tom mot 05:17, 25 Dec 2005 (GMT)

  • CHANGE BY AUTHOR in response to voting comments:

Reduce Barricade requirement From very strongly to Strongly or lower. This way low level players can still enter yet low level zombies can knock it down to strongly and get some Experience.Remember Barricade security doesn't just include the doors. It covers windows, weak walls, basement doors, ventilation Ducts, elevator shafts, and any other secret method that survivors use to travel between buildings. --Tom mot 07:51, 26 Dec 2005 (GMT)

Votes

  • KillKeep Author voting once for my own suggestion (forgot to vote earlier). --Tom mot 05:07, 25 Dec 2005 (GMT) I really like this Idea but I have been convinced that this really needs to be reworked to ensure that it is balanced, So I am changeing my own vote. If this does pass anyway, PLEASE IMPLEMENT THE % HIT COUNTER ATTACK CHANGES THAT Declan AND .--Blobmorf SUGGEST. --Tom mot 16:25, 27 Dec 2005 (GMT)
  • Keep -Edit: lets see, with 20% chance to hit, with my zombie, I lost a barricade 1 level to 20 ap. it only works if it is a correct eprcentage. --Fullemtaled 04:42, 25 Dec 2005 (GMT)
  • Keep Kill - Okay, let's say there's a horde of 100 zombies, each with about 40 AP, let's say 10%, 1HP damage. That's 100zombies x 40ap x 0.1chance x 1hp = 400 damage. They just killed 20 people without even touching the barricades. And 100 isn't a big horde either. I can keep playing the multiplication game and tell you how much damage 200 or 500 zombies would do, but I hope you get the idea. --Signal9 04:49, 25 Dec 2005 (GMT) ALIENwolve pointed out that if there are enough zombies to kill someone with this they're better off destroying the barricades. Changed the vote. --Signal9 05:03, 25 Dec 2005 (GMT)
  • Keep - That would be an interesting method of light attack. Plus you could have a chance to find out if someone's inside. But why would a flak jacket protect someone's scalp? --ALIENwolve 04:51, 25 Dec 2005 (GMT)
    • RE: - Good point Alien Wolve. Flak Jacket probably would not protect against face/head damage unless maybe flak Jacket included a Riot Helmet. I am unsure how the flak jacket actually works. I must do a bit of research on it. --Tom mot 05:11, 25 Dec 2005 (GMT)
    • RE: - You were right, Flak jackets only work against attacks doing 5 damage or more. I will revise the examples. --Tom mot 05:17, 25 Dec 2005 (GMT)
  • Keep - Not overly powerfull, and it's also good for breaking real time seiges because the Zombies would be able to remove people from the seige making it posiable for them to remove the barricades (refering to Cagier). - Jedaz 05:51, 25 Dec 2005 (GMT)
  • Keep - My survivor character hates you. Great idea. --Shadowstar 05:57, 25 Dec 2005 (GMT)
    • RE: - All my registered characters are survivors, and they Hate me too. ;) --Tom mot 06:02, 25 Dec 2005 (GMT)
  • Kill - Barricades are our only defense against being attacked. If lone zombies can attack through that there's no counter against them. I don't care if it's only 10 damage on average with a day's AP. It's 10 damage a logged out suvivor has absolutely no way of preventing. And it would be worth a zombie hordes time. We can rebuild barricades as they're being attacked. Here the barricade rebuilders would face attacks they could not avoid save by fleeing the building. They wouldn't even be able to hit back. Not only that it would encourage building barricades above very strong, screwing many new free running-less players out of life. This has a lot in common with the occasional Sniper Rifle suggestions to allow suvivors to shoot zombies from within buildings and is similarly unbalanced except even moreso in that killing a zombie outside has little point besides xp gain and this skill would literally decimate suvivor populations. Don't worry about suvivors outnumbering zombies after this skill is implemented, you'll be hard pressed to find a living soul in the game. This skill is literally "For Evey Five Zombies Outside a Building One Suvivor Automatically Dies Within". Frustrated Jon Pyre: Why is everyone voting keep!?!?!? --Jon Pyre 06:29, 25 Dec 2005 (GMT).
    • RE: - Generally speaking there is now way for any logged out survivors to defend themself if a building is breached unless they are log back in before its too late. This only applies to the people closest to the barricades. So if you just entered the building then you are vulnerable, or if you are working on the barricades, then yes again you are vulnerable. But if you are sleeping in a corner or have not been recently active then you will be safe. I only see this as a problem for low level characters with out free running, in a building under siege. But I make a point to take my low level character away from all seiges. while my mid level chacter seeks out sieges. so essentially if forces a building under siege to barricade as if they were truly undersiege and not rely on hit and run from the same building they hid in. --Tom mot 09:05, 25 Dec 2005 (GMT)
      • So why make it so that now even the barricades don't even have to be breached? it is barricades that defends a sleeping human. saying that when it is breached you can't defend yourself either is plain misdirection. it is the need to BREACH part that defends you. John pyre, because ever since the strike all that makes zombies stonger and isn't directly advertised as a death-stare for zombies is passed, no matter how broken or silly, this isn't even the worst one--Vista 11:46, 25 Dec 2005 (GMT)
  • KEEP - I definately would like to see this, especially on "loosely" barricaded places. Gives zombies a little chance at seeing inside without the whole XRAY thing. Sieges would be mostly unaffected as most of those are kept in the Heavy range. Giltwist 06:43, 25 Dec 2005 (GMT)
  • Keep - but confine it to "loosely" and below. Also, are you sure that it should be the last people (the ones at the bottom of the queue) who have only just logged off that get attacked, or the ones at the top of the stack, who are more likely to be coming online soon enough to do something about it? --WibbleBRAINS 10:34, 25 Dec 2005 (GMT)
  • Kill -agree with John Pyre. X-ray touch, one automatic undefensible death for every five zombies outside. destroys much of the use of barricades. Broken flavor too, Yes a sole survivor in a factory is going to sleep within arms reach of the door. and a blind attack has zero! chance of hitting. how is it going to work, the zombie sticks his hand trough a gap beyond the filing cabinets, bookcases, couches etc... and a survivor runs into it because of magic hypno powers? anything of this kind of action shouldn't work past loosely. and at loosely you can have better and funner actions for the zombies than this.--Vista 11:41, 25 Dec 2005 (GMT)
    • You say people are not likely to sleep near the barricades. But If a survivor enter a safehouse on his last AP and falls straight asleep, where is it that you think he his sleeping? Also a barricaded building has multiple doors, windows, and collapsed walls that are all barricaded. look at some of the outside descriptions of the buildings.--Tom mot 01:21, 26 Dec 2005 (GMT)
  • Keep - Adds some more flavour to the game, and makes the survivors feel slightly less comfortable inside barricades with zombies outside. (Edit: Survivors don't need to shoot zombies through the barricades or to cut off the arms sticking in. They can just go outside and do the whole thing: killing the zombie instead of shooting blindly. Not to mention that the chance of hitting is faily low, and that stack will get rearranged as those last 5 people log in and move again.) --Omega2 13:57, 25 Dec 2005 (GMT)
  • Kill - "ZOMG t3h c4Ig3R!!!(shift+101)" If those holes are big enough for zeds to reach through, why wouldn't they be big enought for survivors to put a shotgun blast through, or simply even lop off an arm sticking in with a fireaxe? --VoidDragon 14:27, 25 Dec 2005 (GMT)
  • Kill - Dont play zombies can attack inwords unless your prepared to have the humans attack outwords. I dont care if humans can go outside, you can bust through the barricades and go inside then.--Ringseed2 15:16, 25 Dec 2005 (GMT)
  • Kill - One of the fundamental points of a zombie game is "if you are inside, zombies have to be inside to kill you". Its that way in movies too, pretty much--you may have seen a hand smash through a door once or twice, but has it ever actually caught or killed someone? But gameplay beats cinematics anyday when you're actually, you know, making a game, especially a text based one. --Brickman 15:19, 25 Dec 2005 (GMT)
  • Keep- --Kcold 18:15, 25 Dec 2005 (GMT)
  • Kill- Flavor is interesting, but the mechanics have flaws as pointed out by John Pyre. --McArrowni 18:37, 25 Dec 2005 (GMT)
  • Keep -This is classic zombie movie flavor, and since the zombie can't target specific people it is much more balanced than the those who disagree with this suggestion believe. A few points distributed randomly over 5 people is just an excuse for survivors to spend FAKs they are eager to use anyway (for XP) but could provide a nice source of XP for low level feral zombies. If zombies are concetrated enough that these could actually pose a threat to even a 25 HP survivor then they'd be better off taking down the barricade and then the "offline helplessness" is no different than now. Reply: The "5 zombies outside" argument is flawed. For your calculations to work you assume on full AP and Rend Flesh, if they just attacked the barricades the same force you are describing they could kill 3 human and the barricade would be down for more to follow the Feeding Groan. This suggestion is of no use to even a small horde, but solo wanderers would have a way to at least get a little XP without being unstopable killing machines and it adds a little more flavor. --Contaminated 19:07, 25 Dec 2005 (GMT)
  • Keep - This would be truly phenomenally awesome. --Matson Jade 20:56, 25 Dec 2005 (GMT)
  • Kill - Yay, let's allow hordes of zombies to attack low level survivors in VS safehouses with impugnity! Yay, let's let hordes sweep through suburbs and obliterate dozens of players without bothering with barricades! "Hey, I'm a stupid survivor! I think I'll stand right next to all those decaying hands groping through the barricade! Yeah, that's a great plan!" No, no, no. Bentley Foss 22:02, 25 Dec 2005 (GMT)
  • Keep - This is a great idea. --Eddo36 23:21, 25 Dec 2005 (GMT)
  • Keep - Bently Foss SHUT ^ this just needs to be a skill--revoso 23:23, 25 Dec 2005 (GMT)
  • Kill For all the previous arguments. Mikm 00:10, 26 Dec 2005 (GMT)
  • Kill - Sorry, barricades work like they do for a reason. To defend people. --Daxx 00:14, 26 Dec 2005 (GMT)
    • RE: As Author, I dont think this will unbalance the game as Big Hordes will smash thru barricades that are weak enough to allow this attack, and loan zombies will not be able to kill any 1 person but will annoy survivors, and add a bit of flavor. Although I do have to agree with some of the Kill arguments reguarding mechanics. Please go to the discussion tab and help me try to fix the mechanics, then We can resubmit this Idea so that everyone is happy. --Tom mot 00:25, 26 Dec 2005 (GMT)
  • Poll - Kill voters, please comment on the discussion tab your thoughts about adding a 30% chance of injury on failed wall grabs, but only for occupied buildings. Representing somebody smacking that hand with a club that is sticking out of the ventilation duct or thru the broken window (--Sugestion Arthor)Tom mot 01:32, 26 Dec 2005 (GMT)
  • Keep - Although I suggest that survivors should be allowed to spend 1 AP to move to the center of the building. Any action other than speaking or using an item (but not on someone else; ie, you can reload or read books, but not give first aid to someone else) moves you back out near the walls. --Greythorne 04:33, 26 Dec 2005 (GMT)
  • Keep - Definatly keep!! I don't play any zombies, but this seems awesome! I would make two suggestions though. Lightly barricaded and under, and the building would have to have at least 5 people inside, and would still only effect the 5 most recent. Why wouldn't a guy in a building, all alone with zombies reaching in, sleep in the middle? With 5 people it gets a little more crowded. Mabye one has to go to the bathroom, and doesn't want to offend the others, so he walks over to the corner or barricade, and *GRAB* he loses a chunck of something. People voting kill should definatly check their arguements... half of them don't even seem to follow what he suggested.--Arrod 06:08, 26 Dec 2005 (GMT)
  • Kill - Barricades are there for a reason -- so zombies can't do squat. Don't make them pointless.--Merlin the Tuna 07:19, 26 Dec 2005 (GMT)
    • RE - Thank you for your thoughtful response. The reason for barricades is to keep everyone out. when barricades are broken down to 75% strength they are still very strong, but can no longer keep everyone out thats why survivors can get thru them. As far as zombies not doing squat, I don't think that was Kevan's intention otherwise zombies would not be able to break down the barricades. Note reread the suggestion, I made changes based on your feed back.--Tom mot 08:12, 26 Dec 2005 (GMT)
  • Keep -I'm voting Keep, because I think it's got potential, and if it gets killed we'll never see it again. I think that this should only function in places with a sufficiently high human prescence. And the low level requirement is ideal --Lancensis 17:51, 26 Dec 2005 (GMT)
  • Kill - But PLEASE rework and resubmit this. It's awesome, it just has some balance issues. I think that (if programmatically feasible) the percent chance to hit should scale based on the number of survivors in the building (linear from 0% for no survivors to maybe 20% for 100 (200?) survivors). If that's not feasible, go with a minimum, say 5 survivors. Plus there would need to be percent chance (as already suggested) that the zombie takes damage too (also proportional to number of survivors in building?) As a side note, this also gives survivors an early warning system when zombies are attacking them :) --Blobmorf 18:47, 26 Dec 2005 (GMT)
  • Kill - Cool concept, but you're giving zombies something for nothing, as well as 1 free kill for every 5 zombies outside. Additionally, you don't address the very important fact that survivors will have a much much easier time doing damage against these intruding hands (aka near 100% chance to hit). Maybe if revised it such that it only works on loosely barricaded buildings, the zombie is charged 1AP per grab attempt, as well as giving survivors a 10-20% boost to their chance to hit. Or allow survivors to snipe.--Declan 20:52, 26 Dec 2005 (GMT)
    • Re: - I am convinced, I still love this Idea but I agree it needs more though to make it fair and accurately represent the what would happen if this was a horror movie. both to the human and the zombie. I have changed my vote to Kill, but only so we can resubmit an even better version next week. --Tom mot 16:25, 27 Dec 2005 (GMT)

Zombie Spit

Timestamp: 09:28, 25 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: New skill under Infectious Bite, or possibly next to it under Digestion.

It's simply a new attack that does either 1 or no damage (can't decide which is more balanced) and infects the target, with a flat 65% accuracy rate off the bat (no vigour mortis required or any other boost skills), yielding 2 exp for each successful infection.

It makes mass infections a bit easier to accomplish as well as giving lower level zeds another path for quick exp gain.

Votes

  • Kill - Sorry, the idea of Zombie loogeys don't work for me. Would make better sense to make blood splatter infectious during melee combat, but I'm sure that wouldn't pass either. --Carnival H 10:08, 25 Dec 2005 (GMT)
  • Kill - It's nice that people are coming up with items to add to the zombie skill tree, but this wouldn't help lower level zeds, as realistically you'd be more like a level 5 or 6 by the time you got to this. Also, I'm quite happy with my 30% Infectious Bite, thank you.--WibbleBRAINS 10:50, 25 Dec 2005 (GMT)
  • Kill -there a Llama, here's a Llama, funny Llama, Spitting Llama, Kill a Llama, ZOMBIE LLAMA!, Llama, Llama, duck.--Vista 12:02, 25 Dec 2005 (GMT)
  • Kill -Infection is powerful enough as it is. More poweful than the extra 2-3 damage from bite attacks. --McArrowni 18:40, 25 Dec 2005 (GMT)
  • Kill - This isn't Starcraft, and zombies aren't hydralisks (although some players do enjoy zerging). --Signal9 21:07, 25 Dec 2005 (GMT)
  • Kill - The next zombie that spits on me gets a shotgun to the face. Bentley Foss 22:05, 25 Dec 2005 (GMT)
  • Kill - This would be a unique attack in the game if it did 0 damage but give 2XP. To put it simply you should only get how much XP you do dammage, thats the way it is currently with the attack system. - Jedaz 04:28, 26 Dec 2005 (GMT)

NEW UNDEAD CREATURE

spaminated in accordance with the rules, the only keep was the authors--grassman 21:17, 25 Dec 2005 (GMT)


Rot Mold

Timestamp: 21:30, 25 Dec 2005 (GMT)
Type: Item
Scope: Zombies
Description: Currently, zombies don't have any items to search for. I was thinking about what sort of items a zombie might have. I came up with:

Rot Mold: patches of this are found sometimes in cemeteries, and the zombies who find it have some strange instinct to dig their fingernails into it. Rot Mold causes hand attacks to deal an extra 2 points of damage. Each hand attack that scores a hit has a 30% chance of removing the Rot Mold. 1 AP spent searching in a cemetery has a 15% chance of finding Rot Mold.

If the basic idea works out, clearly other varieties of mold could be introduced: a mold that causes Infection; a mold that can be smeared on teeth to boost bite attacks (the zombie's version of a Shotgun); a mold that cures HP for zombies (especially a good idea if/when First Aid Kits no longer work on zombies). But I'm only suggesting the one flavour right now.

I can also imagine a zombie skill that would allow the player to carry the mold as inventory. Each successful search for mold would find just enough for one dose. It would cost 1 AP to coat fingernails with mold, just as it takes 1 AP for a survivor to load a clip into a pistol. But I'm not suggesting that right now, either.

This would give a small boost to starting zombies. Their 30% attack would do decent damage, for a few hits, and they would have to go to a cemetery before they could get more Rot Mold.

But more importantly, this would give zombie players one more thing they could do, and hopefully make it more fun to play a zombie.

Votes

  • Keep Interesting and it would give Zombies something else to do. Plus the effect of zombies crowding graveyards will be nice for flavor. --Zombie1313
  • Kill - Temporary stat boosts are not our friends. See Suggestions_Dos_and_Do_Nots for the reasons why. Bentley Foss 22:06, 25 Dec 2005 (GMT)
    • RE: I have moved my comment and Bentley Foss's reply to the discussion page. --steveha 08:44, 26 Dec 2005 (GMT)
  • Kill - ditto what bentley said --dragonboy218 23:44, 25 Dec 2005 (GMT)
  • Kill - The USE of tools requires concious reasoned thought. the whole Idea of zombies is that they are mindless and dont think. The are motivated like a moth to a flame to seek out and kill the living. Not dig up tools. if a zombie can search whats stops him from using the shotgun his last victim dropped? --Tom mot 00:09, 26 Dec 2005 (GMT)
  • kill -very cool idea, I like it a lot, but it is unworkable as presented, might I steal this idea and redo it?--Vista 00:59, 26 Dec 2005 (GMT)
    • RE: I have moved my comment and Vista's reply to the discussion page. --steveha 18:36, 26 Dec 2005 (GMT)
  • Keep-I love this, its great, and my zombie character would like this alot, though my main one might have a bit of trouble cause of it--grassman 02:33, 26 Dec 2005 (GMT)
    • RE: It really would help only low-level zombies; high-level ones wouldn't bother to spend AP searching for this. I crunched the numbers; see the discussion page. A maxed zombie hand attack does more damage per AP than if the zombie spent the time finding Rot Mold. --steveha 21:57, 27 Dec 2005 (GMT)
  • Kill - Good start, come back with a fully compleated idea. - Jedaz 04:23, 26 Dec 2005 (GMT)
    • RE: I thought this was complete. To me this is the right size for a change like this: a small, incremental step that would not take Kevan very long to do. If it worked out, perhaps more could be done, but I think it best to keep the initial suggestion small and self-contained. Could you explain further, please? --steveha 07:5, 26 Dec 2005 (GMT)
  • Keep - Balanced, well-thought and might actually be fun for zombies. Suggest changes if you want, but that's a definite keep for me. --Hexedian 04:29, 26 Dec 2005 (GMT)
  • Kill - You know, the idea is maybe meant nicely, but it will make things woozy. Zombie gameplay relies on horde-action, and with this items, it technically doubles the eficiency of hordes and halves the numbers of zombies needed in a horde. --Father Gregoriy 22:32, 27 Dec 2005 (GMT)
    • RE: Does this help zombies bring down a barricade? No. Does it make hands better than bite? No. Will this help low level zombies? Yes. Once the horde is inside the barricades, will this help the horde? Yes. How many hits will the Rot Mold last for? On average, 3. How can you seriously say this "doubles the efficiency" of a horde? Answer on the discussion page if you would, please, and I will read it there. --steveha 00:45, 28 Dec 2005 (GMT)
  • Keep Not necessarily in this form as such, the numbers can be totally adjusted as needed. But I like the idea of some sort of item for zombies to search for, to add variety to zombie gameplay. Petrosjko 09:35, 28 Dec 2005 (GMT)
  • keep At first I thought it might be a bit overpowered, but having read your calculations, I've changed my mind. I really do like this idea, and had it existed, I might have tried to keep my zombified characters zombies. (Whenever my humans get zombified, No matter how much I would like to enjoy the experience, I soon find myself saying "F*CK THIS" after I miss with my first 10 attacks in a row.)--Chumbler 01:37, 8 Jan 2006 (GMT)

Who spraypainted that?

Timestamp: 23:17, 25 Dec 2005 (GMT)
Type: Skill change
Scope: Spraypainting and graffiti
Description: You barely get enough room to tag as it is. If you got the spray painting skill, you should be able to sign your name. Or you can identify authors of anonymmous spray paintings by checking the person's handwriting. See who is spreading rumors about what.

And some people can spraypaint with their left hand to avoid their writing being recognized, but this will cost them a little bit more AP's to spray paint.

Votes

  • Kill - If you want to sign it, just manually sign it. If you want to remain anonymous, don't sign. If you don't like it, spraypaint something over it. Mikm 23:41, 25 Dec 2005 (GMT)
  • Keep - now PKer's and zeds can kill the ones telling others about them--revoso 23:58, 25 Dec 2005 (GMT)
  • Kill -Spay painting is anonymous in real life, so who spaypaints what isn't important, now killing sprees with a shot gun in crowded buildings, that shouldn't be anonymous. If you don't like graffiti, spay paint over it, and don't believe everything you read that was written by some random vandal. --Contaminated 00:02, 26 Dec 2005 (GMT)
  • Kill - What they said. You can sign things manually. --Daxx 00:16, 26 Dec 2005 (GMT)
  • Kill -Check their handwriting? Um, first, how often are you going to see something written by anyone? You'd be busy trying not to die. Second, your handwriting doesn't exactly work into your graffiti. 3. No, that's just dumb. People can't spray anything without being afraid of people getting mad at them if people can read their name. --Zaknrfama 19:33, 25 Dec 2005 (EST)
  • Kill - Yes, because you just happen to have samples of everybodys handwriting with you to cross-reference with the graffiti on the wall. --VoidDragon 00:39, 26 Dec 2005 (GMT)
  • Kill -I tag my pieces when I bad mouth people, when other people want to be cowards, let them--Vista 00:42, 26 Dec 2005 (GMT)
  • Kill - And suprisingly it makes a difference for a left hander to use their left hand to spray paint instead of their normal hand (their left hand). My character is also a left hander :P - Jedaz 00:48, 26 Dec 2005 (GMT)

Zombie Building Demolition

Three spams and it's out. Let's all thank Jon Pyre for his lovely suggestion! (no, the sarcasm isn't lost.)

    • Re - What sarcasm? Buildings are ruining this game. Zombies are outnumbered 3 to 1 and this suggestion would have fixed the extreme barricade imbalance. --Jon Pyre 05:32, 26 Dec 2005 (GMT)
I didn't mind the zombies-can-destroy walls bit. What bothered me was the instakill of every player past the 50th. Also, whoever removed this needs to sign/summarize the spam reasons. Mikm 05:46, 26 Dec 2005 (GMT).

Rocket Skates

Timestamp: 05:41, 26 Dec 2005 (GMT)
Type: Item
Scope: Survivors
Description: Rocket skates are rollerskates with rockets on them. They allow survivors to move 2 squares at the expense of 1 AP. For balance sake, they can only be used outdoors.

Voter write-in--Tom mot 06:18, 26 Dec 2005 (GMT) Each time the rocket skates are used the following happens: 1. 50% chance to stumble on piece of broken barricade or corpse and fall down taking 5hp damage. 2. 25% chance of igniting trousers getting free bikini wax but suffering 10hp damage. 3. 10% chance of smacking into a wall, abandoned truck or Lamp post and knocking oneself out, 5hp damage and AP reset to zero. Don't tack options onto other peoples suggestions. --VoidDragon 01:07, 27 Dec 2005 (GMT)

Votes

  • Keep - Author vote. --Jorm 05:41, 26 Dec 2005 (GMT)
  • Keep - Why not? (FYI, Spam voting is now useless against this suggestion) --Grim s 05:43, 26 Dec 2005 (GMT)
  • Kill - Jirtan 05:46, 26 Dec 2005 (GMT)
  • Kill - Need I say why? Mikm 05:47, 26 Dec 2005 (GMT)
    • - Yes, you need.--Jorm 05:58, 26 Dec 2005 (GMT)
      • I understand that realism tends to play a backseat to playability, but everything (except for things that are directly zombie-related) is something you'd expect to find in a fair-sized city (pistols, generators, newspapers, cell phones, etc.). Even if you throw realism out the window, this is still too unbalancing. Mikm 06:06, 26 Dec 2005 (GMT)
  • Kill - I thought this was a realistic zombie game... Arrod 05:49, 26 Dec 2005 (GMT)
    • - "realism" in a *zombie* game? --Jorm 05:58, 26 Dec 2005 (GMT)
      • - Read "Don't Think Only in Terms of Mechanics" under Suggestions Do's and Dont's this does not follow the suggestion guidelines..Arrod 06:15, 26 Dec 2005 (GMT)
  • Kill - Since when are we the Jetsons? Or would zombies be more "Back to the Future"-ish? Ooh, I'm SO wrong! It's Static Shock (the cartoon series, not the comic) --Shadowstar 05:50, 26 Dec 2005 (GMT)
  • Keep - Awesome! This is Super-Genius! I have a question, though. Will I finally be able to catch the Road-Runner? --Beauxdeigh 05:53, 26 Dec 2005 (GMT)
  • Keep - Kashara 05:59, 26 Dec 2005 (GMT)
  • Keep - Conditional- that they're usable after death, like flak jackets. C'mon, zombies on rocket skates! It's pure genre. Petrosjko 06:00, 26 Dec 2005 (GMT)
  • Keep Brilliant! I could kill twice as many people with these on. SLA 06:03, 26 Dec 2005 (GMT)
  • Keep Brilliant! Now I can travel the map and never see a zombie!--Shareyja 06:06, 26 Dec 2005 (GMT)
  • Keep - There should be a spot that is only reachable by rocket skates, where you fall into a hole in the Earth and land on an island with hawaiian dancers and a lemonade stand. Not like the Suggestion system works anyway. -- Amazing 06:10, 26 Dec 2005 (GMT)
  • Spam Keep - Keep as long as it has the write in modifications. --Tom mot 06:18, 26 Dec 2005 (GMT) Ok funs over, yes I agree with Bentley although it would have been funny to see it implemented and watch noobs try it only to get knocked out in the middle of a zombie mob. --Tom mot 07:42, 26 Dec 2005 (GMT)
  • Spam - Yes, it is spam. Thanks for asking. Bentley Foss 07:04, 26 Dec 2005 (GMT)
  • Spam - Because I can! - KingRaptor 07:10, 26 Dec 2005 (GMT)
  • Kill One word... Why? --Volke 07:25, 26 Dec 2005 (GMT)
  • Kill - WTF? i repeat WTF? a skateboard maybe but, rocket skate? ??? no fcking way dude, its simply unreal. its not a scifi game ..... --revoso 00:34, 26 Dec 2005 (GMT)
  • Spam - Wot about the spam, ham, egg 'n spam, it ain't got much spam in it. To the humour page with you. MoFo Jones 08:47, 26 Dec 2005 (GMT)
  • kill -I want laser with mine, rocket skates with fricking lasers would be so cool, without laser your rockets skates are just silly GIVE ME LASERS AND I'll CHANGE MY VOTE!--Vista 13:10, 26 Dec 2005 (GMT)
  • Keep - I'd laugh my zombie ass off watching survivors splat into walls and trucks and whatnot. This must go to humourous. --WibbleBRAINS 15:00, 26 Dec 2005 (GMT)
  • Kill -This passing to Peer Reviewed Suggestions will not help Peer Reviewed be taken seriously. Good humor suggestion though. --Contaminated 17:00, 26 Dec 2005 (GMT)
  • Kill - To humourous with you! --Blobmorf 18:49, 26 Dec 2005 (GMT)
  • Keep - It's an interesting idea that could help both sides. I vote keep. Darrik 22:38, 26 Dec 2005 (GMT)
  • Kill - Watching Wile E. Coyote try to catch the Roadrunner should teach you why this is a bad idea. --VoidDragon 22:46, 26 Dec 2005 (GMT)
  • Spam - This belongs in humourous. But only barely. Rhialto 00:00, 27 Dec 2005 (GMT)
  • Keep To prove a point. --Stroth 04:43, 27 Dec 2005 (GMT)
  • Kill Ahh, the tongue in cheek zombie player suggestion. Have to love it, but anyone who saw Jackass knows this doesn't work.  ;) --S Kruger
  • Spam - Needs spaminating.--The General 15:37, 27 Dec 2005 (GMT)
  • Kill - How about a jetpack with which survivors can fly 5 spaces for 0.5 AP? --Father Gregoriy 22:35, 27 Dec 2005 (GMT)
  • Spam - This oughta be spaminated because it's so ludicrous, no matter the keeps. (But that's just my opinion.) --John Taggart 14:43, 29 Dec 2005 (GMT)
  • Kill Though I could be convinced to change that to "keep" if there were a possibility of "You trigger the skates, but they explode! You have been horribly maimed and lost 30 HP!" --B.Z.B. 10:11, 2 Jan 2006 (GMT)
  • Kill - Just...no. This is like something that belongs on the page for rediculous suggestions. Survivors rocketing around on skates is just silly. revoso is right. It would totally ruin the mood, and is just absurd. --Torin Mai 23:53, 4 Jan 2006 (GMT)
  • Spam - what John Taggart said. --Xiad 18:00, 6 jan 2006 (GMT)