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Closed Suggestions

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25th November, 2005

VOTING ENDED: 9th-Dec-2005

Improved Dexterity AKA "Speedloader"

Duplicate of this suggestion.

Strength in Numbers

Timestamp: 08:03, 25 Nov 2005 (GMT)
Type: Balance change
Scope: All players
Description: For both zombies and humans, the accuracy of attacks improves by 5% when in a group of other suvivors/zombies numbering 10 or more.

Apologies for multiple suggestions. These ideas, though, have been brewing in my head for several weeks now. Congratulations on making an awesome game, nontheless.

  • Regards, Daremaster Spoodle


  • Kill - Yeah, make the zombie hoardes even MORE powerful, why don't ya? -CWD 08:06, 25 Nov 2005 (GMT)
  • Kill - Strength in numbers already exists in Urban Dead. It's called "Having more people fighting on your side". You don't need extra accuracy as well. --Rhebus 09:15, 25 Nov 2005 (GMT)
  • Kill - It'd be more likely to happen the other way around... --Shadowstar 12:21, 25 Nov 2005 (GMT)
  • Kill, this would likely ruin the current game balance. --LibrarianBrent 16:18, 25 Nov 2005 (GMT)
  • Keep - I don't think it's especially necessary, though; survivors are better off using barricades, and zombies in a horde pretty much always do all the damage they want. --Dickie Fux 19:34, 25 Nov 2005 (GMT)
  • Kill, No stacking bonus combo ideas! its the first day all over again!--Spellbinder 21:49, 25 Nov 2005 (GMT)
  • Kill - I prefer an idea of having to spend more APs to leave the square if there are 10 or more of the opposing force there. --Squashua 06:23, 26 Nov 2005 (GMT)
  • Kill -- So you can zerg? No. --Nov 05:57, 28 Nov 2005 (GMT)
  • Kill -- This is not kindergarten. You are not playing with blocks. No stacking. -- Tabs 21:49, 7 Dec 2005 (GMT)
  • Kill -- Should only apply to zombie hordes. --Phaserlight 21:51, 9 Dec 2005 (GMT)

Inventory Managment

Timestamp: 10:24, 25 Nov 2005 (GMT-5)
Type: Skill
Scope: Survivors
Description: This would be a necrotech skill after lab exp. The idea is you know where supplies are distributed usually in a necrotech facility and thus get an additional 5% chance (or so) of finding items only in necrotech facilities.

Votes here

  • Kill - 15% seems kind of high. And besides, finding stuff in NT buildings is easy enough already. Earlier in the week I found 5 syringes, 3 DNA scanners, and 4 GPS systems all in one day. The only useful stuff in there is the syringes. All raising the search probability would do is make people waste more time dropping the extra 20 DNA scanners they found. --TheTeeHeeMonster 15:54, 25 Nov 2005 (GMT)
  • Kill - Agreed, there already isn't much trouble in finding things in NT buildings. And since you would need get at least two skills above what you already have (assuming you start as a Scientist) to get this, well... --Lord Kelvin 10:36, 25 Nov 2005 (CST)
  • Kill - Syringes are rare for a reason. Bentley Foss 17:22, 25 Nov 2005 (GMT)
  • Kill - 15% is far too high. --Shadowstar 19:20, 25 Nov 2005 (GMT)
  • Kill - Demand for syringes should always outweigh supply. --Dickie Fux 19:37, 25 Nov 2005 (GMT)
  • Keep - I hate finding 10 DNA and 10 GPS and not 1 syringe.. its a lab for crying out loud --Adrian 20:20, 25 Nov 2005 (GMT)
  • Kill, I must be lucky, i get syringes all the time. however, i think that the focused search skills suggested before have allready handled that problem very well, and much more elegently then this suggestion.--Spellbinder 21:46, 25 Nov 2005 (GMT)
  • Keep, Changed to 5% per above ideas. I just hate searching for a syringe using 4 days @ 50 ap per day and only finding 3 or 4 syringes. --LS 19:05, 25 Nov 2005 (GMT-5)
  • Kill - bleh, we beg for ideas on making zombies fun in light of the 68%/32% balance, and everyone wants new revive superpowers. --RSquared 04:08, 26 Nov 2005 (GMT)
  • Kill - One of my most overused phrases: "LOW FOR A REASON".
  • Kill - Remove and resubmit later since you edited it. --Squashua 06:23, 26 Nov 2005 (GMT)
  • Kill -- Unbalances syringes. --Nov 06:00, 28 Nov 2005 (GMT)
  • Kill -- You have been in a zombie apocalypse for months. There are very few scientists left, and those that are may not be skilled enough, and those that are may be killed before they can finish. There are very few syringes, and god willing, it will stay that way. Lord knows this is more a Survivor vs. Survivor Apocalypse now...-- Tabs 21:54, 7 Dec 2005 (GMT)

Riot Shield

Timestamp: 15:36, 25 Nov 2005 (GMT)
Type: Defense Item
Scope: Survivors
Description: Found in a Police Department, a Riot Shield could be used to deflect one damage from any attack 5 times, then it breaks. This gives survivors something like Flak Jackets against zombies, only the suvivors continue to need to find more Riot Shields for them to work like a flak does for zombies. It also allows survivors with flak jackets on already to get a little extra defense against PKer's, preventing 2-3 damage from guns. Search chances could be 4-5% per search, so as not to cut into searches for ammo.


  • Keep - Would be a handy piece of equipment to have against the zombies (and their damned flak jackets). Why don't survivors have anything to curb zombie damage anyway? - KingRaptor 15:45, 25 Nov 2005 (GMT)
  • Keep - Yeah, flak jackets seem to help zeds more than they help the living. --TheTeeHeeMonster 15:59, 25 Nov 2005 (GMT)
  • Kill The hell with that! The flak jackets help all survivors and zombies equally. WE DON'T NEED ANOTHER ITEM TO HELP THE SURVIVORS!--Andrew McM 16:02, 25 Nov 2005 (GMT)
    • Re: Equal? Who taught you how to count? The highest zombie attack is 4, and for the jacket to work, the attack has to do damage that's 5 or great.
      • Re - I meant it was usefull against Pkers, the true scum. Andrew McM 16:15, 25 Nov 2005 (GMT)
  • Kill - I just don't think it's currently necessary to make it even harder for low level zombies to take out the occasional survivor. — g026r 16:05, 25 Nov 2005 (GMT)
  • Keep, would balance the current situation where zombies have defensive items and survivors don't. --LibrarianBrent 16:07, 25 Nov 2005 (GMT)
  • Kill - Unbalanced. --Snikers 16:32, 25 Nov 2005 (GMT)
  • RE - Please! Explain how this is unbalanced. If anything, it CREATES balance, because humans have no defense against zombie attacks, and it only works 5 times til it breaks. There is only a 4-5 percent chance of even finding one, and you need to go to a police station to do that, and no one goes to police stations anyway!-Vladmyre 16:38, 25 Nov 2005 (GMT)
  • Keep, Something needs to be avaible to reduce damage inflicted by hordes. As it is the only people who benifit from flack jackets are zombies as only human weapons have enough punch to be blunted my them. --Rolland CW16:33 25 Nov 2005 (GMT)
  • Kill - Survivors have a defensive item- its called a baracade! They don't need a portable version, because nothing can stop them from just moving to a new building with new defenses. --Swiers 16:36, 25 Nov 2005 (GMT)
  • Keep I love this idea, becasue as of right now my flak jacket doesnt do anything worthwhile the only reason i have it is mostly for RP purposes, becasue if a PKer really wants to kill me he is going to be able to do it regardless of my flak jacket or not, so i wouldl ove to have a little zombie defense --Danarchy 11:51 AM, 25 Nov 2005 (GMT)
  • Keep That sounds like a good idea and makes lots of sense --Lord Evans 10:08 AM, 25 Nov 2005
  • Kill - 1) Items that break are bad. 2) Survivors do not need more defense. 3) I forgot, but I had a 3. Bentley Foss 17:17, 25 Nov 2005 (GMT)
    • Re - Items that break are bad? So then spraycans are bad. Books are bad. One-use items are bad. And in the suggestion below, you say it's easy to break through barricades. So obviously survivors do need more defense. And I forgot what else I was going to say too.
  • Keep - In effect, this is like a FAK -- one prevents five damage, the other heals five damage. FAK is actually better, since it can cure infections, and you can use it on other players, and gain XP to boot. --Dickie Fux 19:45, 25 Nov 2005 (GMT)
  • Keep - Fits into the scenario quite well, and seems reasonably balanced --Kindie 20:37, 25 Nov 2005 (GMT)
  • Kill - Depends on whether we're talking now or later. Though I like the idea of a couple-use shield, ATM, UD needs more zed power, not less, and this does eat into the zed advantage. Perhaps if there were a way to prevent the player from getting more than one? --RSquared 20:43, 25 Nov 2005 (GMT)
  • Kill Whee, let's make zombies even worse! Do you realize that they're controlled by players? I don't think that all these suggestions to make life easier for survivors take into account that in order for the game to work, zombies can't suck. --LouisB3 20:55, 25 Nov 2005 (GMT)
  • Kill - "Humans have no defense against zombies". Yea, totally. If you need me I'll be in the mall behind 100 armed survivors and extremely heavy barricades. --Zaruthustra 21:55, 25 Nov 2005 (GMT)
  • Kill no defence? only foolish meatbags who hang out in the streets all night have no defence. i on the other hand, have 300 of my closest friends, and heavy barricades -- P0p0 23:43, 25 Nov 2005 (GMT)
  • Kill I had a riotshield idea that was much better than this, and now it'l be tainted by superficial association with this one.--Zeek 00:28, 26 Nov 2005 (GMT)
  • Keep - Improves balance, easy to implement. --Mendel 00:34, 26 Nov 2005 (GMT)
  • Kill or ChangeIf anything it would be it prevents stuff of 5 dammage or less... and prevents 1 dammage.. because a riot shield really cant stop that much compared to a flak jacket, and really the only one who has to worry about guns is a zed... even the zed handbook advises you to get one. Not everyone sticks in the malls, most people stick in small clusters of 5 people traveling who are simply staying for the night.--Ringseed2 04:50, 26 Nov 2005 (GMT)
  • Kill - Sounds like you don't account for people carrying 10-15 of these things around and becoming human tanks. --Raelin 05:38, 26 Nov 2005 (GMT)
    • Re: kind of like 10-15 zombies running around with body armor being zombie tanks?
      • Sorry, think I misread it a bit. You don't mention how the effect stacks with multiple riot shields. Also, if I carry around 15 of these things, it pretty much negates the balancing effect of breaking after 5 uses. --Raelin 22:32, 26 Nov 2005 (GMT)
  • Kill - I like the idea, but not the concept. Either better defense or use requires both hands or something. Something needs to change, but I'm not sure what. Sorry. --Squashua 06:25, 26 Nov 2005 (GMT)
  • Kill -- Better than a rubbish can lid though. --Nov 06:07, 28 Nov 2005 (GMT)
  • Kill -- Makes zombies even more impotent than they already are. --Grim s 15:18, 6 Dec 2005 (GMT)
  • Keep - I like it and I shall support what I like. --Kulatu 18:34, 7 Dec 2005 (GMT)
  • Kill -- Fie. FIE. -- Tabs 21:55, 7 Dec 2005 (GMT)


Timestamp: 15:36, 25 Nov 2005 (GMT)
Type: Zombie Skill
Scope: Level 10+ zombies
Description: Zombies level 10 and above could buy this skill. It gives a 5% accuracy bonus to all attacks and increases the barricade damage chance by 10% (so zombies have a 30% chance to take a barricade down one level with each attack instead of 20%).


  • Keep - With the survivor-zombie ratio showing no sign of slowing its climb, I figure zombies could use some suggestions. - KingRaptor 15:52, 25 Nov 2005 (GMT)
  • Keep - I sure as hell am going to second that. I am also worried about the game imbalance. Andrew McM 15:58, 25 Nov 2005 (GMT)
  • Kill - I know there's an imbalance, but zombies have the advantage of being able to keep a siege going on indefinately. A very strong barricade can be taken down by 1 zombie alone, and with a whole horde of them... Everything seems to be working fine as it is, so if it ain't broke, why fix it? --TheTeeHeeMonster 16:02, 25 Nov 2005 (GMT)
    • Re - Utter bullocks. With the two new items the humans can call for aid whenever the Zombie's attack. Zombie's are getting killed, revived, or just plain leaving too much. Andrew McM 16:08, 25 Nov 2005 (GMT) original author responses only
      • Re - There's been an item all along for that: IM or Forums. More reliable since neither will be down at any time, and more people are likely to have them.
  • Kill. This is one of the most ridiculous and unbalanced suggestions that has yet been posted. Zombies already have the advantage. --LibrarianBrent 16:16, 25 Nov 2005 (GMT)
    • Re: I wouldn't exactly call being outnumbered two to one and taking two weeks on end to take Caiger Mall an "advantadge". Besides, if the Peer Reviewed Suggestions page is any indicator, survivors are gonna get yet more stuff. - KingRaptor 16:27, 25 Nov 2005 (GMT) Note to whoever striked it out: I AM the author, silly. - KingRaptor
      • Re: But they're going to get Caiger Mall, aren't they? Even in your statement, there's the implication that a zombie victory is inevitable, it's merely being delayed. And that's true: In any sustained, pitched battle between survivors and zeds, zeds win. The game mechanics guarantee it. The hoardes devestate suburb after suburb, and meanwhile people moan about how boned the zombies are and the "survivor-zombie imbalance." -CWD 21:06, 25 Nov 2005 (GMT) original author responses only
      • Re: So basically zombies are upset they can't take whatever they want whenever they want? I'd agree with you that humans are not necessarily on their back leg at the moment, but just because zombies can't seem to take one particular mall down in as short a time as they'd like is not an indicator of an imbalance. --Lucero Capell 22:32, 25 Nov 2005 (GMT) original author responses only
  • Kill While I agree that something needs to be done to help out zombies its NOT the high level, high numbers hordes that need the help, its the mid-level lone zombies who are leveling that need the help. Also to attract more players the zombie skill tree needs a multiple different classes, mutch like the survivor tree. --Rolland CW 16:42 Nov 2005 (GMT)
  • Keep - I like this idea, but maybe it could use a different name, and it shouldn't be level 10+. If you think about it, even if it takes only one zombie to take down a VSB building, it still takes Memories of Life to actually open the door afterwards, and there are always people inside constantly rebarricading. If there are even only a dozen people with Construction inside of a building, it can withstand a siege for a very long time --Lord Kelvin 10:47, 25 Nov 2005 (CST)
  • Kill - No, no, no. Somebody please get it through your heads: barricades aren't that bad. Geez. My level 2 zombie completely tore down a barricade from very strongly and still had 15 AP left. Unfortunately, he couldn't open doors. Not every zombie needs to be able to completely destroy a barricade with certainty. Everything you suggest for zombies gets multiplied a hundredfold by horde attacks. Survivors would have nowhere to hide. Bentley Foss 17:20, 25 Nov 2005 (GMT)
  • Keep - Considering what a powerful ability Head Shot (the equivalent survivor 10+ skill) is, I think it's fair to give zombies a really powerful ability at level 10, as well. --Dickie Fux 19:49, 25 Nov 2005 (GMT)
  • Keep just because. --Monstah 20:46, 25 Nov 2005 (GMT)
  • Kill - Doesn't help the weakling low-level zombies, just makes the high-level hoardes even more powerful. -CWD 21:04, 25 Nov 2005 (GMT)
  • Kill - Agreed, CWD. --RSquared 21:11, 25 Nov 2005 (GMT)
  • Kill - Bad way to fix a real problem. --Zaruthustra 21:57, 25 Nov 2005 (GMT)
  • Kill - What Zaruthustra said. --Lucero Capell 22:32, 25 Nov 2005 (GMT)
  • Kill -- P0p0 23:46, 25 Nov 2005 (GMT)
  • Keep - High level characters are supposed to be powerful. Plus, a certain member and his followers here are always wrong and thus I am obligated to vote correctly to cancel their spam. --Mendel 00:58, 26 Nov 2005 (GMT)
    • Re - And who made you the Arbiter of who is always right and wrong? And yes they're supposed to be powerful, but not unstoppable killing machines.
  • Kill In case you didn't know, Caiger fell! Anytime a horde as big as the RRF starts attacking something, stopping them is physically impossible! I know you want zombies stronger, but this overdoes it! This overpowers them becuase it makes places fall faster, making it almost impossible for zombies to lose a siege. You may want that, but zombies shouldn't be unbeatable killers, otherwise what's the point in even being a survivor? As for those who say this counters headshot... Headshot is USELESS against high and low-level zombies. In the long run, its actually not all that powerful or helpful during a siege. Hate headshot as it is now? Vote for it to affect AP isntead of XP! Don't ask for an ability that makes zombie sieges so short that no place becomes worth defending! --Volke 03:35, 26 Nov 2005 (GMT)
    • Re: - Uhhh, I'm there, it hasn't fallen :P. --Lucero Capell 06:28, 26 Nov 2005 (GMT) original author responses only
    • Re: - Why, so'm I. The South side is down, but the north is holding just fine. --RSquared 06:59, 26 Nov 2005 (GMT) original author responses only
  • Keep - This is, like, the first Zombie helper I've seen in days. --Squashua 06:26, 26 Nov 2005 (GMT)
  • Kill -- Unbalancing --Nov 06:14, 28 Nov 2005 (GMT)
  • Keep - Horde strength is a myth. As caiger has shown, if survivors get organised they can win easily. I would even suggest buffing the accuracy even more, perhaps as much as 20% for claws. --Grim s 15:20, 6 Dec 2005 (GMT)
  • Keep -- Caiger held. No more nonsense about hordes always winning. I like this idea. -- Tabs 22:13, 7 Dec 2005 (GMT)

Alertness (V2)

Timestamp: 16:28, 25 Nov 2005 (GMT)
Type: Interface addition
Scope: Survivors
Description: The message "You hear the barricade creaking" will appear once the barricade for your building descends below VS status. This can give non-combatants a chance to run.


  • Keep - Author vote. I edited this into an interface improvement rather than a skill. --Fixen 18:02, 25 Nov 2005 (GMT)
  • Kill - Not really neccessary. Unless you have the attention span of a flea, you'll notice that your barricade is decreasing over time. If you can't notice this, then you deserve to die fron the zombie horde anyway. --TheTeeHeeMonster 18:31, 25 Nov 2005 (GMT)
  • Kill - Just look at the barricades. (I could have sworn I voted once earlier...) Bentley Foss 19:05, 25 Nov 2005 (GMT)
  • Kill - Okay, now THAT would clutter the screen during a seige. --Shadowstar 19:23, 25 Nov 2005 (GMT)
  • Kill - screw the noncombatants ^_^ --RSquared 19:52, 25 Nov 2005 (GMT)
  • SPAM - You'll know soon enough when they fall... ;) But seriously, it would clutter too much --Adrian 20:16, 25 Nov 2005 (GMT)~
  • Keep - But make it so the sound is only heard when a piece actually falls. Come on guys, when you're searching or talking, do you look at the room description every time the page refreshes? --Monstah 20:47, 25 Nov 2005 (GMT)
  • KillThat is a mysterious skill some humans call 'being thourough', or, spookily enough, being 'Alert'. If you just drift in somewhere for the night at dont bother checking barricades, outdoor condition etc, then you deserve having your head split open and the goey goodness inside feasted upon. =;-0--Andrew McM 21:17, 25 Nov 2005 (GMT)
  • Keep - Adds flavor. If you guys are so worried about "clutter", then WHY DO WE STILL HAVE NEWSPAPERS?! --Mendel 00:47, 26 Nov 2005 (GMT)
  • Keep - This would help tremendously when you're on a searching spree, and don't feel like checking the barricades every single time the page loads. A unique text line that alerts you to barricade damage would to wonders. Dinferno 03:03, 26 Nov 2005 (GMT)
  • Keep - No comment. --Squashua 06:26, 26 Nov 2005 (GMT)
  • SPAM -- There are already some better suggestions out there. --Nov 06:16, 28 Nov 2005 (GMT)
  • Spam - Third Spam vote. It would provide massive clutter in seiges, as hundreds of people ask for healing and report from other quads, not to mention the chatter. --Grim s 15:22, 6 Dec 2005 (GMT)
  • Kill -- It tells you the level of the barricades in the building every time you do something. Why do I need this? -- Tabs 22:15, 7 Dec 2005 (GMT)


Timestamp: 19:00, 25 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: Brawling is not Martial Arts. That said, people with the Brawling skill (below body building or hand to hand) would get an additional and 15% chance to hit with all BLUNT instruments. Crowbar, Pipe, and Bat. (Does not affect crowbar's use on barricades.) It's just that simple.

Unanswered Questons: Should the enhancement be given to Fists as well with this skill? Shold it translate to zombies since they can use blunt instruments?


  • Kill - Two words: Axe profficiency. It's sharp, it hurts, and it works. You don't need any of those other items, except the crow bar for use on barricades. --TheTeeHeeMonster 19:11, 25 Nov 2005 (GMT)
    • Re: Maybe explain Knife Proficiency on the Discussion page, then? Because I mean.. Knives would be less useful than this suggestion if it were implimented, and the knife skill totally isn't needed, yet they're actually in the game right now.. This suggestion has zombie crossover potential which all by itself makes the skill useful, I think.. Maybe.. :X -- Amazing 20:25, 25 Nov 2005 (GMT)
  • Kill - Yeah, axes make better weapons than baseball bats because they're actually designed to do damage to things. Not an overpowered suggestion, but not really necessary. --Dickie Fux 19:52, 25 Nov 2005 (GMT)
  • Kill - Not needed...sorry...but had potential; so not SPAMing it. --Adrian 20:38, 25 Nov 2005 (GMT)
  • Keep - You know what this would be good for? If there were a (relatively weak) weapon proficiency that applied to zombies, it would HUGELY reduce the plight of newbie zombies. A level 2 zed with 25% chance of hitting for 2 damage would be viable in a way that a 10% chance zed wouldn't. I'd be tempted to put it in civilian, so that the construction/scientists could get it cheaper (and have another reason to be carrying around a crowbar), and put it above bodybuilding, rather than below. Heck, make it buyable by zombies...except zeds can't search for blunt items, so I guess (new zombie class!) --RSquared 20:57, 25 Nov 2005 (GMT)
  • Kill, almost spam. Knives worse than bats? WRONG. --LibrarianBrent 21:02, 25 Nov 2005 (GMT)
    • Re: I actually said: "Knives would be less useful than this suggestion if it were implimented" which is undenyably true. Aside from that, imagine getting cut across the forehead by a knife as opposed to being cracked in the face with a bat. Which would kill you? -- Amazing 01:05, 26 Nov 2005 (GMT)
  • Keep - This abuses nothing. Make it work for fists too. --Squashua 06:27, 26 Nov 2005 (GMT)
  • Kill -- Urm... there are better suggestions out there. --Nov 06:29, 28 Nov 2005 (GMT)
    • Re: You're voting on the merrit of this suggestion. (Does this vote count or is it nonsensical? Correct me, anyone.) -- Amazing 04:50, 9 Dec 2005 (GMT)
  • Keep - Blunt weapons need a reason to exist, and the crossover potential is interesting. Perhaps a zombie with this skill would get the bonus for blunt weapons against barricades, and not players? That would leave biting and claws as their primary weapons. Either way, I think something needs to be done to make blunt weapons worth carrying. --Max Lord 18:27, 7 Dec 2005 (GMT)
  • Keep - Gives Blunt weapons a reason to exist and allows the players to expand and make choices on what kind of weapon they want to use. --Kulatu 18:33, 7 Dec 2005 (GMT)
  • Keep -- Knives cut you and you bleed. You can be stitched up and bandaged. Blunt weapons break bones, cause bruising, cracks, can split flesh open if you hit just right, etc. You can't tell half as easily what needs patching up. Not to mention the extra reach and swinging power. Personally I'm more afraid of some guy coming after me with a length of pipe than I am some dork with a filet knife. -- Tabs 22:19, 7 Dec 2005 (GMT)
  • Keep Exactly what Tabs said. (author vote) -- Amazing 04:48, 9 Dec 2005 (GMT)

Death Version 4.1

Timestamp: 20:14, 25 Nov 2005 (GMT)
Type: Balance change
Scope: Zombies
Description: 2 linked suggestions for death, didn't wantit to get shot down cos of 1.

When the zombie dies, he falls to the ground dead; and whatever is making them move regenerates him right? So my suggestion is, when he gets up again, and dies; it gets harder for him to rise (due to the fact that there's now less of him)So first time to rise, X AP (1 if ankle grab, 10 if normal); 2nd time, X+5 AP and goes on till a max of 20 XP. This gets resest every 24 hours. (as per IP)


  • Kill - Sorry man, but still no like it. The other one is slightly better, but still not like it. --Monstah 20:50, 25 Nov 2005 (GMT)
  • Kill - This would be quite hard on zombies, especially the ones who just start out, and even more so on survivors who get killed. --Lord Kelvin 14:53, 25 Nov 2005 (CST)
  • Kill - Actually, hows about you delete this one?. --Andrew McM 20:55, 25 Nov 2005 (GMT) +
    • RE: to ALL - Its for just 24 hours, this is to prevent people getting up again and again.. a way of breaking siege
  • Kill unbreakable zombie sieges are really the only thing they have going for them. that and immortality -- P0p0 23:50, 25 Nov 2005 (GMT)
  • Kill - zed sieges shouldn't be a matter of if, but when. --RSquared 04:06, 26 Nov 2005 (GMT)
  • Kill Ahh... there it is (gunshot heard in the distance) go to Death (VERSION 3) to get the really badly made joke.Why must you hurt zombies so much? They have feelings too you know. By the way, has anyone here seen the 2:1 human/zombie ratio? AllStarZ 05:20, 26 Nov 2005 (GMT)
  • Kill - No comment. --Squashua 06:28, 26 Nov 2005 (GMT)
  • kill - very, very stupid suggestion. And game breaking too. Zombies are already impotent. --Grim s 15:23, 6 Dec 2005 (GMT)
  • Kill - I don't need to justify my answer here. Everyone else already has. -- Tabs 22:20, 7 Dec 2005 (GMT)

Death Version 4.2

Timestamp: 20:14, 25 Nov 2005 (GMT)
Type: Improvment
Scope: Zombies
Description: REWRITE: Because i didn't understand before hand

A compliment or seperate to the one above it. In this idea, when a zombie rises after death; he will rise with 1 HP only. His strenght will rise however by 5 HP per turn he does, til a max of 50/60 HP (the usual); provided he doesn't get attacked. Should he stay on the floor, he will regenerate at a rate of 10 HP per hour; so in 6 or 5 hours he's good to go again. So it can be roleplayed as the person seeing the zombie rise again, and shooting him down again before he can get up completly.

Kill - max of 25? Um, try 50, or 60. This requires too much state-based math, like cumulative suggestions. Kill it quick and we can move on. --RSquared 20:46, 25 Nov 2005 (GMT)

    • RE: - CUrrently you revive with 25 HP.. instead of giving it full.. i say give it slowly
  • Kill - Um. You revive at 25, but you still rise as a zombie with 50 (or 60). It might get a Keep from me if the zombie has 0HP when shot, and regenerates while on the floor. Like, every AP you recover while dirt napping gets you 5HP, till your maximum. If you choose to stand before that, then you're low on HP. --Monstah 20:52, 25 Nov 2005 (GMT)
  • Kill - I agree with that, though I doubt that many zombs would stand up until they have 10 AP anyways, since if they did then they would be open to attack for however many turns it takes to reach 10, and they wouldn't be able to retaliate :p. --Lord Kelvin 14:57, 25 Nov 2005 (CST)
    • Re - Re'ing when I shouldn't, for this suggestion isn't mine. But yes, zombies might stand up before recovering 10AP. I'm doing it myself: Consider a horde of zombies breaking into a mall. You puny humans spend 60AP to kill a zombie, and it just pops up. Sure, it's open for attack, and won't do damage, but hell. 60 more AP wasted. --Monstah 21:11, 25 Nov 2005 (GMT)
    • Re - Take it to talk. I think the 1 HP standup is bad, because it encourages zombie/survivor zerging for that 10xp death bonus every hit. --RSquared 21:32, 25 Nov 2005 (GMT)
  • Keep - I changed it a bit... if you want to delete your votes and start over? --Adrian 21:15, 25 Nov 2005 (GMT) REgarding RE: of course its nto yours.. your not crazy enough.... (mine ;))
  • Kill - No comment. --Squashua 06:28, 26 Nov 2005 (GMT)
  • Kill Jesus Christ, I dont have that much ammo! (Another gunshot in the distance). Why must you hurt zombies so much? All they got going for them is ankle grab and lurching gait. Zombies get up with full hp. Its completely justified. I mean think of it as this. The zombie has no AP, gets killed, and lies on the ground for at least 5 hours before he can get up if he doesnt have ankle grab. I look forward to destroying another one of your Death versions. AllStarZ 18:28, 26 Nov 2005 (GMT)
  • Kill -- Don't understand this. --Nov 06:34, 28 Nov 2005 (GMT)
  • Kill - Horrible suggestion. --Grim s 15:24, 6 Dec 2005 (GMT)
  • Kill -- Just stop. Seriously. I don't want to come back some day and see Version 7.9 and it still being Killed mercilessly. These ideas aren't working. Drop them and do something else. -- Tabs 22:21, 7 Dec 2005 (GMT)

Assault Rifle

Deleted due to three spam votes. Automatic weapon suggestions how I hate thee, let me count the ways. --Zaruthustra 21:04, 25 Nov 2005 (GMT)

It was not, in fact, an automatic weapon, as you would have seen if you had read the suggestion properly, and I would have liked to see the votes even if it had been rejected. I am aware that some sort of automatic rifle had been suggested before, and I can well see why it was rejected. This suggestion was quite different. --Berglin 21:45, 25 Nov 2005 (GMT)

I know mechanically it was different. You just made a shotgun with more ammo and faster reload. Making a weapon rare doesn't make it balanced. It just makes a few people rampaging hunters and everybody else pissed off. --Zaruthustra 22:00, 25 Nov 2005 (GMT)

Comment: I don't give a care what the heck kind of gun people are suggesting anymore. It's the same old damage process with different chances and different damage points. You're still shooting from the same spot, shooting the same targets, and reloading with the same process, no matter what sort of clip you imagined it with. People need to stop putting stuff like these on suggestion pages. --Fixen 03:17, 26 Nov 2005 (GMT)

Name list by something other than alphabetical

BALEETED. Turns out names are sorted by how long the character has been idle, not alphabetically. So this suggestion can be counted as spam and pwned out of existance. --TheTeeHeeMonster 23:46, 25 Nov 2005 (GMT) }}

Signature Weapon (version 1.5)

Timestamp: 23:19, 25 Nov 2005 (GMT)
Type: Skill
Scope: Zombie Hunters, level 12 and up
Description: After the original proposition was shot down, I revised it and gave examples of how this skill would function.

"Signature Weapon" is a form of weapon specilization, designed to reflect a zombie hunter's preference for (and skill with) a chosen weapon. The effects of Signature Weapons are as follows:

1) +1 damage to melee weapons/+5% Accuracy for firearms. This reflects the skill a Zombie Hunter has gained with his chosen weapon.

  • Example 1 - Snake-Eyes, a Level 15 Civilian Zombie Hunter, decides that Signature Weapon: Knife would fit best with the concept of his character: a martial arts trainee who was attending tae kwan do and ju-jitsu classes in Malton when the plague broke out, and who relies on stealth and quick movement to achieve his desired goals: killing zombies and finding safehouses. With Signature Weapon: Knife, any further attacks made with Knives deal one extra point of damage when they hit.
  • Example 2 - Breaker, a Level 17 Military Zombie Hunter, decides that Signature Weapon: Shotgun would be a good choice. As he's already maxed out his Firearms tree, selecting Signature Weapon: Shotgun raises his chance to hit with a shotgun goes from 65% to 70%, while his Pistol accuracy stays at 65%.

2) Flavor text: If a zombie is killed with a player's signature Weapon, he sees flavor text describing how the attack killed the zombie instead of "You hit a zombie for X damage, killing it." However, if the kill is not made with the signature weapon, the flavor text does not show up.

  • Example 1 - Professor Plum, having chosen Signature Weapon: Pipe, manages to kill a zombie with a lead pipe.
Professor Plum sees this flavor text: "You swing your length of pipe and crush the zombie's skull, dealing 3 damage and killing it."
The zombie's player would see this upon logging in: "Professor Plum crushed your skull with a lead pipe, doing 3 damage. You are dead."
  • Example 2 - Mr. Green, who has Signature Weapon: Pistol, kills a zombie with a crowbar. Instead of seeing "You fire your pistol, dealing 5 damage as the zombie's head disintegrates in a bloody red spray", he sees, "You hit the zombie, doing 2 damage. It dies."

3) Mutually exclusive Signature Weapons: This reflects the Zombie Hunter's strong preference for his Signature Weapon above all others - given the choice between his Signature Weapon and any other available, he'll take his Signature Weapon every time. (OOC reason: As the Prime Directive of the Suggestions Page states: Uber Ninja Pirate Zombie Killers Stay Out!, so Signature Weapons are one to a customer.)

  • Example - Flynn Taggart took Signature Weapon: Shotgun two weeks ago, and recently decided he doesn't like his shotgun that much after all. He's scraped up enough XP and wants to get Signature Weapon: Pistol instead - but since he already has Signature Weapon: Shotgun, he can't take Signature Weapon: Pistol. He's just going to have to learn to love his shotgun.


  • Keep - Author's vote. Hope the examples clear up any of the vagueness and/or klunkiness of the original. --John Taggart 23:28, 25 Nov 2005 (GMT)
  • Keep - Looks solid to me.--TheTeeHeeMonster 23:31, 25 Nov 2005 (GMT)
  • Kill - [EDIT]I read the description wrong. As it stands, I think it represents a major overpower to axes. Too much melee bang - 40% for 4 damage compared to 70% for 5? Feels like way too much for no ammo.--RSquared 23:42, 25 Nov 2005 (GMT)
  • Keep because i think the idea of high level specialization, PUT AN END TO HOMOGENIZED CHARACTERS. (sorry about the caps fellas) -- P0p0 23:54, 25 Nov 2005 (GMT)
  • Kill - I don't follow that entire string of numbers RSquared posted, but I get the basic idea that adding one point of damage to each weapon will not mainain balance between them, and you would end up with (almost) every Zombie Hunter taking whichever weapon became the most powerful. The flavor text stuff is awesome, though; maybe you can make a new suggestion with that alone? --Dickie Fux 00:03, 26 Nov 2005 (GMT)
  • Keep - Not every weapon needs to be equal. Real life weapons aren't all equal. Zombie movie weapons aren't all equal. Why on Earth should every weapon be equally useful? --Mendel 00:52, 26 Nov 2005 (GMT)
I'm not the author, but a major theme of this game is having some balance between melee and firearms. The weapons should be equally useful, because when was the last time you saw someone using a knife/bat/pipe/crowbar as their weapon in UD? --RSquared 01:16, 26 Nov 2005 (GMT)
  • Keep - Just so I'm clear; you dont get more damage if choosing a firearm as your sig weapon right? (I was going to vote kill thinking you got both more damage and more accuracy either way, but then I reread the thing) --Zeek 00:57, 26 Nov 2005 (GMT)
    • Re: As I wrote it, it's +1 damage for a Signature Melee Weapon (e.g. Crowbar/Baseball Bat) and +5% Accuracy for Signature Firearms. --John Taggart 14:17, 28 Nov 2005 (GMT)
  • Keep - Just so long as I can have my signature weapon: crowbar. X1M43 01:19, 26 Nov 2005 (GMT)
    • Re: - I was thinking that any weapon in the game (except perhaps the Flare Gun - although it would be pretty funny to see someone with Signature Weapon: Flare Gun) could become a signature weapon. So, if this was implemented, you could very well have Signature Weapon: Crowbar, Mr Freeman! ;) --John Taggart 14:17, 28 Nov 2005 (GMT)
  • Keep - If I can't have my idea, I'll definitley dig this one.--Skullhunter 01:46, 26 Nov 2005 (GMT)
  • Keep - This would really help to distinguish between multiple maxed out characters. Dinferno 03:03, 26 Nov 2005 (GMT)
  • Kill - Didn't we already vote down +1 damage for melee? So much for statistical balance. Slicer 03:36, 26 Nov 2005 (GMT)
  • Keep - I see nothing wrong with this other than a need to see a reason beyond flava to use a Knife signature weapon. Possibly +1 Bonus XP if kill is made with a Signature Weapon? Might overbalance things. --Squashua 06:32, 26 Nov 2005 (GMT)
    • Re: I thought about that, but +1 XP for kills with all Signature Weapons? I think that's a bit overpowered. Maybe +1 XP for kills made with a Signature Melee Weapon (Knives, Crowbars, etc.)? --John Taggart 14:17, 28 Nov 2005 (GMT)
  • Kill -- Too Complicated. --Nov 06:36, 28 Nov 2005 (GMT)
    • Re: Complicated how? Please specify. --John Taggart 14:17, 28 Nov 2005 (GMT)
  • Keep - Neat addition. The accuracy bonus with guns should be higher though. - KingRaptor 10:10, 29 Nov 2005 (GMT)
    • 'Re: - I considered a +10% accuracy bonus, but thought that was a bit too high (and sure to bring down the wrath of Kill - "0MG J00 TRYING T00 MAEK UBAR NINJA PIRAET ZMOBIE KILLARZ!". --John Taggart 16:04, 29 Nov 2005 (GMT)
  • Keep - I like the idea. To balance out the different options, you could have an XP bonus associated with weaker Signature Weapons. You do more damage if you take Signature Weapon: Axe, but you get more experience if you take Signature Weapon: Knife. -Max Lord 18:37, 7 Dec 2005 (GMT)
  • Keep -- It's different and this kind of thing encourages individuality, not just mass crowds of Shotgun-Toting Headshooting UberSurvivors. Plus, there's so much that could be piled on top of this... oh, baby! -- Tabs 22:24, 7 Dec 2005 (GMT)
  • Kill -- This boils down to making it easier for high level humans to kill zombies. They don't need that help. --Athos710 13:16, 9 Dec 2005 (GMT)
  • Keep -- I like it, particularly the 'flavor text'. Nice touch. --Phaserlight 21:57, 9 Dec 2005 (GMT)

In-Game Clock

Duplicate of Clock.

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