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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.
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  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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26th December, 2005

VOTING ENDS: 9th-Jan-2006

PK Attempt Notification

Timestamp: 08:08, 26 Dec 2005 (GMT)
Type: balance change, improvement
Scope: Survivors, Zombies
Description: Probably the most common reason for wanting to get combat notifications is so that people can identify PKers. Given the server costs involved in distributing a combat log to all players, instead of just the ones being attacked (not to mention the spam that would happen in a seige), maybe it would be better to spit out a separate list of PK attempts. So if a survivor attacks a survivor, then everyone in the room would see "Jane Doe backs away from John Doe, pointing at him in horror. 'That bastard tried to kill me!' she howls. When a zombie tries to kill another zombie, you're probably going to get a confused stare instead, I guess.

To make this change really nasty, you only give out a PK notification if the victim survives the PK attempt. That way, you can PK in seiges, if you're careful about it - and lucky enough not to miss.


  • Keep - Author vote --Greythorne 08:08, 26 Dec 2005 (GMT)
  • Kill - Stupid. In game pking works just fine, and is a very pleasureable experience. When you get revived, go back in and report them to the people either with graffiti or siomply yelling at them. You can also report them on one of the numerous pker lists, of which this is the largest and most often followed and updated. If you dont like getting killed, this game is not the game for you, and what this would do is seriously harm pking, which relies on anonymity (Stripped by the list in effect) to infiltrate and execute thier targets. --Grim s 08:15, 26 Dec 2005 (GMT)
    • I'm not against PKing - hell, at the same time as this, I made a suggestion that would make PKing more rewarding. I just think that it's more in-theme to be PKing by luring people away to a secluded spot where their friends can't see it happening. Greythorne
  • Kill - I have nothing specifically against this suggestion, but there's a much better version out there somewhere and I don't feel like looking it up. Also, eh, I don't see PKing as too big a problem. Just get some friends together and go get revenge. Bentley Foss 08:17, 26 Dec 2005 (GMT)
    • If you could point me at that better suggestion, I'd appreciate it. I spent 45 minutes looking through the peer-reviewed suggestions, and the closest thing that I saw was a proposal for an ultra-spammy combat log. I'm happy to concede that I might have missed it, of course. Greythorne
  • Kill - I don't see this as a bad suggestion, but I think it needs some clarification and so on. For example, many of these things are shot down because of spam in the various rooms. I think that last idea is good in combatting that... but how would you implement that last part? --Shadowstar 08:43, 26 Dec 2005 (GMT)
    • I'm not sure that I understand the quetion, but I'll try answering it anyway... If someone makes a PK attempt, you do the combat calculations. If they're still alive after, you spit out the "So-and-so tried to kill me!" message. If they're not still alive, they don't get to say anything. Greythorne 08:57, 26 Dec 2005 (GMT)
  • Kill - Mabey if the message occured when the other person logged back in (the person being Pked). - Jedaz 08:54, 26 Dec 2005 (GMT) EDIT - The reason for this is because 1) There is no way that the server can tell if a player is going to attack again or not (unless they have no AP or IP hits left) so it makes most sense for it to trigger when the victim is consious (online), 2) Well now I think of this, the player could just say that they were attacked when they get back on - Jedaz 23:57, 26 Dec 2005 (GMT)
    • Because being stabbed never woke anybody up? I don't understand what difference that makes. Greythorne 08:57, 26 Dec 2005 (GMT)
  • Keep - Although I like this peer reviewed suggestion more. There's also this suggestion, that was shot down. --Brizth 10:58, 26 Dec 2005 (GMT)
  • Kill - And since speaking costs AP, how much AP will this convenience cost the victim? And what's to stop several people attacking him/her just for the sake of draining their AP in automated responses? Sorry bud, conventional methods will have to do. (Also, RE'ing to all votes is viewed poorly, check the Comment rules at the top of the page.) --Carnival H 11:02, 26 Dec 2005 (GMT)
  • Kill -Awareness solves this, is already peer reviewed and is better allround.--Vista 12:59, 26 Dec 2005 (GMT)
  • Kill - *coughcough*Awareness works better*coughcough* --VoidDragon 14:47, 26 Dec 2005 (GMT)
  • Kill - nah useless thing --Kcold 00:12, 27 Dec 2005 (GMT)

Corpse Looting

Five Spams, one Dupe. No Keeps. Spaminated. --Daxx 13:34, 27 Dec 2005 (GMT)

Barricades Balanced

Timestamp: 07:32, 26 Dec 2005 (GMT)
Type: balance change
Scope: zombies
Description: To address the current barricade imbalance, a solution: Adjust it so that zombies never miss when attacking barricades just as humans never fail when making barricades.

EDIT: Ignore the above and look below. Also to the rude knaves (you know who you are) please be civil in your criticisms lest you be criticized in turn for your rudeness.

EDIT: Make the chance for a successful zombie attack on a barricade rise according to the level of the barricade. (Loosely barricaded=20%, Lightly barricaded=25%, Quite strongly barricaded=30%, and all the way to Extremely heavily barricaded=50%

Logic: The more heavily barricaded a barricaded is the more bulky the barricade will be as there will be more items over a greater area in a heavier barricade. This should translate into the barricade being easier to hit since it is more bulky and spread out.


  • Kill - A) New suggestions belong at the bottom (where I will shortly move it...well, okay, it is the first Dec. 26th suggestion, but it was certainly in the wrong place before I moved all the Dec. 25th stuff...), B) You already "never miss" when hitting barricades--you just don't automatically knock pieces off, C) Barricades would become instantly useless if, as you presumably suggested, you automatically knock pieces off with each hit. Lone zombies can already take out Very Strongly or higher barricades with just a bit of luck--now you want any zombie to be able to spend 18 AP and annihilate them? No. Bad, bad, bad. Awful suggestion. No, just no. Kill. Bentley Foss 07:52, 26 Dec 2005 (GMT)
    • Re - moved it. -- Andrew McM 12:20, 26 Dec 2005 (GMT)
  • Kill - What Bently said. --Tom mot
  • Kill - Also survivors do fail when making barricades - the higher the level, the harder it is to add new levels to it. At least read the wiki page on how barricades work before proposing changes to them? --Spiro 08:28, 26 Dec 2005 (GMT)
  • Kill - I CUT YOU! Seriously, why don't we just take barricades out completely? - KingRaptor 08:37, 26 Dec 2005 (GMT)
  • Kill - As above. --Shadowstar 08:39, 26 Dec 2005 (GMT)
  • Kill - See Shadowstars comment. - Jedaz 08:49, 26 Dec 2005 (GMT)
  • Kill - Please See: Suggestions Dos and Do Nots --Carnival H 12:27, 26 Dec 2005 (GMT)
  • Kill -It's nice to think what kind of consequences your suggestions have on the game, do some math. Think of what will happen if a zombie horde uses your change, or survivors for that matter. If you do that already, post that with your suggestion. that way you'll help all of us and yourself--Vista 13:06, 26 Dec 2005 (GMT)
  • Kill - In 100 years when they have new programming tools to make changing a game like this easier it'd be fun to have a "Player Suggestion Day" when every single suggestion on this wiki is implemented simultaneously for 24 hours. --Jon Pyre 16:30, 26 Dec 2005 (GMT)
  • Kill - 1. As pointed out, survivors do fail when making barricades. 2. As already pointed out, this isn't "balanced" but is in fact massively unbalancing. 3. Editing the page to erase all the votes against your idea is a BAD thing to do. -CWD 21:10, 26 Dec 2005 (GMT)
  • Kill - Can you at least pretend that math is your friend for a day? This would make barricades obsolete. --Signal9 21:13, 26 Dec 2005 (GMT)
  • Kill - And while we are at it we might as well make a stiff wind come along and knock all barricades off and open all of the doors. *rolls eyes* - Jedaz 23:51, 26 Dec 2005 (GMT)
  • kill - who need barricades anyway ? ;) --Hagnat 03:46, 27 Dec 2005 (GMT)
  • Kill - You always make a hit on the barricades. The only chance involved is if your attack moved an object or not. Logic: More weight on objects more difficulty in moving. HINT HINT --ALIENwolve 04:51, 27 Dec 2005 (GMT)
  • Kill Just because this hasn't got a single "keep" vote yet doesn't mean it has been "killed" enough. --Matthew-Stewart 06:51, 27 Dec 2005 (GMT)
  • KILL - KILL kill Kill KILL kill Kill then burn it and bury it. Oops I voted already. :-P --Tom mot 16:12, 27 Dec 2005 (GMT)

Ravages of Time

Timestamp: 13:56, 26 Dec 2005 (GMT)
Type: Skill, well, the unSkill rather.
Scope: Everyone who has a skill.
Description: Do you rue the day you picked Brainrot? Have you seen the light, and wish you hadn't picked headshot? Worried about the next big level induced penalty system? Then this suggestion is for you. Here we go: the option to unlearn skills. For double the XP price it took you to purchase a skill, now, you can go back and unlearn it. Think of it as time (exp) in which certain skills weren't used, and have now atrophied.

The benefits:

  • Should Mutually Exclusive Skills ever come out, you can try them all out, at triple the experience cost.
  • People who have been bitching about being left out of new civvy skills due to Brainrot can now rejoin the rest of the group.
  • If you're a hardcore zombie player, and all of the sudden - let's reintroduce some new form of headshot that penalizes you based on your level - well then, now you can make it a goal to unlearn that whole Pistol/Shotgun/Tagging/Construction set of skills you don't use any more.

The Drawback:

  • Listening to those (you know who I'm talking about) who will learn, unlearn, and then relearn every skill - just to say they've done everything.

Final Comments: The ability to unlearn (or mutate, in the case of things like Brainrot) out of past skills keeps changes like 'Deadflesh' (natural zombie flak jackets for the brain rotted) and other 'Just because Brainrot is permanent' skills from having to be coded. I know some will accuse this suggestion of being stop gapped, but if you look at the number of 'peer reviewed' zombie only skills that made it just under the weight of 'Because Brainrot is Permanent', well - I think history will absolve me. (Probably not.)

PS - this IS a serious suggestion --Nessola 13:56, 26 Dec 2005 (GMT).


  • Kill - What the hell? Why, tell me, should we pay TWICE the XP it took to learn the skill in the first place in order to unlearn it? It doesn't even make an iota of sense. Besides, this is only going to be useful for ONE (maybe, just maybe, two) skills. - KingRaptor 14:20, 26 Dec 2005 (GMT)
    • RE - Honestly, what does it matter if you'll only use it twice? I'm sure there are a bunch of brain rotted zombies who would pay 500XP fo it. Making it more exspensive, as opposed to - I don't know, free? - keeps it from being abused. Also note the possible impact on proposed mutually exsclusive skills. -Nessola 14:51, 26 Dec 2005 (GMT).
  • Kill - Let's just call this an idea before its time and shelve it for now. If those "mutually exclusive skills" don't yet exist, this feature is currently unnecessary. As for brain rotters, they knew what they were getting themselves into, the warning is clear. Having compost for brains shouldn't preclude one from thinking ahead. --Carnival H 15:09, 26 Dec 2005 (GMT)
  • Keep - As always, I'm all for the unbuying skills ideas. With a warning, of course. --Shadowstar 17:13, 26 Dec 2005 (GMT)
  • Keep If you buy brain rot before you have survivor skills it is exclusive to those skills. If people make a mistake I see no problem having them fix it if they are willing to pay. --Contaminated 17:21, 26 Dec 2005 (GMT)
  • Kill -there are only a few human skills and items interesting for brain rot zombies. We had and kept those suggestions that place human cross over skills and items under the zombie tree, because they add fun and roleplaying concistancy, they give zombies new things too look out for. your solution stops that, is more open to abuse and doesn't fit flavor wise (when was the last time you unlearned how to open a door, walk, or pull a trigger, etc, etc?) it just doesn't work as well as those fixes already peer reviewed and accepted. Mutually exclusive skills don't exist and I doubt they ever will. if I turn out to be wrong this idea might fix it, but even then I doubt it. (I am glad that it is a serious suggestion, if it wasn't I'd just make fun of it, but I just don't see the benefit over other suggestions.)--Vista 17:31, 26 Dec 2005 (GMT)
  • Keep I really wanted to kill this for reasons stated, however, I'm sick and tired of brain rotters whining and moaning about them having taken the skill and getting screwed over because they can't get flak jackets or new crossover skills. I want them to be able to unbuy the skill so that they can stop using their brain-rotted characters as a viable defence to kill some really good crossover skills and items! They knew what they were getting into when they dedicated themselves to the "BARHAH", and yet they STILL use it as a way to complain! WIth something like this, they would no longer be able to use that as a defence as easily! --Volke 20:13, 26 Dec 2005 (GMT)
  • Kill - You can't unlearn something. --Jstoller 21:38, 26 Dec 2005 (GMT)
  • Keep - Why not? It wouldn't effect people who don't want it to and it would just make the game a little nicer. --Horje 21:49, 26 Dec 2005 (GMT)
  • Keep - Like it or not there are human skills and items that are beneficial to zombies. It seems silly to give new players advantages old players don't have because they decided to take beneficial skills at the time, or penalize people based on the order of the skills they purchase. Many RPGs make you choose between ever having different skills but there's never an option where purchasing one thing first prevents you from getting the other but not the vice versa. I'd prefer something a little more elegant than paying to get rid of skills but this suggestion isn't that bad. I'd limit this to brain rot though and come up with an explanation for it. --Jon Pyre 22:07, 26 Dec 2005 (GMT)
  • Keep - Keep it only to brain rot as Jon Pyre said. An explanation to it, hmm lets see... "you have chewed on so many brains that the virus has assimilated them into your brain making you no longer immune to necrotech syringes". How about that :) - Jedaz 23:46, 26 Dec 2005 (GMT)
  • KILL - Brain rot is a skill that has a permenant effect. It makes such a fact abundantly clear. If you dont like that fact, you shouldnt buy it. Same deal with headshot. Its nice if you want to grief zombie players to the point where they quit the game out of frustration, but you have to live with the consequences of your actions. Also, we zombies WANT to have more skills. Humans have 20 and zombies have 15, i think we would like a few more skills to be coded for us, just for the novelty of having more skills, even if they are next to useless. --Grim s 00:04, 27 Dec 2005 (GMT)
  • Kill - Stupid, stupid, stupid.--Jorm 00:07, 27 Dec 2005 (GMT)
  • Kill I like the idea of unbuying skills, but please... we can do better than this. --LouisB3 00:32, 27 Dec 2005 (GMT)
  • Keep Blah blah blah keep. If this doesn't go, at least I can say I tried for all of you brainrotters. I'd like to note I don't play a zombie character. If anyone would like to rework it and resubmit the skill, go ahead. Thanks for the feedback. --Nessola 02:18, 27 Dec 2005 (GMT).
  • Keep - This is a great idea, it would allow you to lose zed skills if you desided to change side to human without being continualy pked as a zed spy. Plus the all the other positives the poster noted. Regardless it can't do any harm so why not? Any one who posts a kill for this one is just a killjoy . --Miserenz 03:23, 27 Dec 2005 (GMT)
  • Kill - While realism isn't the beall and endall of everything, let's at least try and keep suggestions vaguely believable. How precisely would you lose brain rot? Vitamin supplements? --Robin Goodfellow 13:15, 27 Dec 2005 (GMT)
  • Keep - Unlearning skills would be very useful. Twice the XP means you really have to think about it... --Daxx 13:32, 27 Dec 2005 (GMT)
  • Kill - No. --Basher 16:56, 27 Dec 2005 (GMT)
  • Keep - Nobody's telling you to use it, and it's better to at least have the possibility to unlearn a skill. The double XP penalty will stop hotswappers and people who just want to unlearn it so they can get XP faster with a different skill - case in point, unlearn combat skill, learn free run or lurching gait, move, relearn. The penalty stops stuff like that. - Skarmory 18:24, 27 Dec 2005 (GMT)
  • Keep Protects against "accidental skills," but with a penalty for stupidity. What's not to like? --B.Z.B. 10:18, 2 Jan 2006 (GMT)
  • Kill - COmpetely out of character. Breaks the fourth wall, especially for zombie skills that are caused by a change in the zombie's biology (ie infections and brain rot). --Torin Mai 00:11, 5 Jan 2006 (GMT)

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Deleted: Three unopposed spam votes, a whole lot of kills and one What vote. Spaminated as it gave no advantage to anyone but pkers and caused some privacy issues. --Grim s 07:00, 27 Dec 2005 (GMT)

Motorcycle / Car / Bus

OMG IT R T3H SPAMZORZ--'STER-Talk-Mod 04:48, 27 Dec 2005 (GMT)

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