From The Urban Dead Wiki
Jump to navigationJump to search

Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing

Zombie Specialization, version 2

Timestamp: 02:06, 26 May 2006 (BST)
Type: Skill set
Scope: Zombies
Description: Zombies do basically three things: attack barricades, attack survivors, and defend other zombies by managing who's ahead of whom in the stack. I propose six specialist skills, two for each task. All the skills have normal 100XP purchase cost, and require level 10 to purchase. You can switch which specialist skill is active before standing up again after you die.

For barricade attackers:
Unfocused Rage skill: You feel an overwhelming urge to smash something. +2% to hit against barricades, -5% to hit against survivors.
Contagious Rage skill: User: "You howl with rage." Affected zombie: "A howl of rage resonates within you." Everyone else in the same location: "A zombie howls with rage." This is used on your fellow zombies; you must have Unfocused Rage active to use it. It puts a contagious rage flag on the first zombie in the stack who has Unfocused Rage skill active and is not already flagged. The flag gives an additional +4% to hit against barricades and -4% to hit against survivors (a total of -6% and +9%). They lose the flag the next time they die.

For survivor attackers:
Hatred of Life skill: You seethe with hatred toward the living. -3% to hit against barricades, +4% to hit against survivors.
Contagious Hatred skill: User: "You moan with hatred." Affected zombie: "Your hatred intensifies." Everyone else in the same location: "A zombie moans with hatred." This is used on your fellow zombies; you must have Hatred of Life active to use it. It puts a contagious hatred flag on the first zombie in the stack who has Hatred of Life skill active and is not already flagged. The flag gives an additional -3% to hit aginst barricades and +5% to hit against survivors (a total of -6% and +9%). They lose the flag the next time they die.

For meatshields:
Body Rot skill: As your muscles decay, the infection of undeath retreats to your body core. Attackers have to shoot or hack through more rotted flesh to reach the reanimated core. -5% to hit on all attacks, +4HP.
Contagious Rot skill: This is used on your fellow zombies; you must have Body Rot active to use it. It puts a contagious rot flag on the first zombie in the stack who has Body Rot skill active and is not already flagged. The flag gives an additional +8HP and -5% to hit on all attacks (a total of +12HP and -10%). They lose the flag the next time they die.


  1. Author Keep - Sorry about the first draft of Body Rot. This version of the whole thing should be a significant boost to zombies, but not too big to be balanced by various reasonable survivor enhancements that have been suggested. I also made all skills require level 10 (to diminish zerging issues, added flavor text for the other skills), and adjusted the numbers between each initial specialist skill and the contagious effect so that the contagious effect would be clearly beneficial for any zombie that has the corresponding skill. --Dan 02:06, 26 May 2006 (BST)
  2. Spam - If specialized skills were people I'd embrace their genocide. Sonny Corleone WTF 02:13, 26 May 2006 (BST)
  3. Kill Fails Multiply it by a Billion. THe first one on the stack who isn't flagged but has the skill could easily be used by a horde of hundreds to tear through anything easily by just activating the power and then having the next zombie flag the next one down on the row until most if not all have it activated. The added HP also makes it impossible to kill a zombie in a single day with an axe, meaning that in a siege, survivors who run out of ammo are screwed since they won't do enough damage to help out. Zombies are meant to help each other out, but this does it too much so. --Volke 02:14, 26 May 2006 (BST)
    Re How on earth would -6%/+9% allow a horde of hundreds to tear through anything -- "anything" in this game being a crowd of thousands of survivors? It would enable well-organized zombies to defeat a slightly larger group of survivors than they now can, which is as it should be since this is a zombie-skill suggestion. --Dan 02:56, 26 May 2006 (BST)
  4. Kill In a game like this temporary power boosts and "rage flags" are too difficult to implement. Plus zombie specialization isn't needed. This isn't World of Warcraft where you have a priest that heals, a fighter that takes the punches, and a wizard firing beams of who knows what. Other games have specialization because they have different classes with distinct abilities the others cannot get, resulting in cooperative strategy. This just gives people small boosts and penalties that wouldn't change how they play the game. They'd still just bash the barricades and go in and eat people. --Jon Pyre 02:24, 26 May 2006 (BST)
    Re - Implementation difficulty isn't supposed to be a reason, but how would it be difficult to have six more bits in the character attributes? --Dan 02:56, 26 May 2006 (BST)
    • Re What Steel Hammer said. --Jon Pyre 03:36, 26 May 2006 (BST)
  5. Kill - I think this has potential, but not as it is. Drop all of the "contagious" skills entirely and I think it might be useful. --Bob Hammero TW!U! 02:27, 26 May 2006 (BST)
  6. Kill - I just don't really feel it fit's the game. UD is simple as smooth. this is chunky and odd--`mudez U! LCD 03:27, 26 May 2006 (BST)
  7. Kill - I have to agree with Jon in that this game doesn't need that kind of specialization since all skills are available to any character. --Steel Hammer 03:30, 26 May 2006 (BST)
  8. Kill - Same as `mudez. --Matthew Fahrenheit 03:49, 26 May 2006 (BST)
  9. Keep - I like the idea of waiting until high level to specialize; this would give high level zombies something to play around with at the very point in the game when it starts to get dull. I do think the whole system would make UD more complex than it is now, which may or may not be where Kevan wants to take it. --Dickie Fux 04:00, 26 May 2006 (BST)
  10. Kill - This is way overpowered. That and specialized zombies seem to go against the flow of the whole faceless-mob thing that comes with zombie apocapypses. --Ron Burgundy 04:35, 26 May 2006 (BST)
  11. Kill - As Jon Pyre. --A Bothan SpyCDF - WTF - U! 04:49, 26 May 2006 (BST)
  12. Spam - Burgundy, as he so often does, penetrates to the heart of the matter. I don't play as a zmobie so I can morph into a ninja/pirate/Chuck Norris/similarly tired-shit internet gag every ten minutes. I play as a zmobie because it gives me a sense of warm comfort and anonymity I haven't experienced since the womb. In summary: I'm voting Spam on this suggestion because I secretly want to crawl back into the womb. Is that so wrong? --Undeadinator 05:07, 26 May 2006 (BST)
  13. Kill - I like the basic idea, But it still needs work. I'd say try limiting the Contagious skills so they won't stack up on each other to create an uber-zombie. It may be something you would want to remove completly even. --Teksura 06:38, 26 May 2006 (BST)
  14. Kill - The contagious aspect of this makes it DOA. --Darkstar949 09:12, 26 May 2006 (BST)
  15. Kill - Still don't like the contagion. I still support specialized skills, as I wan't something to make the game more interesting once we've all become uniform characters. --Burgan 14:57, 26 May 2006 (BST)
  16. Kill -I am quite sure all the possible reasons that i would think of have been stated above. Nazreg 15:40, 26 May 2006 (BST)
  17. Kill - 1) A +2% boost is so insignificant as to be useless. 2) Boosting other zombies in the area is problematic. 3) Requiring other active zombies to provide a boost before the flag becomes useful is also problematic (would require metagaming to work, and I think the game needs more in-gaming than metagaming). 4) A -5% penalty on attacks when there is no way for the attacker to know that such a penalty is being applied is just frustrating. However, zombie specialization is a good thing. There's still potential here, but it needs simplification. --Ember MBR 17:09, 26 May 2006 (BST)
  18. WTFSURVIVORS/Kill I just don't like these "Specialization" suggestions. Mattiator 17:48, 26 May 2006 (BST)
    • Note: Illegal section of vote removed. –Xoid Talk U! 17:56, 26 May 2006 (BST)
  19. Kill: Get ride of the contagious stuff, it's positvely nasty. –Xoid Talk U! 17:56, 26 May 2006 (BST)
  20. Kill -I liked the original version better. It just needed the Body Rot portion toned down. This just...blahs...the whole idea. And I'm basically in agreement with Ember.--Pesatyel 18:08, 26 May 2006 (BST)
  21. Kill - What John said--Mookiemookie 19:00, 26 May 2006 (BST)
  22. Kill -i can see the zergers geting benifit from thisAvicm 20:53, 26 May 2006 (BST)

Silent Kill (a knife improvement)

This suggestion has been spaminated with 9 Spam, 1 Kill, and 3 Keep votes. Voters seemed to disagree with silent PK actions. --Cinnibar 18:55, 26 May 2006 (BST)

Realistic Health

Timestamp: 20:05, 26 May 2006 (BST)
Type: Modify behaviour based on health
Scope: Survivors
Description: To add some additional realism to the game, survivors should act differently when they are injured. I player with less than 25HP should require twice as many APs to attack, while those with less than 10HP should require 2APs to move. This reflects the increased difficulty of performing actions with serious injuries.

Once a player's hit points are below 30, they pass beyond the healing abilities of mere first aid, and require surgery. This makes the surgery skill significantly more useful than it currently is (it is generally easier to use two first aid kits on someone than get them to a powered hospital and heal them with surgery). Players with the surgery skill should also be able to perform field surgery. This should restore 5HP anywhere, and an additional 5HP in a powered building, regardless of the number of hit points of the recipient.

These limitations should, in general, not apply to zombies, since it is assumed that they are permanently in a seriously injured state on account of being dead. They already suffer the 2AP movement penalty as a result of this.

In the short-term, this will potentially affect balance in favour of the zombies. It is expected, however, that it will make the surgery skill more attractive, offsetting this. It should also lead to more careful to avoid becoming seriously injured.


  1. Kill - Change the surgery threshold to 15HP and remove the increased movement cost and you have a keep. Tokakeke 20:09, 26 May 2006 (BST)
  2. Kill Overcomplicated, and don't mess with AP. AP is not a representation of fatigue or energy, it's a way of limiting a player's actions in a given period of time. --Jon Pyre 20:11, 26 May 2006 (BST)
  3. Kill - These ideas are always shot down. Sonny Corleone WTF 20:13, 26 May 2006 (BST)
  4. Kill -dont mess with the ap systemAvicm 20:57, 26 May 2006 (BST)
  5. Spam - I'll be honest. I decided to vote kill or spam based on the title alone. After reading the description I went with spam, mainly because I'm tired of all these "Realism" suggestions involving low health survivors needing more AP, but also because you used the word Realism. - Velkrin 22:14, 26 May 2006 (BST)
  6. Spam - Like someone told me, if realism belonged in this game I wouldn't be able to carry three generators and 20 weapons along with FAKs and everything else. This type of suggestion will always be a Kill to me as what Jon said is correct, it was intended to limit server load or we could have a lot more zergers around. --Steel Hammer 22:20, 26 May 2006 (BST)
  7. Spam - Harmanz do not get ankle sprains. Harmanz have only two states of health: wearing a trenchcoat, and wearing my digestive acid. --Undeadinator 22:47, 26 May 2006 (BST)
  8. Spam - What Undeadinator said--`mudez U! LCD 23:02, 26 May 2006 (BST)
  9. Spam - I smell AP changes... --A Bothan SpyCDF - WTF - U! 00:28, 27 May 2006 (BST)
  10. Kill - Jon nailed it--Mookiemookie 00:55, 27 May 2006 (BST)
  11. Spam - Leave my AP alone please. --Bob Hammero TW!U! 01:27, 27 May 2006 (BST)
  12. Kill - Griefs the noobs. Agent Heroic 01:32, 27 May 2006 (BST)
  13. Keep - makes those FAK extra usefull--xbehave 02:25, 27 May 2006 (BST)
  14. Kill -Are you infering, that the game needs to be realistic? Ok, while we're going for realism, lets allow cops to arrest pkers, permently removing them from the game, get rid of the zombies, and the revive syringes, make people die of old age, and if theres a dead body within 2 blocks, you get infected with a disease. Realism in a zombie game? Since when do zombies host mall tours? We don't need realism. That's what reality is for.--Labine50 MHG 02:32, 27 May 2006 (BST)
  15. Spam -While there should be a touch of realism in every suggestion, this is a bit TOO realistic for the simplistic game that Urban Dead is. Maybe if there was a "hardcore" version. But here, no.--Pesatyel 04:45, 27 May 2006 (BST)
  16. Spam - It exacerbates the damage done. No snowballing deficiencies please. --Raystanwick 11:08, 27 May 2006 (BST)
  17. WTFCENTAURS/Spam *Jumps on the spamwagon* Mattiator 16:30, 27 May 2006 (BST)
  18. Spam - No realism. Ever. David Malfisto 17:58, 27 May 2006 (BST)
  19. Kill - Balance shifting in a bad way. Too powerful right now, maybe if it were tweaked down I would keep. It still griefs noobs though. Also, zombies get lurching gait later, should a survivor who purchased lurching gait be allowed to walk for 1 AP when wounded? --Burgan 05:02, 28 May 2006 (BST)
  20. Kill - And in a poetic twist, it's not realistic either. Real-world battlefield statistics show that in a fight, people have two modes: full competence, or neutralized. This 2 AP bullshit would hurt realism. --Snikers 01:31, 30 May 2006 (BST)

Change to First Aid

Timestamp: 20:29, 26 May 2006 (BST)
Type: Skill change
Scope: First Aid
Description: Expand First Aid to read "Player is able to heal an extra 5HP when using a first-aid kit, and survivors with fewer than 31hp are shown as 'wounded' in room descriptions".

I chose 31 as it was pointed out to me that 30 is the revive health of an uninfected bodybuilt human. This would make just-revived survivors a tasty source of exp for level one doctors/medics, and level one doctors/medics a tasty source of health for just revived survivors.

"On or below half health" would work too, but it is clumsier to say and probably much harder to code so vote on "31hp". I may resubmit this later with a different threshold method if a lot of people like the concept but not the number.

  • editted due to screwing up the time format thingy


  1. Author Keep - Sans fiddly extras --Gene Splicer 20:29, 26 May 2006 (BST)
  2. Keep - I started off one of my characters as a doctor and it was miserable trying to get exp. This would really help new players out, and it just makes sense. --Rawry 20:34, 26 May 2006 (BST)
    Mod Stuffs Changed header title to fit the templateNubis 21:05, 26 May 2006 (BST)
  3. Kill Devalues diagnosis. New players do suck. It's why they work to get skills. --Jon Pyre 20:39, 26 May 2006 (BST)
    • Re - Except nobody starts of sucking as much as medics and doctors. Scouts get access to EHB buildings. Consumers get to search the most powerful resource buildings (in theory...). Everyone else gets combat uppers. Starting off with first aid at the moment is actually a penalty, as it means that when you do finally find someone who's been injured you only get to use half as many faks on them. --Gene Splicer 21:12, 26 May 2006 (BST)
  4. Kill - Pyre nailed it. If you want to see health levels, take Diagnosis instead of First Aid when you buy your first skill. --Cinnibar 20:40, 26 May 2006 (BST)
    • Re - You can't? Medics and doctors start off with first aid. If you are arguing that Medics and Doctors should start off with Diagnosis, that's a whole other issue --Gene Splicer 21:12, 26 May 2006 (BST)
  5. Kill -it would ruin the point of diagnosisAvicm 20:59, 26 May 2006 (BST)
    • Re - I don't agree. Diagnosis enables you to see people who have been only a little injured, and exactly how much it will take to heal them. A substantial improvement over just 'wounded'. --Gene Splicer 21:12, 26 May 2006 (BST)
  6. Keep - The game needs to be friendlier to people just starting out. That, and as things currently stand there are two or three classes which really are objectively better in terms of XP gain (and thus, arguably, "fun"), which I dislike. If we're gonna have all these different classes, they all ought to be worth playing. Also, this hardly makes Diagnosis "worthless" - it just splits it's value between two skills, as is done with Scent Fear and Scent Blood for zombies. --Jimbo Bob ASSU! 21:23, 26 May 2006 (BST)
    Also, to the people saying "If newbs can have fun, they'll have no reason to level up!!1" (or whatever the point of those comments is): I don't know about you, but generally my experience with fun has been that I want to have more of it. It makes me want to keep on going. And the frustration that comes with being penalized for something you didn't know any better about (such as inadvertantly picking a crippled character class) tends to make me want to find something that is fun, not soldier on in hopes of some mythical reward. This could help increase UD's rate of retention of new players - especially of those who don't have someone already in the game to cheer them on. --Jimbo Bob ASSU! 02:20, 27 May 2006 (BST)
  7. Keep - As it's better just to start as a Necrotech Employee and use DNA Extractor to get xp to buy diagnosis, and thats sad. --HamsterNinja 22:36, 26 May 2006 (BST)
  8. Keep - Despair Vote FTW. Doctors starting with Diagnosis would of course be infinitely better, but this is livable. --Undeadinator 22:46, 26 May 2006 (BST)
  9. Keep - Yeh go on then. Not perfect, but better than nothing. I too would prefer doctors to start with diagnosis - when you think about it, a medical student would learn to recognise symptoms before learning to treat them... --Otware 23:59, 26 May 2006 (BST)
  10. Keep - You know your a desperate med student if you take a job going inside buildings to dump bodies just for the XP --Stcfg 00:10, 27 May 2006 (BST)
  11. Keep - Good enough --Rozozag 00:19, 27 May 2006 (BST)
  12. Keep - Bandwagon Vote. --A Bothan SpyCDF - WTF - U! 00:29, 27 May 2006 (BST)
  13. Kill - Yes, it's hard playing a new character. That's why you try to work through it and get more skills. --Bob Hammero TW!U! 01:31, 27 May 2006 (BST)
    • Re - This is not about it being hard for Doctors and Medics to level up. This is about it being harder for them to level up than if they started with no skills at all. additionally, see Jimbo Bob's reply --Gene Splicer
  14. Kill - what so you want to uber up FA and nerf diagnose? not on my watch--xbehave 02:28, 27 May 2006 (BST)
  15. Keep - First aid is already arguably a penalty to a new player, and older players have diagnosis anyways. --McArrowni 03:20, 27 May 2006 (BST)
  16. Kill - If this was a "change the starting skill to Diagnosis" suggestion, it would get a keep. If you don't like how crappy certain classes start out, start with a different class, then buy those skills. If we get some class differentation, then maybe a suggestion like this would be useful.--Pesatyel 04:49, 27 May 2006 (BST)
    • Re - You are voting on this suggestion's merits, not whether you like another one better :) Also, have a look at Jimbo Bob's words. --Gene Splicer
  17. Keep - This is a better alternative to the "Doctor Change" suggestion(which was another good idea) because it helps medics too. This would help begining players alot BUT NOT mid or high level characters(who would buy diagnosis early anyway if healing for XP since it is better). Plus, the mechanic for this suggestion is already in the game(the Zskill Scent Fear). --Raystanwick 11:00, 27 May 2006 (BST)
  18. WTFZOMBIES/Keep Yay. Mattiator 16:42, 27 May 2006 (BST)
  19. Kill - Leave skills alone. Don't nerf diagnosis. And here's an idea - stop saying it takes twice as long for Doctors and Medics to level as if they had no skills at all. If you chose a class that's about helping out other players then you should be worried about keeping your allies alive, not leveling yourself. - David Malfisto 18:02, 27 May 2006 (BST)
    • Re - You're right, the most sensable reason for making a Medic or Doctor is for a zerg healer, and damn good ones they make too. Why mess with what works? --Gene Splicer
  20. Kill - Zombies have to buy this type of skill without getting the FAK bonus Ybbor 01:35, 6 June 2006 (BST)

Choosing Names For Items

Timestamp: 21:32, 26 May 2006 (BST)
Type: Improvement
Scope: Survivor items
Description: This suggestion allows a survivor to give a name to each item in their inventory that can be used on other players. For example they could rename their first aid kits defibrillators. You could name a specific item (eg one pistol) or every item of a certain type (eg all pistols).

The given name would appear in their inventory. If the item is used on someone, they would get a message like: Stompy Seneco attacked you with <item name> for 3 damage. The same swear filter as from tagging would be applied to naming items. Importantly, a checkbox would be provided which allows players to receive the game messages without the name changes, ie receive game messages as they are at the minute. This option would be on by default, not least to prevent confusion of new players.


  1. Keep - I was going to vote kill... but the checkbox for on/off makes this work, gameplaywise. Not sure if it would work codewise though. Also, kudos on the correct use of i.e, and e.g.(though they should be punctuated)--Gene Splicer 21:45, 26 May 2006 (BST)
  2. Spam - This is the stupidest thing since Greedo shooting first. Sonny Corleone WTF 21:55, 26 May 2006 (BST)
  3. Spam - Some Guy attacked you with: your left nut, a lacy thong, a dead baby, a used condom, etc, etc. - Velkrin 22:02, 26 May 2006 (BST) Edit: A Katana, his duel pistols, Kung Fu, a piercing gaze, etc, trench coat etc. 22:04, 26 May 2006 (BST)
  4. Spam - CNR the dos and dont dos. Think of this happening for 1 million times. --Changchad WTFW!SGP 22:03, 26 May 2006 (BST)
  5. Spam - What the fuck is this, the Lord of the Rings? "I shall strike you down with the Sword of Gondor!" "I shall lay out a Headshot with the Hammy Acting of Viggo Mortenson!" --Undeadinator 22:43, 26 May 2006 (BST)
  6. Kill - This suggestion isn't spam, but all the stupid shit people would do with it would be, unfortunately, lots of spam. --Dickie Fux 22:45, 26 May 2006 (BST)
  7. Kill - Even though it would be hilarious to use the attack descriptions from KoL with this. --Jimbo Bob ASSU! 22:57, 26 May 2006 (BST)
  8. Kill - "FemDom attacks you with A Huge Strapon Which She Assrapes You With for three damage." --Lord of the Pies 23:03, 26 May 2006 (BST)
  9. Spam - `mudez attacked your're crappy suggestion with WTF CENTAURS it dies a horrible death of spammination--`mudez U! LCD 23:07, 26 May 2006 (BST)
  10. Spam - Why would you need a First Aid Kit to be named anything else? -- Tirion529 23:32, 26 May 2006 (BST)
  11. Kill - Example dude attacked you with meltacannon for 500 damage for 5 damage. --Niilomaan 23:39, 26 May 2006 (BST)
  12. Kill - Don't wanna vote spam, 'cause it did have good intentions (I hope), but... CrazyGuy attacked you with your dick for 15 damage. Private Oxymoron 23:46, 26 May 2006 (BST)
  13. Kill - What's the point? --Rozozag 00:21, 27 May 2006 (BST)
  14. Keep - Oh come on. This would be a bit of fun. With a bit of censorship tweaking all of everyone's concerns would be met. --A Bothan SpyCDF - WTF - U! 00:32, 27 May 2006 (BST)
  15. Kill - This isn't "Diablo 2." --Ron Burgundy 00:35, 27 May 2006 (BST)
  16. Spam - Katanas, trenchcoats and desert eagles, OH MY! --Mookiemookie 00:57, 27 May 2006 (BST)
  17. Spam - No way. Let's leave leet sord of SOUPER DEATH out of the game. --Bob Hammero TW!U! 01:33, 27 May 2006 (BST)
  18. Spam - i attacked this suggest with 'a shotgun' it took 10 damage--xbehave 02:33, 27 May 2006 (BST)
  19. Spam - I would of voted kill, but becasue there are too many offenceive things people could name things it can't be fixed. --Teksura 03:54, 27 May 2006 (BST)
  20. Spam - I'm going to name all of my shotguns, "pistols", and name all of my pistols, "shotguns", and my axe, "STREETS IS WATCHIN for 10 damage", because I really want to hit someone and have it say, "Cinnibar hit you with a STREETS IS WATCHIN for 10 damage for 3 damage and confuse the heck outta... nevermind --Cinnibar 04:47, 27 May 2006 (BST)
  21. Spam - Censored names or not, this is a very, very bad idea. --Raystanwick 11:04, 27 May 2006 (BST)
  22. WTFCENTAURS/Spam *mattiator attacks you for 3 damage with his cock and has sex with you... and again... and again... and again.* NO! Mattiator 16:43, 27 May 2006 (BST)
  23. Keep - Purely for KoL attack lines. Oh and because you can turn it on and off. David Malfisto 18:04, 27 May 2006 (BST)
  24. Kill - Personally, I think it's nothing but a waste of time that detracts from the flavour of the game. You can always just turn it off if you don't like it, but I'd rather see something more interesting developed before this. --Burgan 05:08, 28 May 2006 (BST)
  25. Kill - WTF!!!! -- Krazy Monkey 15:49, 1 June 2006 (BST)
  26. Spam - it could highly jepordize the zombie feel of the game if weapons changed to any old text Ybbor 01:37, 6 June 2006 (BST)
    • Tally - 3 Keep, 14 Spam, 9 Kill, 0 Dupe, 26 Total. 08:34, 10 June 2006 (BST)