Suggestions/27th-Apr-2007

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Rules for Previous Suggestions

  • These suggestions can only be voted on now, and only up to two weeks from the day they were submitted.
  • You can make new suggestions on the Suggestions Page.

Voting

  1. You are voting on Suggestions, not Users. The text of your vote should not personally attack or denigrate the user who has submitted it... no matter how ridiculous the idea. Flaming and/or Trolling will not be tolerated.
  2. Before voting please read the Suggestions Dos and Do Nots and Frequently Suggested Ideas Page to read about concepts that have been generally considered unworkable in the past. You do not need to follow the guidelines on these pages but they are worth consideration before casting a vote.
  3. One vote per user. No exceptions. You cannot use multiple wiki accounts to vote on a suggestion.
  4. To Vote, use the [edit] button next to the suggestion you wish to vote for. Then enter your vote in the suggest_votes field. Please ensure that your vote is placed before the double brackets of the particular suggestion (ie the "}}")
  5. Votes must include a signature in order to be considered valid votes. To sign a vote, use --~~~~. Please remember to sign your votes! Unsigned votes will be deleted after 30 minutes or when found.
  6. Each Suggestion will be open to voting for two (2) weeks, measured from the suggestion's Timestamp, unless it is a Dupe or Spam. If, at the end of that time, there are two thirds (2/3) more Keep votes than Kill votes, the Suggestion will be moved to the Peer Reviewed Suggestions page. Otherwise, the Suggestion will be moved to the Peer Rejected Suggestions page.

Rules for Discussions

Votes are NOT the place to discuss Suggestions. This page and archived suggestion pages are only to be used for the Suggesting and subsequent Voting of these suggestions. If you wish to discuss any of the suggestions or votes here, please select a specific vote's page by clicking on its link under Current Day's Suggestions and use the associated Talk page. Suggestions do not have to be submitted in order to discuss them. The Suggestions talk page can be used to workshop possible suggestions before they are submitted.

Valid Votes

  • Keep, for Suggestions that you believe have merit.
  • Kill, for Suggestions that you believe do not have merit. If you need to discuss a rule fix, use the discussion page.
  • Spam, for the most ridiculous suggestions.
Suggestions can be removed with Spam votes as described below in the Removing Suggestions section. If the criterion described there are not fulfilled, the suggestion must remain for the whole two weeks.
Spam votes are not a "strong kill", they are simply here to prevent the utterly ridiculous from clogging up the system. If you do not like the idea, and it's not some crazy uber power or something else ridiculous, VOTE KILL, NOT SPAM. Spam votes will be counted as Kill when votes are tallied.
  • Dupe, for Suggestions that are exact or very close duplicates of previous suggestions. For a Dupe vote to be valid, a link must be provided to the original suggestion.
Dupe votes can be used to remove suggestions as described below. Dupe votes will not be counted when votes are tallied.

Invalid Votes

  • Server Load and Programming Complexity are NOT very good Kill reasons. You are voting on the merit of the suggestion and whether or not you think it belongs in the game. Server load/complexity issues are up to Kevan to decide.
  • X should be implemented first is not a valid reason for a vote. You are voting on the merit of THIS suggestion, not how it compares to others.
  • Votes that do not have reasoning behind them are invalid. You MUST justify your vote.

Comments

  • Re may be used to comment on a vote. Only the original author and the person being REd can comment. Comments are restricted to a single comment per vote, and it is expected that Re comments be as short as possible. Reing every kill vote is considered abuse of the Re comment. A Re does not count as a vote, and any subsequent discussion not part of the Re comment should be held on the discussion page if there is any extended commenting.
  • Note is used by System Operators to invalidate trolling-based votes. Only Sysops may remove troll-based votes and they do so with a strikeout <s></s> in order to preserve the trolling removal for posterity. The voter may contest the strikeout with the Sysop that struck their vote out on the discussion page. Only a System Operator may remove a strikeout.

All Caps

Try to avoid YELLING, writing in bold, or using italics, except when emphasizing a point which has escaped other voters.

VOTING EXAMPLES

Keep Votes

  1. Keep - I am the author and I am allowed to vote once on my own suggestions. --MrSuggester 05:01, 11 Nov 2005 (GMT)
  2. Keep - Best. Suggestion. Evar. --Bob_Zombie 04:01, 11 Nov 2005 (GMT)
  3. Keep - Good sugestion. no signature --FakeSuggester 07:39, 15 Nov 2005 (GMT)

Kill Votes

  1. Kill - This is a terrible idea, but you can totally fix it up. --NegativeGal 06:01, 12 Nov 2005 (GMT)
    • Re - Please be more specific about how to fix it on the discussion page. --MrSuggester 14:01, 12 Nov 2005 (GMT)
      • Re - Sure, I have detailed my proposed fixes here. --NegativeGal 23:38, 12 Nov 2005 (GMT)
  2. Kill - You will eat my poopie and love it! --PooEater 11:12, 13 Nov 2005 (GMT)
    • Note - Inane vote removed. Defend in discussion. --DaModerator 11:13, 13 Nov 2005 (GMT)

Spam/Dupe Votes

  1. Spam - Kung Fu CB Mama on Wheels is an inappropriate Survivor Class. --NoFunAtAll 09:01, 12 Nov 2005 (GMT)
  2. Dupe - Duplicate Suggestion --AnotherSuggester 05:01, 14 Nov 2005 (GMT)



Removing Suggestions

Suggestions can be removed for two reasons:

  • Dupe If a suggestion is a duplicate of an earlier one, and has recieved at least 3 Dupe Votes linked to the Duplicated suggestion, then it can be deleted as per the guidelines below.
  • Spam If a suggestion is deemed by the community to be either not made seriously, or simply completely awful and not worthy of inclusion on the Suggestion page for a two-week period, it can be Spaminated. The suggestion may be sent to either the Peer-Rejected or Humorous suggestions pages.

Eligibility for Spamination is acheived if there are at least 7 Spam votes and the number of Spam votes are equal to 2/3rds or greater of the total number of votes, with the author vote included in all these tallies. In addition, A Sysop can if they so choose delete any suggestion with three or more Spams as long as Spams outnumber Keeps; this includes their own spam vote. Suggestions may not be removed as spam unless voting has been open for 6 hours.

Authors are not allowed to use Re: to defend their work or correct the editor after a suggestion has been removed.

When removing a Suggestion, you take the responsibility to be mature regarding the situation. Each Suggestion is an author's child and they can be come quite passionate in regards to the Suggestion's removal. Please do the following when removing a Suggestion:

  • Duplicate - If the removed Suggestion is a duplicate, you must:
    1. Confirm that there are absolutely no viable differences between the original and the duplicate.
    2. List the number of Dupe Votes received.
    3. Provide a link(s) to the Suggestion that it duplicates.
    4. Optionally note the Linked Suggestion status: Reviewed/Undecided/Rejected.
    5. Sign the removal.
    6. Be Polite and make no additional comments.
  • Humorous - If the removed Suggestion is deemed humourous, you must:
    1. State that the Suggestion has been deemed humorous.
    2. Move the Suggestion to the Humorous Suggestions page.
    3. Sign the removal.
    4. Be Polite and make no additional comments.
    5. Bring fourth a vandalism case against the user who posted it citing rule 13 of making a suggestion.
  • Spaminated - If the removed Suggestion has become eligible for Spamination, you must:
    1. List the number of Spam Votes received and the total number of votes.
    2. State that the Suggestion was Spaminated.
    3. List or summarize/paraphrase the comments/reasons made on the Spam votes.
    4. Move the suggestion to Peer Rejected Suggestions page.
    5. Sign the removal.
    6. Be Polite and make no additional comments.

It is your responsibility to be a mature editor.


Suggestion Navigation
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Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing



DO NOT PLACE A VOTE AFTER DEADLINE

If the two week deadline for voting is passed, your vote WILL BE DELETED AND IGNORED.


Get Me A pint!/Pass me a beer!

Timestamp: Chris' 'Redfield 04:55, 27 April 2007 (BST)
Type: Building Expansion
Scope: Bar add on.
Description: Would Go well with the Idea called "Pass me a beer" on this date: [[1]]


I suggest, that in All pubs there would be a Beer machine. For 5 Ap you can fill yourself up a pint [just beer], and everyone could see you take that pint. Also, you could pass the pint to others...like in the pass me a beer suggestion above.

when a pub is ransacked, then it does not work...unless it is repaired.

woo

Keep Votes

  1. author Keepies - Love it I am the author Chris' 'Redfield 04:55, 27 April 2007 (BST)
  2. Keep -- Would you need a new item called an "empty bottle" to fill it up? or is it simply a: Walk up, grab glass, fill glass, type thing? --Lord Evans 06:09, 27 April 2007 (BST)

Kill Votes

  1. Kill - Though I'm not sure how survivors manage to loot buildings when you, as the player, hits the search button, I'm sure it involves more than finding already filled bottles of beer lying around. Unless this beer... machine (what do they call those things they serve draft beer from?) is affected by electricity, you might as well just search five times.--Bluish wolf 11:09, 27 April 2007 (BST)
  2. Kill - Beer machine? What the hell is a beer machine? This is not my idea of good flavor. The other rejected beer suggestions were better. --Rasi 08:27, 27 April 2007 (EST)

Spam/Dupe Votes

  1. Dupe - I'm sorry, but it seems that yu slipped a guideline of making suggestions. You posted a sugestion that interlinks with another similar suggestion. ALso, there have been several sugestions to make the pubs more flavorful.--John Verdana 06:14, 27 April 2007 (BST)
  2. Dupe - As above--Seventythree 08:32, 27 April 2007 (BST)
  3. Sci-Fi Spam - on my planet Earth, there are no beer machines. --Funt Solo Scotland flag.JPG 08:35, 27 April 2007 (BST)
  4. Dupe - don't mess with my suggestion --Duke GarlandLCD 11:18, 27 April 2007 (BST)
  5. Read above DUPE votes. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:33, 27 April 2007 (BST)
  6. Dupe And you even told us where you got it. --User:Axe27/Sig 15:41, 27 April 2007 (BST)

---


A slight use for beer

Timestamp: Jon Pyre 06:15, 27 April 2007 (BST)
Type: Improvement
Scope: Survivors
Description: I never drink beer/wine since the flavor isn't viewable by anyone else and for healing an FAK is more efficient. How about letting beer heal people past the maximum, to either 51hp or 61hp. It'd be incredibly minor but heck, if I found a beer and I was at full health I'd actually drink it for that single hp. And it makes sense that a drink beforehand could dull upcoming pain a tiny bit.

Keep Votes

  1. Keep To your good health. I think this makes beer a bit more appealing. And that 1hp, while fun and beneficial, is too minor to shift the game's balance. --Jon Pyre 06:18, 27 April 2007 (BST)
  2. Keep - One question, whould there still be a random chance of beer/wine healign up 1 HP with this? Or would it be a certain benifit? Oh, and what is it with everyone turning to booze today?--Seventythree 08:34, 27 April 2007 (BST)
  3. Keep - As Funt Solo below, except I think both of those points make it a keep. Booze only makes you think you're tougher, thus 1 HP. Small amounts of HP at the top end are a state of mind anyway, as demonstrated in any number of RPGs, and this suggestion is very funny and not really unbalanced. Plus it actually puts a real reason for drinking alcohol in the game. What survivor shouldn't be in an alcohol-soaked fury while fighting off hordes, I'd like to know? I'd make it wear off after a certain number of AP too, so you have to keep boozing regularly, but that's a minor change. Also make it cause you to fall off buildings during Free Running JUST KIDDING!!! --Rasi 08:30, 27 April 2007 (EST)
  4. keep - booze is good; i like the flavour ;-) To be honest i would even vote keep on this if it threw in a penalty to hit with ranged weapons! --Honestmistake 16:39, 27 April 2007 (BST)
  5. keep Gives a slightly more worthwhile use for beer, why not?--Wee Sonny MacGregor 23:19, 27 April 2007 (BST)
  6. Keep - And then you could also notice who was loaded by using Diagnosis. --Heretic144 23:46, 27 April 2007 (BST)
  7. Keep -As everyone else who voted Keep. and Wooty, check their profile --AlexanderRM 01:30, 28 April 2007 (BST)
  8. Keep - Yeppers, why not have alcohol augment your abilities? --Ducis DuxSlothTalk 03:24, 28 April 2007 (BST)
  9. Keep -- Beating time... *Grabs a beer* Bring it on! --Lord Evans 05:31, 28 April 2007 (BST)
  10. Keep - Nice. Ha Ha, using funt's logic, beer shouldn't heal at all! --Da Axe Man 20:36, 12 May 2007 (BST)

Kill Votes

  1. Kill - it's there for desperate newbs who can't get to a FAK. And booze only makes you think you're tougher. --Funt Solo Scotland flag.JPG 08:38, 27 April 2007 (BST)
  2. Above. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:34, 27 April 2007 (BST)
  3. Above. It would be a problem with healing too - does this guy have 51/60 hp or 51/50? --Wooty

Spam/Dupe Votes
Spam/Dupe Votes here


Car Battery

Timestamp: Seventythree 11:08, 27 April 2007 (BST)
Type: Item.
Scope: Survivors.
Description: Ok, a portable generator requires not only a search for a generator, but also a constant supply of fuel to keep it running. When powered it provides power to Radio Transmitters and lights. What I propose is a new item, a car battery that powers only Radio Transmitters. (Not enougth power to power lights) It is found in Auto Repair shops 3%, Car parks 5% Junk yards 1% warehouses 1% and mall hardware stores 2%. When you have one in your inventory (encumbrance 10%) and you are in a building with an unpowered radio transmitter you get the option to Hook up battery This takes 2 AP. The battery will then be destroyable if the radio is destroyed, or the building ransacked or the radio attacked (selected from the dropdown menu, can be hit 2 times before it is destroyed). The battery will also have a 'charge'. Next to the battery there will be a set of brackets with the charge remaining in them. Batteries start with a 'charge' of 50 so the charge will appear like this Battery (34). Every time a radio is used, either if it receives a transmisson or a transmission is sent out it decreases the charge by 1 point. Once the battery runs out, it is useless. If the building is powered after the battery is installed the battery is put 'on hold' and uses no more of its charge (exept the automatic loss, see below) untill the power goes out again. The battery cannot be disconnected, and automaticly loses 5 charges a day. Thanks for reading.

Keep Votes

Author Keep Well, I was going to vote kill, but, well, I wrote it. - unsigned vote struck --Funt Solo Scotland flag.JPG 11:34, 27 April 2007 (BST)
  1. Author Keep Damnit! I can't beleive i forgot to sign my vote!--Seventythree 11:55, 27 April 2007 (BST)
  2. keep given how useless radios are for everything except flavour this would not be at all bad, especially if they could power other things like tree lights if they ever come back! --Honestmistake 12:22, 27 April 2007 (BST)

Kill Votes

  1. As Funt down in Spam. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:36, 27 April 2007 (BST)
  2. Kill Likewise, Funt makes a good point about risk/reward. --Rasi 08:32, 27 April 2007 (EST)
    RE I understand about the entire risk/reward thing... I would put this in suggestions and revise it but to be honest, i've put quite a lot in there recently. Hmm.--Seventythree 13:41, 27 April 2007 (BST)
  3. Kill - what do you need a working transmitter for? to send spam? :p --Duke GarlandLCD 18:07, 27 April 2007 (BST)
  4. Kill --User:Axe27/Sig 00:46, 28 April 2007 (BST)
  5. Kill -With some frequency's the way they are a greifer or someone doing it by accident you could spend 1AP to get the right one and just wait and by tommorow in addition to everyone having 50 radio messages on their screen (thank god it would stop at that!) the battery has run out. --AlexanderRM 01:34, 28 April 2007 (BST)
  6. Kill - You'd be eliminating a great deal of the purpose behind gennys. Sure, they let you make use of certain building-specific functions and increase search rates, but the benefits of each aren't that great (the search bonus in particular is very small). The cost to set up and maintain a genny (plus the risk created by the lights) is barely worth it as-is. Making them unnecessary for radio transmitters is not what we need right now. --Reaper with no name TJ! 15:43, 30 April 2007 (BST)

Spam/Dupe Votes

  1. spam - the thing is, with generators automatically switching on lights, there's a risk/reward thing going on. You get to use radio transmitters and benefit from enhanced search percentages, but you also advertise your presence to the zombie hordes. With your suggestion, you get the (*cough*) benefit of radio transmission, but with no downside. So, it's a no from me. --Funt Solo Scotland flag.JPG 11:32, 27 April 2007 (BST)
  2. Sorry - Radio spam without the risk of zombies being attracted to lights... No thank-you.--Labine50 MH|ME|TNT'07 01:19, 28 April 2007 (BST)