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27th December, 2005

VOTING ENDS: 10th-Jan-2006

Church Bulletin Boards

Timestamp: 04:46, 27 Dec 2005 (GMT)
Type: Improvement/Various
Scope: Suvivors mostly
Description: Right now the majority of communication and strategizing that goes on in this game is through forum discussion. Nothing wrong with that, but I think it'd be nicer to bring a little more of it into the game itself. To that end I propose the inclusion of bulletin boards inside churches. To post a message on a bulletin board you would need a sheet of paper, which you could find inside of schools. At the cost of 1AP you could use up the paper to post a message on the board (I'll assume your character has a pen). The board could hold 50 messages and as a new one past 50 is put on the earliest message would be taken off. This should give most messages at least a good day before they are taken off, and likely a lot longer in some areas. Reading the bulletin board would cost 1AP and would give you all of the messages. Possibly to avoid generating a lot of text in the game window it would lead to a seperate page of bulletin board messages which would have a link to return to the game window as you do from your profile. Each church would have a seperate board and by reading one board you would only read messages posted at that church, no magical universal board with multiple access points or anything ridiculous like that. Needing a sheet of paper would prevent one person from spamming the entire board and help prevent frivolous messages. The localized nature of the boards would make it more likely information important to the immediate suburb would be posted. This makes sense flavor wise since most churches actually do have bulletin boards and as community centers it is likely they would be used in disasters to help coordinate the populace. Since zombies can understand human speech (and read spraypainted messages) is seems only fair they should be able to read the boards as well. It gives humans more of a reason to barricade churches (which are second rate shelters because of their lack of doors) and would balance out this boon to suvivors by giving zombies a chance of learning some human plans. As for the server issues that will likely be cited, I have played other free low-tech MMOs that had bulletin boards that allowed players to write as much as they wanted upon them without limit. It seems equally likely a few bulletin boards could be implemented in this game without any sort of havoc.


  • keep - but a) numbers can always be changed, right ? 50 is too much :\ b) one could use books and newspaper as paper sheet, but it would look like a zombie speaking. c) could zombies read the bulletin boards too ? perhaps with zome skill under MoL --Hagnat 04:54, 27 Dec 2005 (GMT) graffiti ?! completly forgot about that :x --Hagnat 05:11, 27 Dec 2005 (GMT)
  • Keep - looks good, Hagnat's idea of using newspapers sounds like a nice addition too. --Signal9 05:00, 27 Dec 2005 (GMT)
    • Re - I'd want to avoid allowing newspapers and books for this because people find a lot of them in the course of searching for FAKs and syringes and would likely just paste them on the board rather than drop them. It'd be better to have an item that you need to go out of your way for in order to cut down on spam. Plus it'd be hard to read with writing already on the page. --Jon Pyre 05:05, 27 Dec 2005 (GMT)
  • Keep - Don't see why not... - Jedaz 06:04, 27 Dec 2005 (GMT)
  • Kill - Because A) This is already handled much better by those existing message boards -- people don't like to up and change just because a new option is available, y'know? If given the chance, would you go plan all day long on a separate board which has security for free, or be forced to spend your AP to post messages which everyone can see? and B) This puts extra work on the UD server for absolutely identical gameplay, which is not good in my book. Why implement this if nothing changes? There may very well be other reasons, but it's late, and I'm tired. Stop making suggestions like this, people. Bentley Foss 06:12, 27 Dec 2005 (GMT)
    • Re - First off, I think metagaming while there's nothing wrong with it should not be necessary to fully enjoy Urban Dead. Secondly actually having to visit the Church in game would make it more likely local residents would post as opposed to anyone who happened to be browsing the forums. The forum is for everyone. This would be a good way of making tight knit communication for the people in the immediate area of the Church. Why have talking in game when we could just post on forums? Because being close to something makes a difference. There's little sense of community between suvivors that randomly congregate in a safehouse. I hardly need know their names as long as I can heal them. This would help communities flourish in game. --Jon Pyre 06:38, 27 Dec 2005 (GMT)
      • Re - See Jon Pyre's talk page for a continuation of my problems with this suggestion. Bentley Foss 21:50, 27 Dec 2005 (GMT)
  • Keep Anythingthat would be handkled like metagaming is good when there is an ingame alt. - --Fullemtaled 06:26, 27 Dec 2005 (GMT)
  • Keep --Matthew-Stewart 06:43, 27 Dec 2005 (GMT)
  • Kill We already have tagging, and normal forums are even more convenient than that. Cell phones are also useful in such situations, which gives two options for in-game communications. I don't see a real need for something like this. --Volke 06:45, 27 Dec 2005 (GMT)
    • Re - Tagging, while useful in the fact it can be done anywhere is quite limited. You have little guarantee your message will stick around for long and using the ability destroys someone else's message. This is a way for suvivors to communicate cooperatively, not in competition. Also the very advantage of spraypainting is it's weakness. Spraypainting can be done anywhere. You're going to find it wherever you go so you have no need to seek it out. This board would provide a place for people to go to deliberately find announcements. Finding a spraypainted message is something of a random event. This would let people post a message with a good chance of it being seen by people that want to know. As for cell phones, there's a world of difference between a sign and calling up eveyone in the world. --Jon Pyre 06:53, 27 Dec 2005 (GMT)
  • Kill - It sounds good in theory, but it needs a method for someone to trash the entire board, or a realistic explanation why that can't happen. And if it can be trashed, that would probably make it rather useless. Rhialto 06:57, 27 Dec 2005 (GMT)
  • Kill - I liked the idea at first but further thought killed it for me. People would most likely start using the boards as net forums and talk about things outside of the game world. That's like... metaliving. Better to just use certain buildings to tag specific info (ex: churches inform of nearest revive spots). --Carnival H 08:00, 27 Dec 2005 (GMT)
  • Kill - Finding new ways to do old things is BAD.--The General 08:50, 27 Dec 2005 (GMT)
    • Re - Things that are not part of the game are not part of the game. I am not signed up for the forums and I don't believe I should have to be if I want to coordinate with people in game. I want to play the game by playing the game, not by browsing on the internet for five hours. Let's get this straight. Just because there's a firefox extension for something or someone has an Urban Dead group on some other webpage does not make it part of the game. And if you do want to consider the forums part of the game mechanic I suppose that means all the residents of Malton are psychic and use telepathy. --Jon Pyre 14:09, 27 Dec 2005 (GMT)
  • Keep - I quite like it. Maybe extend it to hospitals too. --SCC 12:11, 27 Dec 2005 (GMT)
  • Kill - You can already talk and tag. You dont need another in game communication advantage --Grim s 12:57, 27 Dec 2005 (GMT)
  • Keep - Tagging is OK at best for oneway communications but doesnt let people hold discussions. My biggest problem with ingame speakinig is if I leave to go on pattrol I miss any response to my questions. And as far as cell phones go, this will help me refine my cell contact list, which at present is filled with people who never respond. one catch, Rhialto makes a good point. Bulletin boards should be targetable by zombies. When attacked there is a 50% chance of destroying 1 messsage, and a 10% chance of destroying 3 messages. A random message gets destroyed leaving a place holder stating something like, message from is covered in bloody hand prints and cant be read, or a stray bullet appears to have burnt a hole in this message. However since zombies are dead the messages should appear to zombies as gibberish, or zombish, which should encourage them to attack the board. And remain consistient with the true nature of zombies. --Tom mot 15:39, 27 Dec 2005 (GMT)
    • Those numbers would make bulletin boards harder to destroy than barricades. They're only bits of paper, not heavy oak pews or large metal filing cabinets. Rhialto 00:15, 28 Dec 2005 (GMT)
  • Kill - What The General said. --Daxx 15:40, 27 Dec 2005 (GMT)
  • Keep - Bulletin Board suggests pretty much the same thing you did, but since that one's floating in limbo... As long as I don't have to read it unless I want to, it's fine with me. --Dickie Fux 15:54, 27 Dec 2005 (GMT)
  • Keep - Can't see any drawbacks to this one. --Frosty 16:41, 27 Dec 2005 (GMT)
  • Kill --Basher 16:57, 27 Dec 2005 (GMT)
  • Keep - Author vote. I'm not surprised there is a past bulletin board suggestion but this adds more specifics and a mechanic to prevent spam. --Jon Pyre 17:28, 27 Dec 2005 (GMT)
  • Keep - This fits my concept of how a game should function. --Tyroney 18:34, 27 Dec 2005 (GMT)
  • Keep - I like it. Citing the fact that there are already forums on some sites is not an argument against this, as many people don't know about or don't want to use forums. This is a cool in-game mechanic for those people. -Murgatroid 21:11, 27 Dec 2005 (GMT)
  • Kill -It doesn't work for me...--Vista 22:01, 27 Dec 2005 (GMT)
  • Keep--Kcold 22:04, 27 Dec 2005 (GMT)
  • Keep - I think it adds a real flavor to the game..BUT, I would llike to see it setup so that A) zombies could read the messages also (dead doesn't automatically mean "Can't read" and B) Zombies can destory the whole message board. This would add some risk to the people using the board, and even out the balance of the game by making these boards high value targets. Nicks 22:58, 27 Dec 2005 (GMT)
  • Keep - Riktar 01:03, 28 Dec 2005 (GMT)
  • Kill - Tagging already exists, thankyewverymuch. --Jorm 05:34, 28 Dec 2005 (GMT)
  • Kill - A who to the what now? You want more abilities to communicate as humans, because using forums and chat rooms are bad? They're good enough for the zombies, and all we can do is make funny noises like 'grab man ham' and groan occasionally. Stupid suggestion. Should have been spaminated. --Beauxdeigh 05:40, 28 Dec 2005 (GMT)
  • Kill - What next? The Malton Postal Service? "You smash the mailman. It breaks beyond repair". Potatojunkie 05:42, 28 Dec 2005 (GMT)
  • ""kill"" - This would put way too much stress on the server
  • Keep - I don't see why anyone thinks this reproduces the effects of tagging. It serves a very different function and it has a very different effect on the world. And I agree with those who say that wikis and web pages are not IC and therefore should not be required for players who want to keep up with what's going on in the game. Keep it, so long as there's a chance zombies can destroy the boards. --MoonLayHidden 08:46, 8 Jan 2006 (GMT)

Scent Infection

Timestamp: 11:33, 27 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: This skill would go with the other scent skills. It would allow the zombie to smell the infection in a person, flaging infected survivors in the game windows. This would help zombies who want to infect as many people as possible by allowing them to pick out those who are already infected.


  • Keep - well, I wrote it, so I would say that. The Adept 11:33, 27 Dec 2005 (GMT)
  • Kill - Easy way to tell if someone is infected. Do they have 46 or 56HP? There you go. This is not needed. Also, I fixed your horribly broken template for you. EDIT: Or, if you really want to check if an injured person is infected, view their profile and see if their level is one more than the number of skills they have. - KingRaptor 11:39, 27 Dec 2005 (GMT)
  • Keep - Becaue you can't tell by a bite.Edit: what the heck are you talking about? - --Fullemtaled 11:46, 27 Dec 2005 (GMT)
  • Kill - But you can by looking at their profiles. (are they are higher level then they have skills) - Jedaz 11:53, 27 Dec 2005 (GMT)
  • Keep - I don't see why not. It's also not very convenient to have to check every survivor's profile and count all their skills if you're doing a raid on a safehouse. I imagine it being as bad as having to check all the survivor's profiles if you're a medic with diagnosis to see who has bodybuilding or not and requires some healing. --SCC 12:14, 27 Dec 2005 (GMT)
  • Keep - Always nice to know who is infected so i dont waste a bite. --Grim s 12:53, 27 Dec 2005 (GMT)
  • Kill - Looking at a character's profile and comparing the stated level with number of skills to detect infected status is a bug in the interface rather than a feature. And I'm not entirely convinced a freshly bitten and infected person would have an odour particularly distinctive to detect. This also maximises the griefing potential of infected wounds too much. Rhialto 12:56, 27 Dec 2005 (GMT)
  • Kill - While I do think Zombies need more skills, this seems like a minor increment and not really worth creating a whole new skill over. It's a good idea, but I'd rather see it included within Scent Fear, for example, seeing a ^ or other symbol next to the names of those infected. --Carnival H 16:21, 27 Dec 2005 (GMT)
  • Kill - I like Carnival's idea better. This should be an expansion of the existing skills Scent Blood and Diagnosis, not an entirely new skill in either the first aid or scent trees. --VoidDragon 15:49, 27 Dec 2005 (GMT)
  • Kill - While I am all for new zombie skills, this goes way beyond what the game is about. This would require the zombie to have a prerequisite skill of rational thought. If you are a zombie you bite or scratch the closest living thing to you. I have never seen a movie where zombies bypass the wounded human sleeping on a cot to go after the healthy guy sleeping in the back of the room. Zombies already check profiles and target healers and necro techs. If this skill is passed then humans need an equal skill of "seeing the tree in the forrest" to target individual zoombies. --Tom mot 15:52, 27 Dec 2005 (GMT)
  • Kill - Pretty much what Tom mot said. --Dickie Fux 15:56, 27 Dec 2005 (GMT)
  • Kill - Tom mot said it all --Hagnat 16:39, 27 Dec 2005 (GMT)
  • Keep - Tom, Dickie, Hagnat: arguments from realism are not considered very valid (I think due to the host of other unrealistic elements in this game). Please reconsider your votes in this light. --Frosty 16:45, 27 Dec 2005 (GMT)
  • Keep - What Grim said. --Basher 16:59, 27 Dec 2005 (GMT)
  • Keep - Interesting idea. I suppose an infected brains isn't as tasty as a fresh one? --Hexedian 17:12, 27 Dec 2005 (GMT)
  • Keep - Well, Hex, you have to remember that if a player has 56 HP, he probably won't ask for a heal, but when he infected, even with 56 HP left, assuming flak and bodycuilding, they probably will, even though it would take over a day of constant fighting to die from it. I like it. It adds flavor, it powers up zombies, and it would be easy to code in PHP. --MaulMachine 12:20, 27 Dec 2005 (EST)
    • RE - Not important to the vote, but I think that the "game" is coded in perl, judging by the cgi extension on the file, but don't quote me on that --Scorpius 19:44, 27 Dec 2005 (GMT)
  • Keep - But it's minor enough that it would probably be better served by adding it to one of the current Scent skills instead of creating a new skill. Scent Blood/Diagnosis, for example, almost does this already, since when you see a bunch of survivors at 46/56 HP it doesn't take a rocket scientist to figure out what's going on. --Sindai 18:19, 27 Dec 2005 (GMT)
  • Kill - Infected survivors are easy enough to spot: are they a telltale 4 HP shy of their max? I don't think this is a worthwhile skill. Bentley Foss 18:42, 27 Dec 2005 (GMT)
  • Keep - Because infected flesh isn't that appetizing :) --Signal9 19:58, 27 Dec 2005 (GMT)
  • Keep - What Sindai said -Murgatroid 21:14, 27 Dec 2005 (GMT)
  • Kill -Tom mot got it right.--Vista 21:55, 27 Dec 2005 (GMT)
  • Keep - Riktar 01:11, 28 Dec 2005 (GMT)
  • Keep -Zombies could just fill the urge to rip living flesh apart. Most zombies without rarely bother to take a chunk out of someone with their teeth after they know the target is infected because hand attack are much more successful at tearing them apart. Infection is kinda like a "spice" added to food before it dies. --Jack-Swithun 01:30, 28 Dec 2005 (GMT)
  • Keep - Rather limited usefulness, but it has a use, and it's something for the zombies. --S Kruger
  • Kill - What KingRaptor said --TheBigT 23:55, 7 Jan 2006 (GMT)


Timestamp: Tuesday, December 27, 4:38 PM GMT+2
Type: Skill
Scope: Survivors
Description: You're character has an extra five AP that may be used to try and find safety, However this AP may not be used for any action other than movement and entering buildings. You will suffer a negative AP "cool down" cost equal to the amount used that will need to recharge before you begin regaining your actual AP.

In essence you get five more moves to try and find cover but if you use any of them then you need to wait for the points you used to recharge before you can get your actual AP back. It should make a fair tradeoff between good and bad and give people a chance to avoid nasty accidents. (An example being entering a building to find it full of Zeds just as you pass out) But, if you're stuck on the street even after using the added AP then you’re most assuredly Zombie chow.

  • Edit: I'm sorry about that, I did read the do's and don'ts list (I considered the negative AP cost would keep it even) as well as the frequently suggested (Obviously I missed energy drink somehow).


  • Kill - Sounds like somebody didn't budget properly and woke up dead. ;) Using your example, 5 AP to enter a building, see it full of zombies, and exit would leave you with, at most, 2 AP. So you move two blocks away and the Zombies still find you. Better to just fix in your mind when you start, "I only have 45 AP! Mustn't waste it!" --Carnival H 15:27, 27 Dec 2005 (GMT)
    • Re: Authors note: You caught me. ^_^ Yeah, I thought of this due to the many encouters where I've actually used ten AP just to find a house that isn't overbarricaded and in the end it's got zeds inside. Felt I had to make a suggestion because I was certain others had had this happen to them as well. -- Leeran 4:05PM, 29 Dec 2005
  • Dupe - Energy Drink --Fullemtaled 15:33, 27 Dec 2005 (GMT)
  • Kill - If you can't budget properly, you deserve to die. --Daxx 15:36, 27 Dec 2005 (GMT)
    • Re:Authors note: And I hope people that overbarricade get infected from the splinters. Well at least the me dying bit happened (and frequently ^_^; )
  • Kill - Budget for needing those extra AP, don't take away ferals' food sources. Also, don't think it's a dupe, since this one's a skill. --Shadowstar 15:44, 27 Dec 2005 (GMT)
  • Keep - Rename it to PCP, let be a drug that can be found only out doors in alleys. and let the AP cost be loose 2 AP for every 1 AP gained. so people can pass out from overdose. EDIT: and I dont think that was a dupe. 2nd EDIT: or have the it give 5 AP with a 50% chance to knock your all your AP's to 0. --Tom mot 15:57, 27 Dec 2005 (GMT)
    • Re: Read the rules. If you don't like the skill as it is written (meaning, if you did like you did and suggested 85 alterations), then vote kill. Bentley Foss 21:49, 27 Dec 2005 (GMT)
  • Kill - I don't spend down to 0 AP unless I know I'm somewhere safe. Budget wisely or get trapped outside. --Dickie Fux 15:59, 27 Dec 2005 (GMT)
    • Re: Authors note: I've tried budgeting, but unless you know the status of both inside and outside a house (overbarricaded/full of zeds are a common problem) then you will often get stranded till the next AP comes in. -- Leeran 4:11PM, 29 Dec 2005
    • - I agree in principle with Dickie Fux, but I would like to see a really stupid skill get passed that gives some minor advantage but has the draw back of causing you to pass out, or kill yourself leaving a message for people around you pointing out your stupidity. --Tom mot 16:06, 27 Dec 2005 (GMT) original author responses only
  • Kill - Keeping an eye on your AP, making the decision whether to fire one more shot or run away, is all part of the fun for survivors. And this is a dupe of several other energy pill ideas.--WibbleBRAINS 16:29, 27 Dec 2005 (GMT)
  • Kill - What Dickie Fux said. --Basher 17:00, 27 Dec 2005 (GMT)
  • Kill - Free actions aren't free. The other side pays. --Jon Pyre 17:25, 27 Dec 2005 (GMT)
    • Re: Authors note: I don't exactly see how a negative AP cost makes it free, but perhaps in the long run, yeah I can unfourtunatly see it being abused by folks to cover a few extra squares before napping for the day. Maybe adding in "This skill only takes effect if there are Zombies inside the building." would have helped it but I figured the coding may get too tricky. -- Leeran 4:14PM, 29 Dec 2005
  • Kill - Learning to budget your AP is part of this game. Bentley Foss 18:43, 27 Dec 2005 (GMT)
  • Kill, Dupe, Spam - This suggestion has them all. Kill because this game is about AP management. Dupe because it should go into the "frequently suggested" pile: Energy Drink, Adrenaline Shot, the other Energy Drink, and my own version of Adrenaline Shot are all the same, and I think there's another one of those that doesn't require an item somewhere out there... And finally, this is spam because it goes against two Dos and Don'ts items, Leave your own AP alone and Keep it simple (because those extra 5AP end up being a temprorary stat boost of sorts. You get the grand prize :) --Signal9 20:16, 27 Dec 2005 (GMT)
    • Re:Authors note: A decent point, as I said, I've read the do's and don'ts but I'd figured they had meant an AP bonus that had no negative effects. That was ignorance on my part and I apoligise. -- Leeran 4:17PM, 29 Dec 2005
  • Dupe -as stated above--Vista 21:53, 27 Dec 2005 (GMT)
  • Kill - Learn to budget your APs. Rhialto 22:44, 27 Dec 2005 (GMT)
  • dupe - sorry but,Energy Drink like full said--revoso 01:43, 28 Dec 2005 (GMT)
  • Kill - Simple way of not being stuck outside, budget 10AP to get away and use the rest on searching. - Jedaz 02:46, 28 Dec 2005 (GMT)


Timestamp: 16:45, 27 Dec 2005 (GMT)
Type: Skill, balance change
Scope: Survivors
Description: I can understand how head shots are annoying—but at the same time, they WERE introduced for a REAL problem—survivors being too weak. So, why not revisit the original problem—pretend that headshot doesn't exist, & survivors are quitting in droves. How do we balance this?

My idea is to give survivors a new skill tree. Survival--subsets being "hide" and "stealth". Hide allows a player to hide—at a cost of 10 ap, he or she can crawl into some recess of a building & avoid discovery. Survivors & zombies alike can not find him. Zombies have a 25% chance of finding the survivor automatically. Survivors who use the search skill have a 25% chance of finding him or her. Stealth allows a human to move slowly & carefully in the streets, so as to avoid detection. Zombies have DOUBLE the chance (50%) to find the survivor, and a survivor performing a search will automatically find the hidden one. Stealth would cost 2 ap and have a 10% (increasing by 10% per turn) chance of being "lost" each time the survivor walks. The skill would be automatically lost by ANY other action. Obviously, survivors would no longer have access to headshot--remember, we went back in time :)


  • Kill - the game's already so unbalanced in favour of the survivors that the zombies are on strike. it's hard enough for the zeds to break into a safehouse. i don't think additional layers of difficulty for them once they're inside can be justified. --Frosty 16:49, 27 Dec 2005 (GMT)
  • Kill - I don't see where you get the idea that survivors are too weak. I also don't think they are quitting in droves, either. There is a small change in the figures recently, but they may be down to any number of reasons.--WibbleBRAINS 17:09, 27 Dec 2005 (GMT)
  • Kill - Another stealth suggestion? I can't remember how many of those has been turned down. --Hexedian 17:11, 27 Dec 2005 (GMT)
  • Kill - All of the above, not to mention that suvivors already can hide (just stay offline for five days). --Jon Pyre 17:24, 27 Dec 2005 (GMT)
  • Kill - Stealth=bad. In any form. --VoidDragon 17:51, 27 Dec 2005 (GMT)
  • Kill - Headshot is fine as is, and survivors right now are not underpowered. --Starshadow, the mid-level zombie 17:57, 27 Dec 2005 (GMT)
  • Kill - I don't know what you're talking about in the first paragraph, but stealth/hide suggestions are almost always bad, partly because they're too complicated. --Dickie Fux 18:02, 27 Dec 2005 (GMT)
  • Kill - I Agree. But for those not looking for and advantage over anyone and just want to hide for a few week, Look at my counter suggestion below. --Tom mot 18:13, 27 Dec 2005 (GMT)
  • Kill - No stealth skills, especially ones that foul up searching probabilities. "Gun, gun, I need a gun....Aw crap, I found ScaredDude415!" No thanks. Bentley Foss 18:45, 27 Dec 2005 (GMT)
  • Kill - I made a stealth suggestion once. It was a lot like this one and it made sense and seemed like fun. But the problem is that the game is tipped to heavily in the favor of survivors. In any other case I would certainly vote Keep. But right now we really need to worry about making the game more fun for zombies. --Horje 20:24, 27 Dec 2005 (GMT)
  • Kill - Please build a time machine and post this suggestion before Headshot was implemented. And since you're alteady in the past, remember to mention to Kevan what Headshot will do to the game. On a more serious note - you can't just delete a skill after people already bought it. --Signal9 20:39, 27 Dec 2005 (GMT)
  • Kill - lets not do anything involved with headshot or survivors hiding. on the plus side zombies back up to 34%, with a bit of a wait we can devert some of our focus back to survivors again. Yea for game balance!--Vista 21:45, 27 Dec 2005 (GMT)
  • Kill - Zombie numbers are up, zombie hunter numbers are cut nearly in half. Things are balancing out. The game is getting fixed. We don't need this. --TheTeeHeeMonster 21:51, 27 Dec 2005 (GMT)
  • Kill first we need more zombie skill survivor are already too strong--Kcold 22:18, 27 Dec 2005 (GMT)
  • Kill - You are not a ninja. Rhialto 22:45, 27 Dec 2005 (GMT)
  • Kill - Just needed to kill some more, also reasons stated above. - Jedaz 02:49, 28 Dec 2005 (GMT)

Disable account (Was:Fair HIDE suggestion)


suggest_time=16:45, 27 Dec 2005 (GMT)| suggest_type=Game Mechanics| suggest_scope=Survivors and zombies| suggest_description= Inspired by the Survival suggestion. Very simply a zombie or human can intentionally hide so well that he cant be found. This skill results from living/Existing in quarantined Malton for so long that you have learned how avoid detection... This is designed not to give anyone a tactical advantage but prevent characters from getting killed when you go away on holiday. Here is how it works:

  • a player with this skill must have at least 45 AP remaining, because it takes a lot of time to find a good hiding place.
  • The player disappears from the building an cannot be found, the same as if he had been offline for 5 days.
  • When the player goes into hiding he is automaticly logged out. (can't see or do anything else.)
  • Just like the curent 5 day auto-hide system, the player is UNHIDDEN as soon as they log back in. Except they receive a message that "you spend an hour crawling out of your hiding place beneath a collapsed staircase." and suffer a 10 AP unhiding penalty.
  • The players AP's are set to -250 just as if he had been offline for 5 days.
  • Humans can only hide Inside, and zombies can only hide outside.
  • This Skill would only be available to after level 10(20?) players (level open to debate) who are often targeted when the are away for along while by Pkers, but its reasonable that they would be experienced enought find a good hiding place (at the cost of 45 AP) -- Author's Edit.
  • This would would be a global skill costing 150xp to purchase.

Summary: At the cost of burning a days worth of AP's you can force your self to Idle out 5 days earlier, with out the fear of being killed while you wait those 5 days. It prevents either side abusing this for a tactical advantage. --Tom mot 18:13, 27 Dec 2005 (GMT)

NOTE: This is not a duplicate suggestion, past Hide/Stealth/Ninja suggestions tried to allow players to remain active while hiden causing game imbalance. This does not. It simply is what it claims, HIDE.

EDIT: I renamed sugestion to reflect its true intent and hopefully to prevent more knee jerk kill votes. See the discussion tab for details. --The AuthorTom mot 19:42, 27 Dec 2005 (GMT) | suggest_votes=

  • Keep - One vote for myself. --Tom mot 18:13, 27 Dec 2005 (GMT)
  • Kill - Any zombie hunter should know better than to stay outside anyway. --MaulMachine 13:30, 27 Dec 2005 (EST)
  • Kill - Suggestion name is an oxymoron. Suvivors should have to find safe lodging before vacations. And what do zombies need to avoid being killed for? Spend 45 AP to save the 5 they'd lose from headshot? --Jon Pyre 18:33, 27 Dec 2005 (GMT)
    • RE: - Jon, I have always enjoyed your feedback, please reconsidier. This is a valid suggestion, I have been tryinig to level my zombie for weeks. and when I went 2 days with out playing him he gets head shot and goes from 90xp to 30xp, somebody just revivied him this morning. So I am still no closer to brain rot, makes me want to just give up being a zombiie. --The Author:Tom mot 19:10, 27 Dec 2005 (GMT)
  • Kill - If you needed to be level 10/20 to get this, you'd have Free Running, so you can get snug in an EHB building that is pretty unlikely to be trashed in 5 days anyway. And what Jon Pyre said about zombies. --WibbleBRAINS 18:37, 27 Dec 2005 (GMT)
    • RE: - The level requirement is unnecessary, but my necrotech was in a EHB building in Nixbank and I checked logged in roughtly every 12 hours only to find the building down to lightly or secured, so spent my time running from place to place when all I wanted to do was step away frorm the game and enjoy the holidiay w/o having be loose everything. --The Author:Tom mot 19:08, 27 Dec 2005 (GMT)
  • Kill - Not hide, you fool my humourless fellow. Camouflage! Users have the option of turning into a potted plant, an algebraic equation, or a Yanni tribute album. "Who?" you ask. "Exactly!" I reply. (EDIT) A real reason, then: I think AP penalties build character, resulting in a pleasanter atmosphere as players learn to deal with risk and loss, thereby developing inner strength and becoming better human beings. ;) --Carnival H 19:50, 27 Dec 2005 (GMT)
    • Re: - [[user:Carnival H|Carnival H]I am not a fool and this Suggestion is not a foolish one. Does not harm the gamemechanics or unbalance anything. I welcome attacks on the merrits of this suggestion but not personal attacks on me. Please keep this wiki a civil friendly environment. --The AuthorTom mot 19:06, 27 Dec 2005 (GMT)
  • Keep - I don't know if this makes sense as a skill, since there's no significant in-game benefit; it could just be a feature. On the other hand, I can't imagine myself ever actually using it, even if it were a general feature, so I'd say it's very low priority. --Dickie Fux 18:45, 27 Dec 2005 (GMT)
  • Kill - Look, stealth/hiding/etc. suggestions don't fit in with this game. Just drop them already. Not to mention, your -250 AP "balance" is about as stupid a thing as I've ever heard. "Great, I bought a skill that doesn't allow me to play for five days." Brilliant. Bentley Foss 18:46, 27 Dec 2005 (GMT)
    • RE: - The point is exactly that, If youu are not going to play for five days you should not be penalized for not logging in. currently there is an Auto HIDE function that occurs after 5 days. I want to speed that up with out allowing it to be abused. --Tom mot 19:05, 27 Dec 2005 (GMT)
      • Re - Anything further goes to a talk page. That in mind... If you're in such incredible mortal danger of being overrun by such a massive zombie horde that you believe you can't run to safety, then five days later, you will still be in that exact same position. Dying really isn't the end of the world in this game. I cannot fathom why anyone would need to bother with this unless they don't want some precious extra death on their character history. If you're worried about that, play it safe and live inside of a heavily-populated mall your whole life. ALSO: [[1]]Read the FAQ. It'll shoot this down in about five seconds. Bentley Foss 21:58, 27 Dec 2005 (GMT)
  • Kill - So, instead of going in hiding 5 days after last login, you go in hiding immediately, and THEN lose 5 days when you want to log back in? That makes no sense at all. --Hexedian 19:58, 27 Dec 2005 (GMT)
  • Keep - I don't see why everyone's so against this. It isn't something you can do to just get away from being killed every day. It's a 55AP hit, and it guarantees you're in the same state when you get back as you were when you went on vacation. Waiting 5 days to disappear is fine if you're leaving the game and don't intend to come back, but not so great otherwise. A vacation mode would be a good thing. --Shadowstar 21:22, 27 Dec 2005 (GMT)
  • Kill -unnecessary for zombies, not needed for survivors, hide in a uncontested safehouse or get a revive--Vista 21:37, 27 Dec 2005 (GMT)
  • Kill - The implementation isn't very good, unnessecary for zombies, survivors can always find something that is unnessecarily Extremely Heavily Barricaded, or find a revive point if worst comes to worst. --Signal9 21:58, 27 Dec 2005 (GMT)
  • Kill your idea is good but rework on it something not right--Kcold 22:11, 27 Dec 2005 (GMT)
  • Kill - Zombies don't need to be able to hide. And I'm not entirely sure this should be a specific skill from the human point of view. Rhialto 22:49, 27 Dec 2005 (GMT)
  • Keep - Not that it matters now, but I think a vacation mode has merit. Not necessarily a skill, but still - if you know you're going to be gone for a week, why shouldn't you be able to suspend your account when you'd like, for a price. Needs a little polish though. --Nessola 10:06, 28 Dec 2005 (GMT).
  • keep - I think this is great. Maybe not for the hard-core-I've-no-life-and-can-afford-to-check-the-game-every-couple-hours sort, but for those who want to be able to play at their leisure without having to wonder if they died while they were away for a week. Still, it might be best to balance it by that character having only half AP when reentering the game so as to prevent people from hiding to avoid dying. Though the sleep for 5 days is good, the added disadvantage of reduced AP adds further discouragement from abusing it. --Torin Mai 00:41, 5 Jan 2006 (GMT)


Post Traumatic Stress Syndrome

Timestamp: 20:13, 27 Dec 2005 (GMT)
Type: Improvement
Scope: Survivors
Description: The main difference between humans and zombies is that zombies can kill shamelessly, without fear, and without a conscience. Humans, on the other hand, can not naturally handle killing other humans (unless, of course, they are crazy). So I suggest humans suffer from: 1) Hurting other humans, 2) Fighting zombies, or 3) Being attacked. These happennings would result in a fifteen percent chance of being traumatized. I suggest that trauma cause survivors to lose two AP for each action. After a little while, trauma will wear off, however, there will be ways to avoid it. First of all, I suggest a new item be added called mood elevating drugs. Using this item will cure trauma. Next, I suggest a new skill be added called Battle Hardenned which will be a zombie hunter skill which would cancel out the trauma that results from killing zombies and getting hurt. I also suggest another skill called Insanity which allows for one to kill other humans without being traumatized.

I suggest it, despite the fact that I play as a survivor and would not benefeit from it, because I feel that trauma is something that would certainly result from an event like a zombie outbreak. I also feel that this skill would make the game a lot more fun for zombies, something that we all know they need.

After you are traumatized, a note will appear on the screan that say "you are suffering from trauma" and will remain there until the trauma is cured.

Possibility: Diagnosis could allow doctors to see people who are traumatized and they may recieve an XP bonus for giving them mood elevating drugs.

Possibility: Being traumatized too often could automaticaly give you the insanity skill (think about the guy in the movie "The Hunted").


  • Kill - I appreciate that some creativity went into this, and the concept isn't necessarily a bad one, but actions costing 2AP each just doesn't work. Let's not screw with AP any more than it's already screwed with. Yes, Kevan has said there will be AP-alterations down the road. Some of us view even that with trepidation. -CWD 20:28, 27 Dec 2005 (GMT)
    • Re - I'm glad you get where I'm comming from. I couldn't think of anything that trauma would tax besides AP. --Horje 20:31, 27 Dec 2005 (GMT)
  • Keep - I wrote this so I'll vote once. --Horje 20:41, 27 Dec 2005 (GMT)
  • Kill - Psychology is a tool of the Devil. People with psychiatric disorders are actually possessed. --Jack-Swithun 20:46, 27 Dec 2005 (GMT)
    • Re - Is that a joke? I would say that it's not appropriate. --Horje 21:52, 27 Dec 2005 (GMT)
  • Kill - I don't see why PTSD would immediately take effect, given that the survivor is too busy being concerned about survival to consider the moral ramifications of whatever actions they've done. --VoidDragon 20:57, 27 Dec 2005 (GMT)
    • Re - Yeah, you are right. I was thinking that's what the low percentage of being traumatized and the whole "Battle Hardenned" skill are about. I was just thinking about those way movies where the have the dramatic section where they say that they aren't afraid of dying, they're afraid of killing (PS. I watch a lot of movies). --Horje 21:50, 27 Dec 2005 (GMT)
  • kill -Usually PTSD takes root after you've returned to sanity (just my little joke) But right now I believe that most people are role playing the effects of it quite well with all the pk'ing and zombie spy paranoia.--Vista 21:30, 27 Dec 2005 (GMT)
    • Re - You're right about the PTSD. The problem is that I don't think it makes sense that a normal person would be able to just go out and start killing things that look so much like humans (zombies, that is). Humans are social animals so over millions of years we've evolved a mind that makes it hard to kill other humans. So just think about yourself. Zombies are out there killing and you think you're just going to drop everything, pick up a fire axe and suddenly become some fearless warrior? --Horje 21:47, 27 Dec 2005 (GMT)
  • Kill - Brilliant suggestion-- penalize players for playing the game the way it's intended to be played. Are zombies going to suddenly be filled with so much self-doubt and loathing that they can no longer cope with trying to eat peoples' brains? While you're at it, why not make logging in cost 40 AP, so people have fewer chances to traumatize themselves in the middle of a zombie apocalypse? Sheesh. Bentley Foss 21:43, 27 Dec 2005 (GMT)
    • Re - Please read more carefully, notice that the scope says it applies only to survivors. Also note the first few sentences. But you're right, this would be a bit of a pain. --Horje 21:47, 27 Dec 2005 (GMT)
      • Re - Off to Horje's talk page with this discussion. (Nothing personal, just abiding by the Re rules.) Bentley Foss 22:16, 27 Dec 2005 (GMT)
  • Humor - This is a joke right?--revoso 02:02, 28 Dec 2005 (GMT)
    • Re - No, but I think everyone's decided that Urban Dead would be better off without this. I don't think anyone needs to vote kill any more than it already has been. --Horje 02:16, 28 Dec 2005 (GMT)
  • Kill - Not needed, adds unwanted complexitly and could also be consided a form of greifing. (PS Reing to every vote is not very accepted here) - Jedaz 03:03, 28 Dec 2005 (GMT)
      • Re: - I don't see how it is griefing. The psychological breakdown of the survivors has been synonymous with zombie movies. -- S Kruger


Timestamp: 21:02, 27 Dec 2005 (GMT)
Type: Skill
Scope: Humans
Description: Inspired partly by the suggestion above, and partly by my own curiosity, This skill once taken allows full XP to be gained from attacking/killing other human characters. The balancing penalty presumably would be just having the skill, because it would mark you out as a PKer.

NB: please don't confuse it with the suggestion above, however.

Also, to some of the voters below - PKing is not necessarily a bad thing (otherwise why would it be in the game?), and if anything this helps to isolate PKers from other characters. Remember although you think PKing is bad, this allows it to work from a RP perspective, which is why PKing is in the game in the first place.


  • Keep - Author vote, I want to see whether people would go for this. --Daxx 21:02, 27 Dec 2005 (GMT)
  • kill - cause it would, like, promote PK'ing?--Vista 21:22, 27 Dec 2005 (GMT)
RE: - That was kind of, like, the idea? --Daxx 21:28, 27 Dec 2005 (GMT)

:::RE: - naughty, naughty Daxx, shame on you... tisk, tisk. PK'ing is bad. (it makes zombie jesus cry...)--Vista 21:32, 27 Dec 2005 (GMT) Non-author RE.--The General 19:40, 28 Dec 2005 (GMT)

  • Kill - Well, I do like the idea (as shown by my suggestion above), but the problem is that, even though you have the skill, you can still function like a sane person. How about if you are isnane you can't tell the difference between a human and a zombie?. --Horje 21:43, 27 Dec 2005 (GMT)
  • Kill - Let's confine the game to mostly survivor vs. zombie interactions, please. Suggestions that pit survivor vs. survivor and zombie vs. zombie die horribly. Learn from this before it's too late. Bentley Foss 21:44, 27 Dec 2005 (GMT)
  • Kill - The Do's and Do not's are the same for everyone. There isn't any magic that will suddenly make them not apply to your suggestion. PKing = Shootdown. --TheTeeHeeMonster 21:46, 27 Dec 2005 (GMT)
  • Keep There are PKers who don't mind being identified as what they are. Full XP will be a great encouragement for them to get this skill. Benefits everyone, really. Slicer 21:49, 27 Dec 2005 (GMT)
  • Kill - I will change my vote if you make the following changes: 1) Having the skill prevents you from using any skills that have a thinking element in it. This means that with the skill you cannot take or use any science skills, any civilian skills other than tagging and bodybuilding, or any Zombie Hunter skills. 2) Anyone with this skill does not distinguish between people amd zomnbies - everyone will be shown as "others" for example - "you are in a hospital, there are 20 others here." --Signal9 21:54, 27 Dec 2005 (GMT) [minor edit - added bodybuilding] --Signal9 22:30, 27 Dec 2005 (GMT)
  • Kill--Kcold 22:07, 27 Dec 2005 (GMT)
  • Keep - Wonderful suggestion. Also who said being insane makes you ineffective at being a sociopath/psychopath? "Sane" does not equal effective. This game is filled with sociopathic killers who'd never be deemed "sane", so why not have a mechanic for (and helps identify) them? --Jack-Swithun 23:36, 27 Dec 2005 (GMT)
  • Kill - Boosts Death Cultists. --VoidDragon 01:51, 28 Dec 2005 (GMT)
  • Kill - PKing = DOUBLE BAD. --November7 02:02, 28 Dec 2005 (GMT)
  • Keep - uber skill--revoso 02:09, 28 Dec 2005 (GMT)
  • Keep - Nothing wrong with a spot of murder. Id take it just to increase the risk to my character, which should already be considerable due to my being an unrepented serial pker. --Grim s 05:42, 28 Dec 2005 (GMT)
  • Keep PKing is a part of the game, hence the possibility is coded in. I don't see why the fact that certain people don't like the rules of the game needs to be taken seriously.Robin Goodfellow 19:16, 28 Dec 2005 (GMT)
  • Kill Meh, I don't really see this as fair unless zombies, too, can get full XP for killing their own kind. I'm a bit too tired right now to go into every detail, but to sum it all up, I'm not going to kill on the basis that PKing is bad, I'm going to kill on the basis that it makes it too easy for survivors to gain XP since it's easier to find, kill, and dump a survivor without anyone knowing than to try and find and kill a zombie. --Volke 08:18, 30 Dec 2005 (GMT)

Zombie Skills

Timestamp: 22:28, 27 Dec 2005 (GMT)
Type: Skills
Scope: Zombies
Description: The user Bentley Foss wrote something very sensible on my discussion page after my suggestion for PTSD got shot down:

You have played a zombie, right? You do realize that they don't have many ways to play the game, yes? Find a survivor on the street, try to eat them, log out, log back in dead. Smash at barricades, fail to bring them down, log out, log back in dead. Smash down barricades, eat a survivor or two, log out, log back in dead. That's pretty much everything zombies can do--seriously. Compare that to everything survivors can do (barricade, heal, melee combat, firearms combat, search for items, use cell phones, spray graffiti, set up generators, etc. etc.) There are twenty survivor skills and, what, eleven zombie skills? There would be more zombies if zombies were more fun to play. Bentley Foss 22:04, 27 Dec 2005 (GMT)

We all know that what he's saying is true, playing as a zombie just isn't as fun as playing as a survivor. So what I suggest is a bunch of new skill for zombies. Having lots of skills give zombies more power, which is fun for them, and also gives them something to spend their time getting. So here are my suggestions for skills:

Tree one:

  • Slash: Slash would be an improvement to hand attacks. It would replace them on the drop down menu for attacks and would do one more damage.
  • Thrash: Thrash would go under Slash on the skill tree and would replace it on the drop down menu. Thrash would do two more damage than slash.

Tree Two:

  • Timing: Zombies gain more control of their limbs and thus get a five percent accuracy bonus on all attacks.
  • Coordination: After a zombie walks around and performs attacks for a little while he gets better at knowing how his muscles and limbs work. Therefore, he'd have better hand eye coordination and would get an extra five percent accuracy.
  • Reflexes: Adds two percent to all zombie attack accuracy.


  • Addition to memories of life: Zombies who had the construction skill as a survivor become more effective when destroying a barricade when memories of life is gained.

I don't know if any of these will get accepted but I hope they get people thinking about new skills to make things more interesting for zombies.


  • Kill - You stated the problem, then proceeded to ignore it in favour of putting up more skills that only make more of the same gameplay possible... More combat skills doesn't make them more interesting or change the way zombies play, it just changes the balance. --Shadowstar 22:33, 27 Dec 2005 (GMT)
    • Re - I thought that that would make it more fun. --Horje 22:35, 27 Dec 2005 (GMT)
  • Kill - Heh. I feel kind of bad about voting Kill on this, consdering I had an indirect hand in its development. But, yes, this does make gameplay more of the same for zombies. Coming up with decent zombie skills is difficult--I'll certainly admit that. Go check out Ransack, Wound, and Defile for good zombie suggestions, though. And I honestly do appreciate the enthusiasm, Horje--99% of people just go on with defending their ideas to the bitter end instead of trying to improve them or come up with something new. Bentley Foss 22:39, 27 Dec 2005 (GMT)
    • Re - Thanks, I'm sorry I couldn't think of anything more interesting. --Horje 22:42, 27 Dec 2005 (GMT)
      • Re - It takes practice, just like anything else. Hang around these pages for a while and you'll get a sense for how things work. Bentley Foss 22:44, 27 Dec 2005 (GMT)
      • re -stick with it, although it isn't a needed change, it would work and is consistant, you're already better then most (me included, I've never put anything up here yet. that says a lot)--Vista 22:48, 27 Dec 2005 (GMT)
  • Kill -Sorry I don't think this will help by reasons of bentley foss and shadowstar--Vista 22:48, 27 Dec 2005 (GMT)
  • Kill - Changing hit chances and damage is boring. --Dickie Fux 23:34, 27 Dec 2005 (GMT)
  • Kill - We don't need to be more powerful, we need to have zombies made more fun to play. - --Fullemtaled 23:59, 27 Dec 2005 (GMT)
  • Kill If it wasn't for the blatant overpowering of Slash and Thrash, I'd vote keep, seriously. Slicer 00:02, 28 Dec 2005 (GMT)
  • Kill - We don't need more powerful zombies. We need more interesting zombies. Feeding Groan is a prime example of this dichotomy. Rhialto 00:12, 28 Dec 2005 (GMT)
  • Kill - Instead of giving zombies more interesting avenues of play, this just boosts the damage zombies do. --VoidDragon 01:29, 28 Dec 2005 (GMT)
  • Kill - You have the right gun. You have the right target. But you're using the wrong ammo. Find different ways to make zombies interesting. A sleeping zombie is an easy kill, no matter how strong they are. --Arcos 02:10, 28 Dec 2005 (GMT)
  • Kill - If you suggested the addition to memories of life then I probably would vote keep on it, but the other skills I would vote kill for resons stated above. - Jedaz 03:09, 28 Dec 2005 (GMT)
  • Kill Unbalanced != fun. --Zaruthustra 16:51, 31 Dec 2005 (GMT)

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