Suggestions/27th-Jan-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
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VOTING ENDED: 10th-Feb-2006

Flavor Text for More Actions

Timestamp: 22:37, 27 Jan 2006 (GMT)
Type: Flavor improvement
Scope: All players
Description: Have flavor text for more actions, not just attacks, etc.

List moved for space concerns.

Not to be confused with Suggestions/9th-Nov-2005#Flavor_Text. This is a complete list of flavor text, not just 3 or 4 examples and "leave the rest to Kevan." No new items will be added, no new search percentages, etc. This is just an effort to make the game a little less repetitive.

  • Comment - A lot of kill voters seem to be missing a vital point on the suggestions page. "Elegant implementations of ideas might be taken up or used as raw material, though - the best place to communicate these ideas to me would be through the peer-reviewed Suggestions page of the Urban Dead Wiki."--Kevan No game feature that has come from the suggestions page has made it into the game exactly as it was proposed. This somewhat originated from a suggestion that took place a few months back requesting that more detailed and variable descriptive text be added to building descriptions. Half of the keep voters volunteered their services to help write descriptive text. Obviously, as there is no real (or easy) way for Kevan to have contacted all the people who volunteered their services to write text - this is a preemptive service to him in response to the last (at least 2 that I can recall) suggestions that were requests for more flavor text - but failed to truly offer any in the suggestion. It is not in the suggestion architect's heads that all of their text will be put into the game. We are merely including a plethora of text to help Kevan out in this regard. He is more than free to pick and choose and edit what he would like to put into the game. We are merely helping him with raw material. If you do not care for the prospect of more flavorful text, you are more than free to vote accordingly. If you do care to see more flavorful text, killing it because you are not pleased with what we have done word for word is just insuring that Kevan is going to have to do all the work himself, and thus probably wont do it. Kevan is a very smart guy (as far as he has made this great game for us all, and done a supurb job with the things he had done), and he is more than intelligent enough to use his good discretion with the text provided. Perhaps he would only implement some deathblow text - perhaps just some search text - etc. I think it fair that if you would like to see more flavor text in the game, you allow him to see this and do as he sees fit.
  • Note 1Also, I would like for it to be noted on this suggestion that some voters have made a valid point about the text becoming redundant over time. Some voters have suggested that the flavor text have a percentage of showing along with the usual/current game text. 10% - 20% of showing some super-flavor text with actions is a good way to add the flavor without having it get stale as the game goes on.
  • Note 2 Also should be noted that simply highlighting key words such as "You find X" within the flavor text resolves any issues with having to search '4 lines of text' to find if you were successful - while still retaining the flavor for those who wish to enjoy it.

Votes

  1. Keep - Blahblahblah wrote much more of these than I did, so I really can't claim an author vote. --TheTeeHeeMonster 01:21, 27 Jan 2006 (GMT)
  2. Kill - I think you went a little too far into the realm of "Too Much". :\ I'd probably vote Keep on the ones not relating to combat. How does a Flak Jacket prevent damage if a bullet goes through the mouth, etc.? Just way too overboard on the text for my taste. Edit: This also tells you if someone's asleep, apparently, which is very bad for PKing and Griefing. -- Amazing (Sacred Ground Policy - McZed's™) 01:36, 27 Jan 2006 (GMT)
    • Re: How does a flak jacket already take 20% damage off of a headshot firearm attack? That little impossibility is already in the game. --TheTeeHeeMonster 02:11, 27 Jan 2006 (GMT) Edit: It says they're asleep regardless of their state. If they are online and attack back, then they "woke up." --TheTeeHeeMonster 22:30, 27 Jan 2006 (GMT)
      • Re: This just makes that rediculous impossibility more blatant and silly. Plus it tells you who's asleep which is a bit off-putting. As I say I'd vote for non-combat. Edit: You know what? Even the messages themselves are too wordy. I don't think I'd even vote for it without the combat messages after all. It's spam waiting to happen. AllStarZ parrots of my concern as well below. -- Amazing (Sacred Ground Policy - McZed's™) 04:03, 27 Jan 2006 (GMT)
  3. Kill - This doesnt reach the WCDZ standards, therefore i am voting kill. --hagnat 01:46, 27 Jan 2006 (GMT)
  4. Keep - Although this suggestion was a little exessive, I'll vote yes for pretty much anything that helps libraries.. --Poodge 01:54, 27 Jan 2006 (GMT)
  5. Keep - That has always been a good idea but you should have linked the list. --ALIENwolve 01:56, 27 Jan 2006 (GMT) Why is everyone voting Kill for stupid reasons? --ALIENwolve 02:32, 27 Jan 2006 (GMT)
  6. Kill - Can you imagine how incredibly annoying it would be to have that pile of junk spattered all over your screen day after day... after day... after day... ? I can. --Daednabru 01:59, 27 Jan 2006 (GMT)
    • Re: Considering that it goes away when you refresh, there would only be one flavor text item at a time. Because there's no flavor text on the receiving ends of actions (i.e. being attacked), then you wouldn't have much extra all at once. --TheTeeHeeMonster 02:08, 27 Jan 2006 (GMT)
  7. Keep - You forgot to put up flavor text for "smashing barricades" and "groaning". But I guess we can use what we have right now for that. --Signal9 02:24, 27 Jan 2006 (GMT)
  8. keep impressive. --Perticus 02:30, 27 Jan 2006 (GMT)
  9. keep - Jesus, Eris, and Buddha in a clown car smoking crack, this is a long suggestion. Hear haer, AW. But I like it.--'STER-Talk-Mod 02:33, 27 Jan 2006 (GMT)
  10. Keep I really didn't know that the suggestion was this long, and I visit the WCDZ suggestions page daily. Wow. Just wow. In any case, we do need flavour text, and Amazing's reasons for a Kill are worse than mine for his forklift. I do agree this is excessive though. The suggestion is already the equivalent of the average suggestion page. AllStarZ 02:39, 27 Jan 2006 (GMT)
  11. Keep Wow... I do vote keep, but I would also like to comment to the author that he has WAY WAY WAYYYYYYY too much free time on his hands. I mean, unless you get paid, I don't see why take ALL that time thinking/typing that stuff for something that might be voted down. (sry this may be off-reason about voting... just dang that takes alot of thinking and typing right there) Ps: is there a way that this page could be moved so it won't take so freaken long to get to the bottem, but still keep it on voting?--Shadow213 02:56, 27 Jan 2006 (GMT)
    • Re: - Hey man, I sure as hell don't have too much free time on my hands. I made free time because for me writing is fun. :) --Blahblahblah 15:38, 27 Jan 2006 (GMT)
  12. Keep - I'm almost tempted to vote kill after you made me read all that, except that this is a very good idea. --Truec 03:13, 27 Jan 2006 (GMT)
  13. Keep - WOW!! GREAT job on on a good idea. -- Nicks 03:18, 27 Jan 2006 (GMT)
  14. Keep - *blinks* how long did that take you to type man? Other than the near spam length, its a VERY good idea. --Carilgar 03:22, 27 Jan 2006 (GMT)
  15. Keep - Yikes I'm shocked just shocked! But you need to make the hit ratio more balanced. You can't have flak jackets and headshots go together. YOu can't have yourself firing widly when you only shoot one bullet at a time. Otherwise GREAT! Drogmir 04:29, 27 Jan 2006 (GMT)
  16. Keep - Delicious, delicious flavor. Though there should probably be an option to stick with the default messages if you want, as some of these are a little wordy (not to mention not for the weak-stomached, but then, what are they doing playing a zombie game anyway?) --Arcibi 05:05, 27 Jan 2006 (GMT)
  17. Keep - I love this suggestion. I guess we kind of asked for it when we said to make up flavor text for all actions, not just a few and then let Kevan do the rest of the work. Although, I agree with the sentiment that the list could have been linked. --Pinpoint 05:59, 27 Jan 2006 (GMT)
  18. Keep - I stoped reading early in but I like it.--RAF Lt.G Deathnut 06:21, 27 Jan 2006 (GMT)
  19. Keep - With this much thought into this suggestion I'm stupefied by the people who vote kill. FireballX301 06:45, 27 Jan 2006 (GMT)
  20. Keep - Great idea. Very good flavour. Kinda like... brain pie. --Andrew McM 09:58, 27 Jan 2006 (GMT)
  21. Keep - I like it. --Basher 10:18, 27 Jan 2006 (GMT)
  22. Keep - O my god.--Vista 11:29, 27 Jan 2006 (GMT)
  23. Keep - This must have taken you at least 3 hours to type so I can't possibly vote kill! Also I am getting tired of reading You search and find nothing. --VinLumbtin 12:00, 27 Jan 2006 (GMT)
  24. Keep - Wow. Impressive. Great job! --Abi79 12:39, 27 Jan 2006 (GMT)
  25. Kill - Flavour is not always a good thing, unless it is good flavour --Etherdrifter 13:02, 27 Jan 2006 (GMT)
  26. Keep - Congratulations to all involved in all this work - agree with all the favourable comments above, As Flawless As Kate Beckinsale! brillant! -KyleTravis 13:33, 27 Jan 2006 (GMT)
  27. Keep - While I do think that this is a great idea, and I like the searching ones, I think that perhaps the attack ones are a little too gorry for my taste. Some people don't like that kind of gore. Maybe if the messages were a little less descriptive? Anyways, nice work, I can tell you put a lot of effort into this. --Sylanya 13:54, 27 Jan 2006 (GMT)
  28. Keep Rhialto 13:58, 27 Jan 2006 (GMT)
  29. Keep I like the idea but it would be a bit annoying to see the same messages several times a day. I think when doing one of the above actions you should only get a flavorful message once in a while to break the monotony, maybe a random 10% chance per search. --Jon Pyre 14:14, 27 Jan 2006 (GMT)
  30. Keep -- UG i still havent read it all , but i'm sure its ALL good. Anything that ads flavor. I'm also tired of " you search and find nothing, because sometimes i dont notice if ive found a new nothing, or the page hasn't loaded yet. --Kirk Howell 14:54, 27 Jan 2006 (GMT)
  31. Keep - Non author author vote. For those who think they are a bit long, most are meant as guides. Suggestions come up from time to time asking for more flavor text, but expecting Kevan to come up with everything. The guy doesn't have infinite time on his hands. All of these can easily be edited to simpler form by removing some extraneous bits, but still hold more flavor than the current "you attack for x damage", "you find nothing", etc. TheTeeHeeMonster and myself never expected all variations of each action text to make it into the game, we just wanted to give Kevan more to pick from. Feeding Groans, and Barricade building & attacking were not done in this - because the current text in game for that is O.K in my opinion (same as using DNA scanners, and using syringes) and frankly it took me long enough to come up with the rest. And Amazing, most PKing is done while the character is off line. Those don't tell anyone anything that the person PKing isn't already Roll Playing in their head. --Blahblahblah 15:32, 27 Jan 2006 (GMT)
  32. Keep - whie not the best idea to see them all the time, throwing in a more detailed description from time to time might be nice. Especially for events like deathblows or finding something (IE You find XXX under a ZZZ / in a YYY / behind a ABC etc.) - Skarmory 15:39, 27 Jan 2006 (GMT)
  33. Kill - Good grief. I'm voting kill just because this suggestion is so frikkin' long. Seriously. You could have maybe trimmed it down a bit. Plus, you know, I'm just fine with "you fire at X for X damage". It's quick, simple, and you know exactly what's happened. You don't have to search four lines of text to find out how much damage you did...and the game doesn't have to transmit it. If it was pumping out this kind of spam all the time, geez....That's a lot of extra data transmission right there. Bentley Foss 16:56, 27 Jan 2006 (GMT)
    • Re Not our fault Kevan made so many different types of buildings. If we didn't include all of them, people would whine about that. --TheTeeHeeMonster 20:09, 27 Jan 2006 (GMT)
  34. Keep - It's a good idea. And it looks like the author has done most of the work already. --Reverend Loki 17:14, 27 Jan 2006 (GMT)
  35. Keep - A bit long for a suggestion, but definately keep from me. The flavor! --Brizth 17:38, 27 Jan 2006 (GMT)
  36. Keep --I applaud you for your work. --Penance 17:46, 27 Jan 2006 (GMT)
  37. Keep -- Some people have far to much time... -- Norminator 2 19:26, 27 Jan 2006 (GMT)
  38. Kill - I'm mostly bitter at having to read such a long suggestion, but still, this would take Kevan ages to implement each and every one of these. I'd rather he spent that time implementing something else. - CthulhuFhtagn 20:24, 27 Jan 2006 (GMT)
  39. Keep - I'm all for comprehensive suggestions but this is ridiculous! You've done most of the work and Kevan can just copy and paste the text.--The General 20:38, 27 Jan 2006 (GMT)
  40. Kill - People that are voting Keep mostly haven't even read the suggestion as most have been deterred by its grossly long length. People that have actually read the suggestion will know that the writing for the flavor texts is wordy, excessive, and at times even pretentious. --Larry's Barry 20:54, 27 Jan 2006 (GMT)
    • Re - How grossly presumptuous of you to assume that about every voter who differs in opinion from you. This is a request from those of us who would like to see some more flavor text in the game. Some are wordy, some are not. The architects of this are not expecting every single line and every word within each line to make it into the game. We intended to provide Kevan with a wide variety of text, and he can edit/pick/choose as he sees fit. --Blahblahblah 22:33, 27 Jan 2006 (GMT)
  41. Kill - ^^ Agreed. --Akisix34 20:57, 27 Jan 2006 (GMT)
  42. Kill - I'd vote keep for a suggestion to shorten the current text in game. ("search failed" with failed in red, "zombie hit" with hit in green, etc) --Tyroney 21:04, 27 Jan 2006 (GMT)
  43. Kill What's been said. --Tooblicks 21:11, 27 Jan 2006 (GMT)
  44. Keep - Please edit this to be a link instead of making me scroll through it all. I do like the idea though. --Mookiemookie 21:18, 27 Jan 2006 (GMT)
  45. Kill -- This should be killed just because of the fact that many of the "flavor texts" are extremely violent and gruesome. The grisly detail in some of these "flavor texts" is entirely inappropriate for a game that is meant to be played by all ages. "Flavor" may be a nice touch, but this kind of disturbing, unpleasant flavor is certainly not needed here. There should be a rule against this kind of thing: Children play this game too. --Denturp. 21:21, 27 Jan 2006 (GMT)
  46. Keep - This is absolutly, amazing. If you thinks its to gory, then dont play a game, where you kill zombies for fun, or eat humans brains--DarkSnake. 21:25, 27 Jan 2006 (GMT)
  47. Keep - You have written so much for this it would be offensive to kill. --Matson Jade 21:42, 27 Jan 2006 (GMT)
  48. Keep - Too much of a good thing. And You attempt to fire at the zombie, but totally freak out and miss because you're a wuss. may be good flavor text for some people, but not when your character is fearless and/or insane.--Arathen 22:40, 27 Jan 2006 (GMT) - Upon reading the comments, I'll give you the "word for word" point, though I still question if this much detail is a little much. But I'll give this a keep if it goes into the game that every text entry specifically states "You find nothing." or "You find [item]." at the end.--Arathen 04:48, 28 Jan 2006 (GMT)
  49. Keep - Great suggestion - people who are that bothered about people knowing when they're asleep, here's a newsflash - If someone attacks you, and you dont either attack back or move in the next minute or so, they ALREADY know you're asleep. --Charax 23:19, 27 Jan 2006 (GMT)
  50. Kill - first, good work on it all, your effort shows.. unfortunately, there are two reasons I don't like it. First, I think given some time these types of solutions would as well prove to be boring due to repetition. Second, it would be annoying to have to read all that text all the time; having to wade through it AP after AP just to figure out if an action was successful or not.--Pwaz 23:38, 27 Jan 2006 (GMT)
    • Re - Notes 1 & 2: if this suggestion is implemented these *need* to be required. An additional reason I am not changing my vote is that I simply feel that these types of solutions do not add value to an RPG. I think you ought to use your own active imagination (which you seem to have plenty of) to form your own story of what happens. I don't think one crammed down your throat that does not necessarily match your character is a good idea nor an improvement.-Pwaz 10:46, 30 Jan 2006 (GMT)
  51. Kill--The game is fine as it is text-wise. What other game allows you the knowledge that a museum has had it's collection of Erotic Art Prints stolen?--Shaft121 23:43, 27 Jan 2006 (GMT)
  52. Kill - Good effort but it would eventualy become useless. Whenever I attack anybody I only look to see if I hit or miss. Dont really care about the other "filler words." After time these would become repetitive and boring and people would suggest new flavor text to get rid of your old ones.--Uncle Willy 00:30, 28 Jan 2006 (GMT)
  53. Kill - While I like the idea of flavor text, most of these seem overly wordy.--Pesatyel 05:37, 28 Jan 2006 (GMT)
  54. Keep - --Cabbage cookies 10:20, 28 Jan 2006 (GMT)
  55. Kill - Flavor good, but spam bad. Having to search through long discriptions for the result is bad. --Mr NoName 18:35, 30 Jan 2006 (GMT)
  56. Kill - I think human imagination shouldn't be squashed and suplimented by completly scripted uniformity, thanks. We're managing okay so far. --MorthBabid 20:35, 6 Feb 2006 (GMT)
  • Tally - 40 Keep, 16 Kill, 56 Total. --MorthBabid 20:37, 6 Feb 2006 (GMT)

Extremely Loud Boom Boxes

Spaminated with 3 Spams and a kill --Jak Rhee 07:38, 27 Jan 2006 (GMT)

Please add to User-Rejected page--Uncle Willy 00:26, 28 Jan 2006 (GMT)

A working car!

3 spams, 7 kills - Spaminated

- Cars are suggested often, never kept.
- All forms of transportation tend to be shot down.
- Come on we've all seen cars played out before.

--Uncle Willy 23:58, 27 Jan 2006 (GMT)


Contact Communication

Timestamp: 14:29, 27 Jan 2006 (GMT)
Type: Improvement
Scope: Everyone
Description: Right now if someone in the same building as you talks you might not hear them if you're not in the "50 people closest to them". This can be a problem for allies that want to communicate or if you want to give a specific person a message; there's no way to reach them. I suggest allowing people to definitely hear anything their contacts say in the same building. It makes sense you'd listen to the people you know and it would improve gameplay.

Votes

  1. Kill- If you want to give a specific person a message use a cellphone --Lord Evans 15:19, 27 Jan 2006 (GMT)
  2. Kill - What he said. Bentley Foss 16:58, 27 Jan 2006 (GMT)
  3. Keep - There's no reason I should need a cell phone to hear what my friend right next to me is saying. Plus the cell phone excuse doesn't cover situations when people don't have cell phones or the local cell tower is destroyed (this could be a real issue at Ackland Mall real soon). --Reverend Loki 17:17, 27 Jan 2006 (GMT)
  4. Kill - The cell phone argument is null and void, It cost double the amount of AP as both the sender and the reciever has to pay Ap to use cellphones, It is not a viable alternative for groups. This however also isn't. The talk to 50 persons policy was instituted because one large group caused the server to lag the game to death by talking to much within the group, This would invalidate the one reason it was instituted, and just leave it as huge annoying lone survivor nerf--Vista 17:49, 27 Jan 2006 (GMT)
  5. Keep - Makes sense that you would pay a little more attention, or at least stand closer to the folks on your contact list. -- Nicks 18:11, 27 Jan 2006 (GMT)
  6. Kill - I am almost torn on this. While I have thought that your contacts should be included in the list of 50 since it went into effect, Vista states the reason why it can't be like that. There are many groups with more than 50 people in them, and many more people with more than 50 people on their contacts list. If you are in a large group, you probably already have a forum where you meet out of game. If you are in a smaller group or just without metagaming - you can always not sleep in malls or overly crowded buildings for communicating. --Blahblahblah 18:30, 27 Jan 2006 (GMT)
  7. Kill - Vista beat me to it.--The General 19:27, 27 Jan 2006 (GMT)
  8. Keep -- Because it makes bloody sense. And, by my understanding of the rules here, "it's too much load on the server" is never an appropriate reason for a kill vote. Those considerations are to be left for Kevan if the idea gets Peer Reviewed status. furtim 22:13, 27 Jan 2006 (GMT)
    Although killing on grounds of serverload isn't popular, your understanding of the rules is not entirely correct. It is not in the Do's and don'ts, and you are allowed to take server load into consideration and weight it against the merit of the suggestion. As the talk to 50 people limit is about entirely based upon reducing serverload, it is a very good yardstick to measure it against. What is however in the do's and don'ts is defending suggestions with Kevan can decide--Vista 23:29, 27 Jan 2006 (GMT)
  9. Kill Mmmm... So then the griefers who DoS the server all need to join the same group / add one another to their contact list and down goes the server again. -Torfin 03:41, 28 Jan 2006 (GMT)
  10. Kill Change to mutual contacts and I give thee keep. --Monstah 17:48, 31 Jan 2006 (GMT)
  11. Keep - See fertim's vote. --Mr NoName 15:28, 2 Feb 2006 (GMT)
  12. Keep - You have limited contacts so it still isn't that bad. --Mr NoName 15:39, 2 Feb 2006 (GMT)
    • Final Tally - 5 Keep, 7 Kill, 0 Spam - 18:35, 24 May 2006 (BST)

Pack Instinct

Spaminated 1 Kill and/or Spam?, 0 Kill, 3 spams, 1 Author Keep --RAF Lt.G Deathnut 17:38, 27 Jan 2006 (GMT)


Digesting

Timestamp: 17:08, 27 Jan 2006 (GMT)
Type: Skill change
Scope: Zombies and Survivors
Description: When attacking a zombie as a survivor you get the message 'You attack a zombie for 5 damage. It's health falls to 45 Hp'. When attacking a survivor as a zombie with Digestion you get the message 'You attack Mr Survivor for 4 damage. It's health falls to 45 Hp. You regain 4 Hp'. I would like to see when a zombie with Digestion bites you, you can then see it's health at the time of the bite. It makes as much sense as seeing it's health when you attack it, and would allow you to know when it would be a good time to retreat.

Votes

  1. Keep - Author vote. I think this change would allow split-second descisions during a live fight without looking up the profile card, and would also allow you to see the the strength of the zombies during a siege if you get 'Ganbanged' -- Andrew McM 17:08, 27 Jan 2006 (GMT)
  2. Kill Not bad from a mechanical standpoint, but I think it violates the "faceless horde" game assumption, which is meant to be a big zombie advantage. --Zaruthustra 17:26, 27 Jan 2006 (GMT)
    • Re - How? You can still select their name from the link you get when attacked. This just shows health to work out which one to attack, something you get when you attack in combat. -- Andrew McM 17:30, 27 Jan 2006 (GMT)
  3. Kill - Flavor reason; In an attack so the benefit of knowing its'health is explaned by you paying attention at how it's condition is, where to hit, etc. when you're bitten you yourself do nothing, you could be sleaping, freaking out, Rebarricading, etc. Getting free information about the zombies health is thus has not as much sense as with an attack because you most likely don't pay enough attention to those details as you are doing other things. Game-Mechanics Reason; No freebies. Benificial effects should be paid for by yourself or persons on the same side. (on your Re to Zaruthustra, it violates the faceless horde by making it possible to target a zombie strategically in stead of just a zombie who attacked you. The latter is just for revenge and hold little to no advantage over the random zombie on top of the stack, the former has value as you can use it to only target the zombies low on health.)--Vista 17:41, 27 Jan 2006 (GMT)
  4. Kill - I'm stuck at the point where you say that you would notice a zombie getting a boost in health. If you're getting attacked, you wouldn't, or at least I think you wouldn't, notice the zombie's health. -- Nicks 18:15, 27 Jan 2006 (GMT)
  5. Keep -- Good Idea! --Kirk Howell 18:27, 27 Jan 2006 (GMT)
  6. Kill - So humans who get bitten know healthy the zombie is, but a zombie with diagnosis and the whole scent tree doesn't know how healthy a human who punched him is? Also there is a HUGE difference between knowing someone is healthier than they were, and how healthy they are--McArrowni 01:32, 28 Jan 2006 (GMT)
  7. Kill - Things are fine the way they are. Considering that 90% of the time, if you're getting bitten, you'll wake up dead, it would give you very out-of-date information anyway. Bentley Foss 04:36, 28 Jan 2006 (GMT)
  8. Kill - The damage is how they react to the hit, and you know the gain hp form using you as food, if not, check the discription of the zombie. --Mr NoName 18:37, 30 Jan 2006 (GMT)
  9. Kill - You can't see it to begin with, why would you see it if they digest you! --Mr NoName 15:30, 2 Feb 2006 (GMT)
  10. Kill - That is a bit odd, flavor-wise. You can tell if the reptile attacking you is a croc or alligator by looking at its snout...but are you really going to pay that much attention? --MorthBabid 20:40, 6 Feb 2006 (GMT)
    • Final Tally - 2 Keep, 8 Kill, 0 Spam - 18:35, 24 May 2006 (BST)

Factory Operation

Timestamp: 18:00, 27 Jan 2006 (GMT)
Type: New skill/building alteration
Scope: Survivors
Description: With the advent of the NecroNet Access skill, it has been mentioned (by Shaft121 23:57, 27 Jan 2006 (GMT))that a similar skill should be implemented for ammunition manufacture. Therefore, I suggest the following:
  • One - That a certain number of factories (for example, perhaps one-quarter to one-half of the current number) be designated as ammunition factories. The descriptive text of these buildings could be altered to have the following line (or one similar) added:
As you look over the defunct machinery, you recognize the faint tang of gunpowder in the air, and realize that this factory was used to produce ammunition. However, the machinery is silent.

In a powered ammunition factory, the flavor text would be changed to read as follows:

Someone has set up a generator here. It is running, providing power to the machinery, which hums quietly on standby.
  • Two - That a new skill, Factory Operation, be implemented, possibly as a subskill of Construction, allowing survivors to operate the machinery in powered ammunition factories.
  • Three' - That, in a powered ammunition factory, characters with the Factory Operation skill be presented with two options:
Manufacture Pistol Clip (10 AP)
Manufacture Shotgun Shells (20 AP)

Choosing Maufacture Pistol Clip would provide a character with one pistol clip, and Manufacture Shotgun Shells would provide two shotgun shells (enough for a character to fully reload one pistol or one shotgun).

Now, to cover three issues that are probably going to be the first ones in people's minds after reading this suggestion:

  • Q: Why is a pistol clip cheaper than shotgun shells?
  • A: The answer lies in the amount of AP it takes to find ammunition in general - on average 14 AP for one piece of ammunition (pistol clip or shotgun shell) in a police station, and 9 AP in a mall gun store with Bargain Hunting. Thus, it takes twice as many AP on average to fully reload a shotgun as it does to reload a pistol.
  • Q: Okay, so why an average of 10 AP for each piece of ammunition?
  • A: This answer is twofold. First off, the overall average AP for finding ammunition in commonly-used areas is 11.5 AP (14 AP + 9 AP = 23 AP, which - divided between the two most common ammunition sources - is 11.5 AP). Secondly, as there appears to a general consensus prohibiting the use of fractional AP costs in suggestions, I decided to round down to 10 AP, as I thought it was a good balance. However, this number is open to revision, as I had originally considered a cost of 12 AP for each piece of ammunition (12 AP for a single clip, and 24 for two shotgun shells).
  • Q: But doesn't this overpower survivors?
  • A: I don't think so. Keep in mind that all you're doing with Factory Operation is manufacturing ammunition. You don't automatically load the ammunition into your weapons as soon as it's manufactured, plus it's not currently possible to give other people items. Because of that, you can't have ammunition-farming drones doing nothing but hanging out in factories, manufacturing ammunition and giving it away.

If there are any other issues/questions/comments, please mention them in your vote and I'll address them as best I can.

Votes

  1. Keep - Author vote. --John Taggart 18:00, 27 Jan 2006 (GMT)
  2. Keep - I'm pretty close to voting Kill for this. I like the idea, but something about it just doesn't feel right. Maybe it's the fact that a factory is usually more than one or two machines in a building. If someone makes some good arguments for killing it, I'll change my vote. -- Nicks 18:20, 27 Jan 2006 (GMT)
  3. Keep I like the Idea :P maybe some more tweeking with the numbers is needed. Eventualy it would be cool to make all kinds of items. --Kirk Howell 18:24, 27 Jan 2006 (GMT)
  4. Keep Another idea which deserves a keep vote --Abi79 18:28, 27 Jan 2006 (GMT)
  5. Kill Necronet syringe making was special for two reasons. One, to assist the fundamental game assumption that transitioning back and forth from life and death should be easy. Two, that its search levels had been adjusted to be so low that searching filled your bags with worthless items that almost always needed to be thrown out. police stations and gun stores don't have this problem. Eliminating search variables takes out the uncertain end of the world flavor, and makes the game too sterile and budgeted IMO. EDIT: Also, this undercuts bargain hunting as a skill, making malls even less attractive as defendable points. Destroying flashpoints is bad.--Zaruthustra 18:30, 27 Jan 2006 (GMT)
  6. Kill Agree with Zaru. Ammo is not rare enough, nowhere near so, as to warrant this. Like he said, to complete removing searchign (which you are in the process of doing by suggesting this) will dull the game. I'm drawing the line here. No more manufacturing. Period. --Jak Rhee 18:34, 27 Jan 2006 (GMT)
  7. Kill - So you are telling me ALL factories in Malton are ammo factories ? Naaa... Besides, this is almost a dupe from a suggestion that was just sent to previous day sugestions. And, thirdly, what zaru said. --hagnat 18:37, 27 Jan 2006 (GMT)
    • Re: No, I said a certain number - possibly one quarter or one half of the current number. Some factories will be ammunition factories, but others would be furniture factories, car factories, plastic utensil factories, hardware factories, widget factories, useless doodad factories, souvenire-shop tchotchke factories, and pretty much any other kind of factory you could think of that's not an ammunition factory. --John Taggart 18:45, 27 Jan 2006 (GMT)
  8. kill - in a mall I find in 20 AP 3 shells and 2 clips This is not worth the AP.--RAF Lt.G Deathnut 19:13, 27 Jan 2006 (GMT)
  9. Kill - Ever since "Necronet access" was implemented there has been a rush of suggestions suggesting ways to manufacture various different items. I am voting kill simply because this would remove the use of searching from the game.--The General 19:39, 27 Jan 2006 (GMT)
  10. Kill - I find it hard ot believe that suddenly 1/3rd of Malton knowws how to produce quality ammunition. No in my book. - Skarmory 20:33, 27 Jan 2006 (GMT)
  11. Kill - Agree w/ Zaru. Enough with the manufacturing suggestions already.--Mookiemookie 21:27, 27 Jan 2006 (GMT)
  12. Kill -- For all the previously stated reasons. furtim 22:17, 27 Jan 2006 (GMT)
  13. Kill -- This was based upon my original idea, which was taken from the Unofficial Urban Dead Forums, and I haven't been credited.-- Shaft121 23:37, 27 Jan 2006 (GMT)
  14. Kill - Finding new ways to do old things is bad. Syringes are an exception because of their low odds, and because everything else in NT buildings is useless after you find it once. --Signal9 00:07, 28 Jan 2006 (GMT)
  15. Kill - Ammunition is common enough already.--Uncle Willy 00:10, 28 Jan 2006 (GMT)
  16. Kill -- Your search data is wrong, Per 100 AP you find roughly 8 clips and 7 shells in PD's that grows to 13 clips and 15 shells in malls. Per 100 Ap spend manufacturing you only get either 10 clips or 10 shells, you calculated each find rate apart forgetting that you actually search for both using the same AP. That means that you're suggestion is only half as effective as searching. (with that correction your numbers are still questionable, because I doubt that people don't search for ammo in PDs' and malls at 50/50 rate. You'd need to weight the numbers according to prevalence in the game) Even than it is still a bad suggestion for many of the reasons already given.--Vista 00:25, 28 Jan 2006 (GMT)
  17. Kill - Half the factories in a city be ammo factories? Nah. Maybe only in armories, and with a comparable AP burn rate. This is useless the way it is. FireballX301 01:27, 28 Jan 2006 (GMT)
  18. Kill Because of the fact ammo is like water. You can find it in many places, and very easily as well. AllStarZ 01:41, 28 Jan 2006 (GMT)
  19. Kill - The many kill votes above me warm my heart. It's good to know that so many people have taken the Suggestions_Dos_and_Do_Nots to heart. Now, if only everyone else would. Oh, and this is a dupe many times over (manufacture ammo, it's the same idea y'know), but I don't feel like picking through all the old stuff right now. Bentley Foss 04:39, 28 Jan 2006 (GMT)
  20. Keep - I like the idea for three reasons: One, it creates a use for factories besides being only second-rate resource buildings. Two, it gives survivors who don't want to hang out in high-profile resource buildings the ability to rearm (without creating ammo farms for others); and Three, it gives zombie players another reason to search low-profile buildings for survivors or something to smash. Although realism isn't necessarily something a lot of voters here are really into, I would imagine that in a zombie holocaust a few "survivalist types" would rather steer clear of the human herds at PD's and Malls, and make their own reloads if they had the skill set and equipment. What would it hurt, really? --Killa Mike 02:52, 29 Jan 2006 (GMT)
  21. Kill - Making them usefull is good, but... Well... Aww heck, Lower the persentage to about 1/15th and make the others do things too, like pait factories, gun factories, genorator plants, etc. and finaly make about 2/3s of them useles from damage, or making items that arn't usefull. --Mr NoName 00:31, 30 Jan 2006 (GMT)
  22. Kill - Why would an entire city have every factory it owns dedicated to the production of ammo in the first place? Ammo isn't hard to find: Visit the nearest Mall from time to time. --MorthBabid 20:42, 6 Feb 2006 (GMT)
    • Final Tally - 5 Keep, 17 Kill, 0 Spam - 18:35, 24 May 2006 (BST)

Feeding Frenzy

Timestamp: 18:13, 27 Jan 2006 (GMT)
Type: Skill
Scope: Zombies
Description: This skill would be added as a sub-skill for Vigour Mortis, perhaps even for Neck Lurch.

When a zombie who has this skill successfully strikes a target with a bite attack it'll have around a 20-30% chance of entering a state of Feeding Frenzy, thus striking an extra X-1 times with a bite attack on the same turn (where X is the current number of AP divided by 10, rounded down), each extra attack costing an extra AP. As such, if the zombie has 50 AP and it strikes with a bite attack it might attack 5 consecutive times for 20 damage (16 with a flak jacket), costing 5 AP, while if the zombie has 32 AP it might attack 3 consecutive times, dealing 12 damage (10 with a flak jacket). A zombie with Digestion will receive HP based on the final damage output (ignoring damage blocked by the flak jacket). Infection isn't really affected, as multiple infections don't stack. The extra attacks can't miss.

This can be explained by the zombie, motivated by the fresh taste of flesh, quickly strikes a number of times before the target can correctly react to the assault. Since a zombie with less AP has less vigor and has a weaker hold on its undead body, it causes it to slow down, and as such it can't act as quickly before whoever it attacks can move away or block the onslaught.

This skill has two objectives:

1. Add a bit more strategy to the game by awarding zombies for waiting until they regain higher amounts of AP (and by giving the zombie a choice between both of its attacks even for pure damage-dealing for a long term and not just for a per-hit basis) and survivors for wasting a zombie's AP (to weaken its potential with Feeding Frenzy).

2. To make the flak jacket useful for survivors in a way that won't harm zombies too much if at all (I know that I'd rather have a chance of dealing 16 damage at the cost of 5 AP, or 13 damage at the cost of 4 AP, as it's still a higher chance than usual, but now the survivor's flak jacket won't be just for protection against PK'ers).

Votes

  1. Keep - Author vote. --Ian Fection 18:13, 27 Jan 2006 (GMT)
  2. Kill Ok... First off this is a low impact pied piper skill, which makes AP budgeting harder. Bad. Do you want to attack a survivor 5 times? Maybe you were just trying to infect him. secondly this makes zombies even more powerful in real time combat, which they dont need. It might be kind of nice for newbs, but its a deep tree skill so that doesn't matter. Thirdly, it just boosts zombie damage too damn high by eliminating the chance to miss, especially with bite. High level zombies don't need more damage. Evar. --Zaruthustra 18:23, 27 Jan 2006 (GMT)
    • Re - Okay, I think that you've kind of misunderstood... If it happens and on your first bite with 50 AP you manage to both hit, and have Feeding Frenzy activate (statistically that's a 9% chance if FF is at 30% activation rate, though as I said it could even be as low as 20%, heck 10%), then those attacks can't miss. So you just dealt 20 damage (again, 16 if the target had a flak jacket). Why would you only want to infect someone and not want to deal that much damage on your first AP of the day? Well, there might be a reason, but the chances of your plans being ruined aren't very high. Also, since this basically gives at most a 9% chance of a Zombie spending 5 AP to deal 20 or less damage (which is 3.2-4 damage per AP, the same or less than if you attacked normally with Bite and hit each time). It does make the Bite more powerful, but not by actually raising the damage per hit, and its impact is lower than a normal rise to accuracy as then flak jackets can actually come into play for survivors. It's hardly for newbies, since at low levels I find myself mostly relying on bite. It's for the higher levels who, with their hands having a 1.5 damage-per-AP, only using the bite for, as you said, to infect someone. It also doesn't eliminate the chance to miss. Remember that its effect is weakened the less AP you have. --Ian Fection 20:58, 27 Jan 2006 (GMT)
  3. Kill I was going to vote Keep...but Zaruthustra makes a couple of good arguments for killing it. Not sure what Evar means.. -- Nicks 18:27, 27 Jan 2006 (GMT)
  4. Kill - Good concept, but poor use of it. Also, "Evar" is a deliberate misspelling of "Ever". --John Taggart 18:32, 27 Jan 2006 (GMT)
  5. Kill - What zaru said. (Second time today) --hagnat 18:41, 27 Jan 2006 (GMT)
  6. Kill - OK I mainly play as a zombie, but this is too much. If your first bite lands when you've got 50AP, then for the next few turns your doing 5DAP. It's a bit like a zombie machine gun. --WibbleBRAINS 18:50, 27 Jan 2006 (GMT)
    • Re - I think you misunderstood me... I'm guessing that DAP means damage per AP? That's hardly correct... That's 4 damage per AP, and less if the target has a flak jacket. Remember that the 5 attacks come as a single attack. Also, if the bite hits, it doesn't automatically guarantee the Feeding Frenzy, the Feeding Frenzy still has a 70-80% (according to what I put in the original draft up there) not to take effect and for the bite to be a normal bite attack. --Ian Fection 20:58, 27 Jan 2006 (GMT)
  7. Kill NO --RAF Lt.G Deathnut 19:16, 27 Jan 2006 (GMT)
  8. Kill - one thing authors of suggestions that have to do with giving zombies (or humans, even!) new combat abilities or changing hit chance or damage never realize is that even a small change has a huge difference. Why? Because of the zombie seiges. Yeah, a small chance of a lone zombie getting an extra automatic hit isn't a big deal. Now multiply it by over 500, because that's the kind of horde size we're talking about. See my point? --Arcibi 19:30, 27 Jan 2006 (GMT)
    • Re - Again, I believe that you misunderstood, it's not an automatic extra attack... The 20-30% chance is for the FF to take effect, not for the actual bite attack to land. So that's 20-30% chance for the bite to land, and then, only if it lands is there a 20-30% chance for the FF to take effect. It's not a 'bite once, get extra bites free!'. --Ian Fection 20:58, 27 Jan 2006 (GMT)
  9. Kill - Can we stop trying to make suggestions that unbalance attacks?--The General 20:13, 27 Jan 2006 (GMT)
  10. Kill - 100% chance to hit? I dont think so. --Carilgar 20:23, 27 Jan 2006 (GMT)
    • Re - Again, it's not 100%, please reread the suggestion. --Ian Fection 20:58, 27 Jan 2006 (GMT)
  11. Kill - I quote "The extra attacks can't miss." and that's just not right. Thus, a 20$ chance at getting guaranteed successful attacks is way way too high, for a cheap 100xp. And, it's not a pied piper thing, because the frenzy doesn't compel any other character to do anything. - Serpico 21:03, 27 Jan 2006 (GMT)
    • Re - Yeah, but 20-30% chance doesn't mean that it's guaranteed, it means that there's a 20-30% chance. --Ian Fection 21:14, 27 Jan 2006 (GMT)
  12. Kill - "Point out to people that multi-step skills are just technically bad ideas. Items or skills that temporarily boost your stats for X turns are bad ideas." And extra attacks can't miss? Come on...--Mookiemookie 21:33, 27 Jan 2006 (GMT)
  13. kill this suggestion needs more kill votes. --Matthew Stewart 22:43, 27 Jan 2006 (GMT)
  14. Kill - Zombies are already murder machines. Also this would be a little hard to program in I think. --Uncle Willy 23:23, 27 Jan 2006 (GMT)
  15. Kill Multi-step skills are bad. Anything more complex than a simple flag like Infection is a bad thing for the game to keep track of. --Jon Pyre 23:35, 27 Jan 2006 (GMT)
  16. Kill - The many kill votes above me warm my heart. It's good to know that so many people have taken the Suggestions_Dos_and_Do_Nots to heart. Now, if only everyone else would. And, FYI, Bite does not need to be more powerful. Bentley Foss 04:41, 28 Jan 2006 (GMT)
  17. Kill - Well, since he has to RE nearly every kill vote, it appears NOBODY understand the suggestion. Clean it up some.--Pesatyel 05:48, 28 Jan 2006 (GMT)
    • Re - Yeah, you're correct... In fact, I also found a problem with the math behind this, which would mean that with less than 10 AP the zombie would end up not attacking at all. :) As the author, am I allowed to send this to the garbage bin myself? --Ian Fection 10:57, 28 Jan 2006 (GMT)
  18. Kill - Wait, you say that we misunderstand: so let me get it straight, a zombie with FF will strike extra times (each time costing AP, but having a 100% chance to hit) if FF activates. This means that a zombie with the skill and fully maxed out on AP, and skills has a 9% chance to deal 20 damage in 5 AP and a 21% chance of dealing 4 damage in 1 AP. This averages out to: 1.94 damage/AP. (0.09*20+0.21*4)/(0.09*5+0.91*1)=1.94. This is an insane combat boost, ignoring all of the pied piper arguments, the not being able to plan AP, the real-time fighting advantage etc etc.--C tiger 23:32, 28 Jan 2006 (GMT)
  19. Keep - I like the idea for three reasons: One, it creates a use for factories besides being only second-rate resource buildings. Two, it gives survivors who don't want to hang out in high-profile resource buildings the ability to rearm (without creating ammo farms for others); and Three, it gives zombie players another reason to search low-profile buildings for survivors or something to smash. Although realism isn't necessarily something a lot of voters here are really into, I would imagine that in a zombie holocaust a few "survivalist types" would rather steer clear of the human herds at PD's and Malls, and make their own reloads if they had the skill set and equipment. What would it hurt, really? --Killa Mike 02:52, 29 Jan 2006 (GMT)
  20. Kill - You could insta-kill a low health servivor with this, not leting them react to it if they can. --Mr NoName 15:34, 2 Feb 2006 (GMT)
    • Final Tally - 2 Keep, 18 Kill, 0 Spam - 18:35, 24 May 2006 (BST)

Bicycle

Removed by author. Upon checking, it seems I overestimated the size of Malton. A careless oversight on my part. Maybe if Kevan ever decides to expand the map I'll repost.


Death-Rattle Expansion

Timestamp: 21:09, 27 Jan 2006 (GMT)
Type: Skill
Scope: Zombies
Description: A new skill to widen the zeds communication ability.

Currently:Zeds without the existing Death Rattle skill get a very limited number of prepared vocalizations. With existing Death Rattle the ability to make proto-words and custom growls is possible with the use of the letters A B G H M N R Z

Proposed:A new skill, building on the existing Death Rattle, that adds the letters D, V to the list of 'rattle-able' letters.

Effect on Zombies:A slightly wider 'alphabet' to compose spoken rattles, leading to a much wider variety of possible vocalizations. D can be easily used for, of course, D and also T. V is also good for that F sound.

Effect on Survivors:A much wider variety of things they get to hear.


  • I'm not looking for Zombies to be able to recite shakespeare, but there's only so much Banana and Hambargar and Grammaz Bra Bags you can rattle/hear before it gets quite stale.
  • The V is thematic, in that you clench your jaw, lips slightly parted, and 'V' almost forms itself.
  • The D is also thematic, because more than half of the tongue motion for 'D' is used for the N sound.
  • Another entire skill, just to travel that last bit of distance to form those letters, seems like a good bargain to me.

Another possible effect might be an increased occurence of invading zombies spending AP on yelling and screaming, instead of on attacking. But that's only because Rattle is such a fun skill to begin with.

(I felt positive that this would have been proposed before, but was quite surprised when I couldn't find it listed anywhere...)

Edit: I placed a few explanations of my thoughts on the discussion page, to address points brought up by voters.

Votes

  1. Keep - Author keep - Serpico 21:09, 27 Jan 2006 (GMT)
  2. Keep - I've toyed with this idea myself. You could probably even get away with a "K" sound, which can be produced much more easily than many of the sounds zombies already have. - CthulhuFhtagn 22:03, 27 Jan 2006 (GMT)
  3. Keep -- I'd be against adding new vowels, but one or two new consonants would be neat. I often find myself wanting a "D" or "V" when I'm composing my Death Rattles. (To CthulhuFhtagn, I usually substitute "G" for "K", which works fairly well.) furtim 22:15, 27 Jan 2006 (GMT)
    • Re: I just noticed that the suggestion makes this a new skill. I think that's rather silly. I won't change my vote, but I think new letters should just be added to the basic Death Rattle alphabet rather than needing a new skill. furtim 22:29, 27 Jan 2006 (GMT)
  4. Keep - Heck, why not?--Mookiemookie 22:22, 27 Jan 2006 (GMT)
  5. Keep - I'd buy it :) - Skarmory 22:29, 27 Jan 2006 (GMT)
  6. Kill - Don't get me wrong, I love Death Rattle. But if you're only adding one or two letters, it might be best just to add them to the existing Death Rattle letters instead of implementing a whole new skill and charging 100 exp for them. --TheHermit 22:29, 27 Jan 2006 (GMT)
  7. Kill -Zombies are already capable of an unrealistic amount of semi-coherent speech, You are a zombie, not a public orator. -You can however simply ask to change two letters and have pretty much the same effect without resorting to a new skill. The death rattlers would have much fun coming up with new catchphrases, but their vocabulary could remain roughly the same size. Simpler, no XP cost, and doesn't make the zombies overly expressive --Vista 23:40, 27 Jan 2006 (GMT)
  8. Kill I think you should have picked better letters. --Jack-Swithun 00:19, 28 Jan 2006 (GMT)
  9. Keep - There is no realistic zombie speech. Good work, Serpico.. you get a hambargar. As for a skill name.. I dunno. "Strained Speech"? -- Amazing 00:48, 28 Jan 2006 (GMT)
  10. Kill - Something to this effect was proposed before (I think it was called "gimmie an 'I'") and I am almost certain it passed peer review (sorry, no time to look it up right now). I am voting kill on this because I don't think it is needed. "Ram gang ram" for attacking barricades, "Harmanz nzrh" for food inside this building, "grab bang bang man" for taking out head shooters... There really isn't anything more a zombie needs to say. Those few phrases get me by just fine. --Blahblahblah 01:47, 28 Jan 2006 (GMT)
  11. Keep --TheTeeHeeMonster 01:24, 28 Jan 2006 (GMT)
  12. Keep I oppose all suggestions to make zombies chatty. --Zaruthustra 02:11, 28 Jan 2006 (GMT)
    • removed unsigned vote. --hagnat 02:23, 28 Jan 2006 (GMT)
  13. Kill - R!ng, r!ng, r!ng, r!ng, r!ng, r!ng, r!ng, Banana haahn! --hagnat 02:23, 28 Jan 2006 (GMT)
  14. Kill I am currently imagining zombies discussing politics. AllStarZ 03:17, 28 Jan 2006 (GMT)
  15. Keep --Lord Evans 07:06, 28 Jan 2006 (GMT)
  16. Keep - Sweet zombie jesus would be pleased, but i do agree, if you are only adding two letters, why not just add them to basic death rattle? - --ramby 08:46, 28 Jan 2006 (GMT)
  17. Keep - adds more flavor, I like it --CPQD 17:58, 28 Jan 2006 (GMT)
  18. Keep - though I favor the 'Zeds see full text, humans see death rattle conversion' more. --RSquared 20:49, 28 Jan 2006 (GMT)
    • can you clarify your thought with an example on the discussion-side? - Serpico 21:29, 28 Jan 2006 (GMT)
  19. Keep - Nice. MaulMachine 03:05, 29 Jan 2006 (GMT)
    • Tally - 13 Keep, 6 Kill, 19 Total.

Group Communication

Timestamp: 23:11, 27 Jan 2006 (GMT)
Type: Improvement
Scope: Groups
Description: Note: This is not a dupe of Contact communication. This is for groups, regardless of whether they're on your contact list or not.

Simply put, this allows communication between large groups. Currently on 50 people will see a message you send. While this is usually enough to convey your message, this falls short in a key area: Communication in a group.

What This Will Do: If you are with members of your group (Meaning MT06, MFD, CMS, ect.) all your group members will automatically see what you say. This will improve co-ordination between groups traveling with a common objective like taking down a mall or relocating to a new safehouse.

What This Will Not Do: Give free AP actions. Talking still costs 1 AP. Give privacy to groups. If you say something in an area with 50 people, 10 of which are in your group, 40 other people will still see your message. Stack. If you have 100 group members with you and 50 other people, those 50 WILL NOT see your message.

This suggestion works for both survivors and zombies, aiding zombies more (As zombies as more likely to be traveling and working in groups over 50 people).

Optional: Group members could or could not have to be on your contacts list. If you have a strong feeling either way, please specify so (although you don't have to).

Votes
Votes Here

  1. Keep Shameless author vote. --Scorpios 23:11, 27 Jan 2006 (GMT)
  2. Kill-- It has to be admitted that Team communication can be easily carried out on forums or instant messengers. It doesn't need to happen in game.--Shaft121 23:41, 27 Jan 2006 (GMT)
  3. Kill - It is very close to a dupe however, extremly close. Not only that, you didn't fix what was wrong with the first suggestion So I'll repeat it The talk to 50 persons policy was instituted because one large group caused the server to lag the game to death by talking to much within the group, This would invalidate the one reason it was instituted, and just leave it as huge annoying lone survivor nerf I dislike the 50 people talk limit very much, But it is there for a reason, large group communications broke the game! You're suggestion removes the entire reason behind its' implementation, making it useless. This limit only excist because there is a need for it, not because people like it.--Vista 17:49, 27 Jan 2006 (GMT)
  4. Kill - Agree with Vista. --Uncle Willy 00:35, 28 Jan 2006 (GMT)
  5. SPAM Shameless spam vote. --Jack-Swithun 18:35, 28 Jan 2006 (GMT)
    • Final Tally - 1 Keep, 3 Kill, 1 Spam - 18:35, 24 May 2006 (BST)

Scent Rot

Timestamp: 23:08, 27 Jan 2006 (GMT)
Type: Zombie Skill, subset of Scent Fear
Scope: Zombies
Description: Zombies aren't individual killing machines; Their greatest strength is in high numbers. But often in certain suburbs it can be hard to find friends to feed with. This suggestion tries to take an older idea to help zombies do this, but does it in a workable and elegant fashion.

Scent Rot works in a similar manner as to how the NecroNet shows tagged zombies. With this skill, a zombie would have a new button ability: [[Scent Rot]] . Upon clicking on this and thus spending 3 AP (Open to debate), a 9x9 map (similar to one that NecroNet brings up) would pop up with the player's current position at the center, perhaps with an action tagline: "Your dead lungs heave, drinking in the smells nearby..." or somesuch.

(Note: The AP cost and size of the map are open to debate. If you like the general idea but would prefer different costs, mention so in your vote or in the Talk area. )

UNLIKE NecroNet, Scent Rot shows the number of dead bodies in the immediate area, which includes standing zombies as well as fallen/revivivfied corpses. The inability to distinguish between a mob of feeding friends to hide admist and a pile of recently Headshot fellows to stand out like a sore thumb against keeps this skill from being over powered. This gives zombies at least some vauge idea where to shamble off to: Something metagaming doesn't always do very well. This does NOT carry over to human characters: It'd make the NecroNet rather impotent if it did.

However, this guide can help a recently killed survivor or lost newbie zombie see in active time where is a good idea to find friends; While Feeding Groan services as a great dinner bell if a survivor is present, Scent Rot can help newbies and pro zombies alike in "live" time. Pun intended.

Votes

  1. Kill - Zombies horde naturally via feeding groans. Zombies are tough characters and one thing that balances them out with survivors is their inablilty to communicate well. This idea makes it way too easy for zombies to horde.--Uncle Willy 23:17, 27 Jan 2006 (GMT)
  2. Kill --Scorpios 23:15, 27 Jan 2006 (GMT)
  3. Kill We already have feeding goan and as I have seen, Zombies already have it well with that.--Shadow213 00:02, 28 Jan 2006 (GMT)
  4. Kill - Zombies are already equipped with far better ingame orginazation skills (as well as better metagaming, but that is all on their own power and merit) due to feeding groan., Which has pretty much the same effect as this, with more flavor, easier gameplay and better payoff. Your suggestion just isn't needed.--Vista 00:03, 28 Jan 2006 (GMT)
  5. Kill - Who removed my kill vote ? Anyway, we (zombies) dont need an active zombie-radar. The passive one (groan) already works fine. --hagnat 02:20, 28 Jan 2006 (GMT)
  6. Kill - As has already been said many times, Feeding Groan is working out fine. Another version of that isn't necessary. Bentley Foss 04:43, 28 Jan 2006 (GMT)
  7. Kill - Odour is not a directional sense, and nothing in the background suggests that zombies have an actual hive mind that would do this. Rhialto 11:09, 28 Jan 2006 (GMT)
  8. Kill - Feeding Groan does this quite well. --Schlagwerk 16:34, 28 Jan 2006 (GMT)
  9. Kill - I like the underlying concept, but it's too powerful of a mapping tool. Lower the area, maybe make it only give directions to the nearest zeds? I'll note that Groan only works after a zed finds a target, this is to help gather a group before a target is found. - Serpico 03:07, 29 Jan 2006 (GMT)
    • Final Tally - 0 Keep, 9 Kill, 0 Spam - 18:35, 24 May 2006 (BST)