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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.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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suggest_time=MrAushvitz 00:56, 27 September 2006 (BST)

  • Suggest removed by author: 03:13, 27 September 2006 (BST) Many claimed it was very underpowered or that it's a good idea but needed to be wore effective to be worth the 100 XP.. revised version follows.

-It's not underpowered. It's just a random search boost with no justification. --Jon Pyre 03:15, 27 September 2006 (BST)

Scrounge (Edited)

Spaminated with 8/12 Spam votes--Gage 17:30, 27 September 2006 (BST)

Iron Doors

This suggestion was found to be a DUPE. --Funt Solo 17:48, 6 October 2006 (BST)

Devour Pituitary

Lots of kill votes but no spams so this has gone for an edit. --Funt Solo 16:55, 27 September 2006 (BST)

Ankle Bite

Timestamp: Reaper with no name 16:07, 27 September 2006 (BST)
Type: Skill
Scope: Zombie
Description: Subskill of Ankle grab. If zombie stands up while there is a survivor in the area (this won't work if one is inside a building and the other isn't), that survivor takes 4 damage and is infected (even if zombie doesn't have infectious bite). It targets whichever survivor is at the top of the stack.

Now, I don't think it is too powerful, because it's rare for survivors to sleep outside or for a zombie to rise at the exact moment a player is in the area (unless it is a real-time combat situation, which is also rare). Still, it's a fairly neat little idea, or so I like to think.

Keep Votes
For Votes here

  1. Author Keep - Not too useful, but I think it's a nice little touch. --Reaper with no name 16:07, 27 September 2006 (BST)
  2. Keep - With one proviso: Infection only if you already have it. As in, you bite as you would normally. This was suggested before, but is not in peer review. Guess it got shot down --Gene Splicer 16:19, 27 September 2006 (BST)
  3. Keep - It won't happen too often so you get no problems from me, what the hell! It's a risk associated with several survivors gang killing a zombie. --MrAushvitz 22:40, 27 September 2006 (BST)

Kill Votes

  1. Kill - That there's an auto-attack at 100% to hit. --Funt Solo 16:49, 27 September 2006 (BST)
  2. Kill But how often is a survivor there? --Jon Pyre 17:02, 27 September 2006 (BST)
  3. Kill - You get infected bite even if you don't have the skill? Nope. --Nob666 17:16, 27 September 2006 (BST)
  4. Kill As Nob666 & also, imagine this scenario. You are killed and someone says 'Stand up and I can revive', you stand up, bite this guy and infect him, do you really think they would revive you then? No. Pillsy Hunt! FC! 20:17, 27 September 2006 (BST)
  5. Kill I'll vote for a auto attack when we're also given a auto defense. --CrimsonD 20:44, 27 September 2006 (BST)
  6. Kill-Make it a percentage and allow me to kick it in the head.--Grigori 21:04, 27 September 2006 (BST)
  7. As multiple above - As Grigoi, Crimson D, and Reaper with No Name. --Gold Blade 23:13, 27 September 2006 (BST
  8. Kill, for pretty much all the reasons also listed, 'tis also a revive point nerf, and when your friendly survivor gets killed and wants revivifying, they effectively won't want to stand up if other survivors are around because they don't want those survivors to get hurt. That would be weird. -- ExplodingFerret 00:51, 28 September 2006 (BST)

Spam/Dupe Votes

  1. Spam - As you said youself, it will be one helluva rarity for the situation this is used in to occur. Its an auto-attack with 100% hit (boo!) and even adds on an infection. This suggestion is worthless.--Mr yawn 17:07, 27 September 2006 (BST)
  2. Dupe - Exactly the same as a suggestion I made ages ago that got shot down very quickly. I dont have a link though. - Whitehouse 18:53, 27 September 2006 (BST)
  3. Spam - auto attacks = bad.--Gage 19:51, 27 September 2006 (BST)
  4. Spam - nuff said! --Officer Johnieo 20:38, 27 Septmeber 2006 (BST)
    Spam - Because spam voting sucks and the only way to change this is to be the arsehole that does it. -Fuster 00:50, 28 September 2006 (BST)
    Note - Invalid vote struck. No Reasoning. --Funt Solo 14:26, 28 September 2006 (BST)
  5. I 2nd THE DUPE - I know I've seen it before but I don't know where it is either. Youronlyfriend 08:39, 28 September 2006 (BST)
  6. Spam - 100% hit rate? With a skill you don't have? And people are voting Keep? Have I missed something? - David Malfisto 15:48, 1 October 2006 (BST)

Advanced Digestion

Timestamp: 17:08, 27 September 2006 (BST)
Type: New Skill
Scope: Zombies
  • Prerequisites: Brain Rot, Digestion
  • Effect #1: The 4HP gain from Digestion can go above this zombies normal max HP, by up to 10HP in total.
  • Effect #2: These extra HP are lost at the rate of 1HP/action.

  • A zombie without Body Building could reach a maximum of 60HP by using this skill.
  • A zombie with Body Building could reach a maximum of 70HP by using this skill.

NB: This is a daily edit. I've changed the name of the suggestion.

Keep Votes

  1. Author-Keep - A buff for the rotters. --Funt Solo 17:10, 27 September 2006 (BST)
  2. Keep - Much better than before! I definitely like this. Karloth vois 17.15, 27 September 2006
  3. Keep I like it, but it shouldn't require brain rot. --Jon Pyre 17:23, 27 September 2006 (BST)
  4. Keep As Pyre, would make more sense as a subskill of digestion. I don't think dual prereqs exist yet. But even as a brain rot subskill I would still like it. --Gene Splicer 17:45, 27 September 2006 (BST)
    • Re - Oops, I forgot to give you props - this is pretty much exactly as you suggested as a fix back when it was called Blood Strength. Cheers. --Funt Solo 19:54, 27 September 2006 (BST)
      • Re - Hey guys, you know what this would go well with? [|:)]--Gene Splicer 15:41, 28 September 2006 (BST)
  5. I am not sure about this, ten HP is a lot, and could be very usefull, for example if a zombie is standing in a crowd after breaking in somewhere and finds that he has only a few AP left then he could bite a survivor a couple of times and be an effective meat shield, an extra ten HP is a lot. This could make it extra hard to clear buildings under siege. About the prereqs, I dont think Brain rot should be needed as a prereq. - Whitehouse 18:51, 27 September 2006 (BST)
    • Re - Good point. It would take three consecutive successful bite attacks to gain the extra 10HP, and once above the natural maximum, it's only a gain of 3HP per bite (as 1 is lost on each action as well). It's a buff, I'm not denying it. --Funt Solo 18:58, 27 September 2006 (BST)
  6. Keep - I like, but i think you should reduce the HP buff just a little.--Mr yawn 18:59, 27 September 2006 (BST)
  7. Keep - Simpler than previous version, and really better in general. I like it. --Rgon 19:32, 27 September 2006 (BST)
  8. Keep - Needs a better name. Zoift 19:59, 27 September 2006 (BST)
  9. Keep I like the idea of zombies getting a temporary boost, it makes up for the fact they can't heal each other like us harmans.--Grigori 21:01, 27 September 2006 (BST)
  10. Keep - Gorging/Eating buff works for me... since it relates to biting and it could be useful when rushing a safehouse (3 survivors blasting you away with shotguns!) Get your Life maxed out before you run out of AP.. --MrAushvitz 22:42, 27 September 2006 (BST)
  11. Eh - I would like to see a survivor skill if this gets implemented, all we are getting are useless items and Spam machines...--Canuhearmenow Hunt! 22:46, 27 September 2006 (BST)
  12. Keep Mmm...Corn Dog style Zombies....--Gold Blade 23:16, 27 September 2006 (BST)
  13. Keep - great suggestion blaa blaa, Canyouhearme now, what the heck does eh mean. It's not a yes, it's not a no, it's just eh. Let's keep voting somewhat standardized. --Officer Johnieo 23:42, 27 September 2006 (BST)
  14. Keep - Great extra ability for the vam... uh, zombies. ExplodingFerret 00:56, 28 September 2006 (BST)
  15. Standardise This Officer Johnieo Shouldn't I get some credit for the idea of bringing their HP back to normal levels rather than making it a negative effect? Youronlyfriend 09:14, 28 September 2006 (BST)
    • Re - My tiny brain only remembers so much. --Funt Solo 12:40, 28 September 2006 (BST)
  16. Keep - I'm not entirely sure about the Brain Rot as prerequisite, but otherwise it sounds fine. --Nob666 13:26, 28 September 2006 (BST)
  17. Keep Sounds rocking. Limited usefulness for a limited number of zombies. David Malfisto 15:50, 1 October 2006 (BST)

Kill Votes

  1. Kill - I really don't like skills that have brain rot as a prerequisite. It means the skill is off-limits to those players who play with one character, but like to switch sides. Which, I'd imagine, is a large chunk of UD's population. --Toejam 23:44, 27 September 2006 (BST)
  2. Kill - While otherwise amusing, I disapprove of the Brain Rot requirement. --Aitroxan 13:48, 28 September 2006 (BST)
  3. Kill - do not have Brain-rot as a prerequisite. lvl 10+ required, fine, but no one should be forced to become a rotter to get a good skill like this. --Kiltric 23:09, 2 October 2006 (BST)
  4. Kill - Assuming a zombie with maxed-out attacks except for Tangling Grasp, he'll net just 2 "bonus" hit points with the skill for every ten AP he spends delivering bite attacks; thus he'd hit the limit, on average, only by spending his entire 50 AP on bite attacks. In other words, assuming rather generously that a zombie finds himself in a target-rich environment where he can spend his entire day's AP allotment doing nothing but attacking, he sacrifices 10 points of damage potential to be one shotgun blast more difficult to kill. If that's not completely worthless, it's darn close to. --Centerfire 21:07, 4 October 2006 (BST)
  5. Killination 10 HP is alot, a whole lot, like we charge 100 XP to give humans and zombies access equally alot. Make it 5HP and I'd consider it, as it is, I'd hate to see this go through. Respectfully, Brains Brains 23:28, 9 October 2006 (BST)

Spam/Dupe Votes

  1. Spam - Like I said before. If you give side one more HP's the other side will want more HP. Leave HP's alone. --CrimsonD 20:40, 27 September 2006 (BST)
    Spam - Because spam voting sucks and the only way to change this is to be the arsehole that does it. -Fuster 00:50, 28 September 2006 (BST)
    Note - Invalid vote struck. No Reasoning. --Funt Solo 14:30, 28 September 2006 (BST)

Frustrated Groan

Timestamp: Jon Pyre 17:18, 27 September 2006 (BST)
Type: Skill
Scope: Zombies
Description: Often a zombie might break into a building and find it empty, or break in and polish off the last survivor. But they might get killed and the building barricaded up before other zombies can learn that its empty. Frustrated Groan would be a subskill of Feeding Groan. It only works when you're in a building with NO survivors. It's not as loud either since this isn't an angry attack groan, but just groan of dissapointment. The range is far less than Feeding Groan. It can only be heard in the building and directly outside.It might look like this:

You heard a frustrated roar from inside the building.

This wouldn't create new spam since it'll only be heard by the zombies directly outside the building. It'll let them know that this target was cleared out and it's time to move on.

Keep Votes

  1. Keep Author vote. So zombies don't have to keep bashing at a building even after zombies wipe it out. --Jon Pyre 17:20, 27 September 2006 (BST)
  2. Keep - I love the flavour, and I'd definetely use it. I already shout at the screen when this happens. But the text would have to be VERY CLEAR that this means the building is empty. Such as "You hear a frustrated roar from the building in front of you. It echoes hollowly." Gage, the point is zombies would go AWAY from the building. You wake up dead, you hear a frustrated roar, you know not to bother attacking that building today. --Gene Splicer 17:47, 27 September 2006 (BST)
  3. Keep - An awesome idea, let them know to move on. --BBM 18:28, 27 September 2006 (BST)
  4. Keep - Yay for good ideas.--Mr yawn 19:00, 27 September 2006 (BST)
  5. Swithering Keep - I'm really unsure on this because it's verging on X-Ray vision and nerfing the distributed defence tactic. But, thinking about it, there's no guarantee that the building is empty - just that it was when the groan was emitted. It's an uncomfortable Keep from me. --Funt Solo 19:12, 27 September 2006 (BST)
  6. Keep - Useful in some situations, and a fun idea. Why not? --Rgon 19:34, 27 September 2006 (BST)
  7. Keep - same as BBM --CrimsonD 20:38, 27 September 2006 (BST)
  8. Holy Keep on a Keepstick- Great suggestion, helps the litle newbies and the bigger zombies, as well as good flavor.--Grigori 21:03, 27 September 2006 (BST)
  9. Keep - Useful non-spamming zombie communication, I like it. --IrradiatedCorpse 21:07, 27 September 2006 (BST)
  10. Keep - Sorrowful Groan "Doh.. no doghnuts." --MrAushvitz 22:44, 27 September 2006 (BST)
  11. Keep - "You hear a bandwagon 2 blocks west and 1 block north of your location."--Canuhearmenow Hunt! 22:48, 27 September 2006 (BST)
  12. Keepwagon - You hear a frustrated DOH! from inside the building --Gold Blade 22:54, 27 September 2006 (BST)
  13. Keep - yah, it's good, but isn't not HOLY KEEP ON A KEEPSTICK !!! or whatever that's supposed to mean. --Officer Johnieo 23:45, 27 September 2006 (BST)
  14. No keepwagon, but I like it. You should submit suggestions more often you know ;) Rheingold 23:55, 27 September 2006 (BST)
  15. Keep - you convinced me.--Gage 01:39, 28 September 2006 (BST)
  16. 3 Cheers on a suggestion well done Hip hip... Youronlyfriend 08:45, 28 September 2006 (BST)
  17. Keep - Move along. Nothing to see here. Sounds like a useful tool. - David Malfisto 15:51, 1 October 2006 (BST)
  18. Keep - great --Kiltric 23:14, 2 October 2006 (BST)

Kill Votes
Against Votes here
Spam/Dupe Votes

  1. Spam - Because spam voting sucks and the only way to change this is to be the arsehole that does it. -Check out....

Bub.jpg Fuster is a Professor of Zombology, phz
00:49, 28 September 2006 (BST)
    • Re Hm? What? --Jon Pyre 03:18, 28 September 2006 (BST)
    Note - Invalid vote struck. No Reasoning. --Funt Solo 14:24, 28 September 2006 (BST)
    Spam - Why would zombies want to go towards an empty building? Because there is no food there? That makes sense.--Gage 17:33, 27 September 2006 (BST)
    • Re Because it tells them to not attack it further. Perfectly sensible. --Jon Pyre 17:57, 27 September 2006 (BST)


Timestamp: ShadowScope 21:10, 27 September 2006 (BST)
Type: Items
Scope: Humans
Description: A Chaingun Turrent can be found in Warehouses (military supplies) [1%], Armouries [3%], and Junkyards[.5%]. Chaingun Turrents can be installed in the same way that gennys and radios are installed, but they are placed on the outside of the building, and can be fired inside of the building. Only one Chaingun Turrent per building. A Chaingun Turrent will need Chaingun Ammo (found in Warehouses [3%] and Armouries [5%]). The Ammo is loaded in the same way that one load a Genny with Fuel Cans. A person inside the building can click on a button: "Man the Guns", and therefore will use the Chaingun to fire at the top zombie at the stack, doing 8 damage at 40% accuracy. This person does not gain any XP, and nothing else can add or subtract to the accuracy. If there are no zombies outside, the game alerts the Player this, and does not waste any ammo, but one AP is lost.

The Chaingun Turrent is of Lightly Barricaded strength and can be attacked in the same way that one attacks a Barricade or a Generator, from the inside and the outside. A ransack automatically destroys a Chaingun Turrent. It cost AP to load the Chaingun Turrent with Chaingun Ammo, to install it, and finally to use it.

Keep Votes
For Votes here
Kill Votes

  1. Change - Whats the Ammo capacity?--Canuhearmenow Hunt! 21:12, 27 September 2006 (BST)
  2. As Above Ammo capacity is important.--Grigori 21:38, 27 September 2006 (BST)
  3. As Above I agree, so far I like it. --CrimsonD 22:20, 27 September 2006 (BST)
  4. Kill - I would vote Spam, but I want to see more details first. And since when did Change become a vote. --Officer Johnieo 23:48, 27 Septmeber 2006 (BST)
  5. Kill - For one, I doubt they'd ever last long enough to be fired. For another, I agree with the other reasons given against. I think they'd get used, but only because it's easier than dropping the item when you find it. --ExplodingFerret 01:03, 28 September 2006 (BST)
  6. Kill - As above, plus, it pretty much lets survivors kill ferals without having to step outside except for a couple of seconds to install it. Give the zombies a chance to catch their dinner, and get rid of this idea. --c138 RR 01:20, 28 September 2006 (BST)
  7. Kill No supergun that lets you shoot from indoors. Go out there and attack the zombies. --Jon Pyre 03:22, 28 September 2006 (BST)
  8. Trolling Change - As abouv. --Gold Blade 03:24, 28 September 2006 (BST)

Spam/Dupe Votes

  1. Spam - Wrong flavour. It's a ruined (UK?) city, not a war zone. --Funt Solo 21:49, 27 September 2006 (BST)
    • Re - Wouldn't the army give it's own a better chance by dropping heaver weapons? I know I would. --CrimsonD 22:20, 27 September 2006 (BST)
    Spam - Because spam voting sucks and the only way to change this is to be the arsehole that does it. -Fuster 00:49, 28 September 2006 (BST)
    Note - Invalid vote struck. No Reasoning. --Funt Solo 14:31, 28 September 2006 (BST)
  2. Spam - No, this is basically letting players attack without getting in dangers themselves. No such thing as a free lunch.--Mr yawn 06:28, 28 September 2006 (BST)
  3. Spam - The key piece of this seems to be attacking zombies outside, from the inside of a barricaded building, which is, in my estimation, unacceptable. You have to go outside to attack that zombie horde, and let them take a swing or two at you. --Rgon 15:18, 28 September 2006 (BST)
  4. Spam - As Funt. - David Malfisto 15:53, 1 October 2006 (BST)


Origional suggest_time=MrAushvitz 23:09, 27 September 2006

Removed by author for edit Wow, 7 spam votes.. I guess it was considered overpowered.. hmm. See what can be done. 01:14, 28 September 2006 (BST)

IF you get SEVEN spam votes out of that few, chances are: nobody wants it; a.k.a no revision, please. --Gold Blade 01:20, 28 September 2006 (BST)
But then I'd be risking "abuse" for removal for editing purpouses. Unfortunately I have to put up the edited version, even if she gets spammed. I get a chance to try and save the idea, so we'll see. I don't mind it going to Peer Rejected, it's still a very cool idea! --MrAushvitz 01:40, 28 September 2006 (BST)

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