Suggestions/28th-Mar-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.
  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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Gate Crasher

Timestamp: 19:45, 27 March 2006 (GMT)
Type: New Zombie Skill
Scope: Bonus to destroying barricades at "zombie vulnerable" building structures
Description: Gate Crasher
  • Appears under zombie's skill tree just under "Lurching Gait", therefore it requires that as a prerequisite. This zombie skill has no benefits to your human character.

Your zombie has a +2%,+3% or +4% bonus to attacking some barricades, depending on it's building type. This bonus begins immediately after you have made 2 successful damaging hits on the same building's barricades.

  • Most Vulnerable Buildings: (+4%) Junkyard, Mansion, Church, Cathedral
  • Semi-Vulnerable Buildings: (+3%) Arms, Club, School, Library, Museum, City Zoo (and each seperate building)
  • Least Vulnerable Buildings: (+2%) Hospital, Mall, Railway Station, Stadium


Rationale

  • Buildings mentioned with some degree of vulnerability had a lot of ground level window coverage, or chain link fences, too many doors, or not enough strong doors to withstand a severe zombie attack even with extreme barricading. These buildings barricades are not as "good" when they stand up to a prolonged zombie mob attack.
  • All buildings not mentioned above are considered to be VERY good for barricading purpouses. It may be easier to secure and reinforce barricades to concrete pillars and walls, or many steel doors may be easily welded shut. Such buildings are not vulnerable to this skill.
  • This skill's intention is to allow zombies to take advantage of buildings that (before the coming of the zombies) were built primarily to be "easy access" public buildings, or ones that relied on chain link fences, or metal gates. It makes building specifics less "static" and safehouse choices may change to some degree, or they may require more barricade maintenance as a result (especially hospitals and malls!)
  • This skill's bonus only "kicks in" if your zombie is continuously attacking a building's barricades (after 2 successful damaging hits), if your zombie takes any other actions in between barricade attacks on the same building, it breaks the chain, losing the bonus. This is the "wear and tear" effect on certain building's barricades, and it takes time and effort to make it happen. A zombie reward for a hard day's wreckage.

Votes

  1. Keep - Author Vote. The much simpler, "hands on" version of the previous suggestion. A small bonus to destroying barricades, at certain building types, after 2 successful damaging hits. Not too much, or too little, players would buy this. --MrAushvitz 21:05, 28 March 2006 (BST)
  2. Spam Spam because you mention welding doors with absolutely no mention how that would work. Otherwise it would have been kill because (takes deep breath) BARRICADES ARE FINE! Humans have barricades they can easily build. Zombies have to hit them relentlessly. Zombies have health they can fully regenerate easily. Humans have to hit them relentlessly. That is what we call balance! --Jon Pyre 04:48, 28 March 2006 (BST)
    • Re - You might think barricades are fine, maybe they are.. but: Humans have an easier time finding Z's than vice versa because of those barricades, and it makes it hard for zombies to get their XP. That is a "character development" imbalence, humans level faster than zombies. BTW, welding doors, um you weld shut metal doors you don't want to waste your time barricading.. because they become an impassible steel wall.. so the zombies will never get past it. So buildings with lots of metal doors, you could seal those off, and focus on the "vulnerable" ones, like ones with glass.. for example. --MrAushvitz 21:05, 28 March 2006 (BST)
  3. Kill - Because you are arguing realism with no justification for it Mr Aushvitz (I recognised the stink of you on this even before i checked the history). Also, you categorised the buildings wrongly. --Grim s 04:55, 28 March 2006 (BST)
  4. Kill - Malls, hospitals, and stadiums as 'least vulnerable'? Um, are we playing the same game?
    • Re - As I'd mentioned, buildings NOT on these lists are basically "immune" to this skill's bonus.. that means the armory, towers, police and fire stations, you know the "cement box" buildings that a zombie can't just crash through a wooden door, or a crappy wall, or fence. Least vulnerable, as in "least vulnerable" to this skill's bonuses.. yes the mall is easier to get in than a police station, or the armory. --MrAushvitz 21:05, 28 March 2006 (BST)
  5. Kill - hard: With a vengeance -Banana Bear4 05:14, 28 March 2006 (BST)
  6. Kill - It's the requirement of two consecutive hits which killed it for me.--The General 10:38, 28 March 2006 (BST)
  7. Spam - What crack are you smoking? Waaaaaay too complicated and offbalance. --Cinnibar 13:57, 28 March 2006 (BST)
  8. Spam I agree with Mr. Unsigned Vote. Timid Dan 16:06, 28 March 2006 (BST)
  9. Kill - Look, I see what you're trying to do here. You're trying to make the game more fun for zombies. I respect that. That's good. But as it is, a maxed out zombie can bring 'cades from extremely heavily to secured doors in 50 AP. I've done it! As it stands *right now*, two coordinated zombies can wreak havoc on a safehouse of survivors. Do we want to exacerbate that? --Snikers 17:03, 28 March 2006 (BST)
  10. Keep - As it is now 2 coordinated zombies can only get into a building, once there in they have so few AP they cant get any XP before the barricades go back up and as a result, there are few maxed out zombies. Velkrin 18:54, 28 March 2006 (BST) Fun fact: I did not write that. Another fun fact: MrAushvitz - The history records all. Number 1: You do not remove strikeout that isn't yours unless you're signing your vote which you forgot to do. Number 2: See Number 1. I'll write this off as a misread. Velkrin 23:51, 28 March 2006 (BST)
    • Re - Okay the history records all so, who wrote that then? Plz tell me who the history says wrote it.. so we can all experience "a fullness of joy." MrAushvitz 11:54, 28 March 2006 (BST)
  11. Kill - Um, have you been playing the game recently? Do you know what happened to Fort Creedy? If you don't, I'll enlighten you. I would know, Iwas in the Necrotech building about 5AP away. Zombies swarmed the barricades, took them down incredibly quickly, killed some 80 survivors, and left the rest infected. Fort Creedy still hasn't been retaken. Do zombies really need a skill to help them take down the barricades easier? Swmono 17:35, 28 March 2006 (EST)
  12. Kill -I have a suggestion for you. Try not posting for around a month and maybe after you come back people will try voting keep on your suggestions--Mpaturet 23:48, 28 March 2006 (BST)
  13. Kill - For all the reasons listed above, and be greatful it's not a SPAM. - DavidMalfisto 18:06, 1st April 2006
    • Final Tally - 1 Keep, 8 Kill, 3 Spam - 21:03, 26 May 2006 (BST)

Dirt Nap

Timestamp: 06:30, 28 March 2006 (BST)
Type: Skill
Scope: Zombies
Description: This is a skill that affects AP. If that's all you need to know, vote now.

This skill would go into the "AP Family" of zombie skills, under Lurching Gait, peer with Ankle Grab. A zombie with this skill can go to his/her home cemetery and regain strength for the battle ahead. Arriving in ANY cemetery, a new button "Dirt Nap: costs 10 AP" would appear. The zombie can pay 10 AP (and 10 IP hits, like with syringe manufacture) for the right to stay in the cemetery and build up to a store of 65 AP, at the usual build-up rate of one per 30 minutes. A dirt-napping zombie is visible as a standing zombie and can be attacked, killed, headshot, revived (ending the dirt nap), DNA scanned, entirely as usual. It may speak, attack, stand up if killed, groan, and receive game messages as usual. The dirt nap continues (AP builds up to a max of 65) even if the zombie is killed: only leaving the square or being revived ends the dirt nap, making the zombie unable to regenerate AP until below 50 again.

The zombie's first dirt nap sets that cemetery as the "home cemetery". Dirt napping elsewhere, the first time, has a reduced benefit: the max AP available is only 55, but the new cemetery now becomes the "home cemetery". A zombie can only have one home cemetery at a time - benefiting stay-at-home zombies more than incessant wanderers.

While this lets an attacking horde slaughter longer inside buildings, it is counterbalanced by the necessity of visibly preparing in cemeteries for a long time. If the zombies arrive at the cemetery and hit "dirt nap" on their last AP (going to negative 9) it takes 74 half-hours, a day and a half, for them to reach the 65. Then some of that has to be wasted in travel. For instance, the nearest cemetery to Caiger NE/SE is 5 steps away. If a horde AP out inside Caiger it takes 5 (walk to cemetery) + 10 (dirt nap cost) + 65 = 80 half-hours to build up; then walk back (5 AP) and attack with 60AP, for an extra 10 swings inside. This doesn't take into account headshots; survivor groups might have a reason to patrol cemeteries to slow or weaken high-AP horde attacks.

Similarly, this will change real estate values: even a heavily barricaded building will be crackable, if it's right next door to a cemetery. There are 130 cemeteries in Malton (spelt "cemetAry" on the map). Ironically, there are none in Ridleybank.

Not every zombie will want this skill: it's a "weekend zombie" buff, but a zombie playing every day will get fewer AP's to use per week because of the 10AP penalty. But it will come in handy for those really special occasions when the player knows a day or so early that something really big is going down.

Votes

  1. Keep - Author Vote. Goldenboots 06:30, 28 March 2006 (BST)
  2. Kill Dirt does not act as an energy drink for zombies and 15 extra AP is a whole lot more. --Jon Pyre 07:54, 28 March 2006 (BST)
  3. Kill - Zombie nerf carefully disguised as a zombie buff. A Zombie spends 10ap right away, and he is 10ap down, that means he has five hours to get over the initial payoff, and another three hours before he gets over the headshot hump before he can even start to make progress AP wise, which i really dont like. --Grim s 08:57, 28 March 2006 (BST) (Edit, missed one sentence which rendered half of my comment useless)
    • Re - Grim, cobber, it can't be a nerf to have more options. If this were implemented any zombie could choose NOT TO DO IT at no cost. You think it's a nerf and John Pyre thinks it's too buffy. How do we fine tune that? Goldenboots 16:28, 28 March 2006 (BST)
  4. Kill - I don't like it. Oh, and Grim s has been CNR.--The General 11:25, 28 March 2006 (BST)
  5. Kill - What Jon Pyre said. --Cinnibar 13:59, 28 March 2006 (BST)
  6. Kill - I just don't like it. Home cemetaries and 10 AP costs and blah--Mookiemookie 15:27, 28 March 2006 (BST)
  7. Kill - The whole "home cemetary" thing confused me. Timid Dan 16:08, 28 March 2006 (BST)
    • Re - Benefits work in your home cemetery, which you pick with your first dirt nap. If you move, the first time it doesn't work as well (55 max AP not 65). Then thereafter the new place is your home. Goldenboots 16:28, 28 March 2006 (BST)
  8. KeepA couple of extra AP would hardly effect the game, might give the zombies mall like strong holds--xbehave 17:43, 28 March 2006 (BST)
  9. Keep Only 130 cemetraies in Malton, this boy did his homework! I like the idea of a "home cemetary, and changing your grave costs more AP... technically THIS is the skill that gives zombie mobs that work together, and control an area what they need to "keep" it (if they work together.) I'm sorry guys, it's not too much, your zombie would have to start their "session" from the graveyard, then fan out to the location they're attacking. And zombie hunters would spend a lot of time attacking cemetaries.. I like it! Besides, you can still revive zombies at these graveyards, so it's not like every zombie who tries it will get what they want.. let's look at how survivors will use this. It's all good. Let the cemetaries be the "base of operations" for zombie attacks. Humans have barricaded buildings, malls for supplies, hospitals for healing, etc. zombies have a place of rest, and if you follow the "sacred ground" policy, you'll let them have their peace until they leave it.--MrAushvitz 11:43, 28 March 2006 (BST)
  10. Kill - If you follow the "Sacred Ground" policy, every zambah looking for this extra AP is going to get pig-stuck with a revive needle. That's one reason I'm putting this on the kebob; the other is that zombies do not have a breakroom with warm coffee and snacks. --Undeadinator 20:57, 28 March 2006 (BST)
  11. Kill - I'd like to vote for this suggestion. But giving one side 15 extra AP is a hell of a lot of AP. It's just too much. Dickus Maximus 23:21, 28 March 2006 (BST)
  12. Kill - I agree with Dickus. I'm cool with the zombie breakroom with coffee, but 65 AP is too much, and the implementation here is too complicated. Limit the gain to +5 AP and drop the "home" cemetary stuff and I'm much more inclined to vote to Keep. --Nickaubert 23:50, 28 March 2006 (BST)
  13. Spam - You mess with AP, you get a Spam vote. And 65 AP? What have you been smoking? Think of the Hordes, won't someone please think of the HORDES! - DavidMalfisto 18:09, 1 April 2006
  14. Spam - I'm sorry, but any idea fiddling with AP and involving the word "nap" must be burned. --Cyberbob240CDF 15:33, 8 April 2006
    • Final Tally - 3 Keep, 9 Kill, 2 Spam - 21:01, 26 May 2006 (BST)

Zombie Hunter Classification

Timestamp: 6:52, 28 March 2006 (MST)
Type: New Human Skill
Scope: Hardcore players can show affinity for the living through the "Zombie Hunter" classification
Description: Prerequisite: Level 10

Currently, zombie players are able to take the Brain Rot skill as a sign of the player's affinity for the zombie class. The "Zombie Hunter" classification allows a player to show loyalty to the human class and hatred for zombies. A player who takes the "Zombie Hunter" classification would have that added as a subclassification to Civilian, Scientist, or Military. This would show up in player descriptions. As a consequence, the cost of any zombie skills is raised to 125 XP, due to a desire to return to human state.

Basically, this offers a slight flavor text advantage, along with a disadvantage when acting as a zombie. While Headshot also establishes a player's affinity for the human side, there is no downside to taking Headshot. Human players who take this skill at low levels will have to work harder to gain zombie skills. High level players (who don't really care about XP) get a cool description. Also, many groups can require this as a prerequisite, which demonstrates a player's commitment to the human side.

Votes

  1. Keep - Author Vote. --Theblackgecko 07:55, 28 March 2006 (BST)
  2. Kill - I think I get what your saying, and I like it, but it needs clarification before i'll vote Keep.--The General 10:35, 28 March 2006 (BST)
  3. Kill - Zed skills costing an extra 25XP doesn't look like a real sign of commitment. --mikm W! 14:10, 28 March 2006 (BST)
  4. Kill - Zombies do not need to be harder to play by having their skills cost more. What if the "zombie hunter" changed their mind later? No thanks. --Mookiemookie 15:30, 28 March 2006 (BST)
  5. Kill And I'd point out in zombie movies the slain hunter often makes the most fearsome zombie. --Jon Pyre 16:05, 28 March 2006 (BST)
  6. Kill Just don't see this having any value. Timid Dan 16:08, 28 March 2006 (BST)
  7. Keep Hey hey, the "price" you pay for screwing zombie AP with a kill, sounds fair! MrAushvitz 11:08, 28 March 2006 (BST)
    • Tally - 5 Kill, 2 Keep, 0 Spam/Dupe.--The General 17:49, 28 March 2006 (BST)
  8. Kill - Oh wait, you mean MORE incentive for Headshotting trenchcoats to mrh-cow their way back into life? This hurts Headshotters who want to go to the other side. The fact that we'll get even fewer "weekend zambahs" doesn't help either. Lose. --Undeadinator 20:54, 28 March 2006 (BST)
  9. Kill -What if the high-level player, with all that XP, wants to spend it somewhere? Where else but zombie skills? It's cool to be completly maxed out. --Swmono 19:49, 28 March 2006 (EST)
  10. Kill - Doesn't really add anything to the game. Keep trying though, it's an interesting idea. --Nickaubert 23:56, 28 March 2006 (BST)
  11. Kill - Humans allready have headshot, and this dosn't really add anything. --Porgon 03:18, 29 March 2006 (BST)
    • Final Tally - 2 Keep, 9 Kill, 0 Spam - 21:00, 26 May 2006 (BST)

Pain Killers

Timestamp: 9:12, 28 March 2006 (BST)
Type: New Item
Scope: Survivors
Description: PainKillers are found in Hospitals (14% chance to find) and Mall Drug Stores (20% chance to find and with Bargin Hunting 34%).

PainKillers heal 3HP (This does not change with the First Aid Skill or Surgery skill) and can be used on yourself or other players. Using PainKillers on other players gains you 1 XP, simple.

Votes

  1. Keep - Author Vote. --John Z. Delorean 09:20, 28 March 2006 (BST)
  2. Kill - Not needed - --ramby T--W! - SGP 09:37, 28 March 2006 (BST)
  3. Kill - No-one would use these; FAKs are much better. - Asrathe 10:26, 28 March 2006 (BST)
  4. Kill - So it's basicly a worse FAK?--The General 10:32, 28 March 2006 (BST)
  5. Kill - New ways of doing old things (and doing them crappier) is bad, mmmkay?--Mookiemookie 15:31, 28 March 2006 (BST)
  6. Kill Yay, something new to drop out of my inventory. Timid Dan 16:09, 28 March 2006 (BST)
  7. Keep Holy crap! Thanks to the 2 below votes I went and read the FAK inventory page, my GOD are they ever broken!!!!! So humans get 5 XP every time they use an FAK on another player.. for healing 5 to 15 Life, and possibly removing infection, all for 1 meager AP?!?!?. That's so gaddam stupid it's just broken! I wasn't even aware humans had such a stupidly broken XP gain for diddly squat (uh, hey I like.. helped my buddy, huh huh, 5 XP.. heh heh.. fuck off!) I don't feel stupid, I feel sick. FAK's do too much, how unfair for the zombies, yeah, bring this suggestion into the game, survivors have more than they really deserve, let's make them work for it. MrAushvitz 11:08, 28 March 2006 (BST)
    • Tally - 5 Kill, 2 Keeps, 0 Spam/Dupe.--The General 17:53, 28 March 2006 (BST)
  8. Kill Worse than Faks and they'll make FAKs harder to find, and contrary to Mr. Dumbo, Faks do grant XP for healing others. How do you mess that up? -Banana Bear4 20:49, 28 March 2006 (BST)
  9. Kill - Mere apathy. But out of curiousity, Aushvitz, you have played this game on occasion, right? --Undeadinator 21:15, 28 March 2006 (BST)
  10. Kill - Come back with Painkillers that cause addictions and make you go through 'withdrawl symptoms' and maybe you've got something. -Nubis 22:43, 28 March 2006 (BST)
  11. Keep - I like this idea. Not as useful as a FAK, but some items already have little to no value, so it's hardly unique in that respect. It doesn't change the balance of power, it'd be simple to implement, easy to understand, and it adds a little variety. --Nickaubert 00:05, 29 March 2006 (BST)
  12. Kill - Let me get this straight, you want to nerf the Scientist class by making FAT and Surgery even more useless? And Mr Aushvitz, make a Doctor and see how "easy" it is to level up. DavidMalfisto 18:13, 1 April 2006 (BST)
  13. Kill - What all the other Kill votes said. --Cyberbob240CDF 15:37, 8 April 2006
    • Tally - 10 Kill, 3 Keep, 0 Spam/Dupe. --Cyberbob240CDF 15:40, 8 April 2006

Donation

Timestamp: 16:15, 28 March 2006 (BST)
Type: Donation
Scope: Everyone who donates
Description: Kevan always said he had plans on changing the AP in some form. This is an idea that brings in a little money for some more updates hopefully. For every $5 a user donates (after the first $5 for the IP limit) the user specified character is granted an extra total AP. So instead of the maximum being a 50, the user can have up to 55 AP if they donate $25. The user would only be allowed a max of extra 5 AP.

Votes

  1. Keep - If someone wants to donate $25, more power to them. Timid Dan 16:37, 28 March 2006 (BST)
  2. Kill - Yes for more donations, but dont mess with AP for something as trivial as this. I may be convinced otherwise, though. -- Andrew McM W! 17:08, 28 March 2006 (BST)
    • Re - Fair enough, but what is more practical, donating real money to Kevan for a better server or using imaginary XP? --Cabbage cookies 17:22, 28 March 2006 (BST)
  3. Kill While encouraging donations is good this would push the game away from being free. If everyone with a few hundred extra bucks to spare could get more AP, health, better attacks, etc. this wouldn't be a free game anymore, it'd be a "pay or suck" game. --Jon Pyre 17:41, 28 March 2006 (BST)
  4. Kill - As someone who has donated, I would love this, but on game balance this is simply unfair. I've played too many games where the only way to do well is to pay, it sucks.--The General 17:48, 28 March 2006 (BST)
  5. Kill - do you by anychance work for EA?the ideas ok but i think guying an ingame improvment is just wrong!(saying that i apreciate that kevan isnt EA, but still would rather not have 2 tier gaming)--xbehave 18:04, 28 March 2006 (BST)
  6. Keep Hmm, I'd make it less $ for the same AP bonus (like for your $5 per character you get your "online time" benefit PLUS you get a max AP bonus of 2 for survivors and 5 for zombies. That would make people want to pay $5 for several characters that they love.. (might get $25 from some people, but $10 from most who are willing to slap some $ down. It doesn't overpower their characters, really, just they have more AP to work with, but more $ for server needs. the game ain't totally free to Kevan. I agree, just more "bang" for the buck, as a bonus. Who's gonna spend $50 on UD anyways, to be honest, I've barely spent that on D2 and I bought the 3 part game set. Now that game I've played online for 1000s of hours (wasting my life on occasion.) I'd say a few small donations here and there would be useful, all good. MrAushvitz 11:08, 28 March 2006 (BST)
  7. Keep - There's already a (small) bonus for those who donate. 5 Ap isn't a lot either, but it would be enough of an inducement to donate. 5 AP is not game breaking and not even close to creating a huge gap between those who paid and those who didn't.--Mookiemookie 20:06, 28 March 2006 (BST)
    • Tally - 4 Kills, 3 Keeps, 0 Spam/Dupe.--The General 20:36, 28 March 2006 (BST)
  8. Kill - I paid for my charicters but i think that if they have more AP than other people it would be unfair. plus $25 for 5 AP doesnt make it worth the money.--Deathnut RAF|W! 20:54, 28 March 2006 (BST)
  9. Kill - As mentioned, it's a horrible value. And I don't want to spend money to make my character better (Yes I have paid for my characters). -Nubis 21:19, 28 March 2006 (BST)
  10. Kill, kill, kill, kill. See above kills. Dickus Maximus 23:28, 28 March 2006 (BST)
  11. Kill - In this form, it isn't a donation, it's a bribe. Giving value to those who pay is good, but keep it separate from in-game mechanics. --Nickaubert 00:11, 29 March 2006 (BST)
  12. Keep - Little bit of cash ofr a little more game time sounds reasonable. I doubt an extra 5 AP will turn characters into power houses that are above everyone else, it'll jsut make the game last longer each play time. Though $25 is a bit much.--Zeolahn 19:34, 28 March 2006 (EST)
  13. Kill - But only because $25 is too much. I'd be interested in hearing other suggestions along this line, though. It's such an obvious thing to do that I'm amazed it hasn't happened yet. To the naysayers, I want to point out that 5 extra AP does not give anyone a major edge. You might search a few more times or get an extra collapse on a barricade. In a live combat situation, everything else being equal, the extra AP could tip the scales. But those scenarios are the exceptions, not the rule. --John Ember 02:59, 29 March 2006 (BST)
  14. Kill - Not everyone can donate money to Urban Dead. Unbalanced in favor of rich people. --Lordofnightmares 17:18, 29 March 2006 (BST)
  15. Kill - Play Mechg. Even with a limit on the amout of AP you can get from donating, Mechg's top ten is dominated by those who've spent over $200 on a free internet game. $30 for 5 extra AP is NOT too much. DavidMalfisto 18:18, 1 April 2006 (BST)
  16. Kill - Real world money for in-game power is BAD. --Slicer 15:37, 8 April 2006 (BST)
  17. Kill - Only helps the rich players. --Cyberbob240CDF 15:41, 8 April 2006
    • Final Tally - 4 Keep, 13 Kill, 0 Spam - 20:59, 26 May 2006 (BST)

Scent Of Man

Timestamp: 11:45, 28 March 2006 (GMT)
Type: New Zombie Skill
Scope: Ability to "catch scent" of survivors within buildings which have opened doors
Description: A zombie walks down the streets of Malton, it's only companions are other zombies wandering alone in all other directions. In the far distance... the living dead who have found safehouses smash themselves against the barricades hoping to kill all those inside. But out here, on these distant fringes, where survivors have not allowed themselves to be so easily seen, zombies wander aimlessly, looking, tirelessly, for anything left alive.

This zombie stops, it's head violently jerked to the side.. as it has sensed, no, smelled something.. it stares into a building, with it's dead eyes. A building which has a door.. wide open. The wind blows at the dead things hair, but it does not move, it's expression fixed, very serious, focused on what it smells. It does not move, for some time.. then with an unnatural surge of movement, the dead thing starts for the opened door.. it KNOWS! It knows that inside this building, is MAN FLESH... and whatever unfortunate fools reside within, who were unable to keep their doors closed, certain death is coming! Certain death, pulling back it's lips to reveal dried bloody, and broken teeth. When it finds the meat inside it will let out a feeding groan, so all the undead outside will finally be able to join together again, to remove all living beings from the face of the earth.. finally.. finally.

Scent Of Man

  • Appears under zombie's skill tree just under "Scent Trail", therefore it requires this skill tree to be completed as a prerequisite. This zombie skill has no benefits to your human character.

When outside of any building that has an opened door, your zombie will be able to 'smell' whether or not there are any surviviors inside.

  • This skill is not 100% accurate, only 80% accurate. However, it doesn't cost any AP, and it is an "automatic" test whenever:
a zombie enters a location which is outside a building with an open door
a door is opened to a building that your zombie is standing outside of (including if your zombies opens it)
if your zombie is outside of a building with an opened door, and any survivor just entered that building (by any means including "free running", the movement puts the "scent" in the wind.)
  • The test is only made on buildings with an opened door, and if there are survivors inside it, otherwise it is not even checked (saves on server load.)

Scent Test: Success! Your zombie reads: "You catch the scent of the LIVING inside!"

If you get a number of successes over time (ex. a seige where barricades are downed and doors opened again and again) your character reads ".. and again.. and again" as with any other continued texts.

Scent Test: Failure! You read nothing, and your zombie does not have any information as to what is or is not inside unless you go inside to investigate.


Intentions (not any further game mechanics, ignore if you like)

  • This skill is intended to do one thing: Save zombie's AP by using their sense of smell.
  • A zombie can walk about "inspecting" buildings, with opened doors (or open them by themselves if possible, costing 1 AP.) But this skill will save zombies having to go building to building, opening doors and entering each one that they can, in search of survivors. In short, a zombie's sense of smell does the decision making for it, the zombie moves on, certain there is nothing there, and moves along to other places, in search of a meal.
  • This skill has it's drawbacks, it's not a huge bonus, and only does something every now and again.. however. It does, notify your zombie of some degree of "activity" going on in a building, if the door is open. "Free Running", can be a nuiscance to this skill, your zombie may enter a building, to see a survivor had just left, or only gets one swing before they leave. But it does make "the hunt" more interesting.

Votes

  1. Keep - Author Vote. Saving zombies AP by sniffing out buildings, only every now and again, but hey.. more AP left for attacking barricades and survivors. This is a "zombie scout" skill if you ask me, but used by one who also has feeding groan, then the 2 go hand in hand a bit better. This skill is intended to make getting in and using "feeding groan" easier, making sure you "save" AP by not entering buildings you don't need to so you have AP for buildings that you do. Humans save a LOT of AP from "Free Running", I'd like to save zombies AP by not having to waste time wandering all over Malton for XP. Good question to ask yourself: Would I buy this skill for my zombie? To save AP for my feeding groans?--MrAushvitz 12:25, 28 March 2006 (BST)
  2. Kill A freebie for zombies that isn't even necessary considering the existence of feeding groan. If there are survivors in a building and the door's open you'll hear it. --Jon Pyre 20:23, 28 March 2006 (BST)
  3. Kill No, you can hear groans from outside, thats what makes them great. Also, make a concise suggestion next time. It might have been a decent idea, but its ruined now. -Banana Bear4 20:46, 28 March 2006 (BST)
    • Re I know, that's why this skill goes "hand in hand" with feeding groan. This can save "zombie scouts" the AP of going in and out of buildings they don't even need to waste time entering.. it costs 3 AP to open a door, go in, and go out.. this way 1 AP for the door (sniffs for free) and either enter, or move to another building. The use of this skill does NOT cost any AP, at all. (It's a 'freebie' an automatic test, and, that's why it's not 100%, it's free.. you may get a 'false' scent, not realizing there are people inside.) I know, groans are good, I never implied they were a waste, trying to save zombies AP so they can get in and groan all they like. Why would I ruin a suggestion I want to see included in the game?--MrAushvitz 13:23, 28 March 2006 (BST)
    • Re Groans are not a waste of anything. They are a great way to form impromptu hordes and help other zeds. So far you've replied to every vote on this suggestion. You might think about toning it down a bit. -Banana Bear4 20:56, 28 March 2006 (BST)
  4. Kill I was tempted to put "TL;DR" but decided not to. Now I wish I had. Why would I spend an extra AP to find out something I could easily find out by spending that same AP to walk inside and start eating? It doesn't save me anything because A) its not 100% accurate, and B) if I do smell something inside, I have to spend ANOTHER AP to actually walk inside A case of TL;DR indeed. After doing so more carefully and seeing some points that I had missed due to the excessive length of this, I don't care enough for this either way to vote--Mookiemookie 20:58, 28 March 2006 (BST)
  5. Kill - In the current state of the game, if you're outside a building with open doors, it's because you followed a groan to it or are metagaming in a horde. So there's no real use for said skill. -Nubis 21:12, 28 March 2006 (BST)
  6. Keep - In the current state of the game, I have a feral who goes wandering around and runs across open doors w/o metagaming or following feeding groans all the time. Honestly, I don't understand the reasoning behind any of the kill votes on this suggestion - they're seemingly random, with little connection to the suggestion. Hopefully the author hasn't been making drastice edits after it's up for vote... Also, I rather like the intro flavor text. --Reverend Loki 21:39, 28 March 2006 (BST)
    • Re My only edits were I cut down on my "re" use. Using bold on my vote, and replies, and the suggestion itself so people who weren't reading "key" areas could see that 1st. Not a single changed word in my suggestion (cuz that's a big no no!) Yeah, the flavour text was a "big sell" on my part. --MrAushvitz 13:23, 28 March 2006 (BST)
  7. Kill - Too minor to bother with. Even in rare cases where it's most useful - areas under heavy attack with multiple open buildings - it's only going to save a handful of AP. --Sindai 23:26, 28 March 2006 (BST)
  8. Kill - Clean it up and resubmit it later. Dickus Maximus 23:35, 28 March 2006 (BST)
  9. Kill -Almost MrAushvitz. Almost Seriously though my main reasons for a kill are uselessness and server load--Mpaturet 23:53, 28 March 2006 (BST)
  10. Keep - What exactly is wrong with this? I know I'd use it from time to time. Wow, I think this is the first Aushvitz suggestion I've voted keep on. Getting better MrA. --Pinpoint 01:32, 29 March 2006 (BST)
  11. Keep - Useful at times, harmless at others. Helpful in a way feeding groan isn't. The suggestion itself took way too long to read, however. Omit needles words. I almost didn't vote because I didn't feel like reading all that. --Dickie Fux 01:50, 29 March 2006 (BST)
  12. Kill - Skills which have the same effect as X ray vision are horrible. People actually hide in open doored buildings occasionally, and you have a 50/50 chance of getting away with it too. This would remove calculated risks such as this from the game making it a far more boring place. --Grim s 03:51, 29 March 2006 (BST)
  13. Kill - There's no such thing as a free lunch. Make it 100% and cost 1 AP. Zs still save AP as they don't have to enter then leave an empty building. DavidMalfisto 18:24, 1 April 2006 (GMT)
  14. Keep - I like the idea, but the changes proposed by DavidMalfisto are definitely worth including. --Cyberbob240CDF 15:43, 8 April 2006
    • Final Tally - 5 Keep, 8 Kill, 0 Spam - 20:58, 26 May 2006 (BST)

Bloodbath

Timestamp: 16:15, 28 March 2006 (GMT)
Type: New Zombie Skill
Scope: Bonus XP to zombies who: "infect" multiple survivors, destroying barricades, etc
Description: Gommorrah slammed through the pathetic wooden barricades, followed by his undead brothers. Those trapped in the flesh of men made noises with their boom-sticks, but they were nothing before this mighty onslaught. Soon, those survivors were bleeding all over the walls, until they were finally stilled, and the feasting began. At last, those worthless souls trapped in the flesh of men would leave, and more worthy ones could enter this flesh, through it's newly created openings. Now using it for a stronger, more pure purpouse.... destruction.


Bloodbath

  • Appears under zombie's skill tree just under "Ankle Grab"; therefore it requires the "Lurching Gait" & "Ankle Grab" skill tree to be completed as a prerequisite. This zombie skill has no benefits to your human character.

Your zombie has a variety of methods of picking up bonus XP: by spreading infection, and contributing to the deaths of human survivors.


*List Of Bonus XP Gains:

  • 1. Every time your zombie infects a survivor, +1 XP, only once per survivor. (If they remove infection with an FAK, you don't get any further XP from this survivor for 24 hours. Computer keeps a "temporary record" of all you've infected, wipes it away after each 24 hours.)
  • 2. Every time your zombie succeeds in killing a survivor with their bare hands (killing damage to a survivor was by claw) +2 XP.
  • 3. Every time your zombie has brought down 7 "levels" in total, of barricades +3 XP (Hidden "level count" on your character, it carries over each time you play, every 7 levels of damage: you gain 3 XP and your zombie's "count" resets to 0.)
  • 4. Every time your zombie enters a building that contains at least 10 survivors +4 XP. (Bonus only applies once per building, per 24 hours.) This "fearless" bonus is for going after the "toughest" and "most defended" of safehouses! It is also an incentive for "zombie swarms" to rush in together en masse.. to get all that XP as a group! Human survivors have a "responsibility" to prevent this from happening, if they can.. major zombie victories are BAD for survivors!)


Reasons for these XP bonuses (no further game mechanics, just explanations, skip if you wish)

  • Zombies can't simply gain 5 XP by using an FAK on a fellow survivor for just 1 AP (for starts.)
  • A zombie's skills' progression is much, MUCH slower (because finding and killing survivors tends to be a slower process.)
  • Zombie's don't have any skills even close to "Free Running" for assisting their movements, and/or defense capabilities.
  • Zombies can be headshot (which, to a newbie zombie who doesn't have the XP to even buy Ankle Grab, is a very frustrating time 10 AP per "stand", until they can purchase it, after spending 200 hard earned XP. This skill, amungst other things is a "payback" to zombies for all those hard times.)
  • Zombies are almost always found outside, very easy to come by, and to get away from if nessesary.
  • Zombies have to work hard to "crack the nut" of a survivor safehouse, usually only helping other zombies in the process when they're out of AP. Zombie "mob" tactics should have a benefit to "all" in the mob, in one manner or another.
  • These bonuses are pretty meager, compared to the ease of human XP gain capabilities, and are hardly unbalancing.. BUT zombies will be able to get them! That will speed up the "effctiveness" and continued gameplay of "newer" zombie characters.. and will contribute to cutting down on the need for zombies to "attack one another" just to get the XP to get the skills they need (doesn't make sense, zombies beating on one another in the street, does it?)

*Last but not least, these bonuses are all applied under 1 zombie skill. But, this skill is not available to level 1 zombies. So they do have to "earn" at least 300 XP to buy "lurching gait", "ankle grab", and this skill before they get all of the XP bonuses thereafter. These bonuses "could" have been suggested under 2 seperate skills, one for "newbies" & one for "mid" levels. However, this is much simpler, easier to understand, and requires skills that "make sense." Your zombie needs lurching gait to really appreciate the path of carnage, and the speed required. And being headshot at least half a dozen times, enough to buy "ankle grab" has made the zombie even more mean, agressive, and brutal.

Votes

  1. Keep - Author Vote. Believe it or not, it has come to my attention that FAKs give 5 XP just for using them on another survivor, that is a very broken "freebie" for survivors. That stacked with all of the zombie XP limitations, seems to make their progress very slow and frustrating. We'd like to see more zombies beating on survivors for XP, rather than one another, players may do so if they wish, but they shouldn't HAVE to. But they will, if there's an in game benefit to doing so. Zombies are slow, yes, but their XP progression doesn't have to be. Human survivors, with the right skills, can just sit there, search for FAK's and "play doctor" for weeks on end in a hospital or mall safehouse to level all they need, it's not very fair, or balanced that zombies have nothing even close to this. --MrAushvitz 16:55, 28 March 2006 (BST)
  2. Kill - I have several issues with this, but I'll focus on just one. Next time you are going to make a suggestion this long, imagine a flaming skeleton bursting out of the suggestion page and shouting Too Long several times until you edit it and cut out the flavor text. Also are you saying that zombies should get twelve extra xp for kills? and not just the regular ten? or did you mean they'd get two instead of the usual ten? - Banana Bear4 23:58, 28 March 2006 (BST)
    • RE - These bonuses would stack on top of other XP bonuses, such as for the kill. So (+10)+(+2)=+12, yes you were correct the first time. I never suggested they would replace any other bonuses, just add to them. The reason I'd put +2 for the "throat slash" is I read under "bite" that it already does a lot (4 things listed, one of which was infection) so not much is needed to "add" to that, per se. So, I put 1 XP for spreading infection (bites, currently), and +2 XP for clawing someone to death (the "throat slash".) You'd have to puy this skill 1st, but then again, you could bite surviviors A, B then C.. and die later knowing your zombie got 3 bonus XP for infecting 3 people.. that's fun! --MrAushvitz 16:55, 28 March 2006 (BST)
  3. Kill - Zombies' claws make 1.5 XP/AP even before Tangling Grasp and bonus kill XP. -LtMile 00:09, 29 March 2006 (BST)
  4. Kill Temporary records suck for the server and zombies shouldn't get xp for attacking barricades or entering buildings because then they have less incentive to attack survivors. --Jon Pyre 00:15, 29 March 2006 (BST)
    • RE - 3 XP for 7 levels of damage to a barricade, or 4 XP for entering an insanely dangerous survivor safehouse isn't more XP than one gets for beating on survivors.. it's just one way to get some XP for a whole day's work, or for those about to die.. lol. --MrAushvitz 16:55, 28 March 2006 (BST)
  5. Kill - A skill that gives extra XP? Not necessary and doesn't add any value to the game. --Nickaubert 00:19, 29 March 2006 (BST)
  6. Kill - Some parts are good (infection bonus XP) some aren't. However, I think that if zombies are going to have extra XP sources, they shouldn't have to buy a skill for them. That just doesn't make any sense. --Sindai 00:27, 29 March 2006 (BST)
  7. Kill - I like the idea of getting XP from barricades, but not this one. The rest of those I just don't like. As for the length, I thought it was fine. It explained what it needed to, and didn't go overboard. The flavor text was nice, too. --Pinpoint 01:41, 29 March 2006 (BST)
  8. Kill - But you are going in the right direction. A zombie should get 1 XP for infecting and (if the barricade smashing rate stays the same) should get XP for smashing barricades. Clean it up, make it shorter, and resubmit it. Dickus Maximus 03:02, 29 March 2006 (BST)
  9. Kill - Sweet Jesus. See above. See just about every post above - DavidMalfisto 18:25, 1 April 2006 (BST)
    • Final Tally - 1 Keep, 8 Kill, 0 Spam - 20:58, 26 May 2006 (BST)

Revivification Modification

Timestamp: 22:21 March 28, 2006 (GMT)
Type: balance change
Scope: survivors
Description: Ok this happened to me yesterday and really annoyed me. I had spent three days shambling around town trying to find an active revive point and I finally found one and then after another two days of waiting around until someone jammed me with a syringe and I was happy to log in to find out that I was on my way to being human. Here is the problem though; at some point I was bitten with an infectious bite as a zombie. I have to say that after 5 days of hunting and waiting to get revived to be turned back into a zombie because someone got me with an infectious bite which the revive did not clear up is ridiculous. Considering the kind of drugs we're talking about to cure you of the zombie disease, should it not also clear out the variant which will slowly convert you? Or for that matter how do you infectious bite a zombie infecting it with a disease it already has? This just seems like a small thing that really makes sense.

Votes
Votes here

  1. Keep - Author Vote. - I gave my reasons in the description, I really just think it would make sense for reviving to clear out the affect of infectious bite. -Heinrich Raener 22:31, 28 March 2006 (GMT)
  2. Spam - Gee, let's nerf infectious bite! Its lingering effects are part of its purpose, making it harder for a revived survivor to get to safety without proper planning. --TheTeeHeeMonster 01:40, 29 March 2006 (BST)
  3. Keep - I'd have to agree with you on this one. When I submitted a prior idea for increasing "levels" of infection, with that I also submitted the idea of when you're revived, you're cured (for balance.) Dying again and again because you don't have a stupid FAK on hand at the same time you get revived is even more annoying then being a low level zombie. It's a huge pain in the ass, and not nessesary. I say you get revived, it removes all traces of infection as a result of removing the virus (or whatever causes it)! Players who've experienced what it's like to "die slowly" while you're searching for 1 count 'em 1 FAK to save you did not have a good time. --MrAushvitz 17:55, 28 March 2006 (BST)
  4. Spam - What TeeHeeMonster said. Goes against one of the basic concepts of infectious bite. --Pinpoint 01:47, 29 March 2006 (BST)
  5. Spam If this was implemented then high level zombies would have little reason to bite if they were going to make the kill. Stop whining.--Mpaturet 01:58, 29 March 2006 (BST)
    • Re: I don't see how it nerfs high level zombie kills, seems more like balancing the hours of putting themselves at risk that techs have to do now.
  6. Spam - Again: what TeeHeeMonster said. (Besides: chances are good you'll be able to find a hospital within the given number of moves if you check a map.) — g026r 02:44, 29 March 2006 (BST)
  7. Spam - This is the way infectious bite is meant to work. Zombies just got a bit of love, and now you want to kick them in the crotch. --Mookiemookie 02:52, 29 March 2006 (BST)
  8. Kill - Just carry around a FAK like a normal survivor. Velkrin 03:18, 29 March 2006 (BST)
    • re: Thats a wonderful suggestion, I wonder why I hadn't thought of that. Oh yeah the fucking item drop gave me guns and no faks and thus I'm screwed into being a zombie again?
  9. Spam - No nerfing zombie skills. --Cinnibar 05:21, 29 March 2006 (BST)
  10. Spam - No nerfing at all --Lordofnightmares 17:21, 29 March 2006 (BST)
  11. Kill - Who says that an infected bite is "infected" with Zombism? Seeing as you become Undead from jumping out windows and being shot, it's totally possible that the "infection" is just a simple poison or acid. DavidMalfisto 18:29, 1 April 2006 (BST)
  12. Spam - Soooo many possible reasons. My main problem with this is that Infectious Bite would be almost totally useless. Also, only the stupidest don't carry at least 1 FAK around with them. --Cyberbob240CDF 15:53, 8 April 2006 (BST)
    • Tally - 2 Keep, 2 Kill, 8 Spam - 04:49, 13 April 2006 (BST)