Suggestions/28th-Nov-2005

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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.
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28th November, 2005

VOTING ENDED: 12th-Dec-2005

Interrogate

Timestamp: 00:08, 28 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: Allows a Survivor to see the last four kills another Survivor has made and possibly what items they are carrying. This allows Pkers to be identified sometimes.

Votes

  • Kill How do you know they weren't PKing zombie spies? Or PKers? All these suggestions seem to be proposing things to help stamp out PKers, when in fact its a part of the game. --Zaruthustra 02:02, 28 Nov 2005 (GMT)
  • Kill - The only benefit of this is to identify PKers, which most of the people playing the game don't care about. --Dickie Fux 03:43, 28 Nov 2005 (GMT)
  • Kill - but i definitely like that it would add to RP value and the paranoia that people feel when they suspect a zombie spy is in their safe house. --DarkExcalibur42 10:42, 28 Nov 2005 (GMT)
  • Kill now, this isen't allways the case, but i think when you see a guy named poopthrower, yea. shoot on sight, let god sort em out, not this skill.--Spellbinder 02:13, 29 Nov 2005 (GMT)
  • Kill -- Or bounty hunting? --Nov 23:58, 29 Nov 2005 (GMT)
  • Kill -- If PKing is a problem simply don't allow XP for it. --Pesatyel 06:33, 30 Nov 2005 (GMT).

Flee In Terror

Timestamp: 00:28, 28 Nov 2005 (GMT)
Type: Skill
Scope: Cowardly survivors
Description: Civilian skill. Costs X AP to use (X could be either user-selected or fixed, see below). You run through the city in panic and end up in a random spot within 2X spaces of your initial position. On average this will move you about 1.4x as far as normal movement, but you can't pick the direction and there's always the risk of ending up in a horde of zombies or right back where you started, minus precious APs. Allowing 1-AP uses would make it tactically useful, giving you a 16/25 chance of getting out of sight of an enemy in the same square; because it happens in one move, it would give you a good chance to shake an active user who's chasing you. A 5-AP use would allow players to explore more territory per click, and the random element could make things fun, but probably wouldn't offer much tactical advantage. It would also improve the AP-per-server-hit ratio. Edit to add: No, it's not a very powerful skill. It's not intended to be; mostly it's a RP/flavour touch, with a minor tactical advantage in some situations.

Votes

  • Keep - Author's vote. Preferably with variable AP use (either by pulldown or entering number in a box). --William Gordon 00:28, 28 Nov 2005 (GMT)
  • Kill - Random movement=bad. It isn't like walking at a cost of 1AP a square is expensive. --Jon Pyre 00:44, 28 Nov 2005 (GMT)
  • Kill - Wouldn't really help the server since it would have to do all the gobledeegook of figuring out where you would run to. No significant net effect. I honestly don't think people are going to spend one less AP to maybe get away kinda when they can spend 2 and always get away. I find nothing about this skill that warrants taking precious coding time for it. --Zaruthustra 01:46, 28 Nov 2005 (GMT)
    • Re: Gobbledegook? Xcoord = random integer between max(0,Xcoord-2*AP_spent) and min(99,Xcoord+2*AP_spent), similarly for Ycoord, shouldn't be terribly demanding either in coding or server load. --William Gordon 03:18, 28 Nov 2005 (GMT)
  • Keep - It makes sence from a RPing point of view and the ability to dodge in 1 click from the view of a chasing preditor (pker or zed) is a good thing - I think 2 moves in a random direction would be good enough though. 2 moves that cost mabee 3 ap noting that you used alot more effort than was needed just to get away.--LS 21:09, 27 Nov 2005 (GMT-5)
  • Kill - Sorry Bill, but I really don't see any advantage in this other than just going to a random spot. It seems kind of bad. --ThunderJoe 03:32, 28 Nov 2005 (GMT)
  • Kill - This would only be useful against a live attacker, or a zombie with Scent. Neither happens often enough to make this necessary. --Dickie Fux 03:45, 28 Nov 2005 (GMT)
  • Kill i have reasons, but the main one is: i can. --Spellbinder 02:14, 29 Nov 2005 (GMT)
  • Kill -- The last thing I'd want is to have the computer put my character outside when I run out of AP, or worse when the server is flakey. --Nov 00:00, 30 Nov 2005 (GMT)
  • Kill -- While it sounds interesting RP wise, I don't think anyone would appreciate the lack of control. --Pesatyel 06:35, 30 Nov 2005 (GMT).
  • Keep -- I like this! People who don't like the randomness don't have to buy or use the skill, yo. --MoonLayHidden 06:36, 2 Dec 2005 (GMT)
  • Kill - Not worth the code. --Drakkenmaw 09:12, 10 Dec 2005 (GMT)

In-Game Refresh

Duplicate of Refresh Button. --Dickie Fux 03:25, 28 Nov 2005 (GMT)

Crucifix

This suggestion was Spaminated at 04:05, 28 Nov 2005 (GMT) due to horribly broken mechanics, incoherence, bad flavor. - Zaruthustra


Flashbacks

Timestamp: 02:54, 28 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: This would be a subskill of memories of life. When taken the zombie gains faint memories of their previous life in Malton, and can now remember major landmarks. The game will give directions to all 4 square buildings within the same suburburb as the zombie. This will help zombies gather into large hunting hordes, increasing their lethality when sieging malls, mansions, armories, and cathedrals.

Votes

  • Kill -Sorry, but this just isn't useful.--Milo 03:00, 28 Nov 2005 (GMT)
  • Kill -How can a zombie remember landmarks when a person doesn't get the same sense when they are alive? --Arcos 03:09, 28 Nov 2005 (GMT)
  • Kill - I am going with Arcos on this one. Why would a zombie remember something from the living that the living can't remeber? Just think about what I said. It will come to you eventually. Like the joke about the 10 inch pianist. --ThunderJoe 03:35, 28 Nov 2005 (GMT)
    • RE: I was thinking much like dickie was. Humans might know where the mall is, but they also have lots of other things to focus on. Zombies however are just working off primordial flashbacks that would compel them to go towards the mall. I'll admit it does beg the question as to why humans can't navigate but its kind of a nitpick that would hinder what I believe would be a good zombie mechanic. This was inspired by old genre horror movies. --Zaruthustra 04:11, 28 Nov 2005 (GMT)
  • Keep - This would simulate the way zombies are portrayed in movies swarming to malls and human-filled buildings, leading to more fighting between humans and zombies, which is the whole point of the game. If the coding isn't complicated, this is a really nice addition. --Dickie Fux 03:50, 28 Nov 2005 (GMT)
    • Re - Flashbacks, eh? Well, It was a dark and stormy night... --Andrew McM 14:32, 28 Nov 2005 (GMT) original author responses only
  • Kill -- There's the offline map... --Nov 00:01, 30 Nov 2005 (GMT)

Remove Newspapers

After this suggestion was discovered to be a duplicate of Eliminate Newspapers and in possession of three Spam votes, our special Spamination squad was called in to remove the suggestion. The squad successfully eliminated the duplicate suggestion within 10 minutes of being called out. - KingRaptor 12:05, 28 Nov 2005 (GMT)


Flame Thrower

Removed due to duplicated suggestion. see here

Edit: heh, my vote got quoted on the original flamethrower idea, cool.


Fort Overhaul

Timestamp: 04:41, 28 Nov 2005 (GMT)
Type: Building modification
Scope: Forts (Perryn and Creedy)
Description: First, all 9 squares in the fort will be fenced. Clip with wirecutters to enter.

Second, it doesn't make sense to have a military base with only one building (an Armory) in it. What happened to all the other facilities? There should be three additional buildings surrounding the armory:

  • Infirmary - Equivalent of a hospital, but without the newspapers.
  • Barracks - Empty sturcture, unless someone has ideas for items in it.
  • Storage Building - (might need name change) Contains fuel cans, generators and flares.

The other five squares will remain empty.

Last, the search odds of the Armory should be increased by 25% (like a Gun Store with Bargain Hunting, except it's cluttered by flares and flak jackets).

Votes

  • Keep - Voted for own suggestion. - KingRaptor 05:27, 28 Nov 2005 (GMT)
  • Keep agreed -- P0p0 05:46, 28 Nov 2005 (GMT)
  • Keep - --Zeek 07:14, 28 Nov 2005 (GMT)
  • Kill- This is basically saying that all forts should be malls. Not a good idea. --Vellin 09:59, 28 Nov 2005 (GMT)
  • Keep - No... it's saying that forts should be self-sufficient military bases. Plus, they're still a HUGE zombie target and offer little benefit --DarkExcalibur42 10:14, 28 Nov 2005 (GMT)
  • Kill - Although it's a good idea, I think at this point in the game, it's too late to implement. How would you add those locations to the current map? How would forts grow fencing? --Shadowstar 11:19, 28 Nov 2005 (GMT)
  • Keep - It is easy to justify, and doesn't appear hard to implement, though I'm not in favour of creating a new special item list for the infirmary.
    • Re: - They sprout from the ground, duh!
Seriously though, if we can have generators and phone masts suddenly appear, I figure we can also create whole buildings. This explanation is a bit of a stretch, but: let's assume that the buildings were there next to the armory, but were sealed shut from the inside, therfore there was no way to get in. As a result, they were ignored by both zombies and survivors. However, recently a survivor was able to get in through a ventilation shaft and unlock the buildings.
Anyways, Forts need fixing. - KingRaptor 12:38, 28 Nov 2005 (GMT)
  • Kill I agree the Fort needs a new shine, but this just doesn't feel like it. Keep thinking on it. (btw Storage= Supply)--bbrraaiinnss 014:40, 28 Nov 2005 (GMT)
  • Keep - I had an idea for a fort appearance overhaul. It was designed to be easily incorperated into ideas such as these. [[1]] --Andrew McM 14:40, 28 Nov 2005 (GMT)
  • Kill - Fort != mall. I feel like people are just thinking, "hey, what suggestions would just make the game easier for me". --Zaruthustra 15:25, 28 Nov 2005 (GMT)
  • Keep - Actual real life forts aren't just ammo dumps. This would inject a little more realism, and make the forts more worthwhile to defend for either side. --Truant 16:02, 28 Nov 2005 (GMT)
  • KEEP - this is more realistic. --Deathnut 17:38, 28 Nov 2005 (GMT)
    • Re - Tcha! Isn't it obvious? Malls have always been better at defence than Forts. Thats why the millitary has a 'shopping area defence sceme'. At the first sign of trouble they leave their nasty, draughty forts and rush to the malls, where there are corndogs and suchlike. Besides, Malls sure as hell aren't safe- look at Caiger Mall- both sides have worked themselves up to a big, frothy stalemate. --Andrew McM 17:40, 28 Nov 2005 (GMT)
  • Keep - I'm not sure about the chance of finding things; but everything else is just peachy. Would give incentives for survivors to defend forts, and conversely, zombies to attack them. Riktar 23:05, 28 Nov 2005 (GMT)
  • Keep - I find the fact that the armed forces have a base that is less secure than a shopping mall somewhat appalling and frightening. Damn budget cuts, eh? --TheTeeHeeMonster 23:46, 28 Nov 2005 (GMT)
  • Keep - Forts are in need of a power boost. Right now a mall is much better, and there are more malls around than there are forts. --Osric Krueger
  • Keep - Forts have the name "forts" for something. They do need a boost in this game. Eddo36 06:15, 29 Nov 2005 (GMT)
  • Keep - Don't improve search chacnes too much, otherwise the Fort will be too powerful, but give it a reason to exist. The Fort, as it stands, serves very little, if any purpose, other than to draw newbies into certain death. This version may or may not be the answer, but some revision and reimagining could make the Fort worthwhile. Just to exapnd on this, it would make Forts desirable, and make the siege of the fort more dynamic than the boring mall fights. If out of 9 blocks only the Infirmary offers Medkits, and only the Armory offers ammunition, and only supply offers other items, you end up having dynamic sieges where specific squares have to be sieged and taken and retaken.--S Kruger
  • Kill - I hate continuity-breaking map edits. If you're going to create buildings on the map, you should force the survivors to somehow build them. --Drakkenmaw 09:16, 10 Dec 2005 (GMT)
  • Keep - great idea. the make the forts actual forts instead of the empty wastelands they are now. does break continuity, but its worth it.--Firemanstan 04:43, 11 Dec 2005 (GMT)
  • Keep - No comment. --Squashua 03:30, 12 Dec 2005 (GMT)
  • Keep - great idea. --Mr. Mcdoogles 03:42, 12 Dec 2005 (GMT)
  • Keep - I don't think the search odds should be increased that much (if at all, semi-ambivalent) but otherwise a great idea. Anyone who thinks this would simeply be making the game easier for someone is missing two points; 1) realism and 2) there are only two forts. Takes a lot of travel for many characters to get there. --Thelabrat 08:48, 12 Dec 2005 (GMT)
  • Keep - It makes no sense why Malls would be easier to defend than a Fort. Something should be done. --ScottyBones 08:59, 12 Dec 2005 (GMT)

Search Odds Increase as Player Continues to Search in a Building

Timestamp: 07:52, 28 Nov 2005 (GMT)
Type: Improvement
Scope: Survivors
Description: Make search odds increase little by little as a player continues to search in a building until the player finds something. The search odds then reset.

Votes

  • Keep - makes sense. after you've started searching a place, you'd know your way around and do better in each consecutive search. depends on how much search odds increase though... --DarkExcalibur42 10:44, 28 Nov 2005 (GMT)
  • Kill - It's my understanding that snowballing stats like this are difficult to program and increase server load. If search odds are too low, just suggest a flat increase, detailing which buildings and which items. --Dickie Fux 15:25, 28 Nov 2005 (GMT)
  • Kill - Its fine how it is anyways. Statistics already create an exponentially increasing chance to find something as you keep searching, we dont need to engineer it to be automatic. --Zaruthustra 15:28, 28 Nov 2005 (GMT)
    • Re - I don't think that means what you think it means. In flipping a coin, the odds that you will flip a head do not increase for every tail you throw. The only thing that makes it more likely is the law of averages, which is not the same as increasing odds. --Truant 15:44, 28 Nov 2005 (GMT)
  • Kill - Searching should not be easier - it's designed to be an AP sink. --LouisB3 17:50, 28 Nov 2005 (GMT)
  • Kill - Seriously people, this is a bad idea. See Suggestion Dos and Donts, Keep It Simple Part 2 for the reasons why. In short: server-killer. Just, no. Bentley Foss 21:50, 28 Nov 2005 (GMT)
  • Keep - Are people just shouting "server-killer" because it's a new fad or something or are they truly uncapable of thinking Kevan could find a way to implement this? It's a good idea, and "server-killer" just isn't a good enough reason to shoot it down without further evidence. Riktar 23:08, 28 Nov 2005 (GMT)
  • Kill stacking combo bonus ideas SUCK! didn't you get the memo?--Spellbinder 02:03, 29 Nov 2005 (GMT)
  • Kill -- vague. state your %age increase and show the maths. --Nov 00:03, 30 Nov 2005 (GMT)
  • Kill -- It's unnecessary. Complicates the game and requires coding work for no good reason. --Biscuit 05:42, 30 Nov 2005 (GMT)
  • Kill - Compounding percentages sucks for attacking, searching, and everything else. It's a percentage chance, and a set percentage. This would raise that percentage immensely. --Drakkenmaw 09:18, 10 Dec 2005 (GMT)
  • Keep - this can work, but the percentages would have to increase only a small amount and stop at a certain point, somethin like you increase one percent findin somethin every search for 5 times, after which point it stops increasing. --Mr. Mcdoogles 03:47, 12 Dec 2005 (GMT)

Sense Prey (Revised)

Timestamp: 08:07, 28 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: I took the votes I got on my earlier suggestion of Sense Prey into consideration and changed the percentages. For those of you just tuning in here's how it would work: Zombies that take the skill have the ability to "listen" when outside a building for 1 AP. For every person inside the building they have a 1% chance of receiving this message: "You hear something inside." This would make it easier for zombies to find large safehouses (which with their large crowds should be making plenty of noise) while not seriously imperiling small groups or individual suvivors. Remember, not everyone takes shelter in a police station or hospital and there are suburbs full of empty barricaded buildings. Since the skill requires AP to use zombies would need to conserve its use only for buildings they already suspect are heavily occupied, and then they'd want to spend a few turns listening to make sure they aren't missing it. It's only fair: if you have a mob of people in a building they're going to make a racket. It makes a logical tradeoff. More people means more barricading, healing and defense, but less stealth.

Votes

  • Keep - Would be a neat way for zombies to locate safehouses, and encourage survivors to spread out instead of bunching up. The chance seems kinda low though. Maybe 2% per person? - KingRaptor 08:21, 28 Nov 2005 (GMT)
  • Keep - Even though being a human myself I think it is only right, I would like some flavour though, maybe depending on the size you could have the zombie here. "You hear a little shuffling inside" to with more people "You hear some noise inside and with alot of people inside "You hear a lot of Shufflinf inside and some noises" It shuold also account for zombies in the building too.--Fullemtaled 08:59, 28 Nov 2005 (GMT)
  • Keep - maybe it'd reduce the number of zombie spies... --DarkExcalibur42 10:46, 28 Nov 2005 (GMT)
  • Keep - Good idea. Oh, and I don't think 1% is too low. I've seen a number of buildings where there's more than 100 people inside, which gives the zombie listening a 100% chance to hear something. --Shadowstar 11:21, 28 Nov 2005 (GMT)
  • KeepI can dig it. Although I cant recall the last time I broke down a barricade and found it empty.--bbrraaiinnsas 14:45, 28 Nov 2005 (GMT)
  • Kill - 1% is too low. I don't think it would be worth the AP. Although there are buildings with nearly 100 people in them, most are probably twenty or less. --Dickie Fux 15:29, 28 Nov 2005 (GMT)
  • Kill No. No, no, no, no, no. Zeds shouldn't be able to listen in to safe houses. They already know where the major places are (which most people DO sit inside) and they already have scent trail for this. The entire idea of safe houses is that you can hide from zombies--Zaruthustra 15:34, 28 Nov 2005 (GMT)
  • Keep With 1% chance, small groups of survivors would be quite safe. I like the idea that huge crowds would make noise. Brizth 15:41, 28 Nov 2005 (GMT)
  • Keep - As a survivor, this idea doesn't sound all that bad. Maybe even with a slight increase in the percentages. As it is, the simple strategy of distributed defenses easily blunts any coordinated zombie offensive. At least, too effectively. Riktar 23:11, 28 Nov 2005 (GMT)
  • Keep - This is a great way of increasing zombie numbers without making them over powered. Note - I play as a survivor. Jedaz 03:43, 29 Nov 2005 (GMT)
  • Keep - If this makes it to the peered review board please note that some wanted the percent to be higher and some were ok with where it was at. --Matthew-Stewart 08:03, 29 Nov 2005 (GMT)
  • Keep - This is just so sensible. Small groups quiet, large groups noisy.--WibbleBRAINS 18:27, 29 Nov 2005 (GMT)
  • Kill -- Why? Most zombies know survivors hide out in malls, pds, hospitals, etc. --Nov 00:04, 30 Nov 2005 (GMT)
  • Kill -- As he said, it's pointless. If it's a PD, mall, hospital, there *are* people inside. If there's any question, there's probably less than 5 people if any, and so the chance isn't worth the AP. SO, since it's totally unnecessary, and requires a)coding time and b) a UI change, this is a bad idea! --Biscuit 05:45, 30 Nov 2005 (GMT)
  • Keep -- It's a simple ROLE-PLAYING ability. *I* as a player may know survivors hide in malls, etc. but a zombie wouldn't. A zombie WOULD be attracted to the sounds of a lot of people in a building however. --Pesatyel 06:43, 30 Nov 2005 (GMT).
  • Kill - Is breaking into an empty building REALLY that painful? --Drakkenmaw 09:20, 10 Dec 2005 (GMT)
    • RE - Yes. phungus420 original author responses only
  • Keep - I am pretty much against all these sent pray ideas that come across here. But the way this is suggested it makes sense, as it would only work to find large safehouses, and it costs the zombie AP to use it. The fact that it is a 1% chance per survivor is the only reason I am voting keep, if it was any higher, I would vote to kill. -phungus420 1522, 11Dec05 (GMT)
  • Keep - No comment. --Squashua 03:32, 12 Dec 2005 (GMT)
  • Keep - great RP idea, makes sense, and the percentage is up for kevin to decide but id say one to two would be fine. --Mr. Mcdoogles 03:52, 12 Dec 2005 (GMT)
  • Keep - Great roleplaying element, realistic percentage, and we all know that a huge rule in zombie survival lore is not to clump in too large of groups. This would add that element of "realism" into the game. --Thelabrat 08:54, 12 Dec 2005 (GMT)
  • Keep - Great idea. Makes alot of sense. Plus 1% per person isn't that much. It would take 30 people or more in a safehouse to make this skill worth using anyway. You still need to bust down the barricades! Who wants to spend more than 5AP 'listening' just for the 'chance' to find a few humans, and you would still need to spend more AP busting barricades. KEEPER! --ScottyBones 09:06, 12 Dec 2005 (GMT)

Ignore Wounds

Timestamp: 08:25, 28 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Zombies in movies are generally more resistant to being put down than humans are. I suggest a new skill to raise max zombie hp by 15. This would stack with bodybuilding resulting in a maximum zombie hp of 75. It would not cross over to work with revived suvivors. Raising zombie hp would also help balance the fact of them being outnumbered.

Votes

  • Kill So in addition to gaining the advantages offered by body building AND flack jackets (which are ONLY effective agienst survivor weapons) AND the ability to just get back up with full HP for 1 AP after being killed. You propose to make them still harder to kill? These are zombies, not walking tanks. Rolland CW 08:52 Nov 28 (GMT)
  • Kill - No, 60HP max is fine for right now. Also, Body Building sure as HECK works against zombie attacks, sir. Flak jackets, yes, only work against survivor weapons, but it is the only defense against PK'ers now, so it certainly has a use for survivors. --Zarquon 09:16, 28 Nov 2005 (GMT)
  • Kill I am in agreement with Rolland, Zombies should be weak. Heck, surviors should have a skill that lets them pull off a zombie's limbs and beat it with them. --Vellin 10:02, 28 Nov 2005 (GMT)
  • Kill - a 75hp zombie? *shiver* 75 hitpoints/4 = 19 rounds from a pistol if he has a flak jacket. think how bad you'd do even with 65% accuracy... --DarkExcalibur42 10:49, 28 Nov 2005 (GMT)
  • Kill Zombies are hardly more resistant. They're still human, if dead. The reason why they can take so many bullets without hurting or dying in movies is that they cannot be incapacitated by pain or blood loss. By the way, if someone says they don't need to breathe, I will slap them. How do the muscles work if you can't breathe in fresh air to keep them working? Anyhoo, back to this suggestion. Zombies are as strong as any human, just different in the fact that they can keep dying and keep standing up if they have ankle grab. That can compensate for the fact that they nearly always have the same amount of hp as survivors. I like bagels and meat!!!!! 12:55, 28 Nov 2005 (GMT)
  • Kill - Too powerful. Maybe if it didn't stack with bodybuilding. --Dickie Fux 15:32, 28 Nov 2005 (GMT)
  • Kill - Zombies != M1A2 Abrams. --Zaruthustra 15:37, 28 Nov 2005 (GMT)
  • Kill - Why don't we give zombies plasma cannons and MiGs while we're at it? - KingRaptor 16:33, 28 Nov 2005 (GMT)
  • Kill - Zombies =/= Hero Units/Gods/Tanks/Ultra Infantry/Robot. --Fixen 17:12, 28 Nov 2005 (GMT)
  • Kill - Wow, these keep getting worse and worse. I'm sorry, one zombie should not be able to take on four people. Bentley Foss 21:52, 28 Nov 2005 (GMT)
  • Kill allstar, don't be an ass. second, zombies need a little help, not god mode--Spellbinder 02:01, 29 Nov 2005 (GMT)
  • Kill -I am all for helping the zombie/survivor conflict find balance, but this isn't it. --Matthew-Stewart 08:01, 29 Nov 2005 (GMT)
  • Kill -- Obviously you have never played super-zombie with 50 * 48 = 2400 XP a day. And extra 15 would mean 75 * 24 = 3600 XP a day with bodybuilding. More than enough if you're mall sieging. Besides, if you're worried about being killed, most gunners would have enough ammo to take you out whether you have 50 or 100. The group that would be griefed the most with this addition would be the melee weapons. --Nov 00:06, 30 Nov 2005 (GMT)

Dead Flesh

Timestamp: 08:39, 28 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Has the same exact effect as a flak jacket. Does not stack with a flak jacket. This is just so people don't need to be revived just to search for a jacket and then leap out a window. It doesn't make sense flavor wise. Also good for zombies with brain rot.

Votes

  • Keep - As long as it requires Brain Rot to purchase. Fixed the format too. --Zarquon 09:13, 28 Nov 2005 (GMT)
  • Keep - I thought it made sense flavor-wise. Never see bullets to a zombie's chest slow them down much. They tend to pass straight through, maybe make em stagger. --DarkExcalibur42 10:51, 28 Nov 2005 (GMT)
  • Keep - Adds to the roleplaying. --Jaques Cartier 14:25, 28 Nov 2005 (GMT)
  • Kill How does it add to roleplaying? This is just another "I took brain rot and now I'm bitter so I'll make a skill to give me a flak jacket and bodybuilding" idea. --Zaruthustra 15:30, 28 Nov 2005 (GMT)
  • Keep -- I'd like it. Especially if Flak Jackets sudenly start to deteriorate. -- Skarmory 15:40, 28 Nov 2005 (GMT)
  • Spam I don't really care for the punks who make fun of brainrotters for not getting flak jackets while alive, but I swear I've voted on this before. --LouisB3 17:48, 28 Nov 2005 (GMT)
  • Spam What he said. This already went through--it's on Undecided now, so apparently the masses have had a change of heart, since this is getting rave reviews. Does duplicate status override the "only unopposed spams" rule?--'STER 23:35, 28 Nov 2005 (GMT)
  • Kill well, geeze, this is the first time something like this has come up. i guess sence its in undecided then it can be revoted on. BUT, if it fails/passes they go into the trash/shrine together. more on the discussion page--Spellbinder 01:59, 29 Nov 2005 (GMT)
  • Keep Doesn't stack with a flak jacket. If it required Brain Rot it would be all good. Works for me.-- TheDood
  • Keep It fits better into the flavor of the game. I don't think it needs to require brain rot. However, this skill would be more useful if flak jackets deteriorated over time. --Osric Krueger
  • Keep - I think this is getting better reviews is because it is MUCH better named. Also it helps aleviate the need to be a death cultist for a dedicated zombie to max out. Also 100xp as a zombie for something you can get just by searching for Ammo as a survivor sounds balanced.--Matthew-Stewart 08:10, 29 Nov 2005 (GMT)
  • Keep This will reduce the number of objects in the game - ie. far fewer flak jackets, which has to be good for the server, encourages zombies to purchase brain rot, and encourages a more in-theme style of play.--Timothy Askins 09:43, 29 Nov 2005 (GMT)
  • Kill - So many of you are voting for this with big qualifications. Remember, "Change" means "Kill". --Biscuit 05:49, 30 Nov 2005 (GMT)
  • Spam- Don't get me wrong. I absolutely LOVE this idea. But it's a duplicate. --McArrowni 21:39, 8 Dec 2005 (GMT)
  • Keep - So long as it requires Brain Rot, I'm all for it.--Athos710 14:26, 9 Dec 2005 (GMT)
  • Keep - Or add a skill under Memories of Life that allows the Zombie to (1) Search, (2) put a Flak Jacket on and (3) wield firearms at -40% accuracy. --Squashua 03:34, 12 Dec 2005 (GMT)
  • Keep - if only for the RP part, this idea idea --Mr. Mcdoogles 03:57, 12 Dec 2005 (GMT)
  • Keep - Cross Skills are lame and should be taken out... and Zombies need some sort of Flak Jacket. Zeds should not have to become human to get 60HP, or Flak Jackets, or anything else. It should be available. IMO. --ScottyBones 09:09, 12 Dec 2005 (GMT)
  • Keep - --Ringseed2 15:12, 12 Dec 2005 (GMT)

Preserved Ligaments

Timestamp: 08:46, 28 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Increases max hp by 10. Crosses over if the player is revived. Does not stack with bodybuilding. This is just so zombie players don't need to be alive just to get the +10hp bodybuilding provides and then commit suicide. Good for brain rotted zombies too.

Votes

  • KILL! - No, just no. No harder to kill!--Fullemtaled 09:02, 28 Nov 2005 (GMT)
    • Re: - Did you even read the suggestion? It doesn't stack with bodybuilding so it doesn't make them any harder to kill. --Pyrinoc 14:25, 28 Nov 2005 (GMT)
  • Keep - This wouldn't make them any harder to kill than any other zombie with body building. However, I would make it require Brain Rot. Fixed format too. --Zarquon 09:15, 28 Nov 2005 (GMT)
  • Keep - So long as it isn't stacking with body building, but i don't think it should work when revived. --DarkExcalibur42 10:52, 28 Nov 2005 (GMT)
  • Keep - There's no reason to vote kill on this one. It couldn't unbalance the system, wouldn't be slower on the server, and makes sense. --Pyrinoc 14:25, 28 Nov 2005 (GMT)
  • Keep - See above KEEP comments--Jaques Cartier 14:28, 28 Nov 2005 (GMT)
  • Kill - Another suggestion in the proud tradition of trying to make both sides totally homogenous. "I took brain rot and now I can't get body buildings." --Zaruthustra 15:16, 28 Nov 2005 (GMT)
  • Kill - Say it with me, all: Zombies are NOT walking death gods. They are SWARMING pieces of meat. --Fixen 17:14, 28 Nov 2005 (GMT)
  • Keep - Seems rather odd a skill... they should probably just start out living anyway. --ALIENwolve 20:16, 28 Nov 2005 (GMT)
  • Kill - Homogeneity == bad. Just stop it. Bentley Foss 21:53, 28 Nov 2005 (GMT)
  • Kill in case you don't speak "large wordaneese", bentley meens that not everybody has to be the same! as a matter of fact, i might even DARE to say that its allright not to have bodybuilding! or even not to be level 99 and a half!--Spellbinder 01:56, 29 Nov 2005 (GMT)
  • Keep -- Why not? --Nov 00:10, 30 Nov 2005 (GMT)
  • Keep -- I support anything that gives zombies a reason to role-play, instead of getting a revive and buying body building, then jumping out a window. Make Brain Rot a prereq. --Athos710 00:10, 9 Dec 2005 (GMT)
  • Keep - No comment. --Squashua 03:35, 12 Dec 2005 (GMT)
  • Keep - --Mr. Mcdoogles 03:59, 12 Dec 2005 (GMT)
  • Keep --Ringseed2 15:14, 12 Dec 2005 (GMT)

Rivers and bridges

Timestamp: 10:47, 28 Nov 2005 (GMT)
Type: Map Enhancement
Scope: Gamewide
Description: Rarely do you find large cities that don't have a major waterway running through them. So why not Malton? One or two rivers or canals should be added to the map. Several bridges would connect some of the suburbs, so both survivors and zombies could move across these without any penalty. Zombies, not needing to breathe, could walk underneath the water along the riverbed to cross at the cost of 5 AP. For survivors, there could be a Swimming skill (in the Free Running skill tree) that would allow survivors to cross at any point for 2 AP. As far as gameplay benefits, there is the obvious sense of realism. Plus, this would make bridges a key strategic defense point for survivors (as they will be when the Zombie Lord brings his army to our world, ahem...). It may allow survivors and/or zombies to more easily clear suburbs and draw "battle lines", requiring co-ordinated efforts to move into other parts of the city. As far as roleplay goes, it would lend a distinctive "Escape from New York" feel to things...

Votes

  • Kill - I'd change to keep if you took out the part about zombies being able to cross the river. The most important part of having rivers and bridges would be to use them as separators between zombies and civilians. bridges wouldn't matter if zombies could just walk through the water. Swimming would be a cool skill though --DarkExcalibur42 10:55, 28 Nov 2005 (GMT)
  • Kill - Too late for major changes to the map. I can just imagine how it would show up: Oh no! Suddenly, the residents of Malton heard a thunderous crack! Flood Control Dam #3 broke! The water came rushing down, and suddenly there was a river where there used to be buildings! --Shadowstar 11:28, 28 Nov 2005 (GMT)
    • Re - This game IS in open Beta. Nothing is final, really. --Andrew McM 12:24, 28 Nov 2005 (GMT)
  • keep - Id love to see this put into play, it would not only be more accurate but give humans something to try and defend besides malls and there barricades... and its not likely they would completely control either side of the bridges. --Ringseed2 15:15, 12 Dec 2005 (GMT)
  • Keep - But only if the map was little widened, so that the existing grid wouldn't be affected. --Jaques Cartier 14:27, 28 Nov 2005 (GMT)
  • Keep - Could be difficult to implement, but I've always thought there should be some environmental features like this. --Dickie Fux 15:37, 28 Nov 2005 (GMT)
  • Keep -- But lose the 'walk underwater' idea. -- Skarmory 15:42, 28 Nov 2005 (GMT)
  • Kill - There would have to be LOTS of bridges or else everybody would ford, and then whats the point of having a river in the first place? It would just slow people down. And dear god how this would hurt the little zombie nublings. They can barely move as is. Not to mention the nub survivors who would get penned in. I think this would just be frustrating more than anything. --Zaruthustra 15:45, 28 Nov 2005 (GMT)
  • Kill Redesign the map? Poor Kevan would have a heart attack. --Vellin 16:07, 28 Nov 2005 (GMT)
  • Kill "Resetting the game" sort of thing. Very little of the map layout makes sense, so don't go suggesting rivers when we have nearly adjacent Police Departments. --LouisB3 17:46, 28 Nov 2005 (GMT)
  • Kill - I do like this idea. The map could be more interesting but I don't think that the existing areas should be changed so I'm voting kill. I would vote keep if the suggestion was to extend the map: say survivors or the living dead break through the quarantine area into the outlying suburbs. There may be a bridge that needs to be crossed along with less formal town planning - irregularly shaped blocks, new building types, etc.. --Vair 19:28, 28 Nov 2005 (GMT)
  • Kill - I've thought of stuff like this myself, and I must say I like the idea of battles for control of bridges and whatnot...real military stuff. However, the problem is that, as LouisB3 said, the idea is based on a notion of the city map being "realistic," which it simply isn't. No real city has so many hospitals, for example. The city as it is is an abstraction designed for game mechanics, not realism. -CWD 04:36, 29 Nov 2005 (GMT)
  • Keep I like it. Zombies can also walk underwater, it's in every zombie media. - Eddo36 07:08, 29 Nov 2005 (GMT)
  • Kill -- What next? roads that actually connects to go somewhere? --Nov 00:11, 30 Nov 2005 (GMT)
  • Kill - What, is Malton bordering on New Orleans? Rivers don't just appear. --Drakkenmaw 09:23, 10 Dec 2005 (GMT)

New Host

Timestamp: 12:22, 28 Nov 2005 (GMT)
Type: Skill, balance change
Scope: Zombies
Description: This is a major overhaul of a previous suggestion from someone else. The idea is that when you kill a zombie with this skill (possibly after Digestion or Infectious Bite) the remnant of the virus takes 1Hp off you. This stops Survivors from preying on large numbers of weak zombies- i.e. kill 10 low HP zombies, you lose 10HP. This also encourages groups for both Zombies and Humans- as a Zed you have to have be in a group to inflict usefull damage, whilst as a Human there has to be a medic/doctor nearby. This discourages such tactics like popping out of your incredibly safe stronghold to 'pwn some logged out zeds'. It could also lend another edge to sieges as the more zombies you kill the more your health goes down, but this just means you have to find a FAK. Please note that this does not mean you HAVE to work in groups. You can heal all your wounds yourself, and not all zombies will have this skill. All questions of balance are already answered, as it just needs FAK to counter it. It could also make the new surgery skill slightly more usefull.

Votes

  • Keep Author participating in wierd 'vote for your own idea rule' --Andrew McM 14:08, 28 Nov 2005 (GMT)
  • Kill No thorns aura for zombies please. --Zaruthustra 15:21, 28 Nov 2005 (GMT)
  • Kill Means zombies would be less worried about finding somewhere safe, and how would shooting a zed (for example) suddenly infect you? --KIndie 16:08, 28 Nov 2005 (GMT)
    • Re It's not shooting a zombie, its actually killing it- brain spatter can transmit the virus. And, by the way, the zombie WOULD have a problem. Its only 1HP damage, and the Zombie still dies, and not all zombies will have the skill. Its just a small balance change to stop mass culling of loads of low-Hp Zeds. --Andrew McM 17:32, 28 Nov 2005 (GMT)
  • Kill Utterly marginal. Who cares if a bunch of near-death characters suddenly die? And how often does it occur that there are stacks of near-death zombies? i just don't see the point - discouraging killing zombies? Huh? --LouisB3 17:45, 28 Nov 2005 (GMT)
  • Kill - Let zombies that go mindless stand there and take the fire. That was the idea when they couldn't enter most buildings. --ALIENwolve 20:18, 28 Nov 2005 (GMT)
  • Kill - Personally I think I'd find it easy enough to be standing further away than ANY "brain splatter" could ever fly. Why do you want to discourage survivors from attacking zombies? Bentley Foss 21:54, 28 Nov 2005 (GMT)
  • Kill i think he was going for some kind of defence skill for zombies. i encourage it, but this really dosen't seem right yet.--Spellbinder 01:54, 29 Nov 2005 (GMT)
  • Kill - Terrible idea. Despite the logic gap in many zombie films that a zombie clawing you transmits the virus but being spalltered in gore does not, this is just a pointless damage shield. --S Kruger
  • Kill - So your reward for killing the zombie is that you lose 1HP? Erm... no. --Nov 00:12, 30 Nov 2005 (GMT)
  • Kill --Pesatyel 06:51, 30 Nov 2005 (GMT).

Aberration/Monstrous Form

Timestamp: 10:44, 28 Nov 2005 (EST)
Type: Class w/ Skill
Scope: Zombies
Description: This is a heavily retooled resubmit of something I submitted a few days ago. To avoid making Aberration a chained suggestion, the new skill and new class comprise a single suggestion. The Monstrous Form skill could be made a stand-alone suggestion, without the new class; however, the new class would actually be harder to play than the current zombie class, as it can never get a Flak Jacket or Bodybuilding, and primarily serves to add some variety to the basic zombie class. To moderators, as he helped so much with the rewrite, I'm sharing RE: privileges with Dickie Fux. Without further ado, the suggestion.
  • New Zombie Skill: Monstrous Form
Concept:The experiments performed on this zombie have left it with body parts grafted on at bizarre angles; whatever it once was, it now bears only a rough similarity to human.
Effects: Whenever a zombie with Monstrous Form makes a successful attack, there is a 5% chance to trigger a second attack of the same kind, either claw or bite. This second attack has the same chance to hit and damage values as the first attack. If it is a bite attack, it does not activate Digestion or Infectious Bite. When a character takes damage from a second attack, the text displayed has more detail than a regular attack, along the lines of "You stagger momentarily as a misshapen aberration rakes you with his third claw. You take 3 damage." This chart shows the gain to Damage/AP in the column labeled "Second Attack;" in all cases, this is a small amount.
Requirements: Monstrous Form requires Brainrot as a prerequisite, to represent that the zombie's form is now so different from that of a human that it can never be revived. Also, a zombie cannot purchase this skill while wearing a Flak Jacket; because of its misshapen form, a Flak Jacket no longer fits, and must be discarded. A zombie that already has Bodybuilding can purchase it without losing the benefits of Bodybuilding.
  • New Zombie Class: Aberration
Starting Skills: Brain Rot, Monstrous Form
Flavor: Many have accused Necrotech of causing the zombie outbreak. Little does the public know what atrocities truly occurred in the Necrotech labs. Among these were experiments to cultivate a race of supersoldiers from the undead. As the quarantine continues, the security measures which held you and the others like you in captivity have finally failed, unleashing a new zombie menace upon the survivors of Malton.
You are the result of one of those experiments. Odd body parts protrude from your body at bizarre angles, the results of grafting and genetically modified hormones. These experiments have left your corpse a patchwork mess reminiscent of Frankenstein's monster, an utter abomination to behold. Worse, the patchwork nature of your kind makes you utterly impossible to revive and confusing to the DNA extractors.
Starting Attributes: Starts with Brainrot and Monstrous Form. Realizing that classes don't usually start with two skills, it seems fair in this case, as starting with Brainrot will permanently prevent access to both Bodybuilding and Flak Jacket.
Optionally, these creatures may show up in room descriptions; the main drawback to that would be the increased server load of checking for an additional class. Another option would be to have them show up as a different color on the map, the way Civilians, Scientists, and Military do. In either case, it's more a programming issue than anything, and should not be considered part of the suggestion.

Votes

  • Keep Quirky and unusual, doesn't seem unbalanced and adds flavour. Edit to add: perhaps the XP given for dna scanning this creature should be slightly higher, given that 1) Necrotech would be more interested than in normal zeds. 2) Brain rot means it's harder and 3) the added risk of taking damage--Kindie 16:13, 28 Nov 2005 (GMT)
  • KEEP - Dig the idea, 5% chance of doing another attack seems a bit low for a super-zombie, though. Perhaps a bonus to barricade assaults as well? --RSquared 16:29, 28 Nov 2005 (GMT)
    • RE - 5% was just to keep from over-powering. If it needs to be adjusted up, that's easy to do. If it were actually implemented, I assume Kevan would tweak all the numbers a bit. --Dickie Fux 16:36, 28 Nov 2005 (GMT)
  • Kill Zombies are already hard enough to kill, much less stop after they get ackle grab. Why does everyone want to make the stronger?! --Fullemtaled 18:07, 28 Nov 2005 (GMT)
  • Kill - Because so few people are willing to play zombies that people try to make them more powerful. The problem is no matter how powerful you make the zombies it wont attract that many people. The sad side affect of that is they will eventually become overgrown monsters which will in itself defeat the games genre.--Ringseed2 18:19, 28 Nov 2005 (GMT)
  • Keep - Kinda like lickers or Nemisis in Resident Evil (ruin the genre my ass, Ringseed. Mutations have been a big part of zombie games/movies). And we do need a way to convince more people to play as Zeds. I think that if we made them more flavorful, then more people would like them. --TheTeeHeeMonster 20:07, 28 Nov 2005 (GMT)
  • Keep - This adds flavor to the game and does NOT unbalance the game mechanics. A die-hard survivor like me might even consider playing one. Riktar 23:19, 28 Nov 2005 (GMT)
  • Kill Look, I know that nobody likes the idea of zombies being out numbered now, but that's no excuse to overpower them like this! Two attacks at the cost of 1 AP removes any point in being a survivor, especially since any zombies don't have to worry about ammo! The reason people play as survivors isn't because they're stronger, it's becuase there's more variety! There's only one kind of zombie to start out as, but about 8 different kinds of survivors to start out as! Want more to play as zombies? Make more zombie classes that have different benefits and abilities, don't suggest a class or skill that overpowers them! --Volke 23:42, 28 Nov 2005 (GMT)
    • RE - This is not two attacks for every AP; the zombie first has to make a successful attack (10-50%), then there's a 5% chance to make another attack at 10-50%. For a maxed out zombie, that's 50% of 5% of 50%, or 1.25% maximum chance of getting that second attack. That's less than one extra attack a day. Giving up Bodybuilding and Flak Jacket for less than one extra hit each day is not overpowered. --Dickie Fux 00:39, 29 Nov 2005 (GMT)
  • Keep - What the hell. -Snikers 00:56, 29 Nov 2005 (GMT)
  • Kill Just can't see it, bro. I just really like my game simple, what can i say?--Spellbinder 01:51, 29 Nov 2005 (GMT)
  • Keep - I look forward to killing these kinds of zombies. Maybe add more mutations, like some zeds grow skeleton wings or something. Eddo36 06:08, 29 Nov 2005 (GMT)
  • Keep -It really is up to Kevan to make the choice if the mythos of Malton is going down a "resident evil" path, but I see no problems with it and the suggestion is well presented and thought out.--Matthew-Stewart 07:56, 29 Nov 2005 (GMT)
RE: - It is definately a departure from the Romero paradigm, I'll grant you that. Giltwist 16:15, 29 Nov 2005 (GMT)
  • Keep - Now that it's off the main page, I don't feel weird voting for an idea I worked on. I think a little variety for zombies would help the game, and I think this suggestion is well-balanced, if not under-powered. --Dickie Fux 23:57, 29 Nov 2005 (GMT)
I'll just throw myself in here too as the other author Giltwist 03:27, 6 Dec 2005 (GMT)
  • Kill -- Guess "low-tech" means different things to different people. --Nov 00:15, 30 Nov 2005 (GMT)
RE: Wha? Are you saying this couldn't happen now that things are postapocolyptically low tech? All I have to say is DNA Extractor. Everything Necrotech is high tech. Giltwist 02:39, 30 Nov 2005 (GMT)
  • Keep -- But I don't know about the 5%. If the first attack misses, there won't be second attack already. Plus, there's a chance that the second attack misses. You don't even need a chance to "activate" the second attack, IMO, just hitting the first one is enough. After all, you lost your flak. --Monstah 03:13, 30 Nov 2005 (GMT)
  • Keep - I think it's a bit underpowered as stated, but it's a great concept. --Max Lord 00:12, 10 Dec 2005 (GMT)
RE: - As usual, numbers are free for Kevan to play with. Giltwist 18:02, 10 Dec 2005 (GMT)
  • Kill - I prefer to keep Necrotech as shadowy and mysterious over overtly evil. --Drakkenmaw 09:26, 10 Dec 2005 (GMT)
  • KEEP - This is a really creative and innovative idea. Would make being a zombie kinda interesting...especially since people keep killing me ;) Galena 19:35, 10 Dec 2005 (GMT)
  • Keep - No comment. --Squashua 03:37, 12 Dec 2005 (GMT)
  • Keep -Awesome idea. --Mr. Mcdoogles 04:28, 12 Dec 2005 (GMT)
  • Keep --Thelabrat 15:52, 12 Dec 2005 (GMT)
  • Keep - A good idea. Zombies definately need some variety, and seeing as my zombie child idea looks like it's going to get shot down, I'd like to see this one survive. --RottemBanana 18:19, 12 Dec 2005 (GMT)

Remove Brain Rot

Timestamp: 16:17, 28 Nov 2005 (GMT)
Type: Skill change
Scope: Zombies and Survivors.
Description: Not really expecting this to pass, but I want to gather some opinions. Basically, I have noticed something about the skill Brain Rot. It has almost as much controversy as Ankle Grab. Surviors hate it because it makes them waste their syringes, and zombie who picked it without fully understanding it/accidentally are forced to play with a weakened character. This has lead to at least 10 terrible suggestions on bad ways to "nerf" Brain Rot. So, I asked myself, what is Brain Rot really doing for zombies. The whole "You can't be revived" thing is pointless, because all you have to do is die, which is REALLY easy to do. So if thats not the purpose, then what is? The true purpose is to grief the surviors by forcing wasting of syringes and shutting down revive centers. Now, I personally have no problem with this skill, as I understand it. However, MANY players don't which causes a terrible amount of grief. Therefore, I suggest removing the skill and refunding the zombie players that bought it 100XP. I think it has some potential to end some griefing in the game, and cut down spam in the wiki and forums.

Votes

  • Keep Just voting for my own. Perhaps you should have to pass an aptitude test to purchase Brain Rot (yes, I understand the irony in forcing someone to pass a test to rot their brain). --Vellin 18:03, 28 Nov 2005 (GMT)
  • Kill - If they don't want to come back they shouldn't have to. --Jon Pyre 17:00, 28 Nov 2005 (GMT)
  • Kill - I know Brain Rot is controversial, but that's the exact reason why it should stay. --Fixen 17:16, 28 Nov 2005 (GMT)
  • Spam "Not expecting this to pass" means "a waste of space". A better solution is to give zombies an opportunity to unbuy Brain Rot. --LouisB3 17:33, 28 Nov 2005 (GMT)
  • Spam makes game unbalanced --Deathnut 17:40, 28 Nov 2005 (GMT)
  • Kill - So you were pretty sure this wouldn't pass, but you suggested it anyways. These are a waste of everybody's time. If you want to discuss this, use the talk page. Without brain rot syringes are basically a 50 damage one shot weapon. Nobody would bother conserving them, and they'd become weapons. --Zaruthustra 18:12, 28 Nov 2005 (GMT)
  • Kill - If you're worried about BR zombies interfering with revive points a better solution is something along the lines of this -- ToxicFrog 2005 11 28 1938 GMT
  • Kill - Brain Rot is the only skill in the game that completely negates the effect of something else (the syringe, obviously). Perhaps it shouldn't be nerfed completely, but there should be a way to counter it. What about a improved syringe item (that doesn't replace the current one)? It would make survivors stand up with 75% HP instead of 50%, and have a slight chance of undoing Brain Rot (by removing the skill from the zombie: XP could be refunded). The RP reason for it could be nanotechnology or something. It's a stretch, I know, but not a bad idea, IMO. --Arcibi 19:57, 28 Nov 2005 (GMT)
  • Kill - ^^^ Extra vote for that. --ALIENwolve 20:08, 28 Nov 2005 (GMT)
  • Kill - No thank you. All of the reasons have been listed above. Don't change it, don't do anything to it. Leave the skill alone It is FINE. Bentley Foss 21:56, 28 Nov 2005 (GMT)
  • Kill - Annoying skills build character. Also, I see Re abuse. --Sknig 22:02, 28 Nov 2005 (GMT)
  • Kill Yes, you did see blantent RE abuse.--Spellbinder 01:48, 29 Nov 2005 (GMT)
  • Kill - Unbuy works better. Removing skills isn't fun. --Shadowstar 01:53, 29 Nov 2005 (GMT)
  • Kill -- This will negate Syringes which already work 100% of the time --Nov 00:17, 30 Nov 2005 (GMT)
  • Spam -- Third and final spam vote! Why didn't someone do this earlier? --Biscuit 05:54, 30 Nov 2005 (GMT)

Razor Wire

Timestamp: 17:05 28, Nov 2005
Type: Item
Scope: Survivors
Description: Razor wire can be found only in forts. Razor wire is used to repair fences like the ones found at a junkyard in such away that they need to be clipped with wirecutters. This would give survivors something pretty powerful, so maybe it could be an extremely rare find inside forts.

Votes

  • Kill No, Then humans would be able to redo the fences on forts and such. It would be unfair to zombies to much.--Fullemtaled 17:16, 28 Nov 2005 (GMT)
  • Kill - Barricades are hard to break already. People need to stop screwing around with fences... >_> --Fixen 17:17, 28 Nov 2005 (GMT)
  • Kill - This is like the 5th repair fence idea. Besides, you need a helluva lot more than wirecutters to handle razor wire. --Vellin 19:37, 28 Nov 2005 (GMT)
  • Kill UBAR FENCES! Strangely I think this could ALMOST work. Since there is a counter attack to it (cultists with wireclippers) and it takes materials, it wouldn't be all powerful. --Zaruthustra 03:07, 29 Nov 2005 (GMT)
  • Keep - Why not? No one without free-running can enter without destroying it anyway, and there's not much to be found in junkyards. --TheTeeHeeMonster 20:12, 28 Nov 2005 (GMT)
  • Kill This would make it so that all survivors just stay in a junkyard overnight without fear of getting attacked by zombies. Zombies need brains and XP as much as survivors do (or at least the latter of the two, since any without the former deserve to fall prey, anyways) and making it so that there's a 100% safe area that zombies cannot touch will only prove to unbalence the game. --Volke 23:47, 28 Nov 2005 (GMT)
  • Kill if the words "extreamly rare" arn't a red flag by now, then you must be new to the suggestion page--Spellbinder 02:30, 29 Nov 2005 (GMT)
  • Kill -- I like Zaruthustra sarcasm above. Seriously though, you need to read his spaminated page. --Nov 00:19, 30 Nov 2005 (GMT)
  • Kill - Please note, the rarity of something does not make it balanced. If you can dump 200AP into getting 10 syringes, you can put the same into finding 1 roll of something needed to completely remove the zombie threat from an area. --Drakkenmaw 09:28, 10 Dec 2005 (GMT)

Death Version 5

Timestamp: 18:34, 28 Nov 2005 (GMT)
Type: Balance CHange
Scope: All
Description: Final i dont hate zeds version. In this case you have a kill died ratio. which starts at 1 and goes into negative. Now immagine you have one bullet, and you see an army of zombies, and you see a really weak one, and one who's twice your size... you'll defenatly attack the really weak one. So when you have hoards, you will auto target the one with the lowest ratio. And thats it. Noobs need not suffer, unless they insist on hanging around with strong zombies. Also, for survivors, this is useless, however maybe a new skill (Scent Fear?) would allow zombies to sniff out survivors with a low ratio?

PS if you kill a zombie who has twice your ratio, he will lose 2 points, and you will gain 2 points ect.....

Votes

  • Kill - Does not really seem all that right; attacking the weakest zombie has been shot down before. Plus this isn't a card based game. --ALIENwolve 20:19, 28 Nov 2005 (GMT)
  • Kill This the last version? Good. (Gunshot in the distance). There, now I have some ammo left for zombie hordes. Anyways, why do you need to single out noobs, especially noob zombies? Also, a skill called Scent Fear already exists. It sniffs out people who have less than 25 hp at the moment. And yes you definitely hate zeds, because you have shown us about 6 times that you have dedicated time and energy to making their lives more miserable than before. Also, if you have one bullet left in the face of a massive zombie horde, what do you do? You run for your fucking life. You so totally hate zeds 20:23, 28 Nov 2005 (GMT)
  • Kill - This is a bad suggestion. Let it die. Bentley Foss 21:57, 28 Nov 2005 (GMT)
  • Spam - I think I understand what you're trying to say, but I'm not really sure. Whatever it is, though, it sounds pretty bad. Please keep suggestions legible. --Sknig 22:08, 28 Nov 2005 (GMT)
  • Kill Time to take old yeller out back with the shotgun. --Zaruthustra 03:05, 29 Nov 2005 (GMT)
  • Kill why woun't death die??? i meen, this is the icon of ironic suggestions--Spellbinder 23:17, 29 Nov 2005 (GMT)
  • Kill -- 5 versions already? Can't you take a hint? --Nov 00:19, 30 Nov 2005 (GMT)
  • Kill -- Your english was so much better in the previous versions, I could even understand it. --Monstah 03:15, 30 Nov 2005 (GMT)

Statistics

Timestamp: 18:45, 28 Nov 2005 (GMT)
Type: improvement
Scope: All
Description: Gather and display statistic for characters. This provides badges of honour for players.
  • number of zombies killed
  • number of HP healed
  • number of survivors killed.

Votes

  • Keep my suggestion.--terryintransit 18:45, 28 Nov 2005 (GMT)
  • Kill I'll change my vote if you mixed "zombies killed" and "survivors killed" into a general "kills" category. And a "number of revives" would be a welcome addition. --Arcos 19:07, 28 Nov 2005 (GMT)
  • Kill/Change - I agree with Arcos on the "kills" section. Makes it too easy to see who the PKers are! Other than that I like the idea of bragging rights.--Antrobus178 19:19, 28 Nov 2005 (GMT)
  • Keep - Or you could just have the Kills number for the other side - Survivors for Zombies and vice versa - instead of individual things. --CanuckErrant 19:43, 28 Nov 2005 (GMT)
  • SPAM - This is a duplicate of an earlier suggestion from about 4-5 days ago. --Squashua 21:39, 28 Nov 2005 (GMT)
    • RE - Can you please reference the previous idea, I was unable to locate this. --terryintransit 13:40, 29 Nov 2005 (GMT)
  • Spam - Yep, rehash of an older and better suggestions. Better to just make it "kills," without offering a zombie/survivor breakdown, otherwise people who've played zombies when zombified and humans when alive will get PKed. -CWD 00:51, 29 Nov 2005 (GMT)
  • Spam same reason as the other spammers. --Deathnut 04:22, 29 Nov 2005 (GMT)
  • Spam i'm spaming because my vote truely belongs in spam, however, one keep keeps it, so bully for you, idiot.--Spellbinder 23:18, 29 Nov 2005 (GMT)
  • Kill --Nov 00:21, 30 Nov 2005 (GMT)

Repair Kits and Padlocks

This suggestion has been Spaminated!


Eyes Wide Shut

3 Spam votes and its gone! Kitty soft 21:12, 28 Nov 2005 (GMT)


Rounds

Timestamp: 21:05, 28 Nov 2005 (GMT)
Type: Interface
Scope: The whole game
Description: I propose the game to have 3-month rounds (length subject to public discretion), and after each round, we can either present a totally new map, or use the same one. Either way, all players will restart at level 1. This allows for some replayability in the game (for players who got to level 35 and had nothing else to do), and for some players who wished they had done something different (not choosing Brain Rot, for example) to start over without abandoning their characters. Presenting a new map also adds freshness to the game, and a chance to test new features, such as all these fort improvements that everybody has been suggesting. Maybe Kevan could allow his most trusted moderators (if he employs any) to make the new maps?

Votes

  • Kill Why add unnecessary server load? --Kitty soft 21:11, 28 Nov 2005 (GMT)
    • Re - Who said it was unnecessary? --Fixen 21:24, 28 Nov 2005 (GMT)
  • Kill - Then here's what you do- make a new character. Not that hard. If you could do it the first time, you can do it again. --TheTeeHeeMonster 21:27, 28 Nov 2005 (GMT)
    • Re - That's not my point. All I want is for everyone to start all over as Level 1 characters, scattered all over the place like new players. It'd be interesting to see how everyone starts competing for forts, safehouses, skills, XP, etc. The zombies hordes, for example, might situate themselves somewhere other than the general Ridleybank area the next time around. The Yagoton Revivication Clinic might have to replace someplace else too. If we do get a new map, then it would be a different fight altogether. --Fixen 21:33, 28 Nov 2005 (GMT)
  • Keep - Id say keep, but not in the near future, its understandable that the game is going to go through a lot of revisions and the map will at some point have to be redone as well. But right now were still working out the kinks in the game, and when a revision of the map comes Id like to see it well thought out with much detail put in from everybody.--Ringseed2 21:44, 28 Nov 2005 (GMT)
  • Kill - So the city just mutates every three months? That's one strong zombie virus... Bentley Foss 22:00, 28 Nov 2005 (GMT)
  • Kill Great idea, reset the game and set everybody back from level 33 to one. That will encourage people. --Zaruthustra 22:59, 28 Nov 2005 (GMT)
    • Re - Would it help if I suggest a ranking system next? --Fixen 23:52, 28 Nov 2005 (GMT)
  • Keep - I don't think anyone will go for this, but I certainly see an 'end of the world, restart' sort of thing as happening. Eventually everyone will be either a super zombie, or a zombie hunter, and then huge wars will happen and everyone will complain about zerging and blah blah blah. In fact, most other turn-based games on the internet use this mechanism to keep everything fresh and give people new chances. Yes, restarts should happen at some point, but the old people here seem to be too afraid of them, so don't bet on it. --Pyrinoc 23:34, 28 Nov 2005 (GMT)
  • Kill replayability? if you feel you've done/seen it all, move on to a new game! Or, if you really truely want to do something about it, ask kevin if you can host a second server on a brand new map. Selfish suggestion!--Spellbinder 01:45, 29 Nov 2005 (GMT)
  • Kill - Re... design... 10,000... blocks...? Geez, just create a new character! --Shadowstar 01:56, 29 Nov 2005 (GMT)
  • Kill- Don't mess with my stats. I've played long and hard to get my level ups.Eddo36 06:42, 29 Nov 2005 (GMT)
  • Kill --Nov 00:22, 30 Nov 2005 (GMT)
  • Kill - Kevan himself has said he does not intend to do a restart. --Drakkenmaw 09:30, 10 Dec 2005 (GMT)

Today Exibit

Revised and resubmitted here.


Informed Citizen

Timestamp: 22:56, 28 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: Using a Newspaper, an Informed Citizen would have a (10%) chance to extrapolate their current surroundings. This would show the citizen a map of the surrounding suburbs with red/blue markings of the suburbs with zombies (red) and/or survivors (blue), the darker the color, the more of a concentration there is. Seeing as newspapers could be old, this information could have inaccuracies which could be represented via random misinformation on the map, or maps could be generated once a day/week to reduce possible server loads.

Votes

  • SPAM - I voted kill for the other version of this, that makes this spam. It's exactly the same except for survivor instead of zombie. Giltwist 23:26, 28 Nov 2005 (GMT)
    • Re - I wasn't aware that there are "universal" skills. The same skill is to keep it balanced for both. --Olbaid 18:04, 29 Nov 2005 (GMT)
  • Kill Easy with the spam votes. I recommend the author combine these as a double proposal to avoid this sort of thing. I kill cause Some WIKIites have fun with "weather reports", and survivors would need satellite imagery for this not newspapers. The zombie version too would get a kill- a bit of a stretch for the ole olfactory. bbrraaiinnss 23:33, 28 Nov 2005 (GMT)
    • Re - A general number of zombies in a given area should be fairly "predictable" (the news doesn't count everyone in certain areas before reporting), changed to surrounding suburbs as an entire city does seem to be a stretch. --Olbaid 18:04, 29 Nov 2005 (GMT)
  • Kill - Future-telling newspapers! Cool! Seriously. No. Just no. Go look at the zombie tracker. It has info for about half of the suburbs. --TheTeeHeeMonster 23:43, 28 Nov 2005 (GMT)
  • Kill - Inaccuracies, chance, and all that crap are not good in this game. @TeeHeeMonster: Tracker's being spammed and resetted by idiots. --Fixen 00:00, 29 Nov 2005 (GMT)
    • Re - Slight inaccuracies can be removed (just was there for possibility of it becoming a "detailed report" of everything). --Olbaid 18:04, 29 Nov 2005 (GMT)
  • Kill Jolly good old fellow, your a right proper twit--Spellbinder 01:29, 29 Nov 2005 (GMT)
  • Kill - This is just a bad idea. In fact, most suggestions in the last week have been lousy. Yeesh. Bentley Foss 02:28, 29 Nov 2005 (GMT)
  • Kill - K.I.S.S.--Deathnut 04:24, 29 Nov 2005 (GMT)
  • Kill -- Server load issues. --Nov 00:24, 30 Nov 2005 (GMT)

Stop and Smell the Roses

Timestamp: 22:56, 28 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: By sniffing the air for bodily odors/perfume/cologne, a zombie would have a (10%) chance to extrapolate their current surroundings. This would show the citizen a map of the surrounding suburbs with red/blue markings of the suburbs with zombies (red) and/or survivors (blue), the darker the color, the more of a concentration there is. Seeing as scents can be contaminated, this information could have inaccuracies which could be represented via random misinformation on the map, or maps could be generated once a day/week to reduce possible server loads. This could be a subset of Memories of Life.

Votes

  • KILL "of the entire city" is WAY too powerful. Giltwist 23:22, 28 Nov 2005 (GMT)
    • Re - Changed to just surrounding suburbs. --Olbaid 18:09, 29 Nov 2005 (GMT)
  • Kill - Agree with above poster. --Pyrinoc 23:35, 28 Nov 2005 (GMT)
  • Kill - All you did was copy and paste the above suggestion. You didn't even bother to switch "zombie" and "survivor" around. Sloppy, and a bad idea to boot. --TheTeeHeeMonster 23:42, 28 Nov 2005 (GMT)
    • Re - Same colors in both zombie/survivor mode to reduce possible confusion. Can change to black-zombies, white-survivors if you want. --Olbaid 18:09, 29 Nov 2005 (GMT)
  • Kill - Yes, I can smell the guy in Chudleyton all the way from Havercroft. --Fixen 00:02, 29 Nov 2005 (GMT)
  • Kill - Jolly good old fellow, your a right proper twit (looky, i can copy paste too!)--Spellbinder 01:30, 29 Nov 2005 (GMT)
  • Kill - This is just a bad idea. In fact, most suggestions in the last week have been lousy. Yeesh. Bentley Foss 02:28, 29 Nov 2005 (GMT)
  • Kill - One of those suggestions I just wish could be spam. --Zaruthustra 03:01, 29 Nov 2005 (GMT)
  • Kill So by surroundings, he means the entire city? I suppose that Axe developed a super-deodorant for fat people. AllStarZ 03:56, 29 Nov 2005 (GMT)
  • Kill --Nov 00:25, 30 Nov 2005 (GMT)

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