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Closed Suggestions

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29th November, 2005

VOTING ENDED: 13th-Dec-2005

Show Only Number of Survivors upon Entering

Timestamp: 00:17, 29 Nov 2005 (GMT)
Type: improvement
Scope: Game Interface
Description: Some buildings in the game are becoming very crowded, and thereby the list of indoor survivors is very long, making it harder to make quick or repetitive actions (searching, attacking) in these spaces. I suggest upon first entering a building, you see "There are n survivors here" along with the option to click to see the complete list. This could be implemented with a couple different options, from only enabling the feature if there are more than 10 people in a building to making whether or not the full list is displayed a user-configurable preference. Either way a count() query would be less costly to server resources than the query to see who is in the building or even furthermore how many HP they have remaining.


  • Keep - Author's vote. Discussion of course welcome. --Blutarski 00:22, 29 Nov 2005 (GMT)
  • Keep - Oh dear bog keep --Zeek 00:39, 29 Nov 2005 (GMT)
  • Keep - I want to marry this suggestion. --Dickie Fux 00:42, 29 Nov 2005 (GMT)
  • Keep -Unless someone says no with a good reason, then I'm cool. --TheTeeHeeMonster 00:43, 29 Nov 2005 (GMT)
  • Keep - Incredibly useful, especially in Malls. ---V Cent 00:48, 29 Nov 2005 (GMT)
  • Keep - On the condition that the player can choose whether or not to see the full list. --Otona 01:02, 29 Nov 2005 (GMT)
  • Kill yea, ok, its rather a pain to see such long lists, especaly with HP stats next to it, i admit. however, i'm not going to waste a hit on the server every time i enter a building. clearly, this is an "i'm lazy" suggestion--Spellbinder 01:32, 29 Nov 2005 (GMT)
  • Keep - quote "On the condition that the player can choose whether or not to see the full list. --Otona" -- for no extra ap. (I like to heal people) ---LS 20:54, 28 Nov 2005
  • Kill - I like seeing everyone. I wouldn't mind if it was opt-in only. --Jon Pyre 07:44, 29 Nov 2005 (GMT)
  • Keep Make the text automatically hidden, and viewable by clicking a link - without going to a new page, downloading more information or increasing your hit count is simple CSS, and appears easy to implement.
  • Keep I love it, especially customizable. Person above, sign. - Skarmory 14:14, 29 Nov 2005 (GMT)
  • Keep - But make sure that the default is to show names when you gain the diagnosis skill- the names are usefull if you see who needs healed --Andrew McM 14:19, 29 Nov 2005 (GMT)
  • Keep - As long as it wouldn't take a server hit to expand/collapse the list of survivors, I'm for it. --Antrobus178 16:06, 29 Nov 2005 (GMT)
  • Keep - Showing the complete list could interfere with important information. For example, if a zombie was inside the building and 50 names show up on the list, you might not see right away in the description that there is a zombie inside, or could miss it entirely and stay the night. --coreyo 20:47, 29 Nov 2005 (GMT)
  • Keep - Very very good idea. One thing though, what about contacts? They should be displayed, no matter what, I would think. --Sknig 23:21, 29 Nov 2005 (GMT)
  • Keep --Nov 03:19, 30 Nov 2005 (GMT)
  • Keep - Good idea, especially with an option to see either. --Pesatyel 06:00, 30 Nov 2005 (GMT).
  • Keep - Kevan can figure out exactly how to implement this, but anything that simplifies the massively-cluttered UI is good. --Drakkenmaw 01:13, 8 Dec 2005 (GMT)
  • Keep - I like this idea, and it shouldn't be too hard to implement. As for those who are worried about server hits, donte! ; D --RitchieB 10:53, 11 Dec 2005 (GMT)
  • Keep - No comment. --Squashua 03:38, 12 Dec 2005 (GMT)


Timestamp: 00:40, 29 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: Every building on the 3x3 in-game square has the current barricade status shown. After the name of the building on the map, a one or two letter abbreviation would be affixed to the end. In order from Extremely Heavy to Wide Open: EH,VH,H(HE, if only two letter abbreviations),VS,QS,LI,LO,SE(Secured),WO. This would be an extension of Free Running.


  • Kill - Takes away the "will I make it?" sense of finding a safehouse. --TheTeeHeeMonster 00:44, 29 Nov 2005 (GMT)
    • Re: - Exactly. V Cent 00:53, 29 Nov 2005 (GMT)
  • Kill - and THUS, taking away the key element of panic that this game induces.--Spellbinder 01:35, 29 Nov 2005 (GMT)
  • Kill - Not only kills the flavor of the game but is also unrealistic (why would you be able to determine the level of internal barricading without actually inspecting the building) and is an undue boon to survivors who would not need to use as many APs to scout, while the zombie class receives no concomintant benefit and suffers via less survivors being stranded on the streets.--SCOS OJ 0215 GMT, November 29, 2005
  • Kill - What they all said. Bentley Foss 02:27, 29 Nov 2005 (GMT)
  • Kill - Destroys the panic sense. Also, people seem to have trouble discerning the different levels of barricades. What do you think is going to happen when they see VSQSLILOSEOMGWTFBBQ? --Zaruthustra 02:59, 29 Nov 2005 (GMT)
  • Spam - Make adjacent building barricade levels viewable from the street (11/18). --Fixen 02:30, 29 Nov 2005 (GMT)
  • Kill - Well, it's a skill, so it's a very similar suggestion, but not the exact same. Otherwise I'd vote spam too. --Shadowstar 03:15, 29 Nov 2005 (GMT)
  • Kill - I agree that you should only be able to tell a buildings fortification from close inspection, not a block away. --Dickie Fux 17:02, 29 Nov 2005 (GMT)
  • Kill - Agreed. --Biscuit 19:09, 29 Nov 2005 (GMT)
  • Kill - A good idea, but I like things as is--Milo 00:20, 30 Nov 2005 (GMT)
  • Kill --Nov 03:22, 30 Nov 2005 (GMT)

Sawed off Shotgun

Why yes, as a matter of fact i AM exactly like other shotgun suggetsions! Removed due to duplicated suggestion.

Staying alive

Timestamp: 04:02, 29 Nov 2005 (GMT)
Type: balance change/item chances
Scope: Survivors
Description: Basicaly I'm suggesting to half the chances of finding a revive syringe therefore making death more serious and also increasing zombie numbers.


  • Kill - Yet another suggestion aimed at correcting the mythical survivor-human imbalance. Survivors outnumber zeds by less than they did previously in the game's history, I believe, and the zombie hoardes have been spectacularly successful in their massed attacks. The only buffs zombies need is something to make the newbie zed players lives easier. If that gets done, zombie numbers will go up because zed players starting out will be less likely to get frustrated and quit. Anything that forces people to play unwillingly as zombies longer (and, conversely, unwillingly as survivors), on the other hand, will increase the number of people giving up and abandoning their characters. (So I suppose the "imbalance" would be corrected, if only because survivor players start leaving the game. Har!) OK, enough rambling. -CWD 04:32, 29 Nov 2005 (GMT)
  • Keep - Id like it, but too many people will do anything before playing a zombie, and all this will end up with is longer lines. But Id rather see people wait incredibly long periods rather then a revolving door of life and undeath... Id perfer for the simple reason it makes it more of a risk as it should be, in no story of the genre is been that easy to become a human again. --Ringseed2 04:40, 29 Nov 2005 (GMT)
  • Kill - Only a reasonable idea if you also propose some method of discourageing revived zombies from jumping out the nearest window and trying life as a survivor. But there have been better suggestions made for implementing this bad idea. --Rolland CW 05:15, 29 Nov 2005 (GMT)
  • Kill - Death is already quite serious and syringes are already a frustratingly rare find. Most if not all survivors are already quite careful to finish their turns in a safehouse and I don't think this would increase what is already a compelling incentive to stay alive. Legion Aeterna. --SCOS OJ 0715, 29 Nov 2005 GMT
  • Kill - With all of those spare GPS and DNA Extractors, Syringes are hard enough to find as it is. And death is a big enough penalty for a survivor too. --PatrickDark 08:05, 29 Nov 2005 (GMT)
  • KEEP Death should be MUCH harder to come back from. If this game is supposed to be in the genre of a horror movie, where's the fear?!! I play a reviving scientist, and even I must admist that syringes need to be toned down. Syringes are a one-hit-one-kill (for most zombies) that take only moderate effort to find. The amount of AP needed to find a syringe and kill a zombie with that syringe is miniscle compared to the amount of AP neccessary to find the necessary ammo (or even use an axe) to kill a zombie. Brainrot does only a little to compensate. If anything, I think syringes should be found only a third of the time they presently are.--Clickytickytai 16:50, 29 Nov 2005 (GMT)
  • Kill - All this talk about "one hit kills" is nonsense when you talk about zombies. It makes you spend a whopping, what, less than 10 AP to go find a window and throw yourselves to your death again? Stop trying to make the lives of dead survivors stupidly difficult. All this does is encourage new survivors-turned-zeds to play less while waiting around at a revive point, logging in every few days to see if they've been revived. Stop whining about this horribly underpowered life that zombies lead, because it's just not true. Bentley Foss 18:57, 29 Nov 2005 (GMT)
    • RE' It's almost always the position of those without a strong arguement to just reply that the other side is whining. In this case, it's not even topical. People aren't expressing that zombies have it rough (and they're certainly not whining). I'm just saying 1) that death should be harder to come back from if we're supposedly playing a horror game. If that means that people have to wait for a few days at a revive spot, so be it. Anything that make dying more of a concern. and 2) The amount of AP needed to get and use a syringe to kill a zombie is MUCH lower than getting and using ammunition/firearm (or even an axe). This should be more balanced.--Clickytickytai 20:07, 29 Nov 2005 (GMT)
  • Kill This wont force people to play as zombies. The way to get more to play as zombies is to suggest another zombie class with different skills and abilities. This is why people play as survivors: there is more veriety when starting out! Suggest some effective but balenced new zombie classes and I'll happily vote keep on them. As for this... Syringes are pretty hard to find, as I can only find one or two per day's worth of AP I spend. I don't think they need to be any rarer. Death isn't feared, true, but thats only becuase there's no permadeath possible. Becuase of that (and ONLY that) it's really more of an inconvenience... For BOTH sides! After all, zombies must spend AP to stand up while survivors must find a revive station, although Ssurvivors have it a bit harder because they need another player with an item and special skill. As for the insta-kill you claim with syringes... They're better used as reviving items for other survivors than offensive weapons. The don't count as kills becuase the scientists don't gain the "kill bonus" XP that you get from killing a zombie. Also becuase being alive isn't "killing" a zombie, as the zombie can still commit surcide or PK until dead/killed. Now, I know you probably think that they revive too fast, but I assure you that syringes ARE quite rare. The reason it seems like they're common is because scientists spend many days searching for them before going out and reviving those who need help, its not becuase they're easy to find. I know you want zombies to be more numerous, but forcing survivors to play as zombies won't help balence the game's zombie numbers. Many others have expained why. --Volke 00:22, 30 Nov 2005 (GMT)
  • KILL, It's already too hard to play a necrotech'er and stop trying to FORCE people to do things they don't want to do. This would end the joy of the game for many who simply have no interest to play a zed. --LS 20:08, 29 Nov 2005 (GMT-5)
  • Misc - Moved the "Vote **ABOVE** this line" and closing brackets bit to below the votes. --VoidDragon 02:33, 30 Nov 2005 (GMT)
  • Kill -- There is already a very small %age of finding a syringe. See Oddstarter's page. --Nov 03:26, 30 Nov 2005 (GMT)
  • Kill - This won't help matters any - if it becomes hard enough to come back, low-level survivors will just restart as new characters and high-level characters will continue to use their same social network to keep things running. What really needs to be addressed is benefits to remaining as a zombie, not difficulties to turning back into a human. --Drakkenmaw 01:44, 8 Dec 2005 (GMT)

Free speech idea (FINAL version)

Timestamp: 04:19, 29 Nov 2005 (GMT)
Type: improvement
Scope: All players
Description: Everybody gets to make 2 free speeches a day. If they want to speak more than two times in a 24-hour period, it will start costing them 1 AP for each extra speech.

Currently, well-established veteran players (who are already leveled up to the max) can easily spare the 1 AP for each speech, but the newbie players are the ones who need to make use of speech the most to communicate with others and learn about the game, yet they need to scrounge up every AP they have to gain experience which puts them at a speech disadvantage. This will also encourage communication between all players while forcing any chance of spamming to be extremely negligible.


  • Keep - I fully concur on this one. This game is currently a bit lacking in in-game communication. - Eddo36 04:53, 29 Nov 2005 (GMT)
  • Keep - Agreed, I'll admit that I don't even talk a whole lot in the game because I need the AP, and I only use it when I need to tell someone that I'm infected. Hell, maybe 5 would be a better number, might encourage people and zombies to communicate more. --Lord Kelvin 05:27, 29 Nov 2005 (GMT)
  • Kill - I can't think of any compelling reason to implement this. It rightly should cost survivors an AP to speak as speaking is a prime means of coordination and organization. Taking away the AP requirement would provide a boon to survivors who will then be able to organize and coordinate their movements far more easily, without any cost to themselves. Zombies on the other hand are already hampered by the inability to speak and coordinate, and will now face the potential of better coordinated survivors who have more APs freed up to search for weapons to kill them with and to use said weapons. Legion Aeterna. --SCOS OJ 0715, 29 Nov 2005 GMT
    • RE: Inability to speak and communicate? Hah, so those legions of zombies around Caiger Mall just all were drawn there by accident or player instinct? We're playing zombies, the inability to speak should come with the territory. However, human beings talk and communicate, that's what people do. Allowing players to speak briefly without cost is more than fair. We're not talking about unlimited diatribes, simply the fact that now a survivor can stumble into a building and give a warning without worrying about reserving an AP for it. For lower level players, the silence in most survivor buildings is deafening.
    • RE I can think of three points against your vote, SCOS OJ. 1) Organized human and zombie squads can communicate with each other using outside means. This suggestion is only for public communication between players who don't know each other. Two sets of speeches per day is not much, and it is mainly to encourage interaction between players in the game. 2) Zombies do have speech as well (See Zombie Speech Translators) and will benefit from this suggestion 3) One of the key differences between zombie and humans in every zombie media is that humans are smart, fast, weak, and well-armed. Zombies are slow, dumb, infectious, and very powerful. Each side has its own set of advantage and disadvantage against the other, which balances out well in the end. The diversity between two well-balanced sides is one of the key aspects of this game that makes it fun for everyone, human and zombie players alike. Eddo36 07:37, 29 Nov 2005 (GMT)
  • Kill - You get 50 AP. Using 2 of those on talking is fair. --Jon Pyre 07:43, 29 Nov 2005 (GMT)
    • RE - Incorrect. If you done the math: let's see, you get 1 AP each 1/2 hour. There are 24 hours in a day, correct? So you actually get 48 APs a day. The extra 2 should rightfully be for the speech. Eddo36 07:49, 29 Nov 2005 (GMT)
  • Keep Another idea might be, say, one free speech/ half hour. Or every hour. You get the point. - Skarmory 14:21, 29 Nov 2005 (GMT)
  • Keep Fantastic idea, Could maybe help spammers, but would also help newbies by letting them ask a few questions every day, without them having to "rape" the wiki for info, like i did. --Dark Wingstalker 14:59, 29 Nov 2005 (GMT)
  • Keep - Voting against free speech because it allows humans to organize is rather silly. Wouldn't that be the MAIN difference between humans and zombies? I can understand server and spam concerns but the effect would be minimal with a suggestion like this. --Antrobus178 15:16, 29 Nov 2005 (GMT)
  • Keep - I don't think this would unbalance anything, or give humans any particular advantage. --Dickie Fux 17:22, 29 Nov 2005 (GMT)
  • Keep Seriously, the real concern about unlimited speaking would be server load, but if it is limited, at least then players will be encouraged to talk to eachother. Great for roleplaying, and for simple coordination. I cannot see any reason why this is a bad thing. --S Kruger
  • Keep - I'm a strong supporter of free speech. X1M43 18:10, 29 Nov 2005 (GMT)
  • Keep - This is a great idea. I don't need to talk that much. I shouldn't have to use AP to do so. --coreyo 20:41, 29 Nov 2005 (GMT)'
  • Kill -I'm not sure we should ENCOURAGE people to talk, which this is basically doing...--Milo 00:18, 30 Nov 2005 (GMT)
    • RE - Why not? Last I checked, this is a multiplayer game. How lame a multiplayer game would be where all the interaction with each other is solely clicking the mouse button at each other like we're all a bunch of bots. Otherwise go buy a Nintendo and play with yourself. Nobody's forcing a gun to your head to read their messages. Eddo36 00:43, 30 Nov 2005 (GMT)
  • Kill -- This would only increase bandwidth. From the stats: Active Characters : 51330, Active Survivors : 36994 (72%), Active Zombies : 14336 (28%). So 2 free talks per active survivor = over 70,000 hits to the server. Even if assuming that only half of the people login perday that's still a big number. I'd rather be able to login and play then to get the white page of death everytime I login. --Nov 01:59, 30 Nov 2005 (GMT)
  • Keep --Pesatyel 06:06, 30 Nov 2005 (GMT).
  • Keep -- Even one free speech per day would be nice. --MoonLayHidden 08:14, 2 Dec 2005 (GMT)
  • Keep - Would be nice to have some more RP/survivor communication. --Drakkenmaw 01:59, 8 Dec 2005 (GMT)
  • Keep - No comment. --Squashua 03:38, 12 Dec 2005 (GMT)
  • Keep - SUspect it will need a bit of tweaking after implementation though. --Thelabrat 15:26, 12 Dec 2005 (GMT)

Nervous Memories

Timestamp: 07:53, 29 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Level 10 Zombie Skill. Once taken, zombies retain memories, i.e. XP, in their spinal cord. Headshots no longer damage XP of zombies with Nervous Memories, allowing them to retain the only true commodity in the game when being headshot. Headshot still effective on zombies levels 2-9, who can still lose most of a level with one well-placed shot. Gives zombies something more to look forward to.


  • Kill In other words, "Lets make zombies totally invincible". Great idea there chum. Its especially nice the twentieth time. --Zaruthustra 05:18, 29 Nov 2005 (GMT)
  • Kill - I agree, but I don't necessarily think it'll make them totally invincible. Headshot is a useful balance, since if a zombie has this, plus ankle grab, then he has nothing at all to fear from the Zombie Hunters, or any humans at all for that matter. --Lord Kelvin 05:30, 29 Nov 2005 (GMT)
  • Kill - The reason why Headshot has received such a violent response from the zombie playing community is because it disproportionately hurts lower leveled zombies since the higher leveled ones, though they lose more XP, have more skills to regain that XP with (while zombies who have maxed out their skillsets couldn't care less about losing XP). This proposal gets it backwards and helps higher leveled zombies (who already have little to fear) while making lower leveled zombies a more desirable target. Legion Aeterna. --SCOS OJ 0715, 29 Nov 2005 GMT
  • Kill - So... at the point where you finally don't need the XP... we allow you to avoid headshot? --Shadowstar 11:07, 29 Nov 2005 (GMT)
  • Keep - There's a a nearly 2.5:1 imbalance of humans to zombies, and it's not because people like humans; it's because the mechanics so heavily favor humans that zombies are getting sick of the game, and headshot's one of those reasons. There's no balance. A level 5 zombie logs in, neck lurches all day for 40, 50 XP if he's lucky and there are plenty of non-moving humans near him, and a headshot removes all of that. Repeat process. You think we're really going to tolerate that at level 10? No way. Humans are overpowered as it stands, as the numbers and skills show. If you expect people to continue playing zeds, you're going to have to give them a reason. --Ruining 1535, 29 Nov 2005 GMT
  • Keep - This isn't a perfect solution to dealing with the imbalance between humans and zombies, but it's a start. --Thrackerzog 7:56, 29 Nov 2005 EST
  • Kill - If I hear any more high-level zombies whining about Headshot, I'm going to scream. At level 10, you're only missing 2 skills, not counting Death Rattle and Brain Rot. A high-level zombie is very dangerous, especially in hordes. It's bloody mid-level zombies who need protection from Headshot. Find some way to make zombies more interesting and/or low to mid level zombies stronger. Nerfing Headshot is hardly a solution. - KingRaptor 12:58, 29 Nov 2005 (GMT)
  • Keep - But make it a useful 50:50 chance skill to nerf headshots for lower level zombies. Maybe as zombies get older/higher level the chance of Nervous Memories working becomes more random.--WibbleBRAINS 13:28, 29 Nov 2005 (GMT)
  • Keep - How is headshot anything but a punishment? Zombies can't do anything similar. Balance, people! -- Alderaan 14:00, 29 Nov 2005 (GMT)
  • Keep - I think this idea has merit and should be brainstormed a bit further, but it isn't the ultimate solution to the headshot imbalance. I know the frustration Ruining mentioned of losing a days worth of progress overnight; over and over again. You can spend weeks playing and get absolutely nowhere, and it can make playing as a Zombie quite the opposite of fun. But like some people have mentioned, once you get to level 10+ as a zombie, XP takes on less importance. Perhaps you could begin with this skill, or be able to purchase it eary on; but have to trade it in later to be able to access much more useful zombie skills. I don't know how this could be implemented belevably, though. --Drunky McZombie 14:22, 29 Nov 2005 (GMT)
  • Kill - No. If anything, Headshot should only take into account Zombie levels. - Skarmory 14:25, 29 Nov 2005 (GMT)
  • Kill - NO. Xp loss is all that can turn zombies away, You give them ankle grab and nervouce memorys, and you have an army of unstoppable zombie killing machines. This is one of the worse suggestions i have ever seen. --Dark Wingstalker 15:02, 29 Nov 2005 (GMT)
  • Keep - Keep, but I like the idea of making it a chance at lower levels to avoid headshot. Survivors have the fastest movement, best weapons, and the most various ways to get XP. Penalizing something that is already quite difficult to attain for a low level zombie breeds frustration. Since revivification exists, this is not a classic zombie simulator; more parity needs to be achieved. The fact that there is such a high human:zombie ratio is clear evidence of this. Prion Jack 10:44 EST November 29
  • Keep - Definitely. Like already mentioned, playing for days and not getting anywhere as a zombie is extremely frustrating. Give zombies the chance to counter headshots or at least make the headshots less effective. -- Squirly
  • Kill- So if im level 10 why would i care about XP. We could use a 10th level power or brain rot sub-skill but this is not it. --bbrraaiinnss 16:00, 29 Nov 2005 (GMT)
  • Kill - I am so sick of hearing people whine about headshot. I've got a level 10 zombie, and found it no more difficult to progress with it than with my human characters who kept getting killed and needing revives. Headshot is the only disincentive for zombies attacking well-defended buildings. --Argus Blood 16:04, 29 Nov 2005 (GMT)
  • Keep - Sort of. It may be true that at level 10 zombies have little to fear from XP loss, but the fact remains that we need something to balance out Headshot; either Random Nervous Memories allowed at lower levels, or something equivalent to Headshot at level 10. --Boring K 16:10, 29 Nov 2005 (GMT)
  • Keep Reduce the effectiveness or likelihood of headshots, or give the zombies an equivalent skill. Things are out of balance right now. --MrMojok 16:42, 29 Nov 2005 (GMT)
  • Kill - Zombies at levels 2-9 are the ones who suffer most from Headshot, not level 10+. --Dickie Fux 17:18, 29 Nov 2005 (GMT)
  • Kill - Not that I disagree, Headshot is a pointless griefing ability that is too easy to acquire, but this doesn't fix anything. --S Kruger
  • Kill - Stop it. Sheesh. If you don't want to get headshot, either get a revive or hang out in groups. My zombie's taken a few headshots and they're not oh-so-devastating as you all seem to think. He's continued to level just fine. Don't stand outside a safehouse by yourself (which is equivalent to holding a sign that says "Please, murder me!" and you should be fine. Bentley Foss 19:00, 29 Nov 2005 (GMT)
  • Kill -nice vote signage ^ gentlemen... anyhow, I like headshot as is.--Milo 00:16, 30 Nov 2005 (GMT)
  • Kill Headshot as I see it now is worthless. It causes griefing, but thats it. In no way does it overpower survivors, and in no way does it serve to harm a zombie in a useful way. So it knocks off some XP? High-level ones have nothing to fear and low-level ones won't lost too much from it. Rather than make a skill that makes zombies that at a level where they already couldn't care less about headshot immune to it, why not vote for it to affect AP instead of the sacred XP? --Volke 00:14, 30 Nov 2005 (GMT)
  • Kill --Jon Hawk 01:01, 30 Nov 2005 (GMT)
  • Kill - I would vote it Spam for sheer absurdity, but the fact that people are serious about it means a Kill vote. Headshot is supposed to (theoretically) balance out against Ankle Grab, and it doesn't even do a good job at that. Now people want to nerf it even more? --VoidDragon 02:03, 30 Nov 2005 (GMT)
  • Kill Wand of Defiance, banish the brainless suggestions that give bonus to only elder players, but ignore the humble newly created!--Spellbinder 02:28, 30 Nov 2005 (GMT)
  • Kill -- What Spellbinder said. --Nov 03:32, 30 Nov 2005 (GMT)
  • Kill -- What Spellbinder said. --Pesatyel 06:09, 30 Nov 2005 (GMT).
  • Kill - Does not fix what is actually necessary to raise the level of zombie players - a good, multifaceted, *interesting* zombie side to the game. --Drakkenmaw 02:22, 8 Dec 2005 (GMT)
  • Kill - No comment. --Squashua 03:38, 12 Dec 2005 (GMT)

Brain Rot and Syringes

Timestamp: 06:32, 29 Nov 2005 (GMT)
Type: improvement
Scope: zombies with brain rot
Description: When you insert a syringe on a zombie with Brain Rot skill, the syringe does SOME damage to him. Any number of HP's you guys think would be good. There must be some downsides for a zombie having Brain Rot. As opposed to the idea on removing brain rot in a few above posts.


  • Keep A good idea. In terms of flavour it could be explained as damage inflicted by the failed attemt to revive the zombie. Though to prevent if from becoming a god weapon there should be a percentage chance of sucess attached (either to the revival operation as a whole or just to the damage dealing aspect). |Rolland CW 07:17 Nov 29 (GMT)
  • Kill - I'm not totally against this idea as syringes are already a rare find and it's frustrating to use and lose one because a zombie has brain rot. Nevertheless, the DNA Scan function already allows a survivor to make sure his needle isn't being put to waste, and I think that this proposal would create a disincentive to using the DNA Scanner since the survivor will know that no matter what he does, he'll get some XP (I assume that the damage you deal would come with some sort of XP gain). Plus a needle is not a combat weapon, why should it do more damage than two shotgun shells ripping through a zombie's body? --SCOS OJ 0715, 29 Nov 2005 GMT
  • Kill - This is why I made that suggestion, to bring to light the inaneness inherent here. Brain Rot is a poorly designed skill, and as such, you have "Fixes" like this that are even more poorly designed. Cmon, 100% chance for a 25 HP nuke? Why don't we just hand out insta-gib shock rifles? --Vellin 07:33, 29 Nov 2005 (GMT)
  • KILL - this and this are better solutions. --08:50, 29 Nov 2005 (GMT)
  • Kill - There IS already a downside to brain rot. You can't ever become human again and maybe pick up skills that you needed or a flak jacket or whatnot. Frankly, I have a zombie character and I'm not going to get brain rot because getting revived just isn't that big of a deal. If you get brain rot that's a heavy decision you have to make and the WHOLE point of it is immunity to revive syringes. --Pyrinoc 15:06, 29 Nov 2005 (GMT)
  • Kill - Why does there need to be a downside? There's no downside to, say, Axe Proficiency or Rend Flesh. Syringes are already pretty powerful. --Dickie Fux 17:15, 29 Nov 2005 (GMT)
  • Kill - Necrotech Syringes =/= Flare Guns. --Fixen 20:40, 29 Nov 2005 (GMT)
  • Kill Oh Wand of Defiance, please show your true light as this mindless oppresser learns that to tamper with the powers of Life (Syringes) and Death (Brain Rot) imperals us ALL!!--Spellbinder 02:23, 30 Nov 2005 (GMT)
  • Kill -- Haven't we voted for this before? --Nov 03:38, 30 Nov 2005 (GMT)

Flavor Item: Money

Timestamp: 07:57, 29 Nov 2005 (GMT)
Type: Improvement
Scope: Suvivors
Description: I think it'd be a fun flavor item to allow people to find money in banks. Bank searches could randomly turn up bills of different denominations. Like newspapers and poetry books, money would have no actual purpose. Clicking on it in your inventory would give you the following message: "That no longer has a use."


  • Kill Not very flavorful. Just kinda sits there. I admit it would be funny but meh. Coding time is precious. --Zaruthustra 15:38, 29 Nov 2005 (GMT)
  • Keep - This is the only suggestion regarding money I've seen that I like. --Dickie Fux 16:44, 29 Nov 2005 (GMT)
  • Keep - But expand the scope of fun useless stuff found: "You find a Best of ABBA CD", "You find a signed Antonio Banderas poster", "You find a comb" etc. --WibbleBRAINS 18:16, 29 Nov 2005 (GMT)
  • Kill - What Wibble said (trying to be clever here). I really agree with Z. --Biscuit 19:15, 29 Nov 2005 (GMT)
  • Keep - I've never heard of anybody searching in a bank, but heck, why not? :) --Seagull Flock 19:14, 29 Nov 2005 (GMT)
  • Keep - Well, the Best of ABBA CD and the Antonio Banderas posters would be neat ways to hide ads in the game :p. --Lord Kelvin 20:35, 29 Nov 2005 (GMT)
  • Keep - "You use the bills to clean your axe."--Milo 00:44, 30 Nov 2005 (GMT)
  • Keep - AND give it a higher % then newspapers. that way, everybody is RICH--Spellbinder 02:20, 30 Nov 2005 (GMT)
  • Keep - Kevan has the right to code what's important first, so why can't this sit around Peer Reviewed for awhile? --Monstah 03:36, 30 Nov 2005 (GMT)
  • Kill -- Nope... why add something that has no use? --Nov 03:41, 30 Nov 2005 (GMT)
    • Re - You're in flavor country, baby. --Jon Pyre 06:35, 30 Nov 2005 (GMT)
  • Keep - Well, it has no less use than the poetry book. --Drakkenmaw 02:25, 8 Dec 2005 (GMT)
  • Keep -- Kingdom of Loathing has meat as currency but you can still find "fat stacks of cash" which are in fact uttelry useless. And it's funny. So I don't see why we can't have flavor like this. -- Tabs 20:50, 9 Dec 2005 (GMT)
  • Keep -- "You find a bright, shiny nickel!" -- Caknuck 20:02, 10 Dec 2005 (GMT)
  • keep - because money is worthless and this reflected in a game would be awesome. --Matthew-Stewart 20:13, 10 Dec 2005 (GMT)
  • Keep - No comment. --Squashua 03:39, 12 Dec 2005 (GMT)
  • Keep - Totally useless. Therefore low priority. plus now I want to find a shiny nickel. --Thelabrat 09:30, 12 Dec 2005 (GMT)

Dog Tags

Timestamp: 08:17, 29 Nov 2005 (GMT)
Type: Either item or skill
Scope: Suvivors/Zombies
Description: Designed for commited suvivors. A suvivor who has Dog Tags can be identified on sight after becoming a zombie, their name being listed seperately as a clickable link that leads to their profile. They can be individually targeted for revivification, healing, and attacks. This would make it easier for them to be revived by allies but harder if they ever choose to stick with playing a zombie since they would lose their zombie anonymity. This could either be a military skill or be an item that can only be found at armories. The obvious difference is that a zombie could drop Dog Tags the item but would be stuck with Dog Tags the skill. This isn't a vote for either method but for this concept in general. If you like either system vote keep and say which one you prefer (or suggest your own way of doing it).


  • Keep - But make it an item. After all, this dog tag is something you hold/wear, not something you know/learn. Rhialto 12:39, 29 Nov 2005 (GMT)
  • Keep - I like the idea, It could help with Revivs, and people would know they wernt rotters. Furthurmore would Military start with the dogtags as standard. I think they should. --Dark Wingstalker 15:04, 29 Nov 2005 (GMT)
  • Kill You just suggested a mechanic thats already in the game. Just use your contacts list. --Zaruthustra 15:35, 29 Nov 2005 (GMT)
  • Keep - Maybe it could also have a place to put flavor text about your character (such as serial number, blood type, etc.) the way military dogtags would? --John Taggart 16:02, 29 Nov 2005 (GMT)
  • Kill - It would be difficult to read a zombie's dog tag without getting bitten. Just use profile description. --Dickie Fux 17:12, 29 Nov 2005 (GMT)
  • Keep - You can't access a zombie's profile without haveing it on you're contact list and besides it doesn't matter what they say just haveing them indicates the zombie wants a revive. The other advantage of an item like this is that it will reduce the number of "unwilling" revivals that zombies complain about. --Rolland CW 17:36 Nov 29 (GMT)
  • kill -Usually Im against anything involving helping the revives, but I understand your point. however in a realistic sence you dont just pass up a few women and children because some guy has a tag and that goes for whether they are sick or in this case a zombie. I know this would be helpful to some, but there are problems that would come up and bite us if this one went through...--Ringseed2 18:53, 29 Nov 2005 (GMT)
  • Kill - See Zaruthustra. --Biscuit 19:16, 29 Nov 2005 (GMT)
  • Kill --LouisB3 02:08, 30 Nov 2005 (GMT)
  • Kill --Nov 03:49, 30 Nov 2005 (GMT)
  • Keep - It'll make it easier for me to headshot people who are looking for revives. Yay! --Graaaaaaagh 22:57, 7 Dec 2005 (GMT)
  • Kill - It's too easy to get a revive already. Ask my zombie character. ;-) --Brizth 18:22, 13 Dec 2005 (GMT)

Revivification Syringes Grant Temporary Immunity to Infection HP Drain

Timestamp: 08:40, 29 Nov 2005 (GMT)
Type: Skill/balance change
Scope: Suvivors
Description: There's no real way to fight an infectious bite zombie in real time without constantly getting reinfected. I propose that revivification syringes when injected into a living person prevented the virus from draining hp for 1/2 hour. This way before/during a big battle suvivors could injected themselves (and each other) and save themselves some trouble. I figure this makes sense since the syringes already reverse the necrotic effects of the virus, surely it can keep it at a standstill for a short while. You can still be infected during this half-hour period, it just won't do any damage during that period of time. You still need the Lab Experience Skill to use syringes. And this isn't a skill to abuse since syringes are quite rare and valuable. Every time a suvivor uses it on themselves that's one more zombie to face they otherwise could have brought to their side.


  • Kill - If you're online to stick yourself with a needle, and actually do something in the half hour that buys you, just use a FAK. --Shadowstar 11:11, 29 Nov 2005 (GMT)
  • Kill - FAKs do the job just as well. Rhialto 12:38, 29 Nov 2005 (GMT)
  • Kill - Its not that hard to find a FAQ. Also the mechanics you suggested are time based. Time based = bad. --Zaruthustra 15:34, 29 Nov 2005 (GMT)
  • Kill - Just use a first aid kit. Geez. Bentley Foss 19:03, 29 Nov 2005 (GMT)
  • Kill - Yeah, this is way more complicated than a FAK. --Dickie Fux 00:39, 30 Nov 2005 (GMT)
  • Kill, Another use for the Wand of Defiance! Protect the players from the mindless suggestions of the army of the Short Bus People!--Spellbinder 03:41, 30 Nov 2005 (GMT)
  • Kill --Nov 03:51, 30 Nov 2005 (GMT)
  • Spam - Weakened version of Revivification Syringes Cure Infectious Bite --VoidDragon 14:36, 1 Dec 2005 (GMT)
  • Spam --Thelabrat 15:07, 12 Dec 2005 (GMT)

/me action

Timestamp: 14:41, 29 Nov 2005 (GMT)
Type: Additional button
Scope: Survivors
Description: Anybody who ever used mIRC should know what I am speaking about. A button, next to 'speak', which uses the same box and gives a similar result, but only the character's name is shown, not the said, " " stuff. Also, this shouldn't strip "'s. Zombies don't get this skill, to prevent abuse of zombie speech.


  • KILL - I've never used mIRC, so I don't know what you're talking about. I see, Zarathustra. Notice I've changed my "Kill" to all caps in response. --Dickie Fux 15:13, 29 Nov 2005 (GMT)
  • Kill - Hes trying to talk about emotes, he wants emotes in the game. No. --Zaruthustra 15:28, 29 Nov 2005 (GMT)
  • Kill - No, no, no. Why bother? Bentley Foss 19:04, 29 Nov 2005 (GMT)
  • Keep - Roleplaying, obviously. Currently you can describe a tag's design rather than just have it say speech, so why not have some emotes? As long as it still costs AP like speech and zombies can't perform them (just to insure no speech abuse) --Zarquon 19:16, 29 Nov 2005 (GMT)
  • Keep - Hmmmm... not sure how I feel about this. Better to keep it around than to trash it, though. --Biscuit 19:18, 29 Nov 2005 (GMT)
  • Keep It's not like people emoting stupid stuff would be any worse that people SAYING stupid stuff. It adds to RP value and it'd probably take about two minutes to code. EDIT: Fixen has a point. There needs to be some way to stop that. Not changing my vote though.--'STER 21:04, 29 Nov 2005 (GMT)
  • Keep - I don't really mind, but here's the one thing that spammers can do: "/me attacks you for 3 damage." This can make people freak out and run. --Fixen 21:10, 29 Nov 2005 (GMT)
    • Re: Different color?
  • Kill - sounds nice, but it'd create way too much useless screen clutter especially on login. --Nov 02:09, 30 Nov 2005 (GMT)
  • Keep - /me eats your brains for 10 damage. --Monstah 03:38, 30 Nov 2005 (GMT)
  • Keep -- Seems harmless enough, and it would add flavour. Low priority, but it would be nice to have. furtim 08:11, 30 Nov 2005 (GMT)
  • Keep - not a big change by a elegant refinement in communication. --Matthew-Stewart 21:03, 30 Nov 2005 (GMT)
  • Keep - I like it. Just change the colour or add a standard line header to avoid server messages faking. And it still has to cost 1APs, otherwise the "Since your last turn" summary will be a mess. --Seagull Flock 11:17, 6 Dec 2005 (GMT)
  • Kill - There's enough corpse-humping in other games without adding it to this one. --Drakkenmaw 09:08, 10 Dec 2005 (GMT)
  • Kill - Something tells me this would cause the game to take a SERIOUS turn towards the silly. And obscene. (Can I change my vote now?) -- Caknuck 20:03, 10 Dec 2005 (GMT)
  • Keep - No comment. --Squashua 03:40, 12 Dec 2005 (GMT)

Ignore List

Timestamp: 14:42, 29 Nov 2005 (GMT)
Type: Mechanics change
Scope: Anybody, spammers
Description: Very simple. Add an 'add to ignore list' option. Anybody on it could scream at the top of their lungs, you wouldn't hear it. Only exception are flares. A way to stop spamming, if speech ever becomes free.


  • Kill Spam just ins't a big problem. At the very most 150 messages a day. And thats if they're running the maximum of characters yelling all the time. --Zaruthustra 15:31, 29 Nov 2005 (GMT)
  • Kill - I don't think I've ever noticed a single player I wanted to ignore. I don't think it's necessary, since all speech disappears after a single refresh. --Dickie Fux 17:26, 29 Nov 2005 (GMT)
  • Kill - Why bother? The only time I ever hear any reasonable amount of speech is around a heavy combat zone. Even then, just do one action and you'll never have to worry about reading it. Bentley Foss 19:05, 29 Nov 2005 (GMT)
  • Kill If messages bothers you so much, just don't read them. Eddo36 19:51, 29 Nov 2005 (GMT)
  • Kill Well, i'm sure that if speach ever becomes free, hopefully an ignore list will be added. as speach IS NOT free, adding a suggestion to a skill/feature that DOES NOT EXIST is really taking up space, don't you think?--Spellbinder 02:07, 30 Nov 2005 (GMT)
  • Kill --Nov 03:53, 30 Nov 2005 (GMT)
  • Kill If speech is ever free, then perhaps. But since that is a qualifying statement of your suggestion it is irrelevant at the moment. Almost worthy of a spam.

Brain Eater

This has been suggested before, Suggestions/8th-Nov-2005#Mind_Munch, Suggestions/17th-Nov-2005#Eat_Brain, and it was already Spaminated into oblivion back then. Brizth 15:46, 29 Nov 2005 (GMT)

Both removed? hmmm... I sense a survivor cover up. --bbrraaiinnss 16:08, 29 Nov 2005 (GMT)

They're onto us! Quick, get the jeep! I'll meet you outside! CHEESE IT!--Vladmyre 16:45, 29 Nov 2005 (GMT)

So it's alright to grief zombies but not survivors? phungus420

Farms and Farm Animals

Moved to Humorous Suggestions as well... c'mon that can't possibly be a sane suggestion.

Rap Battle

Oh, yeah. Forgot this one. Moved to humerous suggestions.

Limited Use Flak Jackets

Timestamp: 17:47, 29 Nov 2005 (GMT)
Type: Item Change
Scope: Everyone
Description: Flak Jackets should have a maximum capacity to absorb 5 (maybe 10) bullets/shotgun blasts. These things should wear down as they take abuse. This could be programmed in much the same way as the pistols or shotguns, with a counter next to the item. I think this would add a degree of realism to the game. Granted this would be slightly unfair to brain rot zombies who are wearing flak jackets.


  • Keep I like the idea of depreciable flak jackets, however, more than five hits would be a good idea because it would discourage PKers a bit more. And how is this unfair to Brain Rot zombies? They are zombies, by choice, and zombies don't care about such piddly human things as flak jackets. As it stands, the Flak Jacket is a rather absurd piece of gear as it primarily protects zombies, rather than the living, as body armor is intended to in real life. --S Kruger
  • Kill - Leave flak jackets alone. Bentley Foss 19:06, 29 Nov 2005 (GMT)
  • Keep - I like it but it should go by damage like 50 before it is gone. Hot Shot
  • Keep - Would give use to having so many. Probably not too good an idea seeing as how zombies can only get one when alive. --ALIENwolve 19:47, 29 Nov 2005 (GMT)
  • Kill - This was suggested before I believe, and the problem is that Brain Rotted zombs would lose their precious flak jackets were this to happen. Not necessary. --Lord Kelvin 20:37, 29 Nov 2005 (GMT)
  • Keep - Agree with "Hot Shot". --greyone 22:57, 29 Nov 2005 (GMT)
  • Keep Exactly, Kruger. Flak Jackets that do very nearly nothing for the living but help the dead is just stupid. Actually, that gives me an idea.--'STER 21:09, 29 Nov 2005 (GMT)
  • Kill Not until I can unbuy brainrot. I dont think of my zombie as flak jaketed so much as he just takes 1 less point of dmg. then other zombies. --bbrraaiinnss 22:59, 29 Nov 2005 (GMT)
    • Re - I see your problem with this. I have zombie characters as well as survivors, and I'd like to have them be as effective as possible. I just think the idea of a perpetual flak jacket is a bit silly. Perhaps a new higher level zombie skill could be suggested to make up for the loss of flak jackets (the "I've been dead so long it doesn't matter how much you think you've hurt me" skill). Lower and middle level zombies would have to get by or get revived and get new jackets --CPQD 23:35, 29 Nov 2005 (GMT)
  • Kill Lets just hate on zombies some more. This would make getting a flak jacket as a zombie (the only class that really needs it) a massive pain in the ass. Hate hate hate! --Zaruthustra 02:01, 30 Nov 2005 (GMT)
    • RE So then we agree it should just be taken out of the game. Since it is mostly useless to survivors and out of character for zombies to have one. New suggestion time, remove flak jackets. --S Kruger
  • Kill, Hark! Is that a cry of help? I must use the Wand of Defiance to protect the players from the mindless suggestions of Captain Retardo and his heanchman, the Goons of Unplayablility!--Spellbinder 02:04, 30 Nov 2005 (GMT)
  • Kill Right, let's screw over brainrotters again. --LouisB3 02:56, 30 Nov 2005 (GMT)
  • Kill --Nov 03:57, 30 Nov 2005 (GMT)
  • Keep - I never took the opportunity to vote for my own idea here. I wasn't going to do this until Spellbinder referred to me as "Captain Retardo." Here is my final word on this. Flak Jackets, in the real world last for typically one use. This is only a suggestion, and this idea, in conjunction with many others, might make for a more interesting and enjoyable game. I admitted, when I wrote this, that it was perhaps unfair to zombies with brain rot. Some people added some useful ideas to this, but Spellbinder and many other used their unassailable logic of "I either don't like it, understand it, or didn't read the whole suggestion and the other posts, so I think it's dumb!" This is not hating on Zombies. This is only a suggestion for Kevan, and he can choose to use it, discard it, or modify it as he sees fit. --CPQD 06:52, 30 Nov 2005 (GMT)
  • Keep - I like the idea of limited use flak jackets; what if there was a new followup skill for the brainrotted where you could reduce how much damage you take by a given hit (as a flak jacket would) on the theory that if yr Wicked Dead, you maybe don't care about flesh wounds. Just putting forth a possible compromise. --Blutarski 17:57, 30 Nov 2005 (GMT)
  • Kill - Completely reassigning the attributes of an item already ingame which people depend upon is unfair. Even with the revivification revamp they introduced a "mark II" line. Abrupt revamps like this are annoying as hell, and not in line with how the game has operated to this date. --Drakkenmaw 02:47, 8 Dec 2005 (GMT)
  • Kill - No comment. --Squashua 03:41, 12 Dec 2005 (GMT)


Moved to humerous suggestions section. (We all know.)

Where am I?

Timestamp: 18:26, 29 Nov 2005 (GMT)
Type: Balance change
Scope: Zombies
Description: Was inspired by the "remember landmarks idea" So here is my idea to get it to some use

Zombies are stupid right? So next time you see a building, they wont see "Kennerfie lane police station" but rather "Police Station" and not remember the names of the streets. All buildings "The Horroway building" gets converted to "A Building" as are the names. Maybe a skill could combat this? Memories of places ? Under memories of life?.


  • Kill- A bit interesting, but no. Zombies need to be able to co-ordinate hordes, as that is the main point of the game. --Metroid16
  • Keep - Realism! Author's vote --Adrian 18:31, 29 Nov 2005 (GMT)
  • KILL � "Let's make this game even less fun for the zombies!" It's like you guys want this to be a Counterstrike MMORPG or something. Bartle 19:10, 29 Nov 2005 (GMT)
  • Kill - There's a point when realism needs to take a backseat to gameplay mechanics. The first was the introduction of zombies. The second was allowing them to see all the street names. Bentley Foss 19:08, 29 Nov 2005 (GMT)
  • Kill heh heh... wit is funny --bbrraaiinnss 19:29, 29 Nov 2005 (GMT)
  • Kill - That would make playing a zombie about as much fun as playing Pong. (Not that Pong isn't fun, it's just nowhere near Urban Dead.) --Antrobus178 20:02, 29 Nov 2005 (GMT)
  • Kill - Um. Check the stats page if you think zombies need help being harder/more boring to play. --Shadowstar 20:04, 29 Nov 2005 (GMT)
  • Keep - I think that some "zombie" players in this game should really rethink which side to play on. Eddo36 00:30, 30 Nov 2005 (GMT)
  • Keep - the idea has merrit. honestly tho, i'm pretty sure this is one of the suggestions that will never be put in--Spellbinder 02:02, 30 Nov 2005 (GMT)
  • Kill - Hey Edo, wothout us Zeds, there. is. no. game. --Stroth 02:40, 30 Nov 2005 (GMT)
  • Kill Zombies are just as smart as survivors in Urban Dead - they can read graffiti and understand human speech. --LouisB3 02:57, 30 Nov 2005 (GMT)
  • Kill -- Why do you want to take away something zombies has always have? They don't get GPS units as well... --Nov 03:59, 30 Nov 2005 (GMT)
  • Kill -- Interesting idea, but I sometimes get confused where I am when I KNOW where the buildings are. --Pesatyel 06:20, 30 Nov 2005 (GMT).
  • Kill See Bentley Fosses comments. I would love to see someone design a game a figure out how to make this work while at the same time still make a zed fun to play.

Beckon (was Give Directions)

Timestamp: 20:18, 29 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Prerequisite: Memories of Life

Having this skill gives the player a new action, "Beckon", that is available whenever there are other players in the location. When used, those players see something like the following:

Graaaaaaagh flails his arms wildly, indicating that you should follow him. (1 block north, 2 blocks east.)

The location given is your location as of the time that the other player(s) receive the message, similar to Scent Trail. The idea is to give feral zombies an in-game way to share "intel" with each other - for example, if I'd just broken down some barricades by myself and I know there are 20 zombies a block away just milling around, I could go over to the 20 zombies, gesture at them frantically, go back to my buffet, and they'd be able to follow me there if they wanted to.


  • Keep - Weird... but appropriate. --ALIENwolve 20:21, 29 Nov 2005 (GMT)
  • Keep - I like this, it lets zomb players that aren't in groups work together without having to sign up for the forum. --Lord Kelvin 20:39, 29 Nov 2005 (GMT)
  • Keep - Yay for swarm intelligence! --Fixen 20:44, 29 Nov 2005 (GMT)
  • Keep - We need more zed stuff. The survivor-zed ratio has gone from 2:1 to almost 3:1 (the zeds are at 29% now.) --TheTeeHeeMonster 21:44, 29 Nov 2005 (GMT)
  • Keep - Definitely a neat idea. --Shadowstar 21:08, 29 Nov 2005 (GMT)
  • Keep - It seems to me that zombies whouldn't be able to give specific directions (1 block north, 2 blocks east) even in pantomime. Perhaps just beckoning to someone to follow you north instead? Ah, I was a wee bit confused. Damn these zombie brains. --Antrobus178 21:18, 29 Nov 2005 (GMT)
    • RE: That's why the text shows the other players your current location rather than an arbitrary location you specify - the effect is indeed that you're beckoning them to follow you. Maybe the name should just be "Beckon"? Sounds a bit more zombish anyway.
  • Keep Great idea. Zombies really need more ways to community in-game. Screw the realism. Brizth 22:45, 29 Nov 2005 (GMT)
  • Keep Yes! I was so disapointed to find I couldn't make arrows with Zombish. ---> bbrraaiinnss 22:51, 29 Nov 2005 (GMT)
  • Keep - Zeds can use any power they get. --TheTeeHeeMonster 23:22, 29 Nov 2005 (GMT)
  • Keep - but YOU ONLY SEE THE MOST RECENT DIRECTION-GIVER. No text-spam, please!--Milo 23:58, 29 Nov 2005 (GMT)
  • Keep - thats one way to get zombies out of your suburb, i guess --Jon Hawk 01:14, 30 Nov 2005 (GMT)
  • Kill --LouisB3 02:59, 30 Nov 2005 (GMT)
    • RE: Out of curiosity, LouisB3, have you ever voted Keep on any suggestion ever? I searched for a while and couldn't find any instances anywhere.  ;)
  • Keep - Hey, hey, do the zombie stomp! --Monstah 03:43, 30 Nov 2005 (GMT)
  • Keep -- Mol prerequisite. --Nov 04:00, 30 Nov 2005 (GMT)
  • Keep -- Like the idea and "Beckon" would be a better name. --Pesatyel 06:23, 30 Nov 2005 (GMT).
  • Keep -- Really good idea for helping feral zombies to get coordinated and horde up light they ought to. furtim 08:08, 30 Nov 2005 (GMT)
  • Keep -- Seems reasonable, and you could imagine zombies flailing their arms to give directions as well. Beckon would be a better name though. Kindie 12:51, 30 Nov 2005 (GMT)
  • Keep - Heck. Yeah. - Xamnam 22:09, 30 Nov 2005 (GMT)
  • Keep - Author vote. Also, I changed the name to Beckon. --Graaaaaaagh 08:27, 4 Dec 2005 (GMT)
  • Keep - Unique and interesting way to help give some more fun in zombie play. I like it. --Drakkenmaw 02:52, 8 Dec 2005 (GMT)
  • Keep -- Hoorah! An intelligent counter to Flares! Sweet. -- Tabs 20:53, 9 Dec 2005 (GMT)
  • Keep - No comment. --Squashua 03:41, 12 Dec 2005 (GMT)
  • Keep - Bloody brilliant. My human characters are terrified. --Thelabrat 15:21, 12 Dec 2005 (GMT)
  • Keep - Very good suggestion. Flavour and usefulness at the same time. Good job! --Seagull Flock 17:48, 12 Dec 2005 (GMT)
  • Keep This is exactly the kind of stuff zombies need, not mindless and overpowered combat buffs. --Matthew-Stewart 17:59, 12 Dec 2005 (GMT)

Last words

Timestamp: 20:04, 29 Nov 2005 (GMT)
Type: I don't want to say improvement, 'cause the game is pretty good
Scope: everyone
Description: Spam hasn't been a problem for me, in fact there seems to be a lack of IN GAME communication by humans. When I enter a building that's under attack, or someplace that I'm going to hole up for the night in, I make it a point to always, and I mean always, tell the folks inside what I saw coming in, where I came from and ask for any information that they have....I think the AP cost is worth it because it adds (or at least I hope it adds) a little realism to the game. Granted, a lot of the time, no one says anything back, but hey, there are rude people everywhere in this crazy, mixed up world, but just think about it. If you were hiding in a building and some guy just walks and just goes right to sleep without acknowledging anyone, you'd think "What the **ck? How about helping out with a little info?

How about giving players a last word�a single entry that they can �say� after they are out of AP. �Player X mumbles �I just came from the PD 1 block south and 2 blocks west, 15 Z outside there and 5 outside this building when I came in� as they drift off.� Or �a Zombie rasps �Murh?� while he gently rocks� It�s a single line so it would keep spam down (Yes, it could be abused by people�but they would be stuck with a message every half hour) The idea is to get people talking a little more in the game..and everyone is so selfish with AP they don�t seem to want to use them to add just a little realism (just a smidge).


  • Kill - I like the "Free Speech idea" suggestion submitted earlier today a bit better. --Antrobus178 21:31, 29 Nov 2005 (GMT)
  • Kill - I understand your concerns. I like to tell other survivors what's going on, but to do this you need to budget your AP's. I think the game is fine just the way it is. --CPQD 22:06, 29 Nov 2005 (GMT)
  • Keep - Author, you are my hero! I would love this to death, and it is more realistic. When you are tired, you can't shoot someone with a shotgun, but you have enough energy to say ONE LITTLE LINE. This adds realism and it will help with that communication problem. --APOCzombie 22:37, 29 Nov 2005 (GMT)
  • Keep --bbrraaiinnss 22:54, 29 Nov 2005 (GMT)
  • Kill - What communication problem? I have no problem killing a zombie or two, searching for ammo, and leaving a message with my last one or two AP. Why should suvivors get free actions of any kind? It wouldn't be fair if zombies got one free hit at barricades after their last AP. --Jon Pyre 23:21, 29 Nov 2005 (GMT)
  • Kill - Nicks, vote in my "Free Speech" idea above, it's what will count. Eddo36 00:19, 30 Nov 2005 (GMT)
  • Kill - I rarely spend my final two AP, so I'd rather see some other way of solving whatever problem this is supposed to solve. --Dickie Fux 00:36, 30 Nov 2005 (GMT)
  • Kill - ^ --Milo 00:39, 30 Nov 2005 (GMT)
  • Kill - Wand of Defiance banish the evil hoards!--Spellbinder 01:59, 30 Nov 2005 (GMT)
  • Kill --LouisB3 03:00, 30 Nov 2005 (GMT)
  • Kill --Nov 04:01, 30 Nov 2005 (GMT)
  • Kill --Pesatyel 06:26, 30 Nov 2005 (GMT).
  • Kill - The horror. The horror. Mikm 19:12, 4 Dec 2005 (GMT)


Timestamp: 23:50, 29 Nov 2005 (GMT)
Type: Skill
Scope: Survivors
Description: Drinking a beer gives 1xp. Drinking a wine gives 2xp. No Change to Hp. gain.


  • Keep - Creator vote. You just have somthing between books and spraycans, and both of those are still in the game. --Mr NoName 23:50, 29 Nov 2005 (GMT)
  • KILL - So does this proposal contemplate an XP or HP gain? Compare "It is the xp gain of tagging for drinks." with "In this case you would get a possible hp gain insted." Everything after your first sentence is grossly incoherent. Perhaps I'm just missing something or perhaps my faith in my familiarity with the English language is misplaced, but I have no idea what you're saying. Vague and confusing proposals cannot be met with anything short of a Kill vote. I'm sorry. --SCOS OJ 0015 GMT, November 29, 2005.
  • Kill -^you get both a possible HP gain, and a possible XP gain. At any rate, it doesn't really have enough practical use...--Milo 00:30, 30 Nov 2005 (GMT)
  • Keep - As a subscriber to Modern Drunkard magazine, I must vote for this. However, your writing does read as if you got online while tanked. --Dickie Fux 00:34, 30 Nov 2005 (GMT)
  • Kill - Survivors have plenty of ways of gaining XP as it is. Bentley Foss 00:54, 30 Nov 2005 (GMT)
  • Keep - And just for the Hell of it, let zombies be able to drink beer, too. The Drunken Dead would love that. --TheTeeHeeMonster 01:15, 30 Nov 2005 (GMT)
  • Kill - Not neccessary. --Jon Hawk 01:19, 30 Nov 2005 (GMT)
  • Kill So... alcohol increases knowledge eh? AllStarZ 01:37, 30 Nov 2005 (GMT)
  • Keep you know what? for some odd reason, an item that heals 1 hp, and gives you 1 xp, for the cost of 100xp for the skill, sounds balanced. AND.... i dunno about others, but my characters sure as hell drink alot, AP be damned!--Spellbinder 01:56, 30 Nov 2005 (GMT)
  • Kill No possible in-charcter justification at all, ever. --LouisB3 03:02, 30 Nov 2005 (GMT)
  • Kill -- Drinking alcohol already has a %age chance of gaining HP. Why do you want to change that? --Nov 04:04, 30 Nov 2005 (GMT)
  • Kill - Survivors already have enough ways to get XP. --Pesatyel 06:27, 30 Nov 2005 (GMT).
    • Re - There, is it easyer to read NOW?! The thing is you have to drink over 50 bottles of wine or 100 botles of beer to make it worthwhile on the xp side, plus it colud be a base for other skills. It makes all of the drinks in clubs that you find more usefull. (see nov. 30) --Mr NoName 15:35, 30 Nov 2005 (GMT)
  • Kill - C'mon, alcohol kills brain cells. If anything, drinking should lower your XP. I know it's lowered mine in real life. :) --Antrobus178 16:40, 30 Nov 2005 (GMT)
  • Kill - It should lower, if anything (not that I am advocating lowering XP via beer) Mikm 19:14, 4 Dec 2005 (GMT)
  • Kill - Pointless. --Drakkenmaw 09:10, 10 Dec 2005 (GMT)

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