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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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NecroTech Self-Revive Kit

Spaminated with 7/10 Spam votes--Gage 00:20, 29 September 2006 (BST)

Chaingun (revisied)

I forgot to add in the part about attacking the chaingun. Sorry for withdrawing the suggestion for those that voted KEEP. I'll repost the revision.

Chaingun (revisied)

Spaminated with 7/9 Spam votes--Gage 05:08, 29 September 2006 (BST)

NT Revival Port

Spaminated with 10/15 Spam votes--Gage 20:25, 29 September 2006 (BST)

Freerun Failure Chance

This suggestion was found to be a dupe of this peer rejected suggestion.--Gage 04:29, 29 September 2006 (BST)

Torment The Living

Origional suggest_time=MrAushvitz 04:59, 29 September 2006 (BST)

Suggestion removed by author for edit at: 06:20, 29 September 2006 (BST) Might as well clarify a couple things so voters know what I intended, no dropdown menus.

Torment The Living (Edited)

Timestamp: MrAushvitz 06:41, 29 September 2006 (BST)
Type: New Zombie Skill
Scope: All other skills each add 0-2 words to your zombie's understandable vocaulary
Description: Torment The Living

Zombie skill, sub-skill of Death Rattle. Adds no benefits to your human character.

Your zombie is able to pronouce a handful of human words semi-coherently.

It's so simple, it's sickening. Each of your other skills contibute 0 to 2 words to your zombie vocaulary. Most of these words you can't pronouce correctly, but they are a closer aproximation of the origional word.

Any words you speak with death rattle that aren't on this list are treated normally. There is NO drop-down menu you just write your speech normally and the words (if any) that are part of your vocabulary will be spoken in the more understandable speech while the rest of your conversation is zombified normally.

This skill allows a benefit of sorts to the other less often used skills on the skill's trees. If nothing else they may give your zombie better means to express, threaten, or order others.

Word Additions ~ Zombie Skills Tree (Skills not on this list add no words to your zombie's vocabulary) *=This word's availability is offered by more than 1 skill

  • Scent Fear ~ Words: Run ("RUUNNN"), Get ("GETTTT"), Good* ("GOOOOD")
  • Scent Blood ~ Words: Bleed ("BLEEED"), Blood ("BLUUD"), Brains* ("BRRAAINZZZ!!!")
  • Scent Trail ~ Words: Come ("KUMMM"), Go* ("GOO"), Went ("WEENNNT")
  • Scent Death ~ Words: Ours* ("OOUURRZZZ"), Others* ("OTTHHEERRZZZZ")
  • Digestion ~ Words: Meat(or)Meet ("MEEET!!!"), Eat ("EEEEAAT"), Good* ("GOOOOD")
  • Infectious Bite ~ Words: Bite ("BIIIIIITE"), Swallow ("SHHWAALOOO"), Flesh ("FLESSSHH")
  • Vigour Mortis ~ Go* ("GOO")
  • Neck Lurch ~ Throat ("THROOT!!!!"), Brains ("BRRAAINZZZ!!!")* Tear "TAAAARRRE")*
  • Death Grip ~ Hold ("HOOLLLLD")
  • Rend Flesh ~ Rip ("RIIIIIP"), Smash* ("SMAAASSH"), Tear* "TAAAARRRE")
  • Tangling Grasp ~ Get* ("GEET")
  • Feeding Drag ~ Take ("TAAAKE"), Kill* ("KILLLL")
  • Feeding Groan ~ Call* ("KAALL"), Ours* ("OOUURRZZZ"), Others* ("OTTHHEERRZZZZ")
  • Ransack ~ Tear* "TAAAARRRE"), Smash* ("SMAAASSH")
  • Flailing Gesture ~ Do ("DOOO!!!"), Get* ("GEET"), Bad* ("BAAAD"), Stars ("STAARRZZZ")
  • Lurching Gait ~ Go* ("GOO"), There ("THERRRR"), Where ("WERRRE"),
  • Brain Rot ~ No ("NOOOOO"), Hunter* ("HUUNNNTERRR"), You can pronounce the letter "I" correctly with other non-vocabulary words! But each time you do randomly 2-4 I's will be added to the word when spoken.

Word Additions ~ Human Skills Tree (Skills not on this list add no words to your zombie's vocabulary) *=This word's availability is offered by more than 1 skill

  • Bargain Hunting ~ Words: Mall ("MAAAALL")
  • Tagging ~ Words: Word ("WUUURRD"), Pretty ("PURRETEE"), Look ("LOOOK")
  • Radio Operation ~ Words: Call* (Pronounced "KAALL"), Send ("SENNND")
  • Advanced Pistol Training OR Advanced Shotgun Training ~ Words: Hunter* ("HUUNNNTERRR")
  • NecroNet Access ~ Words: Hurt* ("HURRRT"), Kill* ("KILLLL"), Bad* ("BAAAD")
  • First Aid ~ Words: Hurt* ("HURRRT"), Good* ("GOOOOD")
  • Surgery ~ More ("MMOORRRR"), Paramedics "PARAMEDIKKZZ")

Intended Game Effect:

You have to purchase this skill after death rattle to gain the additional words offered, so it ain't free, even then you might not get very many words.

Of course, if you prefer the origional versions of zombie speech, just don't buy this skill (so everyone is happy.)

The main thing is this is a very good dual-personality skill, in that a bit more of your understanding (but none of your humanity) is available to your zombie's personality.

Each zombie (based on decay, and development) will have slightly different words of choice available to them.. so this would definately be interesting. Especially for those with flailing gesture. <a zombie points to hospital "GOOOOD BRRAAINZZZ!!!">

"Send More Paramedics" ~ The Return Of The Living Dead (spoken over radio after origional paramedics were just eaten)

Keep Votes

  1. Author Keep Now you can say "Brains" with pride, and be understood. But it takes a while to have more than a handful of words helping you out. Even this advanced zombie speech will at best be better suited for the most powerful zombies. A good reason to swarm up, follow the zombie with the megaphone pointing at everything. Note: Brain Rot is one of the best! MrAushvitz 06:41, 29 September 2006 (BST)
  2. Keep Really, I don't see why not. --Reaper with no name 14:09, 29 September 2006 (BST)
  3. Keep Just because it's such a novel and hilarious idea of gaining words by getting other skills. GOOOOD BRAINNNZ --BBM 15:10, 29 September 2006 (BST)
  4. Keep - Won't do any harm but I think there should be a drop down menu for these words next to where you type. It won't really effect much but if it was implented with other ideas it would add variety. --MarieThe Grove 15:54, 29 September 2006 (BST)
  5. Keep - If for no other reason than allowing zombies to say "brains" properly. --IrradiatedCorpse 16:31, 29 September 2006 (BST)
  6. Keep I can't see anything bad coming from this. -- Squidward 19:45, 29 September 2006 (BST)
  7. Keep- Staaaaarrrzzzz!!!! I like it.--Grigori 20:40, 29 September 2006 (BST)
  8. Keep on a bun!! Loooookk Puurrteee Goooodd --Officer Johnieo 20:56, 29 Septmeber 2006 (BST)
  9. keep A zombie that can talk? That's scary. --CrimsonD 01:31, 30 September 2006 (BST)
  10. Keep - Good idea. ... Did I just vote Keep on a zombie friendly suggestion????--Labine50 MHG|MalTel 01:38, 30 September 2006 (BST)
  11. Keep - Muy Bueno, Señor! --Toejam 03:32, 30 September 2006 (BST)
  12. Keep This Idea Is The Best. Evar. 3:45, 30 September 2006 (BST)

Kill Votes

  1. Kill I'd get sick of zombies saying the same few words over and over. MAAAAAAALL! TEAAAAAR! BAAAAAAD! PURTEEEE! --Jon Pyre 07:05, 29 September 2006 (BST)
  2. Kill - Sorry, but no. And look at your page MrAushvitz!--Canuhearmenow Hunt! 23:16, 29 September 2006 (BST)
  3. Kill - Zombies already have messed up speech. Spraycan Willy MalTel·T 16:39, 30 September 2006 (BST)
  4. Kill -Too many EXP wasted on such a useless flavor communication. Would probably be better if you simply combined all these offshoots into one skill, but would be still unneeded. --Sekoku 23:00, 30 September 2006 (BST)

Spam/Dupe Votes

  1. Spam - BRRAAINZZZ HURRRT. --Funt Solo 07:48, 29 September 2006 (BST)
  2. SPAAAAAAAAAAAAAAAAAAAAM retarded. Rheingold 08:02, 29 September 2006 (BST)
  3. Spam - My cat took a shit on the grass. That'd make a better suggestion than this one Kaylee Hans 09:49, 29 September 2006 (BST)
    • Re I look foward to spam voting your cat shit suggestion.MrAushvitz 23:14, 29 September 2006 (BST)
      • Re I'm just hopping on the Spam bandwagon. I saw someone make a spam comment like the one I made, and I thought it was a good idea for a spam vote. I just don't think zombies need to talk like that if people are only going to be using it for "brains" and they will be. EDIT: Oh and the credit for the cat shit spam vote came from CaptainMorgan, if I knew who made that vote, I would have given credit Kaylee Hans 10:02, 30 September 2006 (BST)
  4. Spam - See spam vote 2. --Nob666 11:36, 29 September 2006 (BST)
  5. Spam - See spam vote 2. Besides, most of these phrases are useless or used in situations which will almost never happen or can be solved in another, easier way.--Mr yawn 17:48, 29 September 2006 (BST)
  6. Spam - Pretty much senseless. I much prefer the current methods of zombie speech. --Rgon 18:46, 29 September 2006 (BST)
  7. Kill - Kill on the spam area.. Has the stronger kill been born? --Niilomaan GRR!M! 21:19, 29 September 2006 (BST)
  8. The title is so accurate! - Except it wouldn't be game only. --Steel Laser 22:52, 29 September 2006 (BST)
    • Re "We all do what we can..." ~The devil in "Constantine" MrAushvitz 23:13, 29 September 2006 (BST)
      • Re: - Honestly, my eyes and head hurts just from having to read all of that. --Steel Laser 23:29, 29 September 2006 (BST)
  9. ZOMFGWTFBBQ As Steel Laser - My brain feels like it's on fire, man! OW OW OW OW! --Gold Blade 02:10, 30 September 2006 (BST)
  10. Spam - Paramedikkss! do you say help in zombie? --Axe Hack 04:09, 30 September 2006 (BST)
  11. Spam - BTW Kaylee Hans, I trolled first. me > you. Give trolling credit were credit is due. --CaptainM 09:42, 30 September 2006 (BST)
  12. They Stole my ZOMFGWTFBBQ! - Gage, and Gold Blade — you bastards. Regardless, I simply do not see any real way to salvage this without a complete rewrite; carve off some of the crap, puh-lease. –Xoid STFU! 20:22, 30 September 2006 (BST)
  13. Spam -Dog Deever TNec 00:37, 1 October 2006 (BST)
  14. Spam -Why not just let zombies talk "normally" as this is pretty much that. WAY to many words available.--Pesatyel 06:11, 1 October 2006 (BST)

A River Runs Through It

Timestamp: 18:20, 29 September 2006 (BST)
Type: Map Alteration / New Locations
Scope: Malton
Description: A river, crossed by various bridges, runs from one side of Malton to the other, cutting the city in two.
  • New Location Type: River - can only be entered by humans with Body Building or zombies with Lurching Gait, and it costs 4AP - this is to indicate swimming across the river.
  • New Location Type: Bridge (acts as Street, normal AP cost).
  • Map alteration: The river squares would run in a meandering but uninterrupted (except by the occasional bridge square) course across Malton, from east to west, mostly through the central line 'burbs.
  • Roleplay: "I'm with the North-Side Skunks - let's murder those south-side punks!"
  • Obvious roleplay downside: The map would be redrawn, and some buildings demolished. Doublethink required to pretend that it was always like this.
  • Obvious gameplay downside: If you disallow combat in a river square, then it would become a place of immunity, in which characters could tread water without fear of attack. Therefore, actions must be allowed as normal in the river - including combat, revives and DNA scans.
  • Plea: spam me gently.

Concept art:


Keep Votes

  1. Author-Keep - What? --Funt Solo 18:21, 29 September 2006 (BST)
  2. 1984 - There was always a river there. Always.--Gage 18:24, 29 September 2006 (BST)
  3. Keep - I like it, but it's going to be one hell of a job trying to explain why there's a river in the city all of a sudden. Immense drought? River dam re-opened as it was shown the zombie virus doesn't infect people by drinking water coming from infected areas? --Nob666 20:37, 29 September 2006 (BST)
  4. River was always there as Gage said. - Whitehouse 20:46, 29 September 2006 (BST)
  5. Keep - Hesitant about the effect on new players, but that would probably just contribute to a polarizing effect between sides, which is part of the point. So, sounds like it would be fun. I can easily just assume the river was always there. Wierd how I never noticed before when I was swimming across a river. Probably just wasn't paying attention. --Rgon 21:08, 29 September 2006 (BST)
  6. Keep - Let the watersports begin! (Yes. No.) --Niilomaan GRR!M! 21:17, 29 September 2006 (BST)
  7. White Water Rafting - Anyway this is a cool idea but how about the river moves through other suburbs curving through the whole of malton instead of focusing on the central suburbs? --MarieThe Grove 21:17, 29 September 2006 (BST)
  8. Keep - But it should be placed so it destroys the lowest amount of buildings possible and it should curve through a wide area. -TauronC GRR! 21:49, 29 September 2006 (BST)
  9. Keep - I look foward to my female characters (The McTavish sisters, as well as Zombie Mistress) having various Wet-T-Shirt Catfights in Malton's river. 1 serious addition, survivors should be able to do suicides from bridges in the same manner as from towers.. a nice outdoors location to take care of those unexpected revives for noob zombies. (Note: if it has 8 or more bridges, "Malton" may actually be Saskatoon.. I'm from there and the South Saskatchewan River runs west to East through Saskatoon.) "Splashy, splashy.." -MrAushvitz 22:45, 29 September 2006 (BST)
  10. Keep - Do we get to fish in it? --Steel Laser 22:48, 29 September 2006 (BST) Edit Perhaps there was an underground river, but the buildings collapsed because the zombies attacked the suppotr pylons. --Steel Laser 23:20, 29 September 2006 (BST)
  11. River - I'm thirsty now.--Thari TжFedCom is BFI! 22:58, 29 September 2006 (BST)
  12. Old man keep, he just keep going... Now all we need is to get a ferry system up and running. --Officer Johnieo 23:40, 29 September 2006 (BST)
  13. Keep - I love it.--Canuhearmenow Hunt! 00:12, 30 September 2006 (BST)
  14. Keep (Just when you thought it was safe, I turn up.) It's good as is, But it if you revise it, A good way to make sure people don't stay in the river all the time would be to add in a possibility of infection. After all, we've gone over a year without a functioning sewer system...--Labine50 MHG|MalTel 00:21, 30 September 2006 (BST)
    • Re - Aye, Grigori suggested the infection thing as well - great idea. --Funt Solo 00:47, 30 September 2006 (BST)
      • RE - Well I certainly feel silly...--Labine50 MHG|MalTel 01:34, 30 September 2006 (BST)
        • Re - Oh, that was on my talk page - I meant you both had a great idea. It was kismet. --Funt Solo 02:06, 30 September 2006 (BST)
  15. Keep - Sounds good with or without the suggested modifications. --ExplodingFerret 00:58, 30 September 2006 (BST)
  16. Again I'm not puting Keep in front of my comment. What? This is the Keep section! Now....this river idea.....nice job Funty! I was planning an idea like this but never finnished and you got it here before me! --Axe Hack 04:12, 30 September 2006 (BST)
  17. This is the most awesome suggestion in quite a while. Rheingold 09:12, 30 September 2006 (BST)
    • Re Link struck under Section 3. Sorry. --Funt Solo 09:25, 30 September 2006 (BST)
      • Re Learn the rules before you presume to edit my posts. My suggestion is not a dupe of yours. Nor is it on this page yet. Your suggestion is PR-bound; stop throwing a temper tantrum about mine. Rheingold 10:22, 30 September 2006 (BST)
        • Re - I'm irritated that you've hijacked, not just this suggestion, but all the voters' additional suggestions, and stuck your name on it as if you thought of it. If we must, let's continue this discussion on our talk pages, or on the discussion page. Cheers. --Funt Solo 10:30, 30 September 2006 (BST)
    drama removed after resolution ;) Rheingold 19:39, 30 September 2006 (BST)
  18. Keep, But... how about having it run diagonal so it goes through more suburbs? Oh and as for how it got there, blame communism it always works. Youronlyfriend 10:04, 30 September 2006 (BST)
  19. Keepp Don't these people in the kill and spam sections get it!? The game is in beta (I think) so any change to it can be accepted. The river was always there, an earthquake happened and water filled up from underground springs! Bridges formed from fallen buildings! Communists and their commie ways did it! There's a river in the city. Get over it. Vote not on how it got there, but on what it does! Yeesh! Good idea though. Kaylee Hans 10:11, 30 September 2006 (BST)
  20. AH-HA! NOT KEEP! I love it! It would add a nice new thing to the game. --Mnbvcx 16:41, 30 September 2006 (BST)
  21. Keep - A water feature would be nice for Malton. Spraycan Willy MalTel·T 16:49, 30 September 2006 (BST)
  22. Keep I guess a torential downpour just filled in a river bed or something... --GhostStalker 19:16, 30 September 2006 (BST)
  23. Keepwagon - It always was there. Now we are just making it visible and removing imaginary buildings. I blame communisim for making us blinded. --Gold BladeVote Abstain! 19:45, 30 September 2006 (BST)
  24. Keep - Yes, I like this. --IrradiatedCorpse 00:03, 1 October 2006 (BST)
  25. Keep - it would make a nice change, can we have boats? -Dog Deever TNec 00:41, 1 October 2006 (BST)
    • Re - We could tie a few bloated corpses together - their mad thrashing to get at our juicy brains would provide a form of chaotic propulsion. --Funt Solo 01:05, 1 October 2006 (BST)
  26. Keep - dumping zombies in the river go fishing I'm with it--Zombie Spray 05:15, 1 October 2006 (BST)
  27. Keep - The river was always there. Always. - David Malfisto 15:38, 1 October 2006 (BST)
  28. Keep - I like it, not necessarily N/S, maybe E/W or diagonal division, but if you need an explanation, I'd say the river was always there, underground, and has now eroded enough earth away to sink, demolish, and remove all the buildings above it. regardless, it must be plotted to avoid all resource and NT buildings, only things to be taken should be wasteland, factory, school, junkyard, etc. --Kiltric 00:01, 3 October 2006 (BST)
  29. Keep - I was going to suggest this very Idea, but then I found it here. The reason for the river suddenly appearing could be something lik "A dam east of town broke, causing flooding across the city of Malton" also you could do it that your player dies if they enter the river, washing up somewhere downstream, this would eliminate the issue of combat immunity Tommy the Zombie 13:39, 9 October 2006 (BST)

Kill Votes

  1. Kill- I've always liked the idea of a river, although I think it should be an impassable square. Anyone currently in it should just be moved to the sides.--Grigori 20:43, 29 September 2006 (BST)
    • Re - Ooh - you've said Keep, but placed your vote in the Kill it Kill or Keep, bejabers? --Funt Solo 20:55, 29 September 2006 (BST)
      • RE-Shit not again. Anyways, I think it might count as a kill anyways, so I'll change it.--Grigori 21:10, 29 September 2006 (BST)
  2. Kill - For such a large gameplay change, needs more work. For example, what ratio of river to bridge squares would there be? --BBM 22:51, 29 September 2006 (BST)
    • Re - I'd suggest 1 per suburb, at the most - but really, that's an implementation issue (with a suggestion of this scope) --Funt Solo 00:00, 30 September 2006 (BST)
  3. Kill I'm not sure why a random 4x AP draining zone would be fun. --Jon Pyre 23:08, 29 September 2006 (BST)
  4. Kill - I really like it, but river squares should be impassable. I was under the impression the game was open beta, so changing something like this is just fine by me. Blame an acute earthquake if you want... --Burgan 23:40, 29 September 2006 (BST)
    • Re - I'm worried that if I re-submit with impassable squares, then all the Keepers will vote Kill and vice versa. Personally I don't care about the passable/impassable part of this, and on the very slim chance it did get implemented, that would be a decision for [he whose name cannot be spaketh] --Funt Solo 00:02, 30 September 2006 (BST)

Spam/Dupe Votes

  1. WTF CENTAURS !?! A freaking river!?! Where the fuck would it come from! -Certified=InsaneUG 20:51, 29 September 2006 (BST)
    • Re - From rainwater collecting in the hills and mountains to form a stream which... --Funt Solo 20:56, 29 September 2006 (BST)
      • wtf re And wtf happens to everyone that was in a building that is now submerged, they drown!?! -Certified=InsaneUG 22:17, 30 September 2006 (BST)
        • Re wtf wtf WTF w t f ?!?!?!?! --Funt Solo 22:33, 30 September 2006 (BST)
  2. spam Pointless. This isn't needed. --CrimsonD 01:34, 30 September 2006 (BST)
  3. Spam-Yes I know this is going to Peer-Review. Yes I know the river has always been there. But CrismonD said it so...This ISN'T NEEDED. I want real fixes in the gameplay system! I don't want a river cutting through safehouses!--ShadowScope 12:52, 30 September 2006 (BST)
  4. Spam - Changed my vote to spam, exactly what benefits does this give? None. And what problems will this generate? Tons. And also, people say there is a logical way to explain it. Well, im not seeing it. It would have to be one hell of an earthquake to tear a fissure big enough to to form a river. Surely the earthquakes power would destroy and generate other fissure in the city? And the buildings collapse and perfectly form into stable bridges? Whilst none of the debris is swept away? Some of the merit in ideas would come from believability. And this suggestion lacks that. Not to mention what others above me have covered.--Mr yawn 13:41, 30 September 2006 (BST)
    • Re - I don't think anyone is suggesting that implementing this could be explained with anything other than "just pretend it was always there". The benefit is the same as the problems - a barrier to movement. It would make the geography more interesting. That's all, really. --Funt Solo 14:36, 30 September 2006 (BST)
    • Re - Alright, lets screw over the geography (since that can be decided at a later date) for now and actually look at it. First off, this breaks the free run system in the suburbs this river goes through and forces the suvivors in those buildings removed without a safehouse. And itll create bottlenecks at the bridges. Which are good and bad.--Mr yawn 18:02, 30 September 2006 (BST)
    • Re - Yes, the Free Running network would be split in two. There are precedents already, where small 5-6 block zones are separate from the rest of the network (chiefly in Pescodside, Miltown, Richmond Hills, Judgewood/Chudleyton & East/West Becktown, although there are others). I look on that as a positive, making the geography and roleplay more involving, along with bridge bottlenecks. Anything that takes the pressure off malls and forts. The key difficulty you mention is that of implementation - anyone inside one of the few demolished buildings would need to be moved by the server to an equivalent, nearby location. --Funt Solo 18:56, 30 September 2006 (BST)
  5. Spam -Urban Dead IS still Beta, so maybe in a "new" version. But it just wouldn't work for a river to magically appear through the city. Besides, I can see too much abuse happening at the bridges.--Pesatyel 06:09, 1 October 2006 (BST)


Spaminated with 7/9 Spam votes.--Gage 23:28, 29 September 2006 (BST)

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