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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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Throw Stuff

Timestamp: Hans Gunstche 00:42, 30 November 2006 (UTC)
Type: Mechanic
Scope: Everyone
Description: Scouts and medics have a very limited way of

gaining XP, so I suggest that survivors can throw items at others to deal 1 damage with a 30% chance of hit. It's unlikely that survivors will throw their useless items at other survivors because you gain no XP from throwing items (1 damage divided by two rounded down is zero). This doesn’t make throwing far superior to punching because you have to forsake an item (albeit probably a useless item) to use the attack. Now, why exactly the scope “everyone”? Well, zombies should also have the ability to throw things, though I doubt they ever would use that ability because zeds’ other modes of attack are much better than throwing.

Keep Votes

  1. Keep - THROWING CRUCIFIXES FTW!!12!--Labine50 MH|ME|P 01:05, 30 November 2006 (UTC)
  2. Keep - We have just found... (cue dramatic music) the new use for wirecutters. And as a side note to all you naysayers, why use realism as an argument? Is it realistic that a hit from a pistol doesn't automatically kill? Is it realistic that a zombie's hands can deal as much damage as a fire axe? No. --Wikidead 01:17, 30 November 2006 (UTC)
  3. Keep - I changed my vote, as i realized how horrendously FREAKING FUN IT WOULD BE TO THROW BEER AND WIRECUTTERS AT PEOPLE, ESCPECIALLY IF THEIR NAME WAS GAGE 4TH, RULER OF THE WIKI, LOL!! --Poopman9 01:49, 30 November 2006 (UTC)
  4. Keep - But you know, throwing a knife should hurt more than throwing a newspaper. Well, maybe it's a rolled up newspaper complete with rubber band thrown at high speed by the paperboy. Also make it so you automatically say "Ow, quit it!" whenever somebody throws a cell phone at you. --Uncle Bill 02:46, 30 November 2006 (UTC)
  5. How does it hurt? (Well, beyond the damage in game, heh.) Makes those useless items a little more useful and doesn't prevent people from playing without it.--Pesatyel 03:21, 30 November 2006 (UTC)
  6. Keep - Your presentation leads a little to be desired, but I like the concept --Gene Splicer 09:05, 30 November 2006 (UTC)
  7. Aye - "Take that ya damn dirty zombie..." I do look foward to survivors throwing useless items at zombies, then taking the time to tell those zombies what gear they were just hit with. "Ha, okay.. I just hit your zombie ass with a beer bottle, 2 fricking NT scanners, a crowbar and 2 crucifixes I didn't need! Take that ya bastich!" Additionally, this has great potential for low power PK bouts in which only punching and thrown items are permitted, and the only healing permitted is liquor. Bar-fight role-play MrAushvitz Canadianflag-sm.jpg 13:09, 30 November 2006 (UTC)
  8. Keep - I'll just vote for my own simply because I just want to speak up, I want to keep this mechanic simple, there should, yes, be an upgrade, like having body building give you a 25% more accuracy. Yes, I realize that throwing an axe for one damage is not a good thing, but it is just to make sure the mechanic isn't too hard to incorporate into urban dead. This here will be upgraded, it wil give everyone an advantage. Use your imagination, civlians have a higher chance of hitting something, firefighter class has the axe power, maybe changing it to 2 dmagae is better idea, ect. Besides, I always thought having useless items was pointless, but now you can throw crusifixes, previously old and pointless items actully have a use. Think about it. --Hans Gunstche 01:38, 30 November 2006 (UTC)
  9. Keep - Now we can have Barfights!--Canuhearmenow Hunt! 21:55, 30 November 2006 (UTC)
  10. Keep with modifications -- just make sure that the hit percentage and hp deduction are more than fists, but less than the next powerful weapon. Asheets 22:24, 30 November 2006 (UTC). I also like the flavor of finding something worthless, getting man, then flinging it at the nearest survivor/zed. Asheets 15:54, 14 December 2006 (UTC)
  11. Keep Then you could really "Throw the book" at those PKers. --Rogue 00:00, 1 December 2006 (UTC)
  12. Keep As Rogue --Sgt. John TaggartUNIT 11/5 WCDZ TJ! 01:13, 4 December 2006 (UTC)
  13. Keep - I like it cause of wirecutters, but its a flavour accord too.Seems useless but So is two alcohalic beverages that do the same thing,Maybe useless but that Is for Kevan to decide whether he wants to spend the time to implement.--Wbleak24 07:09, 6 December 2006 (UTC)
  14. Keep - Simple, harmless (basically), and promotes childish behavior. I love it. --Gateking 01:44, 8 December 2006 (UTC)
  15. Keep - I like how you made this inclusive for both survivors and zombies, and the flavor of the idea is hilarious. I can envision groups of paperboys who sole mission is to deliver newspapers to the zombie masses...ideally via a headshot! --MorthBabid 19:29, 13 December 2006 (UTC)

Kill Votes

  1. Kill - I don't know, it seems too underpowered to be terribly useful for medics and scouts and making it more powerful would be silly since you're just throwing things. Also, a book do as much damage as a portable generator? Besides, once you run out of useless items to throw you have to find more. Why not just find a fireaxe which has a higher damage per AP? --Wfjeff 02:43, 30 November 2006 (UTC)
  2. Kill - Useless. Maybe if it dealed a higher amount of damage. Maybe. Pvt De, 03:30, 30 November 2006 (UTC)
  3. I think it should do the same amount of damage as the size of the item (i.e. 1 for most things, 2 for shotguns and pistols, 4 for radios...). If people think this is overpowered, perhaps adjust the percentages, for example 40% chance of throwing items of size 1, and and 5% less for each increase in size? --ExplodingFerret 06:54, 30 November 2006 (UTC)
  4. Kill in current form - This idea is fairly solid. However, there are some problems that need to be ironed out. It's a bit long, so I decided to put it on the discussion page. --Reaper with no name TJ! 17:51, 30 November 2006 (UTC)
  5. Kill - I kinda like the general idea of it, but this seems pretty useless. --Rgon 19:20, 30 November 2006 (UTC)
  6. Kill - Using a Knife with zero combat skills gives .4 exp per AP. This skill gives .3 exp per AP, assuming you already have the stuff to throw and aren't spending more AP searching for it. Not a useful idea. --Zap 16:57, 14 December 2006 (UTC)

Spam/Dupe Votes

  1. OMGAFFLES!! - Well who knows maybe he thinks that all zombies are womans, then the axe to the couchies would probly do 1 damage. +3 damage for normal damage and -2 damage for the pleasuomg i am not going to talk about it.--Shadow213 01:25, 30 November 2006 (UTC)
  2. Why? --Jon Pyre 01:44, 30 November 2006 (UTC)
  3. RANDOMN00BSAYING Let's not --Officer Johnieo 02:27, 30 November 2006 (UTC)
  4. Extra Extra! Read All About It! You throw a newspaper and it hits a zombie in the head. The zombie takes a Headshot full of spam. --Axe Hack 04:47, 30 November 2006 (UTC)
  5. Spam - How very pointless, you can just attack with any other weapon and then explain, so this is useless.--Mr yawn Scotland flag.JPG 06:20, 30 November 2006 (UTC)
  6. Gah! --Funt Solo Scotland flag.JPG 08:51, 30 November 2006 (UTC)
  7. Spam - seriously? You want to be actually throwing flak jackets, books,wire cutters, mobile phones and the like? Why not just use your fists instead? -- MoyesT RPM 10:22, 30 November 2006 (UTC)
  8. Spam? - Blah bannana graaagh! --MarieThe Grove 15:33, 30 November 2006 (UTC)
    RE - thank you for the loving comment marie, but, no retards are allowed on the suggestions page. ShooShoo now, Shoo Shoo!! --Poopman9 01:04, 1 December 2006 (UTC)
    How about you go away? You aren't the author.--Gage 01:34, 1 December 2006 (UTC)
  9. Spam - What Labine said. --Max Grivas JG / M.F.T. 07:19, 1 December 2006 (UTC)

Unknown broadcast

Spaminated with 7/10 Spam votes. --Funt Solo Scotland flag.JPG 08:54, 30 November 2006 (UTC)

Add First-Aid Kits To Schools

Timestamp: Jon Pyre 07:35, 30 November 2006 (UTC)
Type: Improvement
Scope: Schools
Description: It occurs to me that all schools have an infirmary/nurse's office and you're probably more likely to find an FAK in there than a church. I suggest giving schools a 7% chance of finding an first-aid kit. This is symbolically slightly higher than the church but still well below the hospital's 14% chance or the mall's 20% chance. This would also prove slightly useful compared to the church. While you'd never search a school if your primary goal was a first-aid kit searching there for a spray can might turn up a bonus FAK as opposed to nothing but books.

Keep Votes

  1. Keep Schools do have lots of first-aid kits on hand, certainly more than churches. Any place that involves gym and bullies is going to have a decent medical office. --Jon Pyre 07:35, 30 November 2006 (UTC)
  2. That boy's done his homework. --Funt Solo Scotland flag.JPG 08:55, 30 November 2006 (UTC)
  3. Sensible. --ExplodingFerret 10:19, 30 November 2006 (UTC)
  4. Keep 'cos it's a bloody decent idea and I'm amazed no-one's thought of it before. Why the heck wouldn't you find a first-aid kit in a school? The 7% chance seems about right, too. Matt the Zombie 10:51, 30 November 2006 (UTC)
  5. Keep Lowly newbs have lots of problems with getting anywhere to start with due to over-barricading and lacking free-running at least with med kits in schools they'd get a chance to heal themselves. --George Remero 11:13, 30 November 2006 (UTC)
  6. OI! Hmm, nurse's office.. gym.. teacher's lounge and the occasional student experimenting in "medicine" yes, medical supplies would be available.. just nowhere near the equivilent of a parmacy or hospital.. as you have said. A new and useful reason for schools to be in malton. MrAushvitz Canadianflag-sm.jpg 13:22, 30 November 2006 (UTC)
  7. Keep As all the above. Eminently sensible, and gives the School Buildings a much needed use.--MoyesT RPM 13:28, 30 November 2006 (UTC)
  8. Excuse me.....where's the nurse's office? --Axe Hack 13:55, 30 November 2006 (UTC)
  9. AH MOTHERLAND! - Gives more importance to schools.--Mr yawn Scotland flag.JPG 15:23, 30 November 2006 (UTC)
  10. Keep - I'll vote now before I think about how unbalancing it could be... --MarieThe Grove 15:34, 30 November 2006 (UTC)
  11. Makes sense, I guess. Maybe lower the percentage a little, as nurses' offices in schools can only do so much for wounds... --GhostStalker 15:44, 30 November 2006 (UTC)
  12. Cautious Keep - It does make sense. However, I'm a little worried that having the rate higher than that of churches will take a lot of the purpose out of having the churches, as FAKs are really the only useful item they have. Role-play wise, it makes sense that people would end up turning churches into makeshift hospitals during an apocalypse, and therefore justify the existence of the FAKs. However, that is still no excuse for there not to be FAKs in schools at some rate, which is why I'm voting keep. --Reaper with no name TJ! 18:06, 30 November 2006 (UTC)
  13. But in the future, refrain from taking usefulness from curches.--Labine50 MH|ME|P 18:36, 30 November 2006 (UTC)
    • Re Truth be told this shouldn't hurt churches too much. Nobody searches there anyway. You're probably better off traveling to another suburb for FAKs than turning to a church if every hospital nearby in ransacked. --Jon Pyre 21:15, 30 November 2006 (UTC)
  14. Keep - Seems like a good idea to me, and makes good sense. --Rgon 19:21, 30 November 2006 (UTC)
  15. Keep - Sensible idea. --Winnan 20:25, 30 November 2006 (UTC)
  16. Keep - Excellent idea. --Pvt De 22:24, 30 November 2006 (UTC)
  17. Keep solid. Asheets 22:25, 30 November 2006 (UTC)
  18. Keep - suprise FAKs! --Sgt. Expendable JG
  19. Keep - Yay!! More reliasm, and i likie it.. --Poopman9 23:43, 30 November 2006 (UTC)
  20. Keep - Makes sense. --Wikidead 00:05, 1 December 2006 (UTC)
  21. Keep - oooh! That's a nasty paper cut. How'd that happen? --Officer Johnieo 01:45, 1 December 2006 (UTC)
  22. Keep - Works for me, absolutely. --Wfjeff 08:52, 1 December 2006 (UTC)
  23. Keep - Yep, good idea. --Nosimplehiway--Nosimplehiway 05:19, 5 December 2006 (UTC)
  24. Keep - You've been bitten by a zombie? Here have a band-aid --Gateking 01:48, 8 December 2006 (UTC)
  25. Keep - Makes complete sense, all schools have an infirmary. --Zombie slay3r 06:08, 8 December 2006 (UTC)
  26. Keep - Percentage could go a little bit either way, but still, it makes sense. I'd go with what it's at. --Zap 17:01, 14 December 2006 (UTC)

Kill Votes

  1. Modify - I don't think there should be that much more than a church. I think it should parallel, but I agree there should be FAK's in schools. Daniel Hicken 07:38, 5 December 2006 (UTC)
  2. Modify - Again Daniel is right...I hope he quotes me sometime.--Wbleak24 07:14, 6 December 2006 (UTC)
How's the family? *wink* I got this letter for them the other's big and heavy, ain't it? ;) Daniel Hicken 08:49, 8 December 2006 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here

NecroTech Net Upgrade

Timestamp: George Remero, 30 November 2006 (UTC)
Type: Improvement
Scope: NecroNet and Contacts lists
Description: At the moment access to NecroNet isn't really very useful, especially now you can look out of the window with binoculars. I propose that when a player accesses the NecroNet that their contacts list is updated, with what? With the last know position of everyone on their contact list that NecroNet knows about. i.e. those who have submitted their position to the NecroNet, or non-brainrotters who have been scanned (both being subject to being active in the last seven days). I think that reporting of position when connecting to NecroNet should be optional (for reasons discussed below), probably with an extra AP for 'report in', perhaps with a manually entered field [Clarification - you only get 4 digits like gps co-ordinates, think tuning a radio]- making a GPS or map necessary to know the right position.

This upgrade would require another column on the contacts list with a 'last known position' heading or similar.

This will obviously aid survivor groups in co-ordinating, but they do that in external forums and on irc anyway, I would like to see this kind of communication brought back into the game.

This change could potentially aid griefers who are out to get certain individuals, so I haven't suggested submitting your own position be mandatory, it'll be up to the individual to decide. Also bare in mind NecroNet access isn't a beginners skill, XP is better spent on lots of other things, you don't have to submit your real position if you don't want to, unless you're a Zombie (and if you're in a mob you can't be attacked individually), and if you want to be a Zombie and stay that way you get brain-rot.

Keep Votes
For Votes here

  1. Keep - I can vote for my own suggestion. --George Remero 11:13, 30 November 2006 (UTC)
  2. Potential... Interesting, very interesting. MrAushvitz Canadianflag-sm.jpg 13:24, 30 November 2006 (UTC)
  3. Keep Scanner determines who you are, network receives data, person accesses network. Makes sense to me and it'd be pretty damn useful. --Jon Pyre 22:34, 30 November 2006 (UTC)

Kill Votes
Against Votes here

  1. Great thinking, but... - As others below have mentioned, all this will do (if anyone uses it, which I doubt) will give people's enemies a way to track them. --Reaper with no name TJ! 18:09, 30 November 2006 (UTC)
    • Re Only Zombies could be tracked and thats until they get brain rot, its not mandatory to report in, and you could lie. --GeorgeR 21:00, 30 November 2006 (UTC)
      • Re - Wait, are you saying the zombies have to report in? Or are you just saying that only zombies can be tracked against their will? --Reaper with no name TJ! 00:32, 1 December 2006 (UTC)
        • Re - The later, non-brain-rot Zombies get reported in when some one extracts a sample from them, they can't use NecroNet to report in. --GeorgeR 12:11, 1 December 2006 (UTC)
          • Re - Ok, but now there's a new problem I've realized: Why can't people just transmit their coordinates to people via radio? Same effect, but more data can be given and there's less chance of others listening in due to there being different channels. --Reaper with no name TJ! 14:26, 1 December 2006 (UTC)
            • Re - You can't use a Radio when you're a Zombie ! - I included reporting in as an optional thing, large groups would spend all their time sending radio transmissions, and manually recording them. I'm trying to get communication which is done outside the game (via IM forums etc) because of the AP cost of talking, back into the game. --GeorgeR 21:57, 3 December 2006 (UTC)
  2. Good idea - As above, the last thing Sonny needs is me stalking him from the Balckmore Building.--Labine50 MH|ME|P 18:37, 30 November 2006 (UTC)
  3. KIll good idea, but contacts list makes it unnedded. --Poopman9 23:44, 30 November 2006 (UTC)
  4. Kill - I would like to vote keep, but this leads to too much unwanted griefing. --Wikidead 00:09, 1 December 2006 (UTC)
  5. How is the NecroNet NOT useful? It allows you to see ALL tagged zombies in the suburb. Beyond that, maybe if your idea was limited to ONE color on the contact list.--Pesatyel 05:20, 1 December 2006 (UTC)
  6. Kill - It's an interesting idea, but I think it lends itself too much to griefing. If there were some way to control who saw your coordinates I would vote keep. --Wfjeff 09:08, 1 December 2006 (UTC)
    • Re Griefing, the only co-ordinates submitted automatically are non-brain rotted Zombies, the only thing that could be griefed more is a Zombie, they'd have to be alone to be attacked, if you revived them it would be like a combat revive (if they wanted to be a Zombie) and a revive if they wanted to be human, ultimately a Zombie looses AP to stand up again, a human who doesn't want to play as a Zombie has to wait around for a revive. Has anyone who has said griefing read all the text, I think I've made it fairly grief proof, could some one who said greifing outline a scenario for me? --GeorgeR 21:57, 3 December 2006 (UTC)
      • Re: - I read all the text, and any system in which anyone has no control over who is checking their coordinates is sketchy. If even one person started griefing you with it you'd have to stop using the feature or scramble your coordinates which could mislead people like revivers. Make it so only people in certain colors in your contacts list can see your coordinates and I'll vote keep. It's a quick and easy fix. --Wfjeff 18:19, 1 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - this would fill up my contacts list with spam. --Funt Solo Scotland flag.JPG 12:26, 30 November 2006 (UTC)
  2. Contacts spam.......something that I don't need. --Axe Hack 13:57, 30 November 2006 (UTC)
    • Re Contacts spam , its just another entry on each contact line for each contact you have added --GeorgeR 21:00, 30 November 2006 (UTC)
  3. Spam - I'd prefer to keep my contacts page clean from spam contacts.--Mr yawn Scotland flag.JPG 15:24, 30 November 2006 (UTC)
    • Re Spam? - how does another entry of four digits on each line count as spam --GeorgeR 21:00, 30 November 2006 (UTC)
  4. Spam - How would this help my group? Personally it would be a dissadvantage. Theres this guy called Bunyan who seems to spend most of his life hunting me and my group along with the Z-Team. If I wanted my group to know where I was so would the people Bunyan and the Z-Team. --MarieThe Grove 15:37, 30 November 2006 (UTC)
    • Re work out a way of encoding the data between yourselves, swap the digits before submitting, whatever --GeorgeR 21:00, 30 November 2006 (UTC)
  5. spam I really hate to spam anything, but we just got a contacts list upgrade that seems to be useful for tracking. Let's leave things the way they are for a bit longer.
    • Re point taken - I didn't feel that much more than 'ignore' had been added, apart from cosmetic nice-ness.
  6. spam - Necrotechs are already in my eyes the most important want to make them Stronger?!?!?! H*** NO--Wbleak24 07:19, 6 December 2006 (UTC)

Terrifying Groan (Edit)

Timestamp: MrAushvitz Canadianflag-sm.jpg 13:51, 30 November 2006 (UTC)
Type: Feeding Groan Option
Scope: If you find a lone survivor... your groan range is increased
Description: Appears on zombie skills tree as a sub-skill of Feeding Groan, adds no benefits to your human character.

Your zombie is capable of emitting a very loud, and very terrifying groan whenever it encounters a lone survivor.

  • Whenever your zombie encounters a lone survivor, and you utter a feeding groan: that feeding groan's range is 3 squares (instead of 1.)
  • There is no change in the AP cost of your feeding groans, this skill simply makes a feeding groan against a lone survivor a much more effective "dinner bell".
  • The terrifying groan has a different "sound" than normal feeding groans (so zombies know it's feeding time on a single victim!) This groan will be described as: "You hear a loud, terrifying feeding groan from X,Y" The survivor at this location who hears this groan will read "A zombie just made a very loud feeding groan to call all nearby zombies to come eat YOU!" (adds to the horror, makes the feeding groan more of a "challenge")

What This Is Expected To Achieve: It will probably be most effective for lone survivors outdoors.. so it would be good for calling newbie/nearby zombies. Mainly, it's just to make the 1 survivor groan actually useful for something, if you don't mind the extra 100 XP for this improvement. Survivors that don't stick together should try to be more careful, or help keep one another alive, for good reason. It's a very reasonable, and fair zombie buff that isn't overpowered, just handy!

Keep Votes

  1. Author Keep - The voters were right, all of them. So, it's just a groan addition for singling out single survivors to get their ass beaten, and eaten. If you live in a mall, you're pretty damn safe from this happening to you. If you're the last man standing.. you... won't die.. alone. MrAushvitz Canadianflag-sm.jpg 13:51, 30 November 2006 (UTC)
  2. I still like it! - See bolded text.--Labine50 MH|ME|P 18:38, 30 November 2006 (UTC)
  3. Keep - Change the flavor text; it's awful as is. The only reason I'm voting keep is because there are a ton of characters sitting around with 1000+ unused XP, and Urban Dead needs new skills. Fortunately, this skill will not change the dynamics of the game by much. --Wikidead 00:05, 1 December 2006 (UTC)

Kill Votes
Just like the movies, what happens when you're caught by yourself.. and there's zombies about...

  1. Kill- If this were implemented, it would give feeding groans against a single survivor more range than feeding groans against 2 survivors; that's not right. If you want feeding groans against lone survivors to be more effective, your best bet would be to either increase the range of feeding groans across the board or have their range be calculated differently (like 2 blocks for 1-2 survivors and 4 for 3-4 survivors or something). --Reaper with no name TJ! 18:15, 30 November 2006 (UTC)
  2. kill I don't think this is that big of a change. Asheets 22:31, 30 November 2006 (UTC) needs to have a higher cost than a regular 1 human groan. Asheets 15:57, 14 December 2006 (UTC)
  3. Kill Following a terrifying groan would be a great way of wasting AP chasing after a survivor killed a long while ago. --Jon Pyre 22:32, 30 November 2006 (UTC)
  4. Kill - It seems like a lone survivor wouldn't be alive long enough for this to be beneficial. --Wfjeff 09:12, 1 December 2006 (UTC)
  5. Kill - like the last time I said it. Shouldn't effect experts and shouldn't grief newbs.--Wbleak24 07:34, 6 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - you took out the interesting bit and left in the groaning spam. --Funt Solo Scotland flag.JPG 14:30, 30 November 2006 (UTC)
  2. Woah....when was this here? Oh's still spam. --Axe Hack 14:45, 30 November 2006 (UTC)
  3. Spam - As Funt.--Mr yawn Scotland flag.JPG 15:27, 30 November 2006 (UTC)
  4. Spam - because this would produce a ton of it.--Gage 18:02, 30 November 2006 (UTC)
  5. I am going to hang myself now - Because i actually agree with Gage. --Poopman9 23:45, 30 November 2006 (UTC)
  6. Spam I really don't see the point. Feeding Groan makes sense the way it is (the more food the greater the call...).--Pesatyel 05:23, 1 December 2006 (UTC)

Help The Confused Newbies!

Timestamp: Axe Hack 14:51, 30 November 2006 (UTC)
Type: Help The Newbies!
Scope: Newbies
Description: What I propose is once a newbie signs up for UD, they will not only see a list of tips, but also a sample game screen where they are taught what certain things do, such as the map, your items, etc. Arrows pointing to the function will explain things to the newbie about that certain function. For arrow pointing to the map can say "This is the map. the center square is the block which you are currently on. Clicking on an adjacent square will move your character to that square, at a cost of 1AP(2 if a zombie)." This newbie help is only available when the newbie signs up. Once they actually begin playing their character and moving them around Malton, this help will no longer be available.

Keep Votes

  1. Author vote, duh! I think this will be a great way to help the newbies learn how to play this game. --Axe Hack 14:51, 30 November 2006 (UTC)
  2. Keep - or expand the FAQ to include a page or two explaining the interface. --Funt Solo Scotland flag.JPG 15:25, 30 November 2006 (UTC)
  3. Keep - Yeh it would be damn neat to have this here.--Mr yawn Scotland flag.JPG 15:28, 30 November 2006 (UTC)
  4. Keep - Help! Hooray! --MarieThe Grove 15:38, 30 November 2006 (UTC)
  5. Clicking this button will shoot a Bounty Hunter, and result in a much more fun game for all. --Karloth vois RR 16:19, 30 November 2006 (UTC)
  6. The above statement is an example of what most players refer to as "propaganda". It can often be found on walls in the form of spraypaint, which you can create yourself if you find a spray can. This is highly encouraged as a method of setting the record straight about those @$%& PKers. --Reaper with no name TJ! 18:23, 30 November 2006 (UTC)
  7. Propaganda is fun.--Labine50 MH|ME|P 18:42, 30 November 2006 (UTC)
  8. Keep - Any reasonable way to help new players is good in my book. --Winnan 20:24, 30 November 2006 (UTC)
  9. Perfect - Its awesome, thanks for heeding my arrrow pointing advice!--Canuhearmenow Hunt! 21:57, 30 November 2006 (UTC)
    Re - I said it before, I'll say it took the arrow thing out of my head! --Axe Hack 03:04, 1 December 2006 (UTC)
  10. Keep Maybe just add a "help" link between the wiki link and donate link. --Jon Pyre 22:28, 30 November 2006 (UTC)
  11. Keep Yay! --Sgt. Expendable JG
  12. keep - communists REJOICE!!! YAY!! --Poopman9 23:46, 30 November 2006 (UTC)
  13. Keep - Capitalists rejoice!!! Yay!! (Capitalism is eqaulity of opportunity while communism is eqaulity of outcome. This suggestion seems to more equalize the opportunity than the outcome because it affects people early in the game. Why I am saying this is not relevant to anything.) Aside from that, this seems like a just suggestion. Needs a little more detail though. --Wikidead 00:05, 1 December 2006 (UTC)
  14. Keep - This a radio. The proper use of a radio is to broadcast random spam about your mother. Or maybe how great your group is. Make sure you use at least 10 Ap on messages so everyone is sure to hear it. --Officer Johnieo 01:48, 1 December 2006 (UTC)
    Re - Radio? This suggestion isn't about radios..... --Axe Hack 03:04, 1 December 2006 (UTC)
  15. Excellent -I needed something, anything, when I first played, and such a helpful thing that keeps new players around is a good idea.--Lachryma 05:08, 1 December 2006 (UTC)
  16. Keep - Sure. --Wfjeff 09:15, 1 December 2006 (UTC)
  17. Keep - Good idea just hard to implement I say it passes And let Kevan decide--Wbleak24 07:23, 6 December 2006 (UTC)
  18. Keep - Could use some refining, but a damn good idea. --Zap 17:08, 14 December 2006 (UTC)

Kill Votes

  1. Not that I don't like the idea. I just think it needs further defining. Would this be like a tutorial involving the player's character or what? How would this work?--Pesatyel 05:26, 1 December 2006 (UTC)
    Re - Sigh....I guess I should have explain this in simplier terms.....1st off....not a tutorial involving the newbie's character.....this is only for the game screen you see when you log on. You know. The one with the map and stuff. It'll explain to the newbie what certain functions do, like what the inventory is, the map and how to use it, other player's characters, the newbie's character(as in explaining what they can do if they click their character's name), need I continue? --Slice 'N' Dicin' Axe Hack 05:32, 1 December 2006 (UTC)

Spam/Dupe Votes

  1. humorous spam I like it, but this will just encourage a frillion more suggestion submissions for the content of the propaganda. Asheets 22:32, 30 November 2006 (UTC)
    Re - Newbie hater...can't you give the newbies a chance? Or are you pissed off that my Take back the SW corner thing didn't work as I planned August? Yes....You were invovled in that I remember... --Axe Hack 03:04, 1 December 2006 (UTC)
    spamJust Saying there should be a check box to have a tutorial or not cause I don't want a tutorial on my screen, has mechanic problems of how it would work I think
Invalid vote struck. No signature. --Slice 'N' Dicin' Axe Hack 13:57, 12 December 2006 (UTC)
re re Huh? SW corner thing? But seriously, I was a newbie less than 6 months ago and somehow managed to survive. I have no ulterior motive in my vote; I almost voted keep. Asheets 16:03, 14 December 2006 (UTC)

City Zoo Improvements

Timestamp: Lord of the Pies 18:23, 30 November 2006 (UTC)
Type: Building Additions/Building Complex Modifications
Scope: Zoo, Survivors
Description: Right now, while the Zoo is an interesting place, it's fairly useless. Six buildings, two of them essentially Churches and the other four Junkyards but all without items and the rest of the twenty block complex just empty space. This is fairly uninteresting game-wise, even if it is background-wise. Therefore, I propose that the following changes be made to the zoo:

1) Zookeeper Observation Post - a 1-block building to be placed on any block of open zoo not adjacent (horizontally or vertically) to more than 1 existing zoo block. External description is You are standing outside the zookeepers' observation post, a colourfully painted three-storey building with an animal theme. Internal description is You are standing inside the zookeepers' observation post, a grid of monitors in front of you black and silent or alternatively You are standing inside the zookeepers' observation post, a row of empty, broken tranquiliser rifles lining the opposite wall. If the Observation Post is powered the description is You are standing inside the zookeepers' observation post, a grid of monitors in front of you buzzing with static (the alternative description would not change). Items to be found in the Observation Post would be Binoculars (at a search rate of 3%), First Aid Kits (at a search rate of 6%), Radios (at a search rate of 1%), Beer (at a search rate of 2%). The Observation Post is a tall building.

One main feature of the Observation Post is that, if powered, it would enable anyone inside to use the security cameras in the animal exhibits. If the Observation Post was powered a drop-down menu would appear, with the options being the names of each exhibit. Clicking the button 'View Security Cameras [drop-down menu]' would allow a player to see the number of players inside the building (not counting dead or revivifying bodies) for a cost of 1AP. Anyone using the security cameras would receive the following message: You activate the security camera in the [insert building] and an image of [insert number] distorted figures appears. If the building in question is uninhabited the following message would appear: You activate the security camera in the [insert building] but no-one seems to be there. Contacts would appear too, but only if human: You activate the security camera in the [insert building] and an image of [insert number] distorted figures appear, among them [insert names].

2) Utility Building - a 1-block building to be placed on any block of open zoo not adjacent (horizontally or vertically) to more than 1 existing zoo building. External description is You are standing outside the utility building, a featureless, grey, seemingly out-of-place building. Internal description is You are standing inside the utility building, a badly damaged grid of power switches in front of you or alternatively You are standing inside the utility building, a pitch-black corridor lined with pipes leading inwards (Jurassic Park for the win). If the Utility Building is powered the description is You are standing inside the utility building, a corridor lined with pipes leading inwards under flickering lights (Once again, Jurassic Park, also the first possible internal description would remain the same). Items to be found in the utility Building would be Lengths of Pipe (at a search rate of 4%), Fuel Cans (at a search rate of 2%), Portable Generators (at a search rate of 1%), Wirecutters (at a search rate of 0.5%) and Radio Transmitters (at a search rate of 1%).

3) Gift Shop - a 1-block building to be placed on any open block of land in the zoo. External description is You are standing outside the gift shop, a modern building with large glass windows showing the smashed and looted interior. Internal description is You are standing inside the gift shop, its shelves thrown down and looted from or alternatively You are standing inside the gift shop, the checkout's tills smashed or torn free. If the Gift Shop is powered the description is You are standing inside the gift shop, large, flickering ceiling lights showing the looted, empty shelves (the alternative description would remain the same). items to be found in the Gift Shop would be Binoculars (at a search rate of 1.5%) and Books (at a search rate of 3%).

That be about it.

Concept Map (building placement/colours not final)

New Zoo Buildings

Keep Votes

  1. Change - I'd call the cam-building the Security Building, and the Gift Shoppe the Visitor Centre. Also, the building you're viewing should only be viewable if it's powered up (and certainly not if it's ransacked). Otherwise - this gets through on flavour and goodwill. It sounds more fun than what's currently there. --Funt Solo Scotland flag.JPG 18:34, 30 November 2006 (UTC)
    • Re - The names I don't mind, as I came up with them on the spot (but then again, I came up with most of it on the spot, but meh). The point about powered exhibits I think is valid, but that makes the point about ransacked exhibits moot as there really wouldn't be a generator in a ransacked zoo building. --Lord of the Pies 19:52, 30 November 2006 (UTC)
  2. Sure, why not.--Labine50 MH|ME|P 18:40, 30 November 2006 (UTC)
  3. More detail - Have you got a map, showing how the zoo would look after the changes? I take it these would be normal buildings from the point of free running and other factors? --Preasure 19:46, 30 November 2006 (UTC)
    • Re - These buildings would be regular buildings (I suppose that the Utility Building, as an off-limits area, could possibly have a wire fence that needed to be cut first, but other than that it would be normal). I hadn't thought of a map (and my suggestions for the positions of the buildings were rather vague) but I suppose I could do one now. --Lord of the Pies 19:54, 30 November 2006 (UTC) After a short while of attempting to get a map up it appears that the zoo template hates me. However, no matter where the buildings are placed they will all be Free-Runnable (and in fact depending on their placement they may connect the Reptile House to the free-running network). I'll just create a regular picture... --Lord of the Pies 21:10, 30 November 2006 (UTC)
  4. Tentative Keep - It would certainly make the Zoo a more interesting place to visit. Like Preasure, a map of the Zoo with the proposed changes would help address any Free Running concerns. --Winnan 20:21, 30 November 2006 (UTC)
  5. Keep So it's basically just an area that can be monitored from a central post? Seems interesting. I think the cameras should show you the room as if you were there, with survivors, zombies, and bodies also visible. --Jon Pyre 22:26, 30 November 2006 (UTC)
    • Re - The thing with the cameras is that they're supposed to be distorted, damaged or broken, so the picture is hard to see properly. I think that showing how many zombies and survivors there are individually would be as far as it could gbe stretched, as bodies aren't entirely noticeable, especially when you're trying to find them on a fuzzy, indistinct picture that only shows a the room from a certain angle. --Lord of the Pies 23:16, 30 November 2006 (UTC)
      • Re Maybe you wouldn't have to show individual survivor names but just numbers of survivors, zombies, and bodies. --Jon Pyre 00:00, 1 December 2006 (UTC)
        • Re - A compromise, then: the number of survivors and the number of zombies is shown just like the vision through Binoculars. However, the number of corpses or revivifying bodies isn't shown. --Lord of the Pies 00:24, 1 December 2006 (UTC)
  6. Keep - Its a nice idea, may need a little tweaking but i doubt that.--Mr yawn Scotland flag.JPG 22:38, 30 November 2006 (UTC)
  7. Keep - Apparently, sound with judgement and therefore a keeper. --Wikidead 00:05, 1 December 2006 (UTC)
  8. Keep - Now if only we could lock people in the cages.... --Officer Johnieo 01:52, 1 December 2006 (UTC)
  9. Don't feed the animals! --Axe Hack 03:10, 1 December 2006 (UTC)
  10. Keep - A nice flavorful addition to the game. However, I am disappointed that you didnt do this suggestion in one character or another... --GhostStalker 06:23, 1 December 2006 (UTC)
    • Re - I like my head where it is (attached to my neck) and I fear that someone may try to take it from me if I do another suggestion in character. --Lord of the Pies 09:11, 1 December 2006 (UTC)
  11. Zookeep - I can see no reason not to. --Wfjeff 17:56, 1 December 2006 (UTC)
  12. Keep - the Zookeepers fully support this idea! Great stuff! --Lo Meng 05:44, 5 December 2006 (UTC)
  13. Keep - Changes have long been needed to the zoo. The idea with the cameras is great and will make the zoo an excellent, strategic location (yet unique to any other defendable area in the game) --Raeleus 06:12, 5 December 2006 (UTC)
  14. Keep - I love the sugestion... it would add a lot of color to the game.--Dr Leshrac 07:31, 5 December 2006 (UTC)
  15. Keep - Good idea, though hard to justify in game. (And, thank you, Gage, for detrolling the spam... yay, Moderators!)----Nosimplehiway 07:35, 5 December 2006 (UTC)
  16. Modify - I think the Gift shop should also have crucifixes, since, you know, everything in a gift shop is useless, and well, I don't want Kevan to have to code in anything else. Aside that, while we're modifying, can we stipulate that there be porpoises in the Aquarium? (I like the idea as is, and am semi-serious about the gift shop). Daniel Hicken 07:41, 5 December 2006 (UTC)
  17. Keep - Cracking idea. It'd add a lot of colour to this location without upsetting balance or making it overpowered. Genius! --Cephalopod 11:06, 5 December 2006 (UTC)
  18. Keep A great idea!--Blood Panther 17:22, 5 December 2006 (UTC)
  19. Keep I'm thoroughly in favour of improving the zoo. It's Malton's biggest tourist attraction but I have to admit that the facilities leave a lot to be desired. I mean, come on, we don't even have an aviary -- or toilets. --BelmondTMZ 21:15, 5 December 2006 (UTC)
  20. Keep The Zoo ideas all seem pretty sound and will serve to make the locale a little more interesting and, dare I say it, like a real zoo (only not a real zoo).
  21. Keep - Smart to keep it away from a character Cause you wouldn't get this vote--Wbleak24 07:29, 6 December 2006 (UTC)
  22. Keep The zoo needs some flavour alright, and the idea of having a tall building in the zoo is nice too Myself 20:15, 6 December 2006 (UTC)
  23. Keep This is an amazing suggestion that improves the individuality of a section of Malton, always a good thing! --Juntzing 03:37, 7 December 2006 (UTC)
  24. Keep On one condition - add a monkey house. POWER TO THE MONKEYS! --Gateking 01:58, 8 December 2006 (UTC)
  25. Keep Awesome! Most interesting idea! --Yawning Polar Bear 02:55, 8 December 2006 (UTC)
  26. Keep - Sounds good, this would make the zoo a more attractive and intricate place, like it should be. --Zombie slay3r 06:14, 8 December 2006 (UTC)
  27. Change Great idea as long as the cameras can only be used in exhibits that's not ransacked or only in powered ones. It should not be possible to see that the camera does not work until you try to check it. You activate the security camera in the [insert building] but the screen remains black. �����AnnchenSwe 15:31, 12 December 2006 (UTC)
  28. Keep - I feel that the zoo greatly deserves an update and this would be the perfect basis for one. --Brian Caden 08:08, 13 December 2006 (UTC)
  29. Keep - Good idea gameplay-wise, awesome idea flavor-wise. --Zap 17:15, 14 December 2006 (UTC)

Kill Votes

Spam/Dupe Votes

  1. Spam - I am having a bad day, so i am going to spam your suggestion. sorry. --Poopman9 00:56, 1 December 2006 (UTC)
    Note - trolltastic vote struck.--Gage 01:48, 1 December 2006 (UTC)
    Note The Malton Zookeepers have decided to hold a telethon this weekend in support of this suggestion. We'd appreciate the support of everyone who made a positive vote. Support the Zoo! --Lo Meng 08:02, 13 December 2006 (UTC)

Scent Disease

This suggestion was found to be a dupe of this suggestion.--Gage 08:20, 3 December 2006 (UTC)

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