Suggestions/31st-Jul-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
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Looter

Removed by Author, Improved version soon coming.--Canuhearmenow 22:24, 31 July 2006 (BST)


Scent Horde

Timestamp: 05:30, 31 July 2006 (BST)
Type: Skill
Scope: Zombies
Description: This suggestion would add a new skill to the zombie skill tree, Scent Horde, located under Scent Death. The skill would have two uses:
  • When standing in a group of other zombies, the player would be able to tell how many other zombies have the same group affiliation (e.g., There are 10 other zombies here. 4 of them smell strange, and 3 of them smell familiar).
  • Zombies would gain a new button, "Scent Horde." This would have the same effect as Scent Death, but instead of finding the largest nearby group of zombies, this would find the largest nearly group of zombies with the same group affiliation (with the same range and cost as Scent Death).

The skill would not cross over when the player is revived.

Note: although, as pointed out on the discussion page, this does open the door for abuse by someone changing their group affiliation, I don't think it's likely that other groups of zombies would do this, and since the skill only finds nearby zombies with the same group affiliation, and not survivors, I don't think it's likely that survivors would be able to easily abuse the skill either.

Clarification: yes, the example status message is a little off. Please ignore the part about funny smelling zombies.

Votes

  1. Author Keep - I think this would make playing in a group as a zombie a more enjoyable experience. –Bob Hammero ModTAC 05:30, 31 July 2006 (BST)
  2. Keep Though your math is wrong it's not a bad idea. It doesn't need to distinguish unfamiliar zombies though. Just "There are 10 zombies here. 4 are from your group" should do it. And rather than clutter up the interface with more buttons I'd prefer if it just made Scent Death give additional information. And anyone who thinks survivors will use this to stalk zombie groups as zombies is paranoid and forgets that killing a zombie outdoors just deducts 6AP from them, not worth the greater cost of killing them.--Jon Pyre 05:42, 31 July 2006 (BST)
    Re - Actually, I meant the example numbers that I gave. In my example, four of the ten would be from your group, and three would be reviving. The other three fit some other case (not in your group, not reviving). Thanks for the keep! –Bob Hammero ModTAC 06:01, 31 July 2006 (BST)
    Re Ah, but zombies don't revive. Bodies do. --Jon Pyre 06:06, 31 July 2006 (BST)
    Re - Damn, you're right. Oh well. :) –Bob Hammero ModTAC 06:12, 31 July 2006 (BST)
  3. Keep - I liked the old version, and I like this too. Will the zombie smell familiar zeds who are also currently dead? --Darth Sensitive 06:08, 31 July 2006 (BST)
    Re - Yes. You'd be able to recognize your fellow group members even if they're dead or reviving (but not after they're revived). –Bob Hammero ModTAC 06:14, 31 July 2006 (BST)
  4. Keep - I like familiar but why would standing zombies smell strange. --Max Grivas JG,T,P! 07:16, 31 July 2006 (BST)
  5. Keep - As Max Grivas but with the understanding that Mr. A probably forgot to put in the "there are 7 dead bodies here" in between the zombies. Otherwise the skill makes no sense, so lets go Occam's Razor style here. --Karlsbad 07:31, 31 July 2006 (BST)
    Re - Mr. H had a brief brain lapse. Thanks for understanding. :) –Bob Hammero ModTAC 08:03, 31 July 2006 (BST)
  6. Keep - I like this, it's well developed. Perhaps you could make a sister skill in the civillian tree? --Kiltric 07:32, 31 July 2006 (BST)
    Re - What kind of things would you be looking for? –Bob Hammero ModTAC 08:03, 31 July 2006 (BST)
    Re - something similar that would allow survivors to see the number of same-group survivors around. and affiliated revivifying bodies I suppose. --Kiltric 17:43, 31 July 2006 (BST)
  7. Kill - Hey, it brings a whole new approach to the art of ZKing. Find a group you hate, Change your group, hunt them down. Happy hunting :) Youronlyfriend 08:20, 31 July 2006 (BST)
  8. Keep - Hey, a ZKing is far better then a headshot. I love it when people ZK me, it saves so much AP. Anyway, I like the idea of knowing who is in your own horde. --TeksuraTalk 09:33, 31 July 2006 (BST)
  9. Keep - I like it. And what comes to ZKing, Teksura nailed it: better ZKed than headshot. --Nob666 11:18, 31 July 2006 (BST)
  10. Keep - If some fucking dipshit is willing enough to change their affiliation just to do me the favor of ZKing me and saving me from being headshot, I'll take that every day of the week. --Mookiemookie 12:40, 31 July 2006 (BST)
  11. Keep - We are in the same horde. Let's share our parfum. Barhah! --Thari 13:02, 31 July 2006 (BST)
  12. Keep - I think everything's been said by now --Gene Splicer 13:45, 31 July 2006 (BST)
  13. Keep - Even though I've dropped my Z alts (siff) I gotta agree with Mookiemookie. David Malfisto 17:12, 31 July 2006 (BST)
  14. Keep - MookieMokie (wat kinds name is that??!!) is exactly right --Poopman9 17:34, 31 July 2006 (BST)
    • Mookie Wilson was the NY Mets player who hit the ball that bounced through Red Sox first baseman Bill Bucker's legs in game 6 of the 1986 World Series when the BoSox were 1 out away from winning it, but went on to lose thanks to the rally started by Mookie's hit. --Mookiemookie 18:56, 31 July 2006 (BST) No non-author re's you shithead --Mookiemookie 18:56, 31 July 2006 (BST)
  15. Keep - Poopman9 (what kind of name is that?) is exactly right. --Xoid 17:39, 31 July 2006 (BST)
  16. Keep - I agree with Xoid (WTF that means?!) --EnForcer32 20:32, 31 July 2006 (BST)
  17. Keep - EnForcer32 (what a wierd name, lol?) is on the right lines here --BBM 20:59, 31 July 2006 (BST)
    Note - This isn't really a note, but i just want to say... WHAT DID I START!! --Poopman9 22:50, 31 July 2006 (BST)
    Illegal note struck. –Bob Hammero ModTAC 23:49, 31 July 2006 (BST)
  18. Keep - As BBM (Whats that weird name mean?) is right.--Canuhearmenow 23:52, 31 July 2006 (BST)
  19. keep - Sounds usful for the zombies, especialy those that engage in meta gaming. The Mad Axeman 13:28, 4 August 2006 (BST)
  20. keep - Makes groups more efficiant --Dudefromhell 00:48, 15 August 2006 (BST) (seriously, who names themselves Dudefromhell? It's like, wierd!)

Looter (Version 2.0 with the Mr. A "touch")

Timestamp: 06:28, 31 July 2006 (BST)
Type: New civillian skill.
Scope: Non-mall based search enhancement
Description: Looter

(All credits given to Canyouhearmenow, so close it's worth a quick re-do)

Civillian skill, no benefits to your zombie character.

Your character is well suited to quickly finding something useful in places other than malls. +5% to search when searching in a hospital, police station or armory. +10% when searching all other buildings that are neither malls, NT buildings, hospital, police station, junkyard or armory. +15% chance of finding something in open land, or a junkyard.

Limitation

  • If you are at a building that contains at least 19 other living survivors these search bonuses are suspended (it's harder to "loot" with all those people watching you.)

Votes

  1. Keep - Author Vote. If you have no bonuses whatsoever in a NT building, and the trenchcoaters only get a lesser search bonus, it's cool, but not too much. Instead of the mall pentalty I figured there would be a "mob" penalty (kinda hard to ransack that police station with all those cops about..) This skill would be handy for the "doc" in the zone, the scout/handyman who loves to set up and refuel generators at key buildings, and the gun toting loony who just doesn't like to be in crowded safehouses. --MrAushvitz 06:28, 31 July 2006 (BST)
  2. Keep - A rational improvement. --Darth Sensitive 06:34, 31 July 2006 (BST)
  3. Keep - This is what I like to see. Rubber stamp away! --Karlsbad 06:39, 31 July 2006 (BST)
  4. Keep - Holy fuck. An excellent suggestion. More of these, Mr. Aushvitz. --Xoid 07:11, 31 July 2006 (BST)
  5. Keep - What the fuck, a Mr. Aushvitz suggestion I like? Good job though. More of these. –Bob Hammero ModTAC 07:17, 31 July 2006 (BST)
  6. Keep - Finally, a publicly accepted looter skill! thank you Mr.A --Kiltric 07:34, 31 July 2006 (BST)
  7. Kill Huge boost to already overpowered mechanic (searching). You fixed the NT problem but you also nerfed the penalty. Rheingold 08:12, 31 July 2006 (BST)
  8. Kill - Bring back the penalty and i'll vote Keep. BTW what do you find in open space? Youronlyfriend 08:22, 31 July 2006 (BST)
  9. Keep- Looks good to me. A1C Jerry 08:36, 31 July 2006 (BST)
  10. Kill-Uh, your UPPING the uselessness? The ONLY non-mall/NT buildings of usefulness are PD, Hospital, Fire Station, Factory and Auto Repair. Why give "+10%/+15%" to find crap in any other building? Getting +15% to find stuff in a Stadium, doesn't make the newspaper and beer any more useful. And why would I care if people are "watching" me loot?--Pesatyel 08:59, 31 July 2006 (BST)
  11. Kill - No penalty, no deal. --Niilomaan 09:39, 31 July 2006 (BST)
  12. Keep - My God, a Mr A suggestion which I actually like!--The General U! P! Mod09:49, 31 July 2006 (BST)
  13. Kill - Search bonuses are bad. The last search bonus caused a 10% swing in the game and would have gone farther if something hadnt been added in to counter it. No fucking way. --Grim s-Mod U! 10:12, 31 July 2006 (BST)
  14. Kill At the end of the day it's just a 5% search bonus for humans, and 15 for finding fuel at junkyards or whatever it is you find there. Even though it seems intricate it's just a straight out bonus. The only interesting thing here is the 19 person limitation. Survivors need a boost but I'd prefer it come in the form of some skill or item that actually provides new gameplay. --Jon Pyre 10:19, 31 July 2006 (BST)
  15. keep - I like it. I thinks its a skill for the future... which is to say it shouldn't be intriduced just yet. The population count has started to swing back towards 50%/50% humans/zombies. When the zombies start to increase in numbers at somepoint in the future, this will be a good fix. I think this skill should be an advance on the shopper skill, but I'm not that fussed over the point. The Mad Axeman 12:15, 31 July 2006 (BST)
  16. Kill - Why is this going to stop me searching in malls? Even if I get a percentage bonus to search in PDs I don't want to keep on finding flakjackets and flareguns. --Tethran 13:31, 31 July 2006 (BST)
  17. Kill - All the greedy little trenchcoat fuckers who hated the penalty are being idiots. They completely missed the point of the skill. Its meant to MAKE YOU CHOOSE TO LIVE YOUR LIFE IN A MALL OR NOT. "Oh waaah take away the penalty and I'll vote keep!" That would make it SPAM, MOTHERFUCKER. So, after my rant is done, I'd say I'm voting kill because it doesn't involve the penalty. --Mookiemookie 14:08, 31 July 2006 (BST)
  18. Kill - No more search increases. Sonny Corleone WTF RRF ASS 15:01, 31 July 2006 (BST)
  19. Keep - Damn good job improving my idea, and my prediction seems to be true, my suggestion was a catalyst for a better suggestion.--Canuhearmenow 15:01, 31 July 2006 (BST)
  20. Spam - holy fuck no, no search increases--Gage 15:19, 31 July 2006 (BST)
  21. Kill - I'd like to see the limitation placed on this again. It then not only gave incentive to playing elsewhere, but also provided a counter-incentive to mall playing. And personally, I don't care a whole lot about reduced searches in hospitals and police stations and such. --Rgon 15:59, 31 July 2006 (BST)
  22. Kill - Does it stack with powered searches? Is the +5% added or multiplied? (Do the flare gun odds become 5.25% or 10%?) Too little detail. --Ember MBR 16:03, 31 July 2006 (BST)
  23. Keep - This keep vote is based purely on Grim being an arse. I'm voting keep on a suggestion that encourages humans to play the way Grim wants them to. You could say I'm voting on behalf of Grim. If Grim takes issue, then feel free to discuss the issue on my Talk page. If you think this is a Trolling vote and want real justification I point you here: "all the humans hiding in one or two buildings is a really stupid idea? If the zombies find you, pow, almost half the humans in the suburb are dead. Spread out, hide in nondescript buildings. You will take losses, so try to organise so that those losses are as small as possible and easily recovered. Go mobile instead of standing there and allowing the zombies to build up local numerical superiority and slaughter you all. The game has changed to make previous static fortifications completely unfeasable. The ideal response is to adapt, like zombies had to adapt." David Malfisto 17:27, 31 July 2006 (BST)
  24. Spam - As per Gage, but witout the unneedded cussing ;) --Poopman9 17:36, 31 July 2006 (BST)
  25. Kill - I do alright finding things. --Max Grivas JG,T,P! 17:40, 31 July 2006 (BST)
    • Tally - 2 Spam , 11 Keep , 12 Kill, 25 Total. Technically it's not one of my suggestions, just a tweak to Canyouhearmenow's suggestion. --MrAushvitz 19:05, 31 July 2006 (BST)
  26. Spam-Was planning on voting for a KEEP, but it seems far too overpowered.--ShadowScope 22:00, 31 July 2006 (BST)
  27. Keep - If you ask me, this works out fine. Agent Heroic 22:07, 31 July 2006 (BST)
  28. Kill - Slippery slope, don't make generators easier to find. --IrradiatedCorpse 23:07, 31 July 2006 (BST)
  29. Keep -Could use some tweaking, but it's ok anyways.--Grigori 00:35, 1 August 2006 (BST)

Deathly Grip

spaminated with 10/15 'Spam' votes, thank god--Gage 16:34, 31 July 2006 (BST)


Sledge Hammer

Withdrawn by author, too many grumpies. (Cool fallout 2 references..) But if anyone can make a better (more useable) version, by all means! MrAushvitz18:58, 31 July 2006 (BST)


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