Suggestions/3rd-Nov-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.
  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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New Fence Rules

Timestamp: 00:41, 3 November 2006 (UTC)
Type: New Skills, Game Mechanics
Scope: Junkyards, some Zoo buildings
Description: Survivors have started repairing fencing in an attempt to hold off the zombie horde - but the zombies are adapting their tactics to compensate.


  • New Civilian Skill: Fence Repair
  • Prerequisites: Construction
  • Effect: Can repair a fenced building (ie Junkyards, the Lion Enclosure, the Bear Pit, the Elephant House & the Giraffe House) at a cost of 2AP. Those with Free Running can still enter the building from an adjacent block. The fence can be holed again with a pair of wirecutters. (For those new to the game, these locations were originally fenced, which allows no street access, regardless of barricade level, until cut with wirecutters.)


  • New Game Mechanic: Press of the Horde
  • Effect: If there are 10 or more zombies standing in the block that contains a fenced building, with a repaired fence, then any individual zombie may elect to "attack the fencing" with "the press of the horde". This has the same chance to succeed as a barricade attack and, if successful, will hole the fence.


  • New Zombie Skill: Rend Metal
  • Prerequisites: Rend Flesh
  • Effect: This zombie's hands are calloused and practically immune to pain. It can use it's inhuman strength to rend metal, and therefore break through fencing. If this zombie is in a block that contains a fenced building, with a repaired fence, then it may elect to attack the fencing. This has the same chance to succeed as a barricade attack and, if successful, will hole the fence.


  • Roleplay Justification: Once a fence is holed, zombies go directly to the breach, which survivors have barricaded. They don't tear down the whole fence, because their main aim is to feed - and the easiest way to do that is to go through the hole. Survivors naturally know to barricade the weak points.


  • Gameplay Justification: Firstly, a use for wirecutters. Also, this allows survivors a haven against low level ferals. It provides no significant defence against either a lone high level zombie or even a small horde of any level, not to mention griefers with wirecutters. It adds a new tactic for building defence - but only in a small percentage of the total buildings in Malton. It may serve to reduce the Mall-centric gameplay to some small extent.

Keep Votes

  1. Keep - Makes sense. Sure, why not. To the author, who I am not: You know you can vote on your own suggestion, right? Just put it above mine to avoid confusion.--J Muller 01:35, 3 November 2006 (UTC)
  2. keep - Wirecutters need to do something other than take up space. they've become the new newspapers, except with no comics section. --Kaminobob 02:15, 3 November 2006 (UTC)
  3. Author - not sure what I can change to get the Kill voters on board. I think this is nicely balanced, not game-breaking and provides some extra tactical play options. --Funt Solo 08:38, 3 November 2006 (UTC)
  4. Keep - Very nicely balanced, although I could be a bit worthless as it's so easy for zombies for break through.--The General T Sys U! P! F! 09:56, 3 November 2006 (UTC)
  5. Conditional Keep I'd prefer if the location text specifically stated that some parts of the fencing are weak enough to be cut, though. But then again, that is only a flavor thing, so I'm changing to keep. My advice on doing something about the naysayers would be to mention to them that it doesn't completely neutralize itself (it still gives potentially one more level of barricading) and possibly make it require some sort of fencing to put up. --Reaper with no name 13:59, 3 November 2006 (UTC)
  6. Keep, but... I wouldn't mind seeing Rsquared's idea of still requiring a zombie or two around even if you do have the skill. I'm really kinda on the fence about it. --Rgon 17:44, 3 November 2006 (UTC)
  7. Keep - I like it. Would finally give Junkyards and wirecutters a use in the game. --LazerZero 19:27, 3 November 2006 (UTC)
  8. At last, a very good version of the repair fence suggestion. -Mark 19:30, 3 November 2006 (UTC)
  9. FINALY! A fence suggestion that isn't overpowered.--Labine50 MHG|MEMS 22:05, 3 November 2006 (UTC)
  10. Keep - Don't climb the fence!! --Officer Johnieo 23:38, 3 November 2006 (UTC)
  11. Keep Only because Rend Metal may also be handy in Funt's other savagely good suggestion.. The Underworld (ie, some sewer sections or sewer entrance/exits will start with fencing... so... survivors have a reason to keep an eye on them, or go down there and lock them up when they can.. ohhh tactics.. mmmm. MrAushvitz Canadianflag-sm.jpg 01:22, 4 November 2006 (UTC)

Kill Votes

  1. Well, you'd be buyiing a skill to put up something that, assuming every zombie above about level 10 (that's half of them) buys this skill, is (1) just as easy to break as one level of barricade, (2) takes twice as many AP to put up, and (3) is even easier to rip down by zombie sympathisers, spies, and griefers. Otherwise, I guess bots and zergers might like this skill a bit. --ExplodingFerret 02:15, 3 November 2006 (UTC)
    Re - It does give an extra level of barricade, though. No other building would have that. --Funt Solo 20:12, 3 November 2006 (UTC)
  2. Kill You're on the right track but the way you have it it'd just neutralize itself. --Jon Pyre 03:11, 3 November 2006 (UTC)
    Kill - I love the idea of this, especially since it balances itself out, but there's still the problem of how survivors can possibly barricade with this in place. Wouldn't zombies just attack an area of the fence that doesn't have barricades behind it and bypass them entirely? Fix that somehow and you'll get a keep from me as well as my envy of you (as I'm still trying to figure out a way around that little logical dilemna myself). --Reaper with no name 03:18, 3 November 2006 (UTC)
    Re - That's not a problem with this suggestion, though - that's a problem that exists right now. And I can roleplay my way out of it easily - as I have in the text above. The barricades are at the weak points. --Funt Solo 08:38, 3 November 2006 (UTC)
  3. Kill - Not a bad idea, but lacking thought; revise this suggestion. --Wikidead 07:06, 3 November 2006 (UTC)
  4. Kill - Needs some revision first, there are a few errors that others have already pointed out that needs sorting.--Mr yawn Scotland flag.JPG 08:01, 3 November 2006 (UTC)
    Re - It would be more helpful if someone could actually suggest a positive revision. These fence ideas are either too powerful (zombies can't get in), or like this, most zombies can get in, but low-level loner ferals can't. What needs fixed? --Funt Solo 08:38, 3 November 2006 (UTC)
  5. Kill - Suggested revision: Zed Skill ("Crushing Press") reduces the number of zombies required to knock down the fence to two/three (rather than one). Only the zed attacking the fence requires the skill - the other two may not attack the fence (or receive a "You claw and push on the fence, but it is too strong for your efforts" message). This provides a small measure of protection and encourages some measure of coordination even among zeds without the skill. I'd also like to see an item requirement for mending the fence - a chain link or a length of chicken wire item. --RSquared 13:18, 3 November 2006 (UTC)
  6. Kill - From the Suggestion Do's and Don'ts: "Many suggestions involve being [...] around a certain number of other people [...] These conditions arise incidentally during the course of the game and should not confer special bonuses or penalties." Press of the Horde, as suggested, violates this. Paul Brunner 20:22, 3 November 2006 (UTC)
    Re - Like Scent Death, you mean? (The guidelines you quote are just that - guidelines.) --Funt Solo 22:44, 3 November 2006 (UTC)
    You're right, they're just guidelines, and they're the reason for my vote. Scent Death - and Feeding Groan, for that matter - have enough going for them to outweigh this guideline. This suggestion doesn't. Paul Brunner 01:25, 4 November 2006 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here


Suppression Fire

Timestamp: 2031 EST 01:38, 3 November 2006 (correcting timestamp, not the author --Funt Solo 08:25, 3 November 2006 (UTC))
Type: New Survivor Skill
Scope: All Survivors
Description: Suppression Fire is a skill used by the pistol and shotgun, basically it will fire off every round remaining in the clip with one action. It takes two AP to use, maybe more, and attacks several zombies chosen at random. You take a 20% to 25% accuracy penalty because of the speed at which you fire your weapon, so it is only useful at the higher levels. The skill is supposed to be used in situations where a larger group of zombies breaches a building with fewer survivors in it since now survivors must dump bodies one at a time.

Keep Votes

  1. Keep - The body dump thing doesn't make sense to me, if the zombie has had thier guts blown out with a gun, a survivor should be able to dump more than one. This is a good way to balance that out.--Labine50 MHG|MEMS 22:08, 3 November 2006 (UTC)

Kill Votes
Against Votes here

  1. Kill Not only incomplete (what if someone takes this skill before their accuracy with a firearm is over 25%?), but overpowering. This saves survivors 4 AP when used with the pistol (which is way too much, even with an accuracy that is almost halved), and has no benefits whatsoever for shotguns (they only hold 2 shells!) save for the fact that you can kill in a faster amount of time. And speaking of killing faster time-wise, that's very unbalancing in sieges. Zombies die quickly enough in sieges already. --Reaper with no name 03:13, 3 November 2006 (UTC)
  2. Kill Too powerful. --Jon Pyre 05:31, 3 November 2006 (UTC)
  3. Kill - Overpowered --Wikidead 07:06, 3 November 2006 (UTC)
  4. Kill - As above.--Mr yawn Scotland flag.JPG 08:02, 3 November 2006 (UTC)
  5. What they said - I nearly had a heart attack when I read this. -- Ashnazg 0701, 3 November 2006 (GMT)
  6. Kill - Overpowered. Also, even if it is supposed to be used against large groups, why wouldn't it also be used against lone zombies as well? --Rgon 17:39, 3 November 2006 (UTC)
  7. Kill - Very overpowered, as mentioned above. --LazerZero 19:28, 3 November 2006 (UTC)
  8. Kill - Insanely overpowered. And to address the comment about survivors only being able to dump one body at a time...It only makes sense! A corpse is not going to be in pieces! It's going to be a full body! You would not be able to drag 5 corpses from a room at the same time. Even moving one would be difficult for most people. Dead weight is difficult to handle. --Carl Panzram 19:34, 5 November 2006 (UTC)

Spam/Dupe Votes

  1. Overpowered as hell. I'll have 24 pistols please. --ExplodingFerret 02:18, 3 November 2006 (UTC)
  2. I don't vote Spam very often, but when I do, it's for suggestions with no chance of making PR, even with a serious overhaul. This time, it's justified. Blue Command Vic DvB 06:26, 3 November 2006 (UTC)
  3. Rapid fire! --Funt Solo 08:27, 3 November 2006 (UTC)
  4. Take cover! - Seriously, though, I really pity the newbie who tries to use this and shoots with a -20% chance to hit.--The General T Sys U! P! F! 10:06, 3 November 2006 (UTC)
  5. Maybe hmmm? Spam! Maybe this maybe that- this suggestion isn't very decisive is it? This is meant for... well you can't stop people using it at any time so its overpowered tough. --MarieThe Grove 15:45, 3 November 2006 (UTC)
  6. Ocelot! No use for this, sorry - it just wastes ammo. Agent Heroic 19:04, 3 November 2006 (UTC)
  7. Incomplete - Yeah. Come back with definite values. Actually, don't bother, since even with definite values, this would be bad. --Pinpoint 20:42, 3 November 2006 (UTC)
  8. I'm hit!! - Aggh!! The agony!! It burns!! --Officer Johnieo 23:40, 3 November 2006 (UTC)
  9. This is a spam - It is made of overpoweredness and fail. --GhostStalker 01:30, 5 November 2006 (UTC)

Sprinting

Timestamp: Jon Pyre 08:06, 3 November 2006 (UTC)
Type: Skill
Scope: Survivor/Zombie
Description: Sprinting would be a subskill of Bodybuilding to allow you to cross flat open ground faster. There would be no AP cost to enter a street square. Leaving the street would cost the normal 1AP, even if you move into another street square. This would make streets valuable strategic elements. By planning your route to intersect a few of them you might be able to knock a few AP off a long trip. This would be a **crossover skill**, benefitting both human and zombie players that take the effort to chart their trips.

In case any missed it above, this does not allow for infinite free movement. Once you're in the street moving to another street costs the normal 1AP. To use this ability you'd have to move from street square to building square and back. This is a powerful ability but not unbalancing as both sides would gain access to it. And I like the idea of street squares, the completely empty worthless to everyone squares, having a strategic role in gameplay.

Keep Votes

  1. Author A very powerful ability, but it'd be for everybody. Think of how great it'd be to be familiar with an area and know what streets to take for a shortcut. --Jon Pyre 08:06, 3 November 2006 (UTC)
  2. Cautious Keep - I like the idea, though I'm not sure it should be crossclass. I'll make a suggestion below to that effect.--RSquared 13:24, 3 November 2006 (UTC)
  3. Keep, just barely - I like the strategic element you're introducing (streets do need a purpose, and it would make sense that people should be able to cross them faster than other blocks, because there's less stuff in the way). I'm a little concerned though that this will end up helping zombies more than survivors (since they don't really have any extra risk to worry about here). --Reaper with no name 13:49, 3 November 2006 (UTC)
  4. KEEP - Why do I get the idea that I like it? I knoweth not. Funt Solo- surely ankle grab affects both survivors and zombies both and body building? --MarieThe Grove 15:48, 3 November 2006 (UTC)
  5. Very nice. What about car parks? Or parks? -Mark 19:38, 3 November 2006 (UTC)
  6. I like the idea.--Labine50 MHG|MEMS 22:09, 3 November 2006 (UTC)
  7. Keep Subskill of bodybuilding.. outdoor running, but is not free running and both survivors and zombies can access it. Bling! Hey, even a zombie hunter has to step outside and wander around to find something to shoot, same for a scientist who wants to scan the Z's.. so survivors need this as well as zombies, unless you want to hide, forever. MrAushvitz Canadianflag-sm.jpg 01:15, 4 November 2006 (UTC)

Kill Votes

Problems - I don't like clearly-designed-for-the-purpose crossover skills. I think those are things about the system that already need fixed - so that people can play pure zombie or survivor without being disadvantaged. Also, who uses streets the most for movement? It's not survivors, who more sensibly use Free Running between buildings. So, what this does is draw survivors out and increase their chance of being stuck outside. What I do like is the tactical element you're introducing - and everyone gets it - so it is balanced. My "teleportation" alert bells are ringing, though. Swithering. --Funt Solo 08:31, 3 November 2006 (UTC)
  • Re Don't think of it as teleportation but instead moving at double speed. UD doesn't have fractions of AP so moving into a street square can't cost (.5)AP. But this is the same thing. Also, this would prove faster than free running for movement over a distance. Just know an entry point near your destination and it should be safe enough. --Jon Pyre 09:42, 3 November 2006 (UTC)
  1. Variables - Too many unaswered questions, like why does this only aply to streets? Or, How can zombies shamble? --Officer Johnieo 23:41, 3 November 2006 (UTC)
    • Re Streets are open ground. You can move straight across them without obstacles. They're designed for movement. You need to walk around buildings. --Jon Pyre 01:04, 4 November 2006 (UTC)
  2. This might be a tad TOO beneficial for newbie zombies (2 AP move, remember?). What might be better to have a % chance of it not costing an AP to do it. At least that way it might offset some of Funt's "reward only" argument for zombies.--Pesatyel 05:48, 4 November 2006 (UTC)

Spam/Dupe Votes

  1. Spam - It just occured to me - sprinting zombies. Zombies shamble. (And if they could sprint, why couldn't they use Free Running?) --Funt Solo 21:01, 3 November 2006 (UTC)
    • Re There are fast zombies in some movies. And Sprinting might mean that the zombie is only faster than another zombie, lurching quickly but still slower than a human. But since AP isn't a realistic measure of time or effort I don't see a reason to distinguish between a fast zombie or a fast human in terms of their mph. This only says they can move twice as fast for the same effort on open ground.--Jon Pyre 00:58, 4 November 2006 (UTC)
    Re - It just goes against the idea of zombies that needed Lurching Gait just to move faster than 2AP/square. Now they're running around? Also, for a survivor, this would have risk/reward - they risk going outside and get rewarded with faster movement. For a zombie, there's no risk, only reward. So, it's unbalanced - as it would be if only survivors got it. Therefore - spam. --Funt Solo 03:01, 4 November 2006 (UTC)

Driving Hunger

Timestamp: RSquared 13:34, 3 November 2006 (UTC)
Type: Skill
Scope: Movement tree, Prereq: Lurching Gait
Description: Zombies who purchase it may move into a square containing at least survivor for 0 AP. In order to prevent zerging (especially pack zerging, which would be scary), I suggest a counter to hold 5 Stamina Points, which are reduced by one each time this skill is (automatically) used - when SP are zero, the skill does not activate. SP are not visible to the player, and regenerate one point each time an AP is gained. The messages could look like this when the ability activates:
  1. "Your hunger for flesh incites you to greater speed."
  2. "Despite your hunger, you are unable to force your dead muscles too quickly."

Gameplay notes: this essentially provides a zed with a single free attack on a surivor (by saving it the AP required to move into the square) and a powerful way to follow a fleeing survivor in active combat (as the survivor must use AP to move, but the zed may be able to follow for free if he is fast enough on the draw). The 5 SP limit avoids the possibility that a huge pack could follow a spy to cross the entirety of Malton, and allows for the survivor to still flee in the above situation if he has an AP advantage. It is highly unlikely that a zed would kill more than one survivor during his turn, and most of the time would only receive a single AP bonus.

(optional interaction notes) This skill would complement "Sprint" (above) in that one would be a bonus to survivors and the other a bonus to zeds. Also, this is subtly different to Adrenaline Rush (which I object to as a zed skill, though not as a survivor skill), suggested here: Suggestions/2nd-Nov-2006 It could be implemented as an 'alternative effect' for a zed with Sprint or Adrenaline Rush.

Keep Votes

  1. Author - an extra five AP at most, with zerging protections. It's a small bonus, but would complement Sprinting well. RSquared 13:34, 3 November 2006 (UTC)
  2. Keep I don't have a problem with a zombie moving to a square with a survivor for cheaper.. zombies waste a lot of AP just ripping down barricades. Saves 1 AP a day at most to be realistic... MrAushvitz Canadianflag-sm.jpg 01:17, 4 November 2006 (UTC)

Kill Votes

  1. Kill - I think this might fall into the "No free lunch" category. --Rgon 17:35, 3 November 2006 (UTC)
  2. Since this is, basically, the same idea Jon had, I'll just paste what I said there here: This might be a tad TOO beneficial for newbie zombies (2 AP move, remember?). What might be better to have a % chance of it not costing an AP to do it. At least that way it might offset some of Funt's "reward only" argument for zombies.--Pesatyel 05:51, 4 November 2006 (UTC)
    Re: not to go overboard on Res, but please note that the prereq is Lurching Gait, and a 1 AP bonus once in a while is far less useful than cutting all movement costs in half. No zed would take this before LG anyway. Like I said in the description, a zombie might (if lucky) get 2 free AP in a turn from this - movement into a square with a survivor, and then movement to a new square after getting the kill. Rarely, I think, would a zed kill all survivors in a square and move on to a square with even more survivors. This is most beneficial when chasing a fleeing survivor, which is rare enough. --RSquared 15:42, 4 November 2006 (UTC)

Spam/Dupe Votes

  1. Spam - too many suggestions recently providing free moves, extra AP and so on. Plus, this does directly link into two suggestions which are still under vote. --Funt Solo 13:55, 3 November 2006 (UTC)
    Re: It's been a while since I've been very active, but I don't think 'too many suggestions acting on the same game mechanic' is a valid reason to call Spam (see Suggestions_Dos_and_Do_Nots). This is notably dissimilar to the other suggestions regarding AP - much less powerful, and more zombie-oriented, which I think was lacking in both Adrenaline and Sprinting. Finally, I've rewritten the suggestion to take "linked" suggestions from the main section and placed those ideas in a separate paragraph. --RSquared 16:53, 3 November 2006 (UTC)
    Re - So, you've edited the suggestion after voting began - that's a good reason to spam it. --Funt Solo 18:09, 3 November 2006 (UTC)
  2. Spam - In a mall or other 2 square building this would be killer. Let's not go overboard with the free movement suggestions. --Officer Johnieo 23:44, 3 November 2006 (UTC)

Deleting Characters

Timestamp: Reaper with no name 14:12, 3 November 2006 (UTC)
Type: improvement
Scope: Characters you don't want anymore
Description: Currently, once you make a character, they remain forever. But it's inevitable that some people will just stop caring about some of their characters, or stop playing altogether. While it may not be a problem now, eventually there will be a lot of character names that new players can't use and a lot of characters in perpetual hiding. What I suggest is that there be an option on a character's profile page (only usable by that character's player) allowing them to delete their character. It provides a warning and everything, but once they confirm that they do indeed want to delete their character, the character disappears. As a measure to avoid confusion, the game will list on the stats page characters that have been recently deleted (within the last month). New players will only be able to choose those names after the month has passed and the names are taken down. In the long run, this will prevent new players from being forced to take names like "Jay1690321" because everything else is taken.

Just in case this has been suggested before (which there is a good chance it has), then feel free to dupe it into oblivion.

Keep Votes
For Votes here

  1. Author Vote - Reduces server load and helps newbies to be able to pick names they actually want. --Reaper with no name 14:12, 3 November 2006 (UTC)
  2. Keep - I like the idea of being able to clean up my old characters. However, I am uncertain what will happen to contact lists, PK lists, etc. --User:sid1138 14:31, 3 November 2006 (UTC)
  3. Keeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeep - I thought that wouldf do better than me coming up with a reason. --MarieThe Grove 15:50, 3 November 2006 (UTC)
  4. Keep - Seems pretty sensible, even considering the possible occaissional problem of mistaken identity. --Rgon 17:32, 3 November 2006 (UTC)
  5. Mistaken Identity - So, Uber-Killer, scourge of Roywood - you have finally returned! Prepare to be mercilessly PKed from now until we get bored! ... B-b-but I've only just started playing...why do you all hate me so much? --Funt Solo 18:11, 3 November 2006 (UTC)
  6. BALEETED! - I mean...Keep. Blue Command Vic DvB 18:27, 3 November 2006 (UTC)
  7. Keep - Why not? --LazerZero 19:33, 3 November 2006 (UTC)
  8. Keep - Oh God yes.--Canuhearmenow Hunt! 20:33, 3 November 2006 (UTC)
  9. Keep - I would think as far as contact lists, the system could run a query and delete all references.--John Blast 21:14, 3 November 2006 (UTC)
  10. Keep - With some concerns. If someone gets hold of your password, they could delete your character. Just like that. Make it include an confirmation password, and only avaliable for characters that have been idle for a substantial amount of time. For example, when you log on an old character, make it say 'This character has been idle for X weeks. To keep with the smooth running of the game, old and unused characters can be deleted. To delete this character, click here to move to the deletion page. To continue and log in, click here.' --Preasure 21:41, 3 November 2006 (UTC)
  11. Keep - If someone hacks into your account, it's probably his own fault. --Officer Johnieo 23:47, 3 November 2006 (UTC)
  12. Keep Got old characters, wanna get them off the list... hell yeah. Save some freakin' game space! MrAushvitz Canadianflag-sm.jpg 01:18, 4 November 2006 (UTC)
  13. Keep - --Carl Panzram 19:37, 5 November 2006 (UTC)
  14. Keep - when I was new I had a few accounts which I now want to get of my back--Zombie Spray 09:28, 17 November 2006 (UTC)

Kill Votes

Mistaken Identity - So, Uber-Killer, scourge of Roywood - you have finally returned! Prepare to be mercilessly PKed from now until we get bored! ... B-b-but I've only just started playing...why do you all hate me so much? --Funt Solo 16:02, 3 November 2006 (UTC)
Re If people keep up with who's been deleted, this shouldn't be a problem. More importantly, a single look at the profile page should be enough to confirm that the person isn't the same. --Reaper with no name 16:31, 3 November 2006 (UTC)
  1. I kinda see some zerge potential. Create a bunch of zerge characters, do your thing, delete.--Pesatyel 06:00, 4 November 2006 (UTC)

Spam/Dupe Votes

  1. d00d! 1 ju$7 h@x3d dis d00d's acunt, I'm gunna give him brain rot! no way d00d, del3t h1s guy! 0k!!1 You get the point right?--Labine50 MHG|MEMS 22:13, 3 November 2006 (UTC)

Advanced Character Skill

Removed as a Dupe with 3 Dupe votes. --Funt Solo 16:49, 3 November 2006 (UTC)


access problems

Timestamp: Death7 21:31, 3 November 2006 (UTC)
Type: improvement
Scope: anyone who wants to use the game but it is blocked by a web filter
Description: to access the game past the web filter i can use https:// (the

sites ip address)i can log in but if i do anything other than move it says "invalid

referrer" i don't know if you can fix this but if you could that would help those who want to play from school, work etc.

Keep Votes
For Votes here
Kill Votes

  1. What's going on?? - Is this a suggestion, er what?? --Officer Johnieo 23:48, 3 November 2006 (UTC)

Spam/Dupe Votes

  1. Wrong Place? I don't know if this belongs here. Have you tried http://translate.google.com/translate?u=http%3A%2F%2Fwww.urbandead.com&langpair=es%7Cen&hl=en&ie=UTF-8&oe=UTF-8&prev=%2Flanguage_tools ? Using google language tools may fix it for you. --Burgan Burgan 22:15, 3 November 2006 (UTC)
  2. SpamTastic - I think what he's trying to say here is that there should be a built-in workaround for web filters of the kind found at schools and workplaces. Essentially, he's saying the game should do something that's probably illegal in order for him/others to play it where they're not supposed to. Just play from home, people. You can wait, it's not worth your job.--J Muller 00:19, 4 November 2006 (UTC)
  3. Spam - not a realistic suggestion. --Funt Solo 22:30, 4 November 2006 (UTC)
  4. WtF CENTAURS --Garrett Fisher 12:24, 18 November 2006 (UTC)