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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.
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Mutual Contacts?

Timestamp: Lord of the Pies 14:47, 4 April 2007 (BST)
Type: Interface Improvement?
Scope: Everyone with people on their contacts lists
Description: Right now you can't tell whether someone on your contacts list has you on their contacts list just by looking at the list itself. I propose that an asterisk be added beside the name of everyone on your contacts list who has you on their own list.

Keep Votes

  1. Keep - Mibbe not an asterisk, but something. Duke Garland, many don't carry phones, me included. -- Dance Emot.gifTheDavibob T 15:30, 4 April 2007 (BST)
  2. Keep - I think this is simple and good. I wanna see if I'm on people's kill-list who are on my kill-list. --Ducis DuxSlothTalk 16:41, 4 April 2007 (BST)
  3. Keep -small improvement, no downsides. Asking a cost for in both ap and encumbrance for something so small is over doing it.--Vista 18:12, 4 April 2007 (BST)
  4. There is no reason to not implement this. --Ev933n / Talk PPGC 18:57, 4 April 2007 (BST)
  5. Keep - I don't have a mobile phone since I would never use it and needing one just to see mutual contacts is stupid. --Gm0n3y 19:00, 4 April 2007 (BST) EDIT: @ Kill votes, that's exactly why I want this, anybody who has my PKer in their contacts is probably a bounty hunter and I will kill them. Very useful in that regard.
  6. Keep - I'd like to see this. --ZombieSlay3rSig.pngT 22:31, 4 April 2007 (BST)
  7. Keep -Encourages Survivor interaction/collaboration. --Heretic144 23:20, 4 April 2007 (BST)
  8. Keep - As Heretic144 Mattiator 00:42, 5 April 2007 (BST)
  9. Keep - As Above.--Labine50 MH|ME|TNT'07 02:06, 5 April 2007 (BST)
  10. Keep - Zombies don't have time for phones. Pounding down the doors to your safehouses takes two hands.--Dread Lime 02:25, 5 April 2007 (BST)
  11. Keep - Sounds okay to me, maybe something else besides a asterisk would be better though. --Sonofagun18 06:49, 5 April 2007 (BST)

Kill Votes

  1. Kill - too much info. Your character can know who they're looking out for, but why should the people they're looking out for know who's looking out for them? Potential encouragment to PKers. --Funt Solo Scotland flag.JPG 21:13, 4 April 2007 (BST)
  2. Kill - As Funt. --Abi79 AB 13:39, 5 April 2007 (BST)
  3. Kill - And again. The Hierophant. 15:31, 5 April 2007.

Spam/Dupe Votes

  1. Spam - check your mobile phone - if contact is mutual, the person will be there. --Duke Garland 15:23, 4 April 2007 (BST)
    • Re - discussion moved to talk page.--Vista 21:01, 4 April 2007 (BST)

Set Up GPS

Timestamp: Jon Pyre 15:52, 4 April 2007 (BST)
Type: Improvement
Scope: The GPS Unit
Description: With inventory space scare even those who carried a GPS unit in the past probably don't carry one anymore. It just isn't worth carrying that instead of another round of ammunition or a first aid kit considering that the map is a click away. However sometimes it would be nice to be able to tell what the coordinates of your safehouse are, or another building you visit, without having to go to the map all the time. So the GPS unit has a purpose but not one worth carrying it for.

What if you could set up GPS Units inside of buildings just like generators and transmitters? Clicking on a GPS Unit would place it right next to your generator, transmitter, and heck, Christmas Tree if ya got one. If one was already in place you couldn't place another one until the present GPS was destroyed. Since GPS Units work in your inventory on battery power they wouldn't be dependant on a generator running. It'd look like this:

A GPS Unit displays your position: [35, 41]

Now this is by no means essential but putting one in your building would be a nice improvement, moreso than a painting. Now when I find one at a Necrotech I'll hold onto it and place it in some adjacent building that doesn't have one yet in order to help other people find their way around when traveling, rather than just immediately discarding it.

Ok, so that's the first half of the suggestion. To make the GPS unit even MORE useful when set up in a building perhaps it could also show the time as well? It might not make sense to show time in someone's inventory just to save space but GPS units are receiving a constant feed from overhead satellites. They'd be able to show the time, accurate to atomic precision, and having GPS in buildings also show the time could help people strategize and plan with each other. However to continue maintaining the current ambiguity about Malton's location (even though it's almost certainly England), and so people in different timezones can roleplay any time they want without some game clock telling them they only come on at midnight, the GPS unit should show a couple timezones at once. So it'd look like this:

A GPS Unit displays your position and the time: [35, 41] 8:32 GMT 3:32 EST 6:32 AEST

Having the time for England, North America, and Australia is enough that Malton could still be in any English speaking country, and showing multiple world times is just the kind of overly information feature that realistically gets built into high-tech gadgets. In total this would make the GPS unit useful, not crucial, but something that'll certainly save people a bit of time and effort and improve any building in a significant way.

  • Note: Many voters suggested simply having one time zone, UTC.

Keep Votes

  1. Author This would finally make the GPS useful. Next time you go exploring for an unransacked safehouse and get lost finding your way back wouldn't it be nice to just glance at a GPS unit in the building you're in rather than open up a new window? And having different time zones widely visible would aid in planning "Listen up, attack at 6 GMT!" This is all useful but not crucial since you can get the same information online easily, but then again GPS units aren't that rare so I think rarity is balanced with utility. It is, however, useful enough to be worth coding. --Jon Pyre 15:55, 4 April 2007 (BST)
  2. Keep I really like setting up a GPS unit to show location. That way you have further enhancement of safehouses. giving survivors more control over their safe houses with something useful makes that they are both more likely to create safehouses and defend them in a siege. It helps coordination in game instead of using maps. But lose the time telling function, I don't like the dual function, create a clock suggestion or something if it doesn't excist already. Having three times only creates confusion anyway.--Vista 18:26, 4 April 2007 (BST)
    • Re I think it makes sense as part of the GPS but you're right, a seperate clock would make sense too. People can put paintings on their wall now, why not a wall clock? --Jon Pyre 18:30, 4 April 2007 (BST)
  3. Keep use UTC time (Coordinated Universal Time) instead or drop the time altogether. --Matt Scott 9 18:34, 4 April 2007 (BST)
  4. Keep - I like it. Simple, doesn't change game balance, useful. But yeah, just use either UTC or GMT, you could still roleplay since just because its in GMT doesn't mean that Malton is in that time zone. --Gm0n3y 18:59, 4 April 2007 (BST)
  5. Keep - I like it. Could survive without the time though. --Preasure 19:24, 4 April 2007 (BST)
  6. Keep - as above. The time is kinda meaningless. BTW, why did the time signature get changed to BST? --Storyteller 21:10, 4 April 2007 (BST)
  7. Keep - are they destructible? They should be. The multiple time zones are too complicated - anyone who can't play to a single game-time (ie UTC) needs serious help with their role-playing abilities. Otherwise, great suggestion. --Funt Solo Scotland flag.JPG 21:19, 4 April 2007 (BST)
    • Re Yes, they'd be destructible just like radios and generators. --Jon Pyre 04:35, 5 April 2007 (BST)
  8. Keep - This is cool, both people and zombies could use it to plan certain things. Chris' 'Redfield 21:29, 4 April 2007 (BST)
  9. Keep - Sounds fine to me, but as others above it would be best just to display the time in UTC. --ZombieSlay3rSig.pngT 22:39, 4 April 2007 (BST)
  10. Keep - Nice little touch to make things better. --Reaper with no name TJ! 22:40, 4 April 2007 (BST)
  11. Keep - Yay! Mattiator 00:40, 5 April 2007 (BST)
  12. Keep - toot toot, jumping on the keep train! --Ducis DuxSlothTalk 01:19, 5 April 2007 (BST)
  13. As Funt said, the multiple time zones would just be confusing. Just make it "Malton" time, whatever time zone that might be and let players coordinate for themselves. Means more work, sure, but they already have to do that anyway.--Pesatyel 01:41, 5 April 2007 (BST)
  14. Keep - UTC would be better, though.--Labine50 MH|ME|TNT'07 02:06, 5 April 2007 (BST)
  15. Keep - Good idea. The Hierophant. 09:59, 05 April 2007.
  16. Keep - Great idea Jon! --Abi79 AB 13:41, 5 April 2007 (BST)
  17. Keep - Yeah! --Toejam 15:23, 11 April 2007 (BST)

Kill Votes

  1. Kill - I love this suggestion yet I'm voting against it, cuz I'm gangsta like that.--Lachryma 01:43, 5 April 2007 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here

Item that attracts Zombies

Timestamp: Chris' 'Redfield 21:27, 4 April 2007 (BST)
Type: Improvement [I hope]
Scope: All
Description: As I bet you have all seen, a zombie attracting unit. You've seen a zombie master, a zombie queen, and even a few audible noises from players. This effects both humans and zombies. The Item is called "Fumes".

The human aspect: humans may find these "fumes" in NT buildings (.5%) (20% encumbrance). A Human would carry the "Fume" and no zombies would be attracted to it because it has not been opened yet. but, Much like a generator, it can be set up inside a building, but unlike the generator, it can be set up outside also. The fumes would show up in BOLD RED LETTERS SHOWING THE COORDINATES like this, (35,78) on a zombie's screen. but, it only effects zombies 3 blocks away [in every direction] from that building, And much like a generator it can be destroyed, if not, then after a day it disperses. It would give someone XP for setting it up, and destroying it. This would only effect zombies with the "scent death" skill. It disappears from your inventory after 1 use. a person may kill it like they can a genny. [humans cannot see the fumes unless they are in the exact same place as the fume is.]

The zombie aspect: Zombies in general; can't see this and are not effected by it. Only the ones with the "scent death" skill. But, this can also be used by a zombie. As some of you have noticed, when you are a zed, you can still use a crowbar to attack with. so you can take the "fumes" and still set them up, by expelling them from your body, giving you XP, and making the area stink with it. Also, zombies could be able to attack these fumes, but not in the way a person can, not like a generator. Zombies would get a (.5%) chance of "sucking up" these fumes thus, stealing the fumes from the area, to be used again. Any zombie that "sucks up" the fumes or are even in the vincinity of the fumes become infected, so when revived, they will remain infected until they are given a first aid kit.

General use: This is appealing to the Pkers among us, because of the effect it could have on strategic buildings and the possiblility of many zombies coming to the area to kill these people. Unfortunatly for them, people can attack the fumes and disperse them like a generator, and A lot of the zeds don't have scent death, so they couldn't see it, even if they were in the general area. This also appeals to the people who revive zombies, or brain rotters to advertise a revive point. Even more for Pkers, is that random human have a (7%) chance of becoming infected from the fumes. Zombie hunters would use it to attract zombies to a certain area and launch a large scale revive and attack assualt on them. And to the zombies it can be used to see where people are, to feed on them. This overall could be very effective and fun for everyone to use, although rare to find and very encumbring, but is evenly distributed betwwen groups as not to be overpowered or the such.

Note after seeing votes: Obvious;y you keep the fumes in a jar that comes with it. if you read the whole thing then it states the effects that it could have on everyone.

Keep Votes

  1. Keep: author vote. Chris' 'Redfield 21:27, 4 April 2007 (BST)
  2. Keep - the general use is the only good part of it. The rest I didn't really understand. But it seems pretty good. --Peterblue 21:37, 4 April 2007 (BST)
  3. Keep Replace with "Fumes" with "cookie" and i'm good. Mattiator

Kill Votes

  1. Kill - Can't really understand it, and it doesn't help your basic survivor. Why would they want it? And it doesn't really help anyone else, why wouldn't they just ignore it? -- Dance Emot.gifTheDavibob T 21:58, 4 April 2007 (BST)
  2. Kill - Hard to understand, and I don't see this as being useful. --ZombieSlay3rSig.pngT 22:42, 4 April 2007 (BST)
  3. Kill - "fume 1. Often, fumes. any smokelike or vaporous exhalation from matter or substances, esp. of an odorous or harmful nature." How are you carrying this? --Gene Splicer 22:43, 4 April 2007 (BST)
  4. Huh?- WTF is this? It belongs in humorous suggestions. Here's a few things wrong with it. 1) Fumes are gases. You can't carry them around or set them up. 2) Knowing the coordinates of the fumes isn't gonna help the zombie looking for it much, since they still don't have a direction to go in. 3) One of the only 2 plausible reasons one would use this is to lead zombies on a wild goose chase. How would you like being on the wrong side of that? Barricade strafing is bad enough in this respect. 4) The other only plausible use for this is griefing survivors, which should not be encouraged. Heck, pound-for-pound griefers are already too effective. 5) The idea of leading zombies into a trap is ridiculous. Killing them when they're outside is counterproductive unless you're gathering XP (takes a lot more AP for even a maxed-out survivor to kill a newbie zombie than it does for said zombie to stand up). And combat revives only cause the zombie to jump off the nearest building or become PKers (in either case, it's a waste of a syringe). 6) Because of the uselessness of this, it is nothing more than screen spam and inventory spam for those looking for syringes. Try to think things out before you make a suggestion next time, because I know you're capable of better. --Reaper with no name TJ! 22:56, 4 April 2007 (BST)
  5. Kill - I don't really understand it and it only seems useful for PKers, Zpies and other assorted Griefers. --Heretic144 23:29, 4 April 2007 (BST)
  6. Kill - Difficult to understand, and I don't like the sound of it. --Ducis DuxSlothTalk 01:21, 5 April 2007 (BST)
  7. Kill - as above. Can't understand. --Storyteller 01:38, 5 April 2007 (BST)
  8. Change/Clarify - The suggestion needs some clean up and a rewrite to make it understandable. as written, it's somewhat difficult to follow. If it does what I think it does, then it would be more useful to death cultists than to PKers... --Dread Lime 02:17, 5 April 2007 (BST)
  9. Kill PKing earns a kill from me. But besides that I'm not certain how plausible moving vapors like a physical object could be. --Jon Pyre 04:38, 5 April 2007 (BST)
  10. kill If this was a necrotech item designed to drown out the scent of death and thus attract zombies to a location chosen by the harman then, yes, it would be a good idea. Of course much like flares it would be ignored unless it was undistinguishable to the zed! In fact the only real use for this would be if it could stop zeds scent trailing you! --Honestmistake 12:28, 5 April 2007 (BST)

Spam/Dupe Votes

  1. Spam - for openly and unabashedly suggesting a PKer/griefer sci-fi gameplay device, you earn my spam vote. Not really an honour - it's quite easy to earn. If you replace each instance of "fumes" in your suggestion with "farts", it's quite funny. --Funt Solo Scotland flag.JPG 22:56, 4 April 2007 (BST)
  2. Spam - I don't see how this benefits ANYONE. Could be just that it is totally confusing and appears to be pointless. The only thing I could figure out is that survivors can infect themselves with it. I mean if the purpose is to attract zombies, shouldn't the zombies actually like GET something? Otherwise why would the bother? Also, adding in things like "General use: This is appealing to the Pkers among us,..." is not a good idea.--Pesatyel 01:46, 5 April 2007 (BST)
  3. What? - This only helps zombie spies and griefers...--Labine50 MH|ME|TNT'07 02:06, 5 April 2007 (BST)
  4. Mrh? - I consider myself pretty analytical and exploitive, and I just can't make out the point of this. Now, a stink bomb made from rotten body parts, THAT would be simple and fun... --S.WiersctdpNTmapx:oo 02:46, 5 April 2007 (BST)
  5. Spam - No. Just no. The Hierophant. 09:57, 05 April 2007.
  6. Spam -if you submit it to humorous as funt described it still wouldn't be a good suggestion.--Vista 10:26, 5 April 2007 (BST)
  7. WTF??? - Weird. Simply no. --Anotherpongo 12:08, 5 April 2007 (BST)
  8. Sucks -Only for greifers. --AlexanderRM 02:05, 13 April 2007 (BST)

No Breaks For Healing!

Timestamp: Reaper with no name TJ! 23:07, 4 April 2007 (BST)
Type: game mechanic
Scope: survivors (and zombies by extension)
Description: Do you know what time it is? Yep, that's right! It's story-time!

With the barricades down despite the survivors’ best efforts, zombies pour into the safehouse, biting and clawing at anyone within reach. One survivor, who had until this point been trying his best to maintain the barricades, happened to be at the wrong place at the wrong time. Several bites and claw attacks later, he manages to free himself from the zombie’s grasp and make his way towards the relative safety of the other survivors in the room. They’ve already gotten the barricades back up, but many zombies have gotten in already, and they’re having trouble holding them off.

One doctor, seeing the injured survivor who has just joined them, turns his attention to providing medical aid. Cracking open a first-aid kit, the doctor carefully applies antibiotics to the infected areas, heedless of the ten or so zombies which have since surrounded the two. As the doctor begins wrapping the wounds in bandages, a zombie latches onto the doctor’s arm with it’s teeth. Unhindered by the razor-sharp teeth firmly entrenched in the flesh of his arm, the doctor continues with his task. Noting that more bandages will be required than available, the doctor opens another first-aid kit, unperturbed by the zombie slashing at his blind side…

The purpose of that little story was to show how ridiculous it is that survivors can heal each other while there are zombies about. Therefore, I suggest that survivors not be allowed to use FAKs when there are zombies in the area unless one of two conditions is met:

1) There are 5 zombies or less in the area (means more room and therefore potentially more distance between the survivor and the zombies)

2) Survivors outnumber zombies by a ratio of 4 to 3 (the zombies are being held off by the other survivors).

In a siege situation, this will not make much of a difference, as survivors inside a building will almost always outnumber the zombies inside (if the zombies do outnumber the survivors, then it’s a fair bet they’ve already won). But in smaller scale conflicts, this will force survivors to actually have to deal with the zombies that have entered the building before they worry about healing themselves. And to be quite frank, there’s no excuse (roleplay-wise or gameplay-wise) for a survivor to be able to stand in a zombie-infested room and heal himself with a first-aid kit faster than the inhumanly strong zombies can hurt him.

Keep Votes
For Votes here

  1. Author Keep - An explanation at this point would be redundant. --Reaper with no name TJ! 23:07, 4 April 2007 (BST)

Kill Votes

  1. Kill - This would put a stop to the smaller "mom and pop" safehouses out there, and as Funt Solo points out, survivors hardly need a nerf right now. --Heretic144 23:33, 4 April 2007 (BST)
  2. Kill - Not spam, but i agree with funt. Mattiator 00:33, 5 April 2007 (BST)
  3. Kill - I can see what you mean, but this makes it so people would have to use madipacks elsewhere, and if I really wanted to, i would just leave the building and do it, then come back. it is useless. Chris' 'Redfield 01:05, 5 April 2007 (BST)
  4. Kill - You're kidding me, right? This is possibly one of the biggest survivor nerfs I've seen in a while. --Ducis DuxSlothTalk 01:23, 5 April 2007 (BST)
  5. Kill - another suggestion based on realism. Of course, you wouldn't be able to heal others with a FAK in real life, but you couldn't survive 10 shots from a pistol either, can you? --Storyteller 01:44, 5 April 2007 (BST)
  6. Kill - That would be fine and dandy if this were a real-time game, but it's not. Besides, it's possible to find a little niche to hide in while you apply some impromptu first aid. Think back to that scene from Jurassic Park where the kids are running through the kitchen while being chased by velociraptors. They ducked into a freezer and bought themselves a little time. The same principal applies here. Realism is good, but sometimes you just have to use your imagination a little bit so as to keep the game balanced. --Uncle Bill 02:31, 5 April 2007 (BST)
  7. Kill Grossly overpowered and more or less negates the effectiveness of the medical classes. Hey, medics run around treating the injured on battlefields too even with bullets whizzing around. Sometimes you can do more good tending to the wounded than charging at the enemy. --Jon Pyre 04:40, 5 April 2007 (BST)
  8. Kill -Only point is realism and not any more realistic.--AlexanderRM 02:08, 13 April 2007 (BST)
  9. KILL - Have you seen Saving Private Ryan? --Da Axe Man 20:45, 12 May 2007 (BST)

Spam/Dupe Votes

  1. spam - I've said it before: a building is not an empty box with a single door. And, really, survivors don't need a nerf right now - although this last point is superfluous, because a building still isn't an empty box with a single door. Never was, never will be. Survivors can't search when there's a single zombie, they can't repair anything, they can't barricade (assuming ransack) - now you don't want them to be able to use FAKs. What next? Stop them from moving? Shooting? I mean, how could you move with all those zombies around? And wouldn't they distract you from aiming? --Funt Solo Scotland flag.JPG 23:16, 4 April 2007 (BST)
    • Re-The fact that a building isn't just an empty box with a door is exactly why survivors are able to still move and such. But curing wounds tends to require concentration (not to mention time) which you are not going to have when there's a flesh eating zombie in your midst. Our little shamblers aren't slowpokes, you know (at least not after they get lurching gait, since higher movement speed what it is supposed to simulate). If someone stabs you, there is no way you're going to have time to bandage it up before they chase you down and finish the job. --Reaper with no name TJ! 00:39, 5 April 2007 (BST)
    • re - first 25 minutes of Saving Private Ryan. Look what the medics are doing. --Funt Solo Scotland flag.JPG 10:24, 5 April 2007 (BST)
  2. Not right now. - I love the suggestion but survivors don't need another nerf right now!--Labine50 MH|ME|TNT'07 02:06, 5 April 2007 (BST)
  3. I think not - Zombies have ?rise, survivors have medkits. Don't feth with that delicate balance.--Lachryma 02:17, 5 April 2007 (BST)
  4. spam I agree totally it is a silly situation, however this would kill the game. reality can improve gameplay but stopping survivors surviving in this way would push everyone to the malls and that would be dull indeed! --Honestmistake 09:13, 5 April 2007 (BST)
  5. Spam - This is just fucking with smart survivors for the sake of fucking with them. Survivors have gotten nerf after nerf after nerf in siege situations. And they were always rationalized that survivors shouldn't they together in large groups, but should hide in small numbers in non-resource buildings. Not go after zombies but After months and month of zombies players ridiculing survivors players for being stupid trench coaters who foolishly spend all their AP's on being stupid for not playing the game the right way now survivors must be forced into that highly inefficient role? And why? not one reason given in game mechanics or balance terms. You use a rationale that can be used to stop any survivor action you don't like. Barricading? how can you haul furniture if you're attacked? How can you reload a weapon if there is a zombie hanging on your arm? How can you leave a building if there are zombies getting in? Give me one reason based on game mechanics instead of a highly dubious "flavour" that fits every survivor action imaginable. You could just rename the suggestion "I want all survivors to huddle together in those large indefensible malls so they can be easy brain food and playing as if you are not totally incompetent is cheating!"--Vista 09:48, 5 April 2007 (BST)
  6. Spam - Everything that Funt Solo and Vista said. Sorry, but this is a game-ruining suggestion. The Hierophant. 09:48, 05 April 2007.
  7. Spam - As Funt. --Anotherpongo 12:04, 5 April 2007 (BST)
  8. Spam - Overpowered and game-ruining. --ZombieSlay3rSig.pngT 21:30, 5 April 2007 (BST)
  9. Spam - Just... no. There isn't a real problem being addressed. It's just a bitchfest of "Why aren't survivors dying faster? There should be six of you left!" If you want survivors to die at "a proper rate", go play with this. --User:Eatatjoes 16:50, 5 April 2007 (UTC)

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