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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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4th December, 2005

VOTING ENDS: 18th-Dec-2005

You only live twice(not some James Bond thing)

Removed due to duplicated suggestion Link

Adrenaline shot

Removed due to duplicated suggestion. Link

Mobile Phone Status

Timestamp: 05:43, 4 Dec 2005 (GMT)
Type: Display change
Scope: Survivors with mobile phones
Description: An in-game event would be reported when a cell tower in your suburb goes online or offline. I.E. -- "Your mobile phone beeps and loses service" or "Your mobile phone beeps and connects with a tower." If service status changes more than once since you last logged in, only one message would be displayed: "Your mobile phone beeps several times. You currently have [no] service."

It's realistic in-game (since you could glance at your phone at any time to see if it's working) and lets you keep track of the tower status in your suburb. Perhaps it could even be integrated with a display in the item menu telling you if service is available (this could be eliminated if it's a server issue).


  • Keep - Of course I like my own suggestion. The only problem I can see is with server issues, and giving a suburb-wide message when a tower goes up/down. -- Ethan Frome 05:43, 4 Dec 2005 (GMT)
  • Keep Good idea, though Im not sure my cell would beep upon reconnecting. The map page about which areas are active connections is not exactly up to snuff all the time. AllStarZ 06:34, 4 Dec 2005 (GMT)
  • Keep This could also be implemented as mobile phone 'bars' shown next to the item, like coords are shown for GPS. Spacenookie 07:37, 4 Dec 2005 (GMT)
  • Keep It's been suggested before but it's still a good idea.--The General 13:42, 4 Dec 2005 (GMT)
    • Re: - Oops, didn't realize it had been suggested before. I'm usually up on suggestions, but I guess I missed this one. -- Ethan Frome 16:55, 4 Dec 2005 (GMT)
  • Keep - It has been suggested before, but I prefer this one. The other 'signal strength' idea had whether there was a signal in the same way as the GPS. I prefer this one as it means you have to use an AP to check strength. There is no free lunch. -- Andrew McM 14:34, 4 Dec 2005 (GMT)
    • Re: - Actually, I meant this to be just the opposite -- so you wouldn't have to use an AP to check your phone. Think about it - if you've been sitting in an abandoned mall all night, upon waking up you'd probably glance at your cell phone just to see if it's working. This shouldn't take the same amount of effort as leaving a building and entering another, or reloading a gun, or even getting everyone's attention and talking to them. It should cost 0 AP. -- Ethan Frome 16:55, 4 Dec 2005 (GMT)
  • Keep Nice touch, helps people out with phones and would be realistic. Hopefully not much server strain, either. --Daxx 14:36, 4 Dec 2005 (GMT)
  • Keep When the player logs in, he sees the message. seems simple to me--Spellbinder 15:42, 4 Dec 2005 (GMT)
  • Keep - Might just get a cell phone now... --TheTeeHeeMonster 16:36, 4 Dec 2005 (GMT)
  • Keep - Beep Beep.. Keep --Adrian 18:53, 4 Dec 2005 (GMT)
  • Keep - This idea seems to work better than the last. --ALIENwolve 21:14, 4 Dec 2005 (GMT)
  • Keep - An AP saver, you say? YAY! --MaulMachine 16:25, 4 Dec 2005 (EST)
  • Keep - Keep. --Carfan7 02:04, 5 Dec 2005 (GMT)
  • Keep - I agree with MaulMachine. I just wasted a precious ap checking to see if the network was active. Hooray for AP savers!!! Mattiator 02:16, 5 Dec 2005 (GMT)
  • Kill - I would vote keep except that IT SHOULD COST at least 1 AP. Here is my reasoning, I have been in this city for 6 weeks and I know that others have been here much much longer. I also have owned several cell phones in real life and have yet to find one that can sit in standby mode for longer than 1 week with out needing batteries to be recharged. So realisticly using the cell phone requires either
    • 1. Going into a building with power and recharging it periodicly in order to receive the free message when a tower becomes active.(tracking battery level may add extra server load)
    • 2. Having to search malls and stores for cellphone batteries, to be used similar to pistol clips, in order to receive this free message (adding server load again tracking battery level).
    • 3. Leaving it off all the time turning it on long enough to check for signal and pick up voicemail if there is signal. (this requires minimal server load but uses 1 AP each time you check the phone but bypasses the battery limitation)

Either way it would require 1 AP. Remember that to deliver this message an extra database query must be made at login to check if you own a cell phone before you can even get this free message on your phone. --Atrayo 07:58, 5 Dec 2005 (GMT)

      • Re: Not so, the database is already hit to find the suburb name and the cell phone status is either on/off for the entire suburb. If you have a cell phone it is displayed in your inventory anyway, between the two there is no extra db hit to discover cell phone status.
  • Keep yup -- P0p0 08:50, 5 Dec 2005 (GMT)
  • Keep - I like it. Much like a "capture the flag" scenario, this gives people a method of noting the condition of a goal and fighting to attain it. --Drakkenmaw 17:35, 7 Dec 2005 (GMT)
  • Keep - Ok. --Basher 22:21, 10 Dec 2005 (GMT)
  • Keep - good for when I actually find a mobile phone. --Penance 01:32, 15 Dec 2005 (GMT)


Timestamp: 06:13, 4 Dec 2005 (GMT)
Type: Advanced Zombie Skill Trees
Scope: Zombies
Description: This is my piece de resistance you might say. And by that I don't mean it's perfect, it's just extremely ambitious. This is one sweeping attempt to fix the boring zombie problem. I won't feel bad if you kill this. I did take time on it so try not to be too cruel. -Zaruthustra

Things to Keep in Mind When Voting

Don’t vote kill for one detail out of all of it. I pretty much know you won't like everything, nobody will. Give the rest a chance. I'm always eager to talk in discussion about flaws too.

Attacks in these zombies are unbalanced to each other. Some might have better bite, and some might have better claw. This is specialization. Not everybody will take the same job. In the end I do think the bonuses are generally balanced by the penalties.

The names are a bit silly in parts, I know, but we'll leave that up to Kevan.

Numbers are recrunchable, and I'm no math major. Don’t vote kill if you think a 5 should be in one spot instead of a 10. Talk with me.

Lots of these have trouble getting XP, but this is endgame right? Who cares when you have all the skills. Also doing the final tree is meant to be a difficult challenge decision.

General mechanics

Once zombies hit all their skills, they have nowhere to go and quickly get bored. I propose a new system where they can choose an ultimate evolution. To reach this you must complete the basic zombie skill tree. This means you can never be human again. You can then choose to enter an evolution tree. Each evolution immediately gives you a whole bunch of penalties, with the ability to buy skills to balance them out. This ramps up the difficulty for high level zombies and gives them a new goal. Once they finish their trees they will have specific abilities other players can't have (you can only choose one evolution). The desired end result is that zombies specialize and form into teams, each benefiting from the others unique talents.

Carrion Feeder

Description: Feeder zombies have evolved to fill new niches in Malton. While they lack the stature or strength of their standard counterpart, the feeder strains are adept and agile, preying on the weakened and dying with frightening efficiency.

Mechanics Description: Feeder's fill the role of zombie shock troops. They move in very quickly, clean up weakened enemies with deadly precision, and leave before anybody can get a shot off. They do not have much HP, but they can evade attacks and heal very easily. They absolutely cannot stand up in single combat with a healthy survivor. Even fully evolved they aren't very strong, but the loner ferals who want to avoid conflict will enjoy being able to sweep weak humans without any trouble. I had trouble with these little devils since I didn't want to give bite the same bonus as claws, which would make their infection ability far too good (also it encroaches on another class farther down). In the end I just made bite weaker but gave more healing.

Starting Stats:

Loses bodybuilding, cannot be taken (if taken)

Flak jackets cannot be worn (do not negate damage)

Loses 10 HP

All attack lose one damage

Reflexes Tree

Lightning Strikes: Claws gain +20% to hit. (Claws are still weaker, but they attack with precision)

Agility: Gains a 20% chance to dodge an attack (This skill will act like a flak jacket, with the added bonus that it will make feeders undesirable targets. Who wants to shoot at a zombie they'll miss all the time? Easy to code I presume, would check like a flak jacket.)

Feeding Tree

Gorge: The feeder receives an additional two healing from bite. Any killing blow (hand or bite) gives them five health instead. (Since they don't have much HP, this keeps them healthy so they can actually complete their trees without getting constantly headshot)

Blood Frenzy: All attacks do an additional one damage against wounded survivors. (Fits the feeder's flavor, and gives his woefully bad damage some relief. Ironically I got this idea from the humor sections aristocracy tree)

Virulent Zombie

Description: These zombies have evolved as carriers for the plague in Malton. Their evolution has allowed them to produce ever more virulent strains of the strange infection that is changing humans.

Mechanics Description: As you may have guessed, this zombie lives to infect. It is a safe house buster, designed only to get inside and infect as many people as possible. This type will be harder to play due to pitiful damage, but they will be in high demand in sieges due to their large scale infection ability.

Starting Stats:

-10% to hit for all attacks

All attacks have a two damage penalty

Infection Tree

Wasting Plague: The effects of infection compound, every 5 AP the infection deals one more damage per action.

Disorienting Bite: Infected human gets a -20% to hit penalty until cured.

Biology Tree

Sharpened Teeth: +20% chance to hit with bite.

Bile Splash: When killed, the zombie has a 50% chance to infect the attacker.

Monstrous Zombie

Description: Hulking monstrosities, these zombies have grown into a nearly inhuman form. While their twisted frame makes them further lose the dexterity and intelligence of humanity, they grow increasingly strong. Better to run than try to face on of these giants.

Mechanics Description: For every player who wanted to be the zombie who blocks out the sun. Dumb as mules and kick twice as hard, these ham fisted hulks are the zombie siege engine. They lumber into buildings and start pounding survivors, shielding weaker zombies by being targeted. They can effectively waste massive amounts of survivor AP by absorbing all the attacks and level barricades easily. While you probably can't stand up to one in real time combat, they are extremely easy to evade. Monstrous zeds are slow and clumsy, making them frustrating when there are no safe houses around. I have trouble with these, even with penalties to AP they are quite strong. Their big penalty is that they are social creatures. Too slow and dumb to act alone, they need others to open doors for them and back them up for damage.

Starting Stats:

Takes 2 AP to move again

Loses Memories of Life, cannot take

Takes 10 AP to stand up

Loses -10% to hit

Strength Tree

Demolish: +10% to hit on barricades. (Focuses the character around safe houses.)

Strength of Undeath: Claw attack get a one damage bonus, bite gets a three damage bonus. (I know bite for a whopping 7 damage sounds high, but when you work it the end average damage isn't that high, and they lose the ability to infect and heal well)

Defense Tree

Impervious Form: +10 HP. (I know 70 potential HP with flak sounds high, but really their only job is to get beaten on.)

Stumbling Grab: Takes 5 AP to stand up.


Will humans be able to tell which zombie is which? If so, it would certainly hurt the shield ability of monstrous zeds, but not knowing would make the poor humans guess whether they can take a zombie.

If there are subskills, it would make choosing a final class tricky. Nobody would know if they like the skills that balance the penalties since they can't see them.

Scrapped Section

For all those ideas that sounded cool, but I knew would have gotten this idea killified instantly.

Wracking Pains: Virulent Zombie infection targets the muscles, causing the survivor to have a small chance to seize up when performing any action.

Lucid Zombie Type: Zombie gains further memories of life. More human skills become available, can use melee weapons for bonus, and can speak more clearly. Loses damage and ankle grab.

Horde bonus: Just a big old horde bonus for working together.


  • Keep - I think I figured out why I voted keep. The zombies need something to make them more interesting, and it would still require a lot of metagaming to make perfect. It would still make it challanging while at the same time not over power the zurvivors as long as they cordinate even on the basic leval that the game alows in game. - --Fullemtaled 06:24, 4 Dec 2005 (GMT)
  • Kill Its good, but it doesn't exactly keep the image of a disorganized, shambling horde. Its basically turning a zombie horde into a well organized army where there are specializations for each group. I can imagine a zombie commander dressed like Patton commanding the Monstrous Zombies to break the line, then send in normal zombies and virulent ones to destroy the body, and send the Carrion Feeders to pursue the enemy. Sorry, but this sort of kills the ramble-shamble horde idea of zombies. AllStarZ 06:31, 4 Dec 2005 (GMT)
    • RE: It gives them different strengths and weaknesses, but it doesn't organize them per se. They're still idiots, they're just mutually complementary idiots. --Zaruthustra 06:49, 4 Dec 2005 (GMT)
  • Keep - A miracle! A zombie suggestion that gives them both variety AND power! Instant keep. Oh, and zombies being specialized and organized might seem strange, but zombie players already organize through metagaming and such. - KingRaptor 06:33, 4 Dec 2005 (GMT)
  • Keep- Also Sprach Zarathustra! This is going to need its own discussion page. bbrraaiinnss 07:04 Dec 4 2005
  • KEEP - Heh, I really started something with my suggestion on Aberrations This makes a LOT more sense than that other suggestion about zombie T-Rexes or whatever that was up the other day. Giltwist 07:06, 4 Dec 2005 (GMT)
  • Keep to the basic concept; the individual flavours of specialisation will need to be voted on separately anyway, but they're helpful here as illustration. (Monstrous zombies should not be able to wear flak jackets, though.) --William Gordon 08:25, 4 Dec 2005 (GMT)
    • RE As I said, I had my own reservation about their massive HP, open to any suggestions. --Zaruthustra 19:24, 4 Dec 2005 (GMT)
  • Keep with some changes. Particularly flavour name changes. How about Ghoul, Plague Bearer, and Lurcher for the zombie 'class' names? I could definitely see some changes to the skills though. Rhialto 10:32, 4 Dec 2005 (GMT)
    • RE Kevan can field flavor, these were all just beta names. --Zaruthustra 19:24, 4 Dec 2005 (GMT)
  • Keep Good stuff Zaruthustra, however, i must say, the virulent zombie skill that stacks the infection is a bit overpowered, by 20 turns you have dealt 50 damage to a human. I would instead, suggest adapting my gangrene skill that added an extra damage per turn if you were hit by melee, rename it "advanced infection" and make it only apply to bites. That way a survivor only takes 2 damage per AP spent, giving them an extra 5 AP to survive. Also, instead of monsterous zombie, you should rip off WC3 and call them "abominations" cause that would sound wicked cool. --Vellin 10:44, 4 Dec 2005 (GMT)
  • Keep The general suggestion is good, and details don't get decided here anyway. My main concern is that it would increase the number of zombies with brain rot, further weakening Necrotech skills. --Dashiva 11:42, 4 Dec 2005 (GMT)
    • RE The problem is really already there, DNA tagging is mostly worthless already, and so is rezzing. This requires a wole seperate fix. --Zaruthustra 19:24, 4 Dec 2005 (GMT)
  • Keep This suggestion is the best of it's kind I have seen so far. --Kryten 12:44, 4 Dec 2005 (GMT)
  • Keep - When I saw the title I thought it would be an immediate kill from me, but it's not,. Excellent idea, I hope it gets implemented. All I would like to see added is a class of zombies with more dexterity and brains (no pun intended).--The General 13:53, 4 Dec 2005 (GMT)
    • RE I almost added one as per my scrapped suggestion. Sadly by that time I was shootin blanks creatively and I couldn't make it work. --Zaruthustra 19:24, 4 Dec 2005 (GMT)
  • Keep - Great ideas but does need finishing touches. Specifically to the game programming for identification of zombie types. --ALIENwolve 15:38, 4 Dec 2005 (GMT)
    • RE I'm more inclined not to have humans recognize them (or maybe make it a skill). Much of their power rests on humans not knowing which they are. --Zaruthustra 19:24, 4 Dec 2005 (GMT)
  • Keep - Amazing I was trying to figure out how to bring the zombies back to the game. You found a way to Roleplay a creature that is at times hard to Game. --Doctor Putzs 16:16, 4 Dec 2005 (GMT)
  • Keep to da max! - YES! YES! YES! THANK YOU! Ok, I'm done being all O_O. But seriously, fan-freaking-tastic idea. --TheTeeHeeMonster 16:34, 4 Dec 2005 (GMT)
  • Kill - While I agree that the biggest problem facing the long-term health of UD is the fact that people get bored once they have all their skills (and this is especially true of zombie players) I don't think this is the answer. Why? Because it would prey on newbs, thereby reducing the number of people who ever make it to the higher levels to begin with. I appreciate the careful attempts at balance, though, and I think this idea has potential to solve the problem I mentioned above. -- Ethan Frome 17:03, 4 Dec 2005 (GMT)
    • RE Naaah. The only thing that is really threatening to a newb is the plague zombie, and even he isn't that bad. You can evade the others fine. These zombies aren't better than their normal counterpart. I want to stress that. They're just different. They all have stronger parts, and weaker parts. --Zaruthustra 19:24, 4 Dec 2005 (GMT)
  • Keep - Doesn't seem to imbalance much and would certainly make the game more interesting. Mikm 18:14, 4 Dec 2005 (GMT)
  • Keep - *Applause* --Adrian 18:51, 4 Dec 2005 (GMT)
  • Keep - Yay! --Kulatu 18:55, 4 Dec 2005 (GMT)
  • Keep - Finally! Someone invents some decent advanced zombie classes to go toe-to-toe against my advanced survivors; heh, I'm sure my combat veterans would relish the opportunity to take down a few of your monstrous zombies. I could talk at length about how interesting a prospect this could be, but I think I'll save it for the discussion page. Sure it ain't polished, but it's still early days and the main concept driving the idea is there. Nice one Zaru! :) --Kehraus 19:01, 4 Dec 2005 (GMT)
  • Keep Some one came up with a human suggestion like this, It got 100% keeps --Lord Evans 19:53, 4 Dec 2005 (GMT)
  • Kill - I hate to vote kill on this, because I'd really like to see some zombie variety, but these are all just adjustments to skills that already exist. I would rather see some new skills, stuff that doesn't exist yet. I like the basic concept -- high level zombies choosing one of several directions to evolve -- but give each branch at least one novel skill. --Dickie Fux 20:25, 4 Dec 2005 (GMT)
    • RE I'm always open to suggestions. Adding too many new things makes it overambitious and out of the bounds of the game. I intentionally made all skills work off existing mechanics to help this idea through. --Zaruthustra 21:57, 4 Dec 2005 (GMT)
  • Keep for first time i have saw you survivor lovers to accept a single idea. this is one of the greatest ideas i ahve ever read, and is some like balanced and if we look at the Statistics is 3 survivors per 1 zombie!if one day every human gets organized, all the zombies could die! i think that a think like thsi is the best for the game Unsigned and completely incoherent. Go out and buy yourself an MLA handbook. Read it, study it, love it, sleep with it, whatever it takes. Learn. The. Language. --TheTeeHeeMonster 23:38, 4 Dec 2005 (GMT)
  • Keep � Yes. This would be a fantastic addition. Better than any other "Mutant Zombie" suggestion by far. Bartle 23:58, 4 Dec 2005 (GMT)
  • Keep-Very very very well written, I specifically like it because it encourages the formation of hoardes.--grassman 01:47, 5 Dec 2005 (GMT)
  • Kill Kiss--Broton 01:48, 5 Dec 2005 (GMT)
  • Keep Wow, I expected to see more kills when I scrolled down. On the whole, I like it alot. Some of the numbers may need tweaking. --Osric Krueger
  • Kill Hate to kill it, Zarathustra, but is really violates all principles of simplicity. Better to accomplish some balance with added skills, IMO. --Argus Blood 07:59, 5 Dec 2005 (GMT)
  • Kill I have two issues with this batch of suggestions they all violate balance and game concept. UBERZOMBIES + ZOMBIE HORDE= UNBALANCED. See Suggestions_Dos_and_Do_Nots#Multiply_It_By_A_Billion While I would love most of these skills in a REAL TIME strategy game like world of warcraft where characters litterally go head to head, this urbandead is an asyncronous turn based game and all of the skills you suggest basicly work out to be the zombie equivelent of the Human Carbine rifle, it unbalances the game. YES zombies are boring to play, they are supposed to be. The power of zombies is that THEY CAN'T DIE, and they CAN'T BE TARGETED. The worst a human can do to a zombie is Head shot him and dump the bodie outside. If just one of these Uberduber zombies get into a safe house they can easily kill 2-3 survivors in one 15 min session, targeting the strongest most valuable survivors first. If the freshly killed survivors stands up, then the uberduber zombie has effectively increased his defensive strength by 400% because the uberzombie merges back into the Horde, and that defensive strength can increase exponentially. Remember kill a zombie and it can be ready to counter attack in less than 12 AP of game time, Kill a Human and on average it takes 40 - 200 AP's game time to recover. If you find the zergling power of zombies boring then go back to being a human playing hide and seek. --Atrayo 09:08, 5 Dec 2005 (GMT)
    • RE Asyncronous? Breakin out the vocab now? Its on :P. Ok, heres the thing. These guys aren't that strong. People seem to looks at their power bonuses and think "OMGWTFBBQ". But if we really look its not that bad. Lets imagine a completely maxed out beefcake monstrous zombie managed to bust into a safehouse and recharge to 50 AP without being killed, which is about as probable as me being santy-claus. You claim it could kill "2-3" people. His average damage using his most powerful attack (claws) is 1.6 damage. Multiple by 50 and we got 80 damage. A normal zed with 50 AP averages 75 damage. 5 damage difference, with AP penalties to walking, and standing up. You also said his victims would stand up as shields. For this to happen all those people would have to be online, and if other people were targeted to the zed it wouldn't even matter since they would keep priority targeting on him. Lets take a deep breath. Breath in... and out. In... and out. --Zaruthustra 15:17, 5 Dec 2005 (GMT)
  • Keep conceptually good, needs tweaking, no doubt -- P0p0 09:15, 5 Dec 2005 (GMT)
  • To the tune of Shave and a Haircut: Keep keep-keep-keep-keep, keep keep! - If this is implemented, I would love to play a zombie! --John Taggart 14:37, 5 Dec 2005 (GMT)
  • Kill - With some suggestions. Reasons (1) This guarentees that people will want to create 3 zombie characters. Goes against the idea of keeping players to limited numbers of characters. (2) much like taking the Brain Rot the character becomes limited to one course of unlife, even more so. (3) Require effective play to involve groups, when a lot of players of zombies are ferals (like me). Suggestions: Make the skills include the disadvantages associated to them but do not limit them to 'character class' selection... instead simply have each skill have it's own consequence and if players want, they can choose to stack them or not. (EG: Demolish: +10% on barricades, -10% on bleeders). MoFo Jones 22:37, 5 Dec 2005 (GMT)
  • Keep - Voting keep just for the central concept. Zombies need something more - Kevan can work out the full details if/when something like this goes live. --Drakkenmaw 17:49, 7 Dec 2005 (GMT)
  • Keep - nice Moon stone 01:14, 8 Dec 2005 (GMT)
  • Kill - Need to keep it simple for those unwilling to take the time to learn every niche of the game. That's the real issue with this game. Making it fun and interesting without also making it confusing for new players. Riktar 07:17, 8 Dec 2005 (GMT)
  • Keep - Mechanics may need tweaking, but the idea is sound. --Basher 22:23, 10 Dec 2005 (GMT)
  • Keep - With tweaking but goes nicely with the similar suggestiong for Survivor classses that added bonuses for different starting classes. --Thelabrat 10:57, 13 Dec 2005 (GMT)
  • Keep - Although this sounds like quite a piece of work... It would be perfect to launch with survivor specialization classes if they're getting implemented. I'm not sure about the mechanics of how this would work, can you pick and choose or must commit to one or the other? C tiger 04:56, 15 Dec 2005 (GMT)
  • Keep - In the short time I've been here,this is THE best written suggestion I've seen. Penance 01:35, 15 Dec 2005 (GMT)
  • Kill - Not a bad idea in principle, but kill as written. Carrion Feeder is useless. Healing for zombies is almost completely pointless- if you're being attacked as a Z, you'll almost always log on dead. Slicer 02:02, 16 Dec 2005 (GMT)

Energy Drink

Removed due to duplicated suggestion. Yes, it did have the same name as Energy Drink from the 24th but that does not matter. what matters is it had the same IDEA. Removed.

Warning when purchasing Brain Rot

Timestamp: 16:38, 4 Dec 2005 (GMT)
Type: Interface
Scope: people purchasing Brain Rot skill (or any other skill that blocks off part of the skill tree)
Description: I just accidentially purchased Brain Rot on my human character while picking up a few zombie skills with my 700 saved up XP. Whoops! Would be nice if there was a confirmation step for such irreversible skills. A simple JavaScript confirm() box, for example.


  • Keep as author. � ceejayoz .com 16:38, 4 Dec 2005 (GMT)
  • Keep If this would remove all the whiners that bitch about there lost flak jacket, hell yea.--Spellbinder 16:48, 4 Dec 2005 (GMT)
  • Keep - Sure. -- Ethan Frome 17:04, 4 Dec 2005 (GMT)
  • Keep - Although my motto is "If you're dumb enough to do it, you deserve it," I do enjoy shutting whiners up. --TheTeeHeeMonster 17:15, 4 Dec 2005 (GMT)
  • Keep - Yes yes YES! --Kulatu 17:19, 4 Dec 2005 (GMT)
  • Keep - No helpful comments, but I do like TheTeeHeeMonster's motto. --ThunderJoe 17:52, 4 Dec 2005 (GMT)
  • Keep - As long as this stops the whining. And it should. --Daxx 17:56, 4 Dec 2005 (GMT)
  • Keep - Acceptable. --Zaruthustra 19:12, 4 Dec 2005 (GMT)
  • Keep - Do I really need to say why?--The General 19:15, 4 Dec 2005 (GMT)
  • Keep - Just like we need a warning about jumping from a building. That actually saved me once from an accidental click.--Argus Blood 20:41, 4 Dec 2005 (GMT)
  • Keep - Yay for suicide labels! --ALIENwolve 21:03, 4 Dec 2005 (GMT)
  • Keep - obviously Rhialto 22:35, 4 Dec 2005 (GMT)
  • Keep - Yes, useful. --Shadowstar 22:46, 4 Dec 2005 (GMT)
  • Keep - Thank god thats what we all need!! You are a Miracle!!! Mattiator Mattiator 02:04, 5 Dec 2005 (GMT)
  • Keep - Definitely a good thing. Of course, I'd also like the ability to "unbuy" brain rot, too... but that's unlikely to pass "peer review". --LouisB3 02:30, 5 Dec 2005 (GMT)
  • Keep - Agreed. Mikm 02:35, 5 Dec 2005 (GMT)
  • Keep - Brnhr. --Biscuit 03:42, 5 Dec 2005 (GMT)
  • Keep - Way better than that stupid idea about purchasing a skill so that you never get brain rot. AllStarZ 03:46, 5 Dec 2005 (GMT)
  • Keep - Nuff said. --Atrayo 09:11, 5 Dec 2005 (GMT)
  • Keep warning good -- P0p0 09:15, 5 Dec 2005 (GMT)
  • Kill Is it really so hard to take care when selecting skills? People who dont pay attention deserve what they get. Also, there is the small chance that, given the huge number of headshotters in the game, that a zombie would get headshot in between clicking brain rot and the confirmation screen, especially when the server is lurching like it is for several hours after the reset every day. Quite frankly, i dont see the need to increase the risk to zombie players just so survovors can get away with being a klutz. Grow up and pay attention. --Grim s 13:52, 5 Dec 2005 (GMT)
  • What are the chances a player is going to do 50 damage to you before you can click confirm? Plus, a JavaScript confirm() adds about a quarter second - just press "ok". I'd imagine there are far, far, far more people who accidentially buy Brain Rot than those who get headshotted right before they buy it on purpose. � ceejayoz .com 16:51, 5 Dec 2005 (GMT)
  • Keep - Hell yes. --John Taggart 15:45, 5 Dec 2005 (GMT)
  • Keep - A worthwhile change. They tell you what the result will be when you click to leap out of a building, so they should tell you here. --Drakkenmaw 17:55, 7 Dec 2005 (GMT)
  • Kill - If you can't read, or are too dumb to understand where to click, you deserve what you get --Athos710 03:27, 10 Dec 2005 (GMT)
  • Kill - No. If you're stupid enough to choose it by accident, you deserve what you get. --Basher 22:26, 10 Dec 2005 (GMT)
  • Keep - No comment. --Thelabrat 11:02, 13 Dec 2005 (GMT)
  • Keep - Good if I get dizzy and start clicking randomly. --Penance 01:43, 15 Dec 2005 (GMT)
  • Keep We have a "Really jump?" in this game, don't we? Brain Rot is far more grave than ordinary suicide. Slicer 01:57, 16 Dec 2005 (GMT)

Todays Exhibit(2nd revision)

Timestamp: 18:35, 4 Dec 2005 (GMT)
Type: items
Scope: Museums
Description: Alright, this is my second revision and this suggestion involves making museums a more interesting place to go, yes museums are naturally boring places to go but at least with this you can get a decent souvenir. And please forgive me on how long it is, I wanted to put lots of detail to make it understandable and clear for each item.

Now, I understand most of these items have no real purpose, that is very true... but there are several reasons I give them: 1: Even in a survivalist game people naturally horde wealth 2: gathering wealth means hope for the future, making your place nicer makes it more worth defending.

Obviously, there is no way the could have completely stripped every museum of all there items, they could have overlooked stuff, they did not have much time� and I believe what they were referring to when it says it�s been looted is the exhibit items. Now, as it says there is nothing usefully lootable in the museum, and following my list of stuff that is mostly true.

Artwork: Once a priceless picture of some artist and now a recent addition to your personal collection. It stated that there was some European and African art. It is true that it would be hard for a person to walk around Malton with a few paintings, but if you pointed that out then you would also have to concede to the fact that people normally cant walk around with 10 shotguns on there back either... But artwork would in fact have a use, like a generator, paintings can be added to a building and give the area a nicer look to state that somebody cares for this building, also it might give a description to how many paintings are here like ornate or if none exist then nothing would change from normal� some flavor text would be all that was added� In addition it might take two of your inventory to carry a painting.

Statue: Like the artwork I talked about above it would create a nicer look to a building. This I can see being more likely used in malls as they have more room for statues and less room for paintings. This too would have show increases in the number of statues in the building, yes this has no have no real use but some people really care for there homes and I�m sure a few would like their place to look very wealthy.

(I looked through everything involving suggestions... I still couldnt see anything involving a way to link to your previous suggestion)


  • Keep - I like flavour. --Kulatu 18:37, 4 Dec 2005 (GMT)
  • Kill - I really like the suggestion.. but.. is there really need for it? The reason people keep buildings is for their use, not for their aestetic value. --Adrian 18:46, 4 Dec 2005 (GMT)
  • Keep - Adds flavour.--The General 19:18, 4 Dec 2005 (GMT)
  • Keep - Yeah, I am getting kind of bored with the same old apocalyptic message in graffiti on the walls. --ThunderJoe 20:25, 4 Dec 2005 (GMT)
  • Kill but its a nice idea! just a really useless one. --Spellbinder 22:59, 4 Dec 2005 (GMT)
  • Keep C23:20, 4 Dec 2005 (GMT)
  • Keep - Adds flavor and adds a possiblity for a new class later on or something like that. - --Fullemtaled 00:57, 5 Dec 2005 (GMT)
  • Keep I agree with Lord Evans. I know him in the game. The idea does add flavor, like newspapers, cucifixes, poetry books, etc.Mattiator 02:07, 5 Dec 2005 (GMT)
  • Kill What crap. Not to be mean or anything, but... what utter crap. --LouisB3 02:28, 5 Dec 2005 (GMT)
  • Keep Nice! Good flavor idea. Would like the option for zombies to destory them.-- Zombie1313
  • Kill As was said the last time you posted this idea, who the hell's going to hoarde paintings and decorate their buildings with statues in the middle of the apocalypse? Nobody. --Argus Blood 07:57, 5 Dec 2005 (GMT)
  • Keep All for this suggestion, most of the "adds to flavor" comments have already been said, so I'll briefly respond to those who wonder out loud who would bother decorating their base. Survivor groups, like mine, with a centralized base of operations take great pride in their Safehouse Base and would revel in the flavor of adding art and culture to their otherwise drab environs. I would love a PI-CA-SO-OO in the corner. I know the The 'Sards, who boast of having "the nicest,cleanest, and fanciest safehouse in Malton" would likely agree. --SCOS OJ, Legion Consul for Life 0800, 5 Dec 2005 (GMT)
  • Keep - A great way to liven up a safe house. Artwork and statues should be able to be carried back to a safe house and put on display (and earn xp with decorating skill like taging). And Zombies should be able to earn XP for smashing it after it has been left on display when they breach a safe house, just like a barricade or generator. --Atrayo 09:17, 5 Dec 2005 (GMT) (corrected my typos --Atrayo 09:23, 5 Dec 2005 (GMT))
  • Keep yup -- P0p0 09:18, 5 Dec 2005 (GMT)
  • Keep Yarr! The fact that it's all stolen/looted goods adds to that rougeish mercenary feel to survivor groups. Personally, coming from a band of piratey pillagers meself, I think it sounds like a riot. --Kehraus 20:19, 5 Dec 2005 (GMT)
  • Keep - Keep. --Dickie Fux 20:38, 5 Dec 2005 (GMT)
  • Keep - I really like this idea. Much like the tagging competition that was held in the past, a running track of who had the most swag in their "home" would (I think) be fitting with the lawless apocalyptic view of the game. In Dawn of the Dead they looted "consumer" crap from the mall stores, anyways, which would have no use for their survival. Why can't survivors here do that as well? --Drakkenmaw 18:14, 7 Dec 2005 (GMT)

Jumping off buildings

Timestamp: 18:43, 4 Dec 2005 (GMT)
Type: Balance CHange
Scope: Survivors
Description: The main idea is this.. NO JUMPING OFF BUILDINGS; and the reasons are below:

1) You'r in a room full of people, and you decide to jump out of the window to your death, do you think in the middle of a zombie apocalypse they are really going to let you?

2) Why should i fall kill you when (if you have bodybuilding) you need 20 hits with an axe, 6 with a shotgun or 12 with a pistol to die?

3) WHy should you rise as a zombie? You killed yourself, what happened to the virus? Where did it come from?

4) If you didn't want to get revived.. tough. but BRAIN ROT. its there for a reason, also zombies aren;'t meant to want to be revivied. But survivors do not have a "jump back to life button".

5) Roleplay > Oh I just came back to life.. hmm.. i prefer to be the stupid decomposing mass of flesh i was before.. bye bye *jumps*

6) What is the only way to break a siege? Revive everyone.. then they all jump and HEY PRESTO... a bunch of new zombies again.. ah bliss


  • Kill - What do you have against suicidal people? And before submitting suggestions: proof read them. Please. --TheTeeHeeMonster 18:59, 4 Dec 2005 (GMT)
  • Kill 1) It's probably a big building. Is there really someone in every room? 2) Again: it's a big (read: tall) building. 3) Why should you rise as a zombie when another survivor kills you? 4) You're right, they don't. They do, however, have designated revive points set up by groups where, if they wait long enough, they will get revived. 5) "Oh, I just became a zombie. I prefer the living. Time to shamble off to a revive spot and make "Mrh?" noises." 6) But if all the zombies bought brain rot, you'd be in the same boat, only without the EXP from reviving them initially. (There, did I cover everything?) Suggestions that make it harder for survivors to get revived get shot down, I don't see this as any different. (Besides, the zombie count is low enough as is. Do you really want to make it even lower?) — g026r 19:21, 4 Dec 2005 (GMT)
  • Kill - If people wish to kill themselves then let them. And I corrected a couple of mistakes in that suggestion, please bother to get your spelling right.--The General 19:24, 4 Dec 2005 (GMT)
  • Keep - Author vote..Will it even change anything? --Adrian 19:34, 4 Dec 2005 (GMT)
  • Kill -As above plus Answer to question 1: everyone who would rather deal with a zombie thats outside than a death cultist inside. Answer question 2: That is a "flaw" in the HP system not the jumping-out-window system, Seriously if I had a fire axe in real life I doubt someone could survive more than 3-4 hits that were meant to kill. Answer question 3: Why should you raise a zombie if killed with a shotgun? My theory is we all are infected, it only activates when we die. Infectious Bite isn't actually the zombie virus but a symbiotic necrotic bacteria that develops in zombies. To your 4-5-6 points: Who says zombies are stupid and/or don't enjoy themselves? Dying is always easier than resurrection in every game I have ever played. Who says you should be able to break a siege? as proved at Caiger Mall (and Giddings Mall with the Many) it is a matter of enduring until the attacking force tires of the assault. Furthermore, if they "gave their bodies to the Horde" instead (as is the custome with organized death cultists in the know) their fellow zombie would get xp AND they would have the same result. Besides it would be silly if you couldn't kill yourself if you had nothing to live for. --Matthew-Stewart 19:39, 4 Dec 2005 (GMT)
  • Kill - I think there should be some kind of suicide penalty, but eliminating suicide altogether isn't the way to go about it. Maybe Ankle Grab shouldn't work if you throw yourself off the roof? --Arcibi 19:59, 4 Dec 2005 (GMT)
  • Kill - Leave zombies alone. "Wah wah wah, they keep killing themselves if we revive them!" Guess what? Maybe you should stop reviving them! This is a lousy suggestion that would have the effect of ridiculously weakening the hordes. What's to stop them from axing themselves in the head, or bashing their brains against a pillar, or something similar, hmm? Bentley Foss 20:02, 4 Dec 2005 (GMT)
  • Kill - 1) Here's the trick: You slowly walk to the window and when nobody's looking you jump for it. 2) Flak jackets. 3) The virus enters your body from the broken legs and heals them. It's airborne. 4) Well we can't just shoot ourselves in the head now can we? 5) The memories of your killings haunt you to the brink of insanity. 6) Guess I forgot to read that part. The only way to break a siege is to keep headshotting zombies until they give up and move on. --ALIENwolve 21:09, 4 Dec 2005 (GMT)
  • Kill - *pushes suggestion author out of a window* *whistles* --VoidDragon 21:23, 4 Dec 2005 (GMT)
  • Kill. --William Gordon 21:37, 4 Dec 2005 (GMT)
  • Kill - *Laughs at VoidDragon.* --Kulatu 21:40, 4 Dec 2005 (GMT)
  • Kill - Heh. You should just feel lucky there's no "push" button for PKers... I could just see it, while everyone's asleep, the PKer comes and... drags the bodies to the window... and pushes them out! Mwahaha! --Shadowstar 22:49, 4 Dec 2005 (GMT)
  • Kill *also laughs at VoidDragon, then pushes him too, just to be ruthless*--Spellbinder 22:56, 4 Dec 2005 (GMT)
  • Kill *laughs hard at VoidDragon.* --Deathnut 23:01, 4 Dec 2005 (GMT)
  • Kill - When's the part of this when you jump off a building? --Carfan7 02:07, 5 Dec 2005 (GMT)
  • Kill Most everything's been said before, but in response to point one: What do other people care? --LouisB3 02:26, 5 Dec 2005 (GMT)
  • Kill Y'know, suicide is illegal where I come from Mikm 02:33, 5 Dec 2005 (GMT)
  • Keep Well sorta... ever seen what some one looks like after jumping out a 5th or 15th story window? It does a lot more damage than simply getting shot or hit with a baseball bat. Accordingly there should be a much bigger penalty for commiting suicide in that way to explain how a puddle of filleted flesh and shatterd bones can miraclessly reform into a body that is able to move. I vote Yes to applying some Penalty to suicide such as it costs 4x as much to get back up, or loose the lurch gait skill to account for all the broken bones. Remember in zombie movies even the leg less torso can move but the can only travel at a fraction of the speed a normal zombie does. --Atrayo 09:41, 5 Dec 2005 (GMT)
  • Kill. Jirtan 16:37, 5 Dec 2005 (GMT)
  • Kill - Too few zombies as-is without punishing them like this. --Drakkenmaw 18:16, 7 Dec 2005 (GMT)
  • Kill - Let me commit suicide if I want to. --Basher 22:28, 10 Dec 2005 (GMT)
  • Kill - If there weren't already the one prerequesite "Keep" vote, I would have spammed this for being the asanine griefer suggestion it is. Granted the game mechanics don't allow for most modern interpretations of zombie lore (i.e. virus caused only), there is plenty of established canon for any old death during the plague (Romero's Night of the Living Dead). And while I love some of the flavor, realism, mostly useless but still charming suggestions (no matter how much they are denounced in the FAQ on making suggestions), fun should never ever take a back seat to realism. This would strip the fun from the zombie class, which many find limited to begin with. ***edited to fix typos) --Thelabrat

Neck Bite

Timestamp: 20:09, 4 Dec 2005 (GMT)
Type: Skill/ balance change,
Scope: Zombies
Description: this would come after infectious Bite on the skill tree and would make it so the victim lose 1 HP per Hour (or half hour whatever seems more fair) Via a 10% chance of working, often in zombie movies you see acahracter getting bitten in the neck and bleeding out, thats what this is based on, and this would help create a better balance as human players are increasingly outdoing zombies, alternatively maybe the wound would heal up in half a day or a day. Im a survivor and Im dissapointed to see a lack of challenge


  • Kill - So if I don't log on in the next day, I'm dead? 1 HP/Half hour = 48 damage in 24 hours. Add that to the damage from the bite and infection (1 hp per ap, don't forget)... no! The game is designed for people who only have a few minutes a day, and can't keep checking in. Thanks but no thanks. And once again: PROOF READ YOUR SUGGESTIONS! "Acahracter" is not a real word. Apostrophes are people, too! Use them! Say it with me: "I'm a survivor and I'm disappointed." Note that there's only one "s" in "disappointed." --TheTeeHeeMonster 20:16, 4 Dec 2005 (GMT)
  • Author Comment!!!SPELLING NAZI!!! maybe just a bit?
  • Kill - This makes a single bite have a 10% chance of killing for anyone who fails to play every day. No, no, and again, no. --Argus Blood 20:25, 4 Dec 2005 (GMT)
  • Kill - This and infectious bite would just make the zombie's bite attack rediculously strong. --ThunderJoe 20:28, 4 Dec 2005 (GMT)
  • Kill - Normally I hate kill votes justified only by "OMG TEH SERVER," but now I have to make one. Do you really think that the server has nothing better to do than count off ticks of the clock for everyone who's been hit by this? Bleah. And also, please, for the love of God, get a spellchecker. --MoonLayHidden 20:51, 4 Dec 2005 (GMT)
  • Kill - If people were online when this happened, then it wouldn't be a big deal, but since people don't need to be online to be bitten? Anyways, neck bite makes it sound like vampires instead of zombies. --Shadowstar 22:51, 4 Dec 2005 (GMT)
  • Kill to even reasonably have a chance, this suggestion would need to change over from Time to AP. (and be spellchecked)--Spellbinder 22:52, 4 Dec 2005 (GMT)
  • Kill No. For all the reasons already given Mikm 02:30, 5 Dec 2005 (GMT)
  • Kill - Far too deadly for non-daily players. --Drakkenmaw 18:20, 7 Dec 2005 (GMT)
  • Kill - I'd kill it twice for using Re: to call someone a spelling Nazi if I could (a few typos are one thing, complete communication breakdowns are another). But the above Kills explain my more legitimate reaspons nicely. --Thelabrat 11:19, 13 Dec 2005 (GMT)


GOING, GOING, GONE! (4 Spams, author votes don't count) AllStarZ 20:44, 5 Dec 2005 (GMT)



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