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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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Disfiguring Feast

Spaminated with 7 Spams and 3 Kills. Most voters thought that the contact list should not be nerfed, and that the suggestion would only serve to grief other players. –Bob Hammero ModB'cratTA 10:42, 4 July 2006 (BST)

Necrotic Symbiotes (v 3.0)

Timestamp: 11:36, 4 July 2006 (BST)
Type: New Zombie Skill
Scope: Survivors & Zombies
Description: NECROTIC SYMBIOTES (Revised)
  • Introduction: As the zombie plague enters its second year, news surfaces of a mysterious strain of symbiotic bacteria which has evolved in persistently rotted zombies. The bacteria can infect survivors, causing a fever that weakens them until they are helpless to resist the brain-munching undead...
  • A New Skill For Zombie Veterans: If a zombie has 10 levels, he can purchase Necrotic Symbiotes as a subskill of Infectious Bite. In addition to the Claw and Bite attacks, the zombie now gains access to a Feverish Bite attack. It is exactly identical to Bite except that it deals 2 damage instead of 4. When it hits, it gives the victim Necrotic Fever instead of an Infection.
    • In addition, the Brain Rot skill now gives a +10% bonus to the accuracy of Feverish Bite due to the persistent undead state of these zombies, which allows them to cultivate more potent strains of the bacteria.
  • Effects of Necrotic Fever:
    • Every time the survivor spends 1 AP on a Grueling action (barricading, attacking) he loses 2 HP. All other actions (moving, searching, speaking, etc.) are not Grueling and do not inflict damage.
    • Fever damage cannot lower a survivor below 12 HP.
    • Fever stacks with Infection. A survivor with both loses 1 HP for non-Grueling actions, and 3 for Grueling actions.
  • Effects In Zombies: the bacteria are symbiotic in undead corpses. Fevere victims take no damage while they are Zombies.
  • Curing the Fever: a new subskill of Diagnosis is revealed: Cellular Pathology. Survivors with this skill can cure Necrotic Fever by applying a First Aid Kit. If the applier of the FAK does not have Cellular Pathology, hitpoints will be restored and an Infection (if any) will be cured, as normal, but the Fever will not go away.
    • Because Cellular Pathology is such a specialized branch of medicine, it can't be learned quickly. Thus, it has a prerequisite of Diagnosis and any two additional Science skills.

  • Why Is This Suggestion A Good Idea? It's basically an updated version of Infectious Bite for veteran zombies... a version that's actually useful and helps a horde. Necrotic Fever is powerful in that it is specialized towards punishing barricading/attacking actions, effectively disabling a survivor from defending a mall or other building until he/she is treated; additionally it can stack with an Infection while being harder to cure. The Fever has enormous synergy with Feeding Drag, as it weakens survivors to the exact point where they can be easily dragged outside and feasted on by a horde's younglings. On the other hand, it is not overpowered because it does no damage for non-Grueling actions (such as moving, so it doesn't hurt revivified survivors looking for a safehouse, like Infection does), it is dormant while the survivor is undead, and it can't kill a survivor by itself.


  1. Author Keep - I addressed all of the concerns from the last version, I think. The fever is no longer contagious (pretty much everyone hated that!), it does less damage, and it doesn't hurt people who are just moving. I also moved it to be a subskill of Infectious Bite, removed the Brainrot prereq, and added a new skill to cure it. It's still harder to cure than an Infection because of the Science skill requirements - a nice twist that effectively makes it easier for science-inclined characters to learn the skill. --Rheingold 11:40, 4 July 2006 (BST).
  2. Kill - I don't want to see this in the game. - Jedaz 11:46, 4 July 2006 (BST)
  3. Keep - Very well improved, some nice new bits. The only thing is that it gives a fever every time, maybe a chance to fail due to it's strength? --Preasure 11:55, 4 July 2006 (BST)
    • Re - it has the same hit percentage as a bite attack - only 40%, 50% with Brain Rot. Rheingold 12:23, 4 July 2006 (BST).
    • Re - I meant a fever every time the bite hits. May be a little too easy to infect for how powerful it is. --Preasure 12:34, 4 July 2006 (BST)
  4. Keep - I really like this idea Jonny12 W! 11:57, 4 July 2006 (BST)
  5. Keep - I don't think I saw the first 2, but this rules! - HerrStefantheGreat 12:33, 4 July 2006 (BST)
  6. Keep - It looks pretty good. --Swmono talk - W! - P! - SGP 14:28, 4 July 2006 (BST)
  7. Keep - Like I said before (previous version) I like it - Tico 14:42, 4 July 2006 (BST)
  8. Keep-Seems a bit too complicated, but I like it anyway.--ShadowScope 14:55, 4 July 2006 (BST)
  9. Kill - I don't like that it gets a boost from brain rot. It's also maybe too similar to infectious bite. --Toejam 14:58, 4 July 2006 (BST)
  10. Kill - Perfect, except for the 10% accuracy boost. Makes it a more powerful Claw attack. --A Bothan Spy Mod WTF U! 15:02, 4 July 2006 (BST) Keep - Now that the MBR has been fixed... --A Bothan Spy Mod WTF U! 15:26, 4 July 2006 (BST)
    • Re - Oops. You are correct, and my math was wrong. I have changed the damage inflicted to 2, which puts the MBR at 1, just a little under the maxed normal-bite MBR of 1.18. (I think making this small change is better than resubmitting the suggestion yet again.) The attack itself is the weakest of the zombie attacks, but I anticipate that zombies will try to give victims both a Fever and an Infection since they have access to both attacks. The "goal" of the attack is not to inflict damage or gain XP, high-level zombies will be using claws for that anyway. --Rheingold 15:19, 4 July 2006 (BST).
  11. Keep - I would have liked the contagion, but this is also a fun zombie attack which can lead to some new strategies, and not making brain rot a pre-req is good. --Burgan 15:34, 4 July 2006 (BST)
  12. Keep - I'll vote keep, but I think you should have to have Surgery heal the fever, not a new random skill. --Otware 15:42, 4 July 2006 (BST)
  13. Keep - I like it. --Canuhearmenow 16:03, 4 July 2006 (BST)
  14. Kill Giving new survivors a disease they cannot cure without several medical skills is grossly unfair. And damaging survivors for performing basic and essential actions is also overpowered. This seems like a boost without a justification. Zombies needing Feeding Groan because they couldn't organize. Survivors having radio operation reduced the need for metagaming. The ransack upgrade prevented survivors from making decoy barricades. This is a well designed boost but there's no game-balance reason why survivors should take massive damage for performing those actions. At least this version isn't contagious. --Jon Pyre 16:10, 4 July 2006 (BST)
  15. Keep - I like it--Sig.PNGtalk 16:53, 4 July 2006 (BST)
  16. Kill - No. Don't mix Brain Rot with other skills. --Niilomaan 18:21, 4 July 2006 (BST)
  17. Keep - Contrary to other voter's opinion, i think that Brain rot should be the key to some "anti-zombie hunter" skills, only for dedicated zombies. Its embarrasing that dedicated survivor characters have every zombie skill available like if they were actually using them. --Matthew Fahrenheit Talk 18:42, 4 July 2006 (BST)
  18. kill - i really want this in the game... however i do not like the required skill to cure. this overpowers what is otherwise excellent. i think a better way would be to allow anyone with firstaid to cure it in a hospital and anyone with the new skill to cure anywhere!--Honestmistake 19:22, 4 July 2006 (BST)
  19. Keep Sounds good enough. If Kevan wants he can change the requirement to surgery, or whatever. I do like Honestmistake's idea that surgery can cure it in a hospital and the other skill can cure it anywhere, but this is still worthy of being in Peer-Reviewed Suggetsions. HamsterNinja 20:57, 4 July 2006 (BST)
  20. Keep Great idea, with a couple of hesitations: the skill to heal I like as long as it remains a subskill or diagnosis, not of surgery (makes it a less extreme hindrance for low levels)Rgon 22:00, 4 July 2006 (BST)
    • Keep Great idea, with a couple of hesitations: the skill to heal I like as long as it remains a subskill or diagnosis, not of surgery (makes it a less extreme hindrance for low levels). Also, I would probably argue that it shouldn't have the limitation of knowing enough science skills. Surgery is pretty specialized too, after all. JUst my thoughts. Still deserves a "keep" here though. Rgon 22:15, 4 July 2006 (BST)
    • Keep-I like it. It gives a boost to Science skills, and it helps Zombies out during mall seiges.--ShadowScope 22:28, 4 July 2006 (BST)
    • Duplicate votes struck. Rgon and Shadow have already voted above. Rheingold 00:41, 5 July 2006 (BST).
  21. Keep - Very nicely improved. I think this could be very useful now. –Bob Hammero TW!P! 22:49, 4 July 2006 (BST) Edit: I don't think it should infect every time the bite is successful, though. Maybe just 50% of the time. –Bob Hammero TW!P! 22:52, 4 July 2006 (BST)
  22. Keep - If I voted spam on the other one, I appologise (pretty sure I did). This version actually does make things fun for newbie Zs and gives older zombies something productive to do. Kudos. David Malfisto 23:33, 4 July 2006 (BST)
  23. Keep - A touch complicated, but bumping up the intensity of the infection after a year makes sense to me. --Dickie Fux 00:49, 5 July 2006 (BST)
  24. Kill - Cellular Pathology seems TOO specific. It seems, to me like it should be a seperate suggestion, for one, but also that Dos_and_Don'ts says not to connect suggestions. Maybe just have a FAK heal JUST the fever, another for HP (and infection also, if applicable). And while I'm thinking of it, 1 bite once for 2 damage and fever. I then bite again for 4 damage and infection? And what actions are considered "grueling" and which are not?--Pesatyel 04:35, 5 July 2006 (BST)
  25. Keep - Like it. --Abi79 AB 07:36, 5 July 2006 (BST)
  26. Keep - This could be interesting. --Rozozag 21:44, 5 July 2006 (BST)
  27. Kill - per Jon; infection is already crippling to new players. -- Mettaur 13:04, 10 July 2006 (BST)

Head Shot change

Removed by Author, if something ain't broke don't fix it. --Canuhearmenow 16:09, 4 July 2006 (BST)

Hey, you stole my line! :P --A Bothan Spy Mod WTF U! 16:14, 4 July 2006 (BST)

Fresh Zombie

Timestamp: 16:20, 4 July 2006 (BST)
Type: New Class.
Scope: More zombie class options.
Description: Why is Corpse the only starting out zombie class? I say we add a new class called "Fresh Zombie" (I know it sounds weird, but we can change the name) Fresh Zombie starts out with Lurching Gait, because it died very recently. This could help Newb zombies by giving them access to the skills they need, so they can get to Feeding Groans faster, And gives them access to Ankle Grab, so they can get up faster. Those are, after all, some of the most annoying things about being a low-level zombie.


  1. Keep - Author Vote, this would give more beginning zombie options, and would help low-level zeds from resorting to ZKing more often. --Canuhearmenow 16:20, 4 July 2006 (BST)
  2. Kill - Would be abused by zergers. --A Bothan Spy Mod WTF U! 16:22, 4 July 2006 (BST) Keep - I misread it, thinking it gave Ankle Grab as well. Whoops. --A Bothan Spy Mod WTF U! 16:36, 4 July 2006 (BST)
  3. Keep - Not really Cyberbob. I like this one, gives more choice to new zombies. -- Krazy Monkey W! 16:30, 4 July 2006 (BST)
  4. Keep - variety is good. --Sig.PNGtalk 16:32, 4 July 2006 (BST)
  5. Keep - I won't mind if this gets implemented. --Nob666 16:45, 4 July 2006 (BST)
  6. Keep - Variety. Makes sense. –Xoid 17:01, 4 July 2006 (BST)
  7. Keep - Why not? Jonny12 W! 17:05, 4 July 2006 (BST)
  8. Keep - Yeah. Good idea not to suggest 2 or more classes at same time. Those would ahve surely been spamminated. --Niilomaan 18:19, 4 July 2006 (BST)
  9. Keep - Your to-hit would be crap, but you could keep up with your horde/bash/tour. --Max Grivas JG,T,P! 18:23, 4 July 2006 (BST)
  10. Keep - Wuold increment the ammount of people that starts the game as a zombie. --Matthew Fahrenheit Talk 18:31, 4 July 2006 (BST)
  11. Keep - Sucky attacks but at least you can follow the groans. --Jon Pyre 18:45, 4 July 2006 (BST)
  12. Keep - there are three different starting options for survivors, why shouldn't there be two for zombies? Jenny D'ArcT 18:57, 4 July 2006 (BST)
  13. Keep - Like bite and claw, each has advantages and disadvantages. More choice is good. --Preasure 19:59, 4 July 2006 (BST)
  14. Keep - Reminds me of the scientist class. Not good in combat but very skilled at flailing your arms in the air and running around. HamsterNinja 21:00, 4 July 2006 (BST)
  15. Keep - Personally, I'd change the name of the class, but otherwise a solid idea. Rgon 22:00, 4 July 2006 (BST)
  16. Keep - As above.--ShadowScope 22:31, 4 July 2006 (BST)
  17. Keep - It's nothing spectacular. Without vigor mortis a zombie's attack suck, and I'd rather play a corpse, but it would be nice if there were more choice, so keep --McArrowni 22:45, 4 July 2006 (BST)
  18. Keep - Sure, it could make things a little easier for newbies. –Bob Hammero TW!P! 22:53, 4 July 2006 (BST)
  19. Keep - I'll take the zombies' word on it that this is balanced. But it sure doesn't look that way to me, I'd take Corpse every time. Rheingold 23:28, 4 July 2006 (BST)
  20. Keep - I'd take Corpse. Horde locally. But hey, it doesn't suck. David Malfisto 23:35, 4 July 2006 (BST)
  21. Keep - Selection! --Swmono talk - W! - P! - SGP 00:34, 5 July 2006 (BST)
  22. Keep - Getting to a groan with enough AP left to do something would be nice. --Dickie Fux 00:51, 5 July 2006 (BST)
  23. Keep - Choices are good. --Paradox244 20:19, 7 July 2006 (BST)

Scent Death modification

Timestamp: 17:20, 4 July 2006
Type: Minor improvement
Scope: Players with Scent Death
Description: Pretty simple change. Just a change to Scent Death to allow it to specify the state of contacts' bodies. Currently, the skill shows the number of zombies which have been revived, and it has always been possible to distinguish the bodies of contacts on the ground. It seems logical that the bodies of contacts should state whether or not they have already been revived (ie. smell strange). This would be a largely cosmetic change, but may carry some functionality, particularly for survivor groups.


  1. Keep - Author Vote. Seems to me to be a pretty logical and obvious addition to the skill's current function Rgon 17:22, 4 July 2006 (BST)
  2. Keep - You'er right, this is a logical and obvious addition. Kudos to Rgon for thinking of it first. –Xoid 17:41, 4 July 2006 (BST)
  3. Keep - this is a keep--Sig.PNGtalk 17:46, 4 July 2006 (BST)
  4. Keep - Dang, why didn't I think of this. Great idea. -- Krazy Monkey W! 17:59, 4 July 2006 (BST)
  5. Keep - Handy utility. --Burgan 18:15, 4 July 2006 (BST)
  6. Keep Makes sense, useful to see how your buddy's doing. --Jon Pyre 18:16, 4 July 2006 (BST)
  7. Keep - I wondered about this ingame like a month ago, but I thought it was left out with purpose. --Niilomaan 18:17, 4 July 2006 (BST)
  8. Kill - Unnecessary. If they are revived and in your contacts you can already see they are not a zombie by clicking on contacts. --Max Grivas JG,T,P! 18:28, 4 July 2006 (BST)
  9. Keep - In response to Max Grivas kill, this save the server several clicks, and its a pretty logical adittion too. --Matthew Fahrenheit Talk 18:33, 4 July 2006 (BST)
  10. Keep - Useful for co-ordinated revives and revive clinics. --Preasure 20:00, 4 July 2006 (BST)
  11. Keep Sounds good. HamsterNinja 20:59, 4 July 2006 (BST)
  12. Keep - Could be useful, and would save the server a little bit of work. –Bob Hammero TW!P! 22:55, 4 July 2006 (BST)
  13. Keep Very good. Rheingold 23:24, 4 July 2006 (BST).
  14. Keep - If there was a script for this, I'd vote kill. But there's not. So hey. David Malfisto 23:36, 4 July 2006 (BST)
  15. Keep - Looks good. --Swmono talk - W! - P! - SGP 00:32, 5 July 2006 (BST)
  16. Keep - nifty --Kiltric 20:09, 14 July 2006 (BST)

The POV gun

Moved to Humorous Suggestions, suggestions designed for the purporse of humor or satire should be posted on the humorouse suggestions page. Posting such suggestions on the main suggestions page is considered vandalism. - Jedaz 22:32, 4 July 2006 (BST)

Scent Rot

Withdrawn by the author for revision. –Bob Hammero ModB'cratTA 00:57, 5 July 2006 (BST)

Scent Rot (Revised)

Withdrawn by the author for revision. –Bob Hammero ModB'cratTA 02:46, 5 July 2006 (BST)

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