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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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Advance Revivication

Spaminated with 7 Spam and 3 Kill, do not suggest survivor boasts when zombies are outnumbered.--The General 19:35, 5 April 2006 (BST)

How can I search around this zombie horde?

Timestamp: 06:38, 5 April 2006 (BST)
Type: Balance change
Scope: Survivors searching in zombie-occupied buildings
Description: For each zombie in a building a survivor search which would otherwise have found an item there is a 1 in 100 chance that the search will fail. This penalty caps at 10 zombies (ie: 1 in 10 otherwise successful searches will fail). The searching survivor will recieve a message like "You attempt to search the building but encounter a zombie".


  1. Kill - Because I'm too lazy to find the ungodly amount of suggestions which do something alone these lines. That and I don't like people messing with the search rates. Velkrin 07:52, 5 April 2006 (BST)
  2. Kill - And when you actually manage to search, but find nothing? That would annoy lots of people... --Abi79 08:17, 5 April 2006 (BST)
  3. Spam - Enough of these suggestions already! 4 in two days! -Nubis 08:34, 5 April 2006 (BST)
  4. Spam - No more search nerfs. --Cinnibar 13:17, 5 April 2006 (BST)
  5. Kill - Leave search rates alone. - Asrathe 14:08, 5 April 2006 (BST)
  6. Spam - I'm all for creation of strategy from making searches in zombie infested buildings harder, but for gods sake, theres been enough suggestions about it already.--Mookiemookie 14:13, 5 April 2006 (BST)
  7. Dupe/Spam To all: Look, if it involves people finding less stuff because zombies are around we all have the idea. There is no need to suggest any more of these. They are not going to pass. I'm sure Kevan has read one of them by now. If he thinks this would be great despite all these kill votes he'll put it in the game. So there's no need to make more dupes along these lines. --Jon Pyre 16:59, 5 April 2006 (BST)
  8. Spam Enough. No more search nerf ideas. Just because you suggest it doesn't mean its going to work this time. --Zaruthustra-Mod 18:02, 5 April 2006 (BST)
  9. Spam - I like searching and hate this suggestion Timid Dan 19:11, 5 April 2006 (BST)
  10. Kill - Limiting searching while a building is full of zombies is a great idea, but a max of 10% failure? It needs to be way higher, and it wouldn't hurt if it required the zombies to have a special skill also. --Norcross 19:42, 5 April 2006 (BST)
  11. Spam, and broken page. - Awful idea, and horribly set up on the wiki. Ignatius Newcastle 22:48, 5 April 2006 (BST)
    • Re - Dude named "002 Slayer" tried to make a suggestion on the Suggestion Template itself. Fixed, but you might check to make sure you put your vote where you wanted. Things were all out of whack. --John Ember 22:51, 5 April 2006 (BST)
  12. Kill -It already hard enough to search in a zombie-infested building, since, ya know, you stand the chance of being attacked (scaled depending on how the ratio of surivivors/zombies). The search rates already seem to reflect a desperate scramble for supplies, since it's (mostly) random and low-rate. How else (even w/ Shopping and BH) can you wander into a gun store and not find a gun (only to find one the next search)?--Xavier06 09:53, 6 April 2006 (BST)
  13. Kill - Do I need to say it? If having this as a skill that didn't cost AP was unbalancing what makes you think having it as an intrinsic feature is any more balancing? DavidMalfisto 13:01, 8 April 2006 (BST)
    • Tally - 6 Kill, 7 Spam, 13 Total.--The General W! Mod 12:45, 19 April 2006 (BST)

Security Access

Timestamp: 16:38, 5 April 2006 (GMT)
Type: Survivor access to buildings
Scope: Based on your starting character class, and some skills, you may be able to get past some building's higher barricades!
Description: Completely different suggestion from me today, we'll give the search inhibitor ideas a break for a month or two methinks.

We've all been prevented, at one time or another from entering buildings that are over Very Strongly barricaded. This usually affects lower level characters without free running, or forces survivors who are outside to wander around until they find the building which is a "gate" to allow free running into that building.

This skill is intended to make it possible for survivors to get past higher level building barricades based on their prior profession, and skills purchased granting familiarity to allow access. Mainly it should help newbies who find themselves in a seriously overbarricaded part of Malton.

Security Access

Appears under survivors skill tree as a new skill tree. Does not grant any bonus to your zombie character.

Your character finds it easier to enter certain buildings, even if they are too highly barricaded for many survivors to enter. Building type is determined by your starting profession, and other skills in addition to this one.

Game Mechanics:

You are permitted to enter specific Heavily Barricaded Buildings (1 rank above VS Barricaded) either from outside, or by use of the free running skill.

The building types you are allowed to enter in this manner are determined by your character's starting profession, in addition to other skills you have also purchased. It is not possible to have security access to all of these buildings currently, but if you have completed enough of the skills tree you will be able to do it with many of them.

Starting Profession: - Building Type:

Cop - Police Department

Firefighter - Fire Station

Consumer - Mall

Private - Fort, Armory

Scout - Fort

Medic - Fort, Hospital

NecroTech Lab Assistant - NecroTech Building

Doctor - Hospital

Some starting character classes are permitted 2 buildings rather than 1, this is based on how few of such beuildings exist in Malton, search considerations, starting skills & overall character balance.

  • Further Skills That Add To This Ability:

Off Duty Leave

  • Millitary Skill - Seperate skill on millitary skills tree - Requires Security Access as a prerequistite, adds the following building types to Security Access in addition to others: Arms, Club, Hotel.

NecroTech Affiliation

  • Science Skill - Appears under NecroNet Access on Science Skills Tree - Requires Security Access as a prerequistite, adds the following building types to Security Access in addition to others: NecroTech Building, Library. * Note: NecroTech Lab Assistant starting class gains an additional bonus after buying this skill, they are permitted +2 levels of barricade entry to a NT building rather than +1 (VH barricaded entry is permissible, with this skill plus Security Access & NT Lab Assistant as starting character class.)

To Serve And Protect

  • Civilian Skill - Appears under Security Access on Civilian Skills Tree - Requires Security Access as a prerequistite, adds the following building types to Security Access in addition to others: Hospital, Stadium, Bank, Building, Tower. (This skill requires as an additional prerequisite Level: 8+, unless your starting character class is a Cop, Firefighter, Private or Medic in which case it is only Level: 5+.)

These skills are intended to show your character has a "on the job familiarity" with these specific buildings, and how to get in if you have to. Your character may know a few trade secrets about such buildings, have a set of master keys, a useful tool (like a fireaxe), or may have had specific training about certain "key areas" which noone who is not of the profession would know. The benefit is rather minimal, but can make movement into such buildings easier, and in the most desperate of situations allows some degree of higher barricading if the area is completely overrun with zombies.


  1. Keep - Before you vote, would you buy this if it were available? MrAushvitz 17:52, 5 April 2006 (GMT)
  2. Spam - Would I buy a skill that let me search for dogs, and then throw them at zombies? yes. Should it be in the game? no. If this were put in we could all barricade out all the n00bz and then ROFL. Nice. You say that Private's could get into both fort, and armory squares, however, if you actually played Urbandead, you might know that fort squares are empty, as a wasteland. Nice. -Banana Bear4 23:13, 5 April 2006 (BST)
    • Re - Hmm, I thought they all could be barricaded, I see they're set up that way to prevent free running into the armory. Doesn't matter, this suggestion is still useable. Not spam. MrAushvitz 18:35, 5 April 2006 (GMT)
  3. Kill - To answer your question, yes. The trick is that there are some things which are off. Heavy barricades are designed to keep everyone out, human, zombie, bunnies, whatever. The barricades would be at all the entrances to where the humans are otherwise they wouldn't be effective. Forts are open ground, so they can't be barricaded anyway, and the libraries for the NTs seems off unless they were frequent renters or some such. Velkrin 23:17, 5 April 2006 (BST)
    • Re - I added Library to the list, due to research purposes (some libraries are university libraries.. I'm sure the occasional NT Scientist has to take a run over to grab a higher sciences book on something, anatomy, radiology, various poisons, whatever.) Too bad, I wanted to make life a little easier for Noobs caught outside, oh well. More lunch for the zombies. MrAushvitz 18:35, 5 April 2006 (GMT)
  4. Kill Needlessly complex fix to a problem that has fixes in peer reviewed, and isn't really a problem anyways. --Zaruthustra-Mod 23:29, 5 April 2006 (BST)
  5. Kill As said above - --ramby T--W! - SGP 23:37, 5 April 2006 (BST)
  6. Spam Wow, I can get into specific building types using free running? WTF? SPAM! SPAM! SPAM! Play the game before you make suggestions. --Cinnibar 00:41, 6 April 2006 (BST)
    • Re - You know I meant it to apply to outdoors to indoor movement so you can be able to START your free running, ugh, forget it. MrAushvitz 18:35, 5 April 2006 (GMT)
  7. Kill - Hurts zombies attacking forts. MrAushvitz Why do you post things like this? I didn't see you posting this and thought some newb posted it. 343 01:15, 6 April 2006 (BST)
    • Some newb did post it.--Wifey 04:55, 6 April 2006 (BST)
  8. Spam - It would have only been a kill (for obvious reasons). Then I saw that my Philosohpe Knight character wouldn't have security access for libraries, and that just pissed me off. Discrimination against the military, I say.--Wifey 04:55, 6 April 2006 (BST)
  9. Kill -Though I like the idea of helping noobs somewhat, I'm afraid this only helps them to suck. Perhaps its just me, but its cool that UD doesn't overly hold your hand tutorial-style until you get some levels. Instead you get some general advice--search for stuff, find a safehouse, etc.--and a shove into the harsh urban hellscape. The "sink or swim" approach fits the tone of the game well.--Xavier06 10:19, 6 April 2006 (BST)
  10. Kill - --WibbleBRAINS 17:47, 6 April 2006 (BST)
  11. Kill -- It's an interesting idea, but far too unbalanced. Way too good for firemen, police, NTs and healers, since the UBPs will probably change to make most of these HB entrances. It's probably not going to help consumers (malls are almost all at EHB these days) or any of the military. And generally, it's actually going to hurt newbies since everything will barricade up a level and it'll be even harder to find an entrance that also corresponds to your class, with the biggest nerf against new zombies. -- C tiger 15:45, 9 April 2006 (BST)
    • Tally - 7 Kill, 3 Spam, 1 Keep, 11 Total.--The General W! Mod 12:48, 19 April 2006 (BST)

Terrify Version 2.0 (Terrorise)

Timestamp: 22:05, 5 April 2006 (BST)
Type: Zombie Skill
Scope: Zombies
Description: Pre-requisuites: All zombie skills, except Brain Rot.

XP Cost: 200. Trigger: Zombie hits Survivor successfully twice in a row, with a bite. Stays in effect is survivor runs away, and returns, as they could easily find another rescource building to search. NOTE: It basically means you can't search if a zombie's attacking you(makes sense). It stops if the zombie attacks another target(so running away, and then returning works). Also does not disable Construction, although it costs 2x the AP for the zombie target, and normal for everyone else. Flavour Text(possible, probably should be changed): The more experienced zombies are learning what terrifies their prey. Practical: Costs double AP for everything but moving, using a FAK, attacking, and DNA scanning.


  1. Kill - If the zombie ran out of APs, they wouldn't attack anyone else, or if the survivor ran in/out too fast they'd still be the target. I am still against changing the search rates (or in this case disabling search). In a large hoard siege the zombies could easily decimate the actives with this. You should edit your description so that you don't have to explain what it does in notes, and you have a typo in the first sentence. Velkrin 22:45, 5 April 2006 (BST)
  2. Kill - I have a zombie gnawing on my head and it wont let go. What to do? I know, I'll carry on as normal. Zombie hats are fashionable. Ignatius Newcastle 23:07, 5 April 2006 (BST)
  3. Kill Really complicated and serves no real purpose whatsoever. --Zaruthustra-Mod 23:34, 5 April 2006 (BST)
  4. Spam - Really complicated, serves no purpose, and requires all zombie skills? Spam! --Cinnibar 00:45, 6 April 2006 (BST)
  5. spam - Aye. Very complicated. And what are the odds of landing two bites in a row, anyways? I'll tell you. 09%. Yes. A 9% chance for this to even work. You might argue that a tangling grasp would make it easier. Not really. In fact, there's only an 8% chance to get those three attacks in a row (hand to grab, then two bites). Seems pretty useless and complicated to me.--Wifey 05:01, 6 April 2006 (BST)
  6. Kill - "Get over here!" Essentially the Zombie version of a critical hit. Not that I mind that idea, but getting two hits in a row seems reward enough. I suppose a "Zombie Hunter"-equivalent zombie skill seems fair and all, but this ain't it. Too many holes in it, too many leaks to plug.--Xavier06 10:46, 6 April 2006 (BST)
  7. Kill - If you think a something is overpowered, and thus want to make it harder to get, then it's too overpowered for the game. DavidMalfisto 13:05, 8 April 2006 (BST)
    • Tally - 5 Kill, 2 Spam, 7 Total.--The General W! Mod 10:04, 19 April 2006 (BST)

Symphonic Racket

Timestamp: 22:25, 5 April 2006 (BST)
Type: Zombie Skill
Scope: Zombies
Description: Feeding Groan lets zombies congregate where the food is, once the meal has been uncovered. But how do zombies organize in order to take down barricades together? This is an essential part of the zombie game, but currently can only be organized through out-of-game channels. I'd like to propose a "Feeding Groan Lite" used to attract ferals to a target for the purpose of wrecking barricades together.

Experienced zombies know that breaking through those desks, vending machines and plastic trees means a meal is almost within reach. As these zeds go about their barricade-breaking business, they send up a symphonic (to a zombie's ears) racket of moans, grunts and splintering wood. Other zombies, even the newly dead, find this noise strangely irresistable.

Symphonic Racket would be found under Memories of Life in the Zombie skill tree. Once purchased, the zombie will see a "Loud Smash" button when facing a barricaded building. Clicking this results in an attack attempt against the barricades, with the same chances as normal -- just as if the player had hit "Attack barricades with claws." The difference is that this Smash is performed as noisily as possible, for the purpose of alerting other zombies to the possibility of food inside. If the Smash results in a collapse, the noise can be heard up to six blocks away by both survivors and zombies.

You smash against the barricade. Part of it collapses with a tremendous noise.

Feral zombies can note where the sound is coming from and follow it to the source. Humans can note the location and run to help!

You heard a loud racket 3 blocks to the north and 2 blocks to the west.

Yes, this will mean a certain amount of additional message spam. However, I can't tell you how useful all that groaning is to a zombie, and this would complete the picture. Ferals need to know where the action is, and zombies need a way to call for help with bringing down barricades. This is the simplest way I can come up with to achieve that.

I thought about making this a "hearing" instead of "calling" skill, but that would fail in bringing low-level zombies to a target. With this suggestion only one zombie needs to have the skill for it to be effective.

I also considered making the racket indistinguishable to survivors, to cut down on useless messages for them. However, I think this feature should carry with it the possible downside of bringing survivors to the rescue when you really wanted help from other zeds.


  1. Keep - Author vote. --John Ember 22:27, 5 April 2006 (BST)
  2. Kill - While it is an interesting idea, as you mentioned it would cause message spam. With feeding groan it requires that humans be at the location to be used, and has a change in text depeind on how many humans are there. With this it could easily go the way of the flare (no one pays attention), and the zombies don't know if there are humans inside, so it could just be a waste of APs for the ferals to come and help out. Not to mention there is the problem of some jerk running around using the racket on every building he can find. Velkrin 22:38, 5 April 2006 (BST)
  3. Kill Barricade levels drop all the time. Any zombie can easily drop at least one barricade level off a building. Zombies would be deluged with messages to the point they'd become useless spam. I only check the most recent Feeding Groan anyway as there are more than enough of those, knowing that two barricade levels were knocked off a building three hours ago won't help much. Also it'd call zombies to places where their might not be any humans, wasting their AP. Besides, I think Feeding Groan is pretty balanced. The zombie should have to do a little bit of hunting to get their meal, they shouldn't get a notification message every step of the way --Jon Pyre 23:13, 5 April 2006 (BST)
  4. Kill Would effectively make itself uselss. PS: The title you're looking for is "cacophony". --Zaruthustra-Mod 23:38, 5 April 2006 (BST)
  5. Kill Not to discourage you, but technically feeding groan is more useful, because it can only be made if a zombie is standing in front of a survivor. I had considered a barricade falling down skill, until I realized some barricades go up and down 10+ times a day. A more useful idea based on this skill perhaps would be "screams of the dying", if several zombies in a building have killed several survivors, their pitiful screams should act as a BONUS to feeding groan ("oh.. they found dinner... rrrrr..") --MrAushvitz 17:38, 5 April 2006 (GMT)
  6. Kill - Would create thousands of extra messages in a seige, and doesn't really communicate any useful information. If it were the LAST level of barricade that fell, or the sound of a door being kicked open, it might communicate some useful information, but otherwise not. --Cinnibar 00:48, 6 April 2006 (BST)
  7. Kill - While it means well, and it's a better idea than most that have been rejected... I get enough spamming from feeding groan.--Wifey 05:03, 6 April 2006 (BST)
  8. Kill - Don't get me wrong, I like this idea... But too much spam. Maybe just when the last bits of it fall away. Dickus Maximus 06:09, 6 April 2006 (BST)
  9. Kill/Change -This one is so close to "Keep" it hurts. Make it cost an extra AP or make it work only on the last few levels of 'cade and we've got a deal. Racket should probably not be typed--familiar or not-- by group (seems likely there are many distintive groans, unlikely that there are distintive "rackets", unless Zeds have a great sense of rhythm). Any possible message spam after this will probably be shortened by the "...and again" shortcut.--Xavier06 17:13, 6 April 2006 (BST)
  10. Kill - But I really do like it. Maybe it can be reworked so it's only the first level - or last level, or mid-level - barricade coming down? --WibbleBRAINS 17:51, 6 April 2006 (BST)
  11. Keep - I like the idea. Spam would only apply if you hit the "loud smash" button so it wouldn't really apply during a siege. I can't count how many times my zombie has walked into an area with a horde and been unable to tell if the horde is attacking, preparing to attack or just parked in the same spot at AP-out without having to refresh several times.--Pesatyel 20:15, 6 April 2006 (BST)
  12. Kill - While I do like the concept, "Gregorian Chant for zoms" seems a bit sacraligious. (This from a secular humanist no less.) --Gene W! - Talk 06:15, 7 April 2006 (BST)
  13. Kill - Sorry, but there's already another skill in suggestions that is like this. I don't know which 1s older but... 15:00, 8 April 2006 (BST).
  14. Kill - but I also like the basic idea. Why not just have the skill cause you to notice the sound of nearby barricades collapsing? --einexile 10:15, 14 April 2006 (BST)
    • Tally - 12 Kill, 2 Keep, 14 Total.--The General W! Mod 12:21, 19 April 2006 (BST)

Screams Of The Dying

Timestamp: 23:54, 5 April 2006 (BST)
Type: Zombie Skill
Scope: Zombies who are killing survivors may attract other zombies
Description: A variation on how feeding groan works per se.. but in this case it is the survivors who are making all the noise!

Screams Of the Dying

Appears under zombie skills tree as a new zombie skill tree (no pre-requisites), so "newbie" zombies can access this skill.

Your zombie can hear human cries of pain and distress well beyond the normal human range.

Every time a survivor is killed by a zombie in combat it adds it's voice to the "scream stack." being calculated for this location. Once every hour, any location that has had 3 or more survivors killed by zombies at the same exact location (be it indoors or outdoors) will send out a "scream" in a specific range, based on the total killed in that hour span. The time delay is to make it easier to "count" the total dead, and to give the zombies time to finish killing the humans, and to give zombies who hear the screaming time to think and realize the screaming means FOOD! (Zombie response time is a bit slow...)

Scream Radius:

After the computer has tallied the total dead in this location, and it is enough to send out a scream for this hour's activities. It will send out a "scream" whose range is based on the total humans killed at that location. Only zombies with this skill will hear these cries alongside varies eating noises.

Total Humans Killed By Zombies - Scream Range

3 or 4 - 2 squares

5 or 6 - 3 squares

7 or 8 - 4 squares

9 to 11 - 5 squares

12 or more - 6 squares

  • Once the scream has gone out, all zombies in that area with the "Screams of the dying" skill will hear and recognize the noise: "You hear the screams of the dying at (Direction) and (Direction)" ex. (4 N) and (1 W).
  • Zombies at the same location the screams are coming from, will not hear the screams, even if they just missed the action and moved here, to cut down on spam messaging. (One exception, if the zombie is outside and the screams are coming from inside or vice versa, the screams will be heard.. encouraging those outside to tear down the barricades again.)
  • This skill's intention is to make zombie "XP harvesting" a bit easier, whenever possible, and to make survivors who have a "serious breach" work quickly to re-errect their barricades before the next horde comes along. But there's no way of knowing how many zombies may have heard or may be coming, so it adds an element of the unexpected. It also encourages zombies to "mob up", and kill survivors as quickly as they can whenever possible.


  1. Keep - Author vote. Could call this skill "dinner bell", but basically it is a skill that tells zombies "we're winning, get your ass over here and help!" Zombie mob tactic skill based on feeding, simple enough. Between this and feeding groan, the 2 will make zombie eating-related communication much more effective. It won't happen too often where a LOT of survivors are killed in 1 hour, but when it does, it will attract more zombies. --MrAushvitz 23:54, 5 April 2006 (BST)
    • RE - Slight problem: "(One exception, if the zombie is outside and the screams are coming from inside or vice versa, the screams will be heard.. encouraging those outside to tear down the barricades again.)" If the screams are being heard "outside" and the zom is outside, there are no barricades. --Gene W! - Talk 06:27, 7 April 2006 (BST)
  2. Kill -Actually bad for zombies. Groans are done by choice and this would certainly cause noobs to head to empty buildings incredibly frequently--Mpaturet 01:05, 6 April 2006 (BST)
    • Re - A good point, but feeding groan can cause the same drawbacks from time to time if a zombie shows up after all the fun is over. This skill isn't inititated by the zombie, it's caused by the survivors being eaten alive by zombies. It doesn't cost anyone AP, but yes, it might attract you to a recently slaughtered (empty) building. --MrAushvitz 18:55, 5 April 2006 (BST)
  3. Kill More suggestions that make existing skills worthless please. Feeding Groan costs 100xp. Let's keep it worth the cost. --Jon Pyre 02:31, 6 April 2006 (BST)
  4. Kill - See Pyre's statement. Velkrin 02:48, 6 April 2006 (BST)
  5. Kill - If bad was this years new good, I would not say this was bad. -Banana Bear4 02:53, 6 April 2006 (BST)
  6. Kill - mrA i got to say i love the fact that you are constantly trying to think up new ways to improve the game and despite other opinons i respect that you are honestly trying to improve this game in new ways, how i got to say this would create mroe spam messages, isnt needed and realy will just cause confusion --ericblinsley 3:10, 6 April 2006 (BST)
  7. Kill -- This suggestion is laughable, i know we arnt suposed to make fun of suggestions, but feeding groan already has this effect, and the stacking plus the "feature" that humans can make sounds that humans can't hear is stupid. Are you sure MegaKill cant be a new vote? like 1.5 Kills? Please? because this would be a MegaKIll. --Kirk Howell 04:15, 6 April 2006 (BST)
    • Re - Your zombie can hear human cries of pain and distress well beyond the normal human range. Oh, look! That's not what I said.. just zombies can hear the screams of people being killed from farther away! Oh my! It makes me laugh when people don't read the suggestion and then try to cut it down, makes it easy for me to point out who didn't read even the game text portions. Ugh. --MrAushvitz 12:55, 6 April 2006 (GMT)
  8. Spam - I really don't see how this is incredibly different from Feeding Groan. No thanks.--Wifey 05:06, 6 April 2006 (BST)
  9. Spam - Right, send me to a building that has no actual remaining live survivors in it. Feeding groan is useful... this is not. Timid Dan 14:22, 6 April 2006 (BST)
    • Re - To answer a series of questions with 1 Re. You could use feeding groan after a number of survivors were killed at the same location, indicating there are others still alive in here. I don't see how that wouldn't work, making both skills very useful. This skill doesn't cost any AP (cuz it's hard to do anyways, and it's a group benefit.) I can't believe people keep trying to stop every feeding based zombie skill, makes one wonder how digestion ever got accepted. --MrAushvitz 12:55, 6 April 2006 (GMT)
  10. Kill - The mechanics you suggest mean that the loudest screams would be when all the brains have been eaten, sort of feeding groan in reverse. --WibbleBRAINS 17:55, 6 April 2006 (BST)
  11. Kill - Feeding Groan just works better. And I agree with [User:ericblinsley

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