From The Urban Dead Wiki

Jump to: navigation, search

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.
Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing

5th December, 2005

VOTING ENDED: 19th-Dec-2005

Shotgun Wide Spread

Timestamp: 01:24, 5 Dec 2005 (GMT)
Type: Skill
Scope: Suvivors
Description: Right now there's not much point to attack zombies standing outside a safehouse, except for XP. If you kill one it'll rise up in the same place with full health. For a fully leveled suvivor there's no point to ever engage an enemy outside of their safehouse. This skill would change that. It would allow a suvivor at will to shoot their shotgun slugs out in a wide spread instead of at a single foe. The 10 damage would be randomly dispersed among a crowd of zombies. So if there were 3 zombies there the damage might split 3,3,4 or 1, 8, 1 or 5,4,1 etc. For large crowds you'd likely have 10 enemies each take a single point of damage. You'd still face shotgun miss or hit percentages, though only one so the server doesn't need to make 10 calculations. The purpose to this is rather than pointlessly kill a single foe you can slightly weaken an entire crowd so that if one ever does break into your safehouse it'll be a little easier to kill and throw outside again. It's a way of hedging your tactical bets and making so that more than one zombie in a huge crowd is taking damage. However it does not unbalance because it does not increase the total damage dealt. This is a useful skill that lets suvivor offensives serve a purpose.
  • Optional: If you think randomly distributing damage would hurt the server and would vote kill based on that consider this alternate option: The skill deals 1 damage to ten random zombies. If there are fewer than 10 they still only take 1 damage apiece. This still allows people to weaken large crowds while making the skill less effective against small clusters.


  • cries just cries--Spellbinder 01:29, 5 Dec 2005 (GMT)
  • Kill Poor server... AllStarZ 01:31, 5 Dec 2005 (GMT)
  • kill hamanz have it good enough as ity is. you already beet um at caiger now you want to turn us to pulp too?! side note: yes I have a zombie accoutn too - --Fullemtaled 01:40, 5 Dec 2005 (GMT)
  • Kill What does everybody have against the horde. Pretty much the only thing zombies have going for them right now. That and the immortality thing. --Zaruthustra 01:44, 5 Dec 2005 (GMT)
  • Kill Let me see, we have a mob of 100 zombies. You attack with a Shotgun and 10 zombies get damaged for 1 hp. OK. How many servercalls asking for zombies in a mob of 100 will be need for that ? 10, 20 minimal ? Let us say 10 to KISS. Now you shot again. 10 more calls. You shot 10 times, 100 calls!!! For 10 shots!!! How does that doesn't hurt the server ? --Hagnat 01:47, 5 Dec 2005 (GMT)
  • Kill Shotgun slugs??? Those dont spread, there a single lead slug.--Broton 01:53, 5 Dec 2005 (GMT)
  • Kill - YOU MADE SPELLBINDER CRY! --ThunderJoe 01:59, 5 Dec 2005 (GMT)
  • Kill - As if the fact that you can't tell buckshot from slugs wasn't bad enough, the whole concept is just stupid and places unnecessary stress on the server. - KingRaptor 02:06, 5 Dec 2005 (GMT)
  • Kill - Spellbinder you need a tissue? --Carfan7 02:14, 5 Dec 2005 (GMT)
  • Kill - Isn't this more like a grenade than a shotgun? Poor Spellbinder... --Shadowstar 02:17, 5 Dec 2005 (GMT)
  • Kill - "For a fully leveled suvivor there's no point to ever engage an enemy outside of their safehouse." And, for a fully leveled zombie, there's no point to ever try and break into a safehouse. … That's it! The solution to all the balance issues! We make everyone fully levelled, and then they'll have no need to fight anymore! Peace in our time! (Oh, why am I voting kill? What ^they^ said.) — g026r 02:20, 5 Dec 2005 (GMT)
  • Kill - NO. Killing a zombie outside a safehouse = zombie needs to waste AP becoming alive again to keep attacking barricades. I don't see what this has anything to do with area attacks. Mikm 02:26, 5 Dec 2005 (GMT)
  • Kill - Tut, tut. It's okay Spellbinder, one day the person that posted this... comment(and I'm stretching the meaning of the word) will be eaten and start posting stupid suggestions for zombies... Wait... Cries --Arcos 02:46, 5 Dec 2005 (GMT)
  • Kill - not that it needs more, I just hate how people think shotguns spread more than an inch or two over the course of fifteen feet. --RSquared 04:01, 5 Dec 2005 (GMT)
  • Kill - hear hear, RSquared. These people have obviously never fired one or seen the results. --Argus Blood 07:49, 5 Dec 2005 (GMT)
  • Kill - 1. No shotgun in the world is going to do any significant damage to ten targets in one shot. 2. The rule of thumb for standard shotguns is that one meter equals one inch of spread. 3. Someone submitted a submachine gun vote a few weeks ago along the same lines. It, however, was somewhat better. X1M43 07:58, 5 Dec 2005 (GMT)
  • Kill - Shotgun =/= Grenade. Also I have a shirt that I shot with a shotgun. The spread is not an uber Final Fantasy AOE. This suggester needs less video games and more playing with guns for real.* (Disclaimer: Guns are not toys)** (**Disclaimer: Disclaimers in Italics are made for legal reasons only) --Matthew-Stewart 20:10, 5 Dec 2005 (GMT)
  • Kill - These suggestions are rapidly becoming an apalling dump heap overflowing with the most disgraceful assortment of deplorable rubbish imaginable. Bentley Foss 21:12, 5 Dec 2005 (GMT)
  • Kill - just because you made Spellbinder cry, you cruel heartless suggestor. :) --Seagull Flock 14:28, 6 Dec 2005 (GMT)
  • Kill -- You, sir, are an affront to suggestion pages everywhere. This is ridiculous and a waste of time. I want my thirty seconds back. I could have used them to smooch someone. -- Tabs 18:35, 8 Dec 2005 (GMT)
  • Kill - Your suggestion sucks. --Basher 22:30, 10 Dec 2005 (GMT)
  • Kill -This is to help keep it down for good. --Penance 01:47, 15 Dec 2005 (GMT)


Timestamp: 02:58, 5 Dec 2005 (GMT)
Type: Item
Scope: Survivors
Description: This item could be found in parks, warehouses, outside. On use, all melee damage are doubled in the next 5 AP, but the chance to hit would drop 10% and the "search the area" button would be disabled for the next 20~30 AP. If Drugs are used again WHILE the effects of a first dose didn't wear off the bonus won't be gained, but the time penality will stack.


  • Keep - Author's Vote... but i would like someone to send the grammar patrol here, because my english isn't that good =( --Hagnat 02:58, 5 Dec 2005 (GMT)
  • kill - --Fullemtaled 02:59, 5 Dec 2005 (GMT)
  • Kill - In the words of the great Black Mage: "Stabbing urge... rising..." --Arcos 03:07, 5 Dec 2005 (GMT)
    • Re: - err... i like swords ? --Hagnat 03:12, 5 Dec 2005 (GMT)
  • Kill - Drugs are bad, mmmkay? -- KingRaptor 03:27, 5 Dec 2005 (GMT)
  • Kill - Did you know drugs are illegal in Malton? --Carfan7 03:35, 5 Dec 2005 (GMT)
  • Kill Oops... (hides weed). In any case, no. Who the hell gets high in the middle of a zombie outbreak, and drugs like weed do not enhance your athletic prowess, although getting high can allow you to take alot of bullets, like in Scarface. AllStarZ 03:40, 5 Dec 2005 (GMT)
  • Keep - Pretty similar to PCP, though. Hagnat, your english wouldn't be bad because you live in Amsterdam, would it? --Dickie Fux 03:47, 5 Dec 2005 (GMT)
  • Kill - What is this? Fallout? With all its crazy combat-enhancing super-drugs? I thought they were zombies, not Ghouls... --Zarquon 04:01, 5 Dec 2005 (GMT)
  • Kill - Fixed the spelling for you, but I think this (and all drug related ideas) are liable to raise questions of ethics against Kevan. Rhialto 07:21, 5 Dec 2005 (GMT)
  • Kill I don't think this needs an explanation. --Argus Blood 07:44, 5 Dec 2005 (GMT)
  • Kill using drugs should have realistic side effects like Blacking out at random in the middle of the street, or overdosing and dying.
  • Kill In the words of robin williams, "drugs do not make you f***ing empowered," unless the zombies all dress up like giant hershey bar --Vellin 10:36, 5 Dec 2005 (GMT)
  • Kill - "You are standing outside XXXX Boulevard School, a four-storey gingerbread-and-sugarglass building. The building has been extremely heavily decorated. There is a mob of 8 Caramilks and a Twizzler. There is a giant Mr. Big here." --Shadowstar 11:21, 5 Dec 2005 (GMT)
  • Kill just because I'm sure its a little hard to score these days. What with the city under quarantine. And as far as law n order are concerned the Zombies have accomplished this better then any police Dept. What dealer is brave enough to hang out at the park these days? --bbrraaiinnss 5 Dec 2005
  • Kill - "You pick up a random heroin syringe off the street and stick it in your arm... You get Infected with AIDS (which is healed with First Aid Kits), and are too high/apathetic to fight off or flee the zombies (lose all AP)."* No, drug use in life/death situations will only make death less painful, not make living more likely. (*Disclaimer: Sarcasm in Italics)--Matthew-Stewart 18:14, 5 Dec 2005 (GMT)
  • Kill - Ignoring the ethics it is still a bad idea because 1) It is a temporary effect item; and 2) No one would use it because it has such a bad side effect in proportion to benefit.--The General 19:37, 5 Dec 2005 (GMT)
  • Kill - It worked for Brenda Spencer though, thinking about it... Still not liking this idea though. --Kehraus 20:26, 5 Dec 2005 (GMT)
  • Kill - When will you kids get it through your minds that drugs actually don't give you amazing special powers, hmm? And this suggestion also violates the "temporary status effects" bit of the Suggestion Dos and Don'ts. Read those sometime, people! Bentley Foss 21:13, 5 Dec 2005 (GMT)
  • Kill I like the idea of drugs, or at least new syringe objects, but not how you're suggesting it exactly. Theme is good, but working it out in game would be insane. --MorthBabid 01:18, 6 Dec 2005 (GMT)
  • Kill - Too weak to be useful, and very unrealistic. There is no "superman" drug which won't leave you a rampaging psychotic. --Drakkenmaw 17:07, 7 Dec 2005 (GMT)
  • Kill -- I don't think it would be wise for Kevan to run a game publicly advocating drug use as a means of getting ahead. Plus, uh, what survivor in their right mind would want to ruin their clarity and soberness in the middle of a fight for their life? -- Tabs 18:38, 8 Dec 2005 (GMT)
  • Kill - Why? --Basher 22:31, 10 Dec 2005 (GMT)
  • Kill - "Yes,I'm hammered so I can hit you harder." NO. Penance 01:49, 15 Dec 2005 (GMT)

Holiday Hiding (improved)

Timestamp: 11:04, 5 Dec 2005 (GMT)
Type: Improvement
Scope: Anyone who stays dormant for more than 5 days
Description: As I understand it, anyone who remains inactive for five days - be they a zombie, a human, or a dead body - currently becomes invisible and invulnerable until they log on again. I think that when people re-log on in this case, they should now appear in a random part of the map. Surely, as it stands now, the 700+ corpses outside Caiger Mall could sit there indefinitely, 'invisible', while the players create new zombies to terrorise other areas. The defenders would be pinned down forever by the knowledge that one day many weeks from now they could find a huge army suddenly appear out of nowhere! If everyone came out of hiding in random locations instead, this would remove the potential to keep huge pinning-armies around buildings, or hide invisible armies (humans or zombies) inside buildings, ready to leap out on the new unsuspecting inhabitants later. This random reappearance could represent the fact that people are not going to remain completely static when in hiding (see Osama Bin Laden for example: in hiding but moving all over the place!), while after/over 5 days the corpses/zombies are re-animating and sneaking away under cover of darkness, or - if the person never re-logs on - bio-degrading... I suppose, to make it fair on people who don't want to end up miles away from their old HQ, THEY SHOULD RE-APPEAR NO MORE THAN 2 SUBURBS/20 BLOCKS AWAY FROM THEIR LAST LOCATION (a day's walk, while the zombie army would arrive with enough time for defenders to prepare for a seige, or try to flee - like in the movies.


  • Kill - --Fullemtaled 11:31, 5 Dec 2005 (GMT)
  • Kill - If the corpses reanimate, then they do. Kind of speaks to people having too many multiple accounts if they can afford to leave 700+ corpses lying around untouched for more than five days. --Shadowstar 14:20, 5 Dec 2005 (GMT)
  • Kill If any group can coordinate 700 zombie all reappearing at once to form a phantom army, well then my hat goes off to them. That would be awsome. --Zaruthustra 15:45, 5 Dec 2005 (GMT)
  • Kill, server load issues. Jirtan 16:39, 5 Dec 2005 (GMT)
  • Kill - Considering that this has been a possibility since the game started, and as far as I know it has never happened, I don't think it's a real threat. Like Zarathustra said, if someone does manage to coordinate something like that successfully, they deserve to win. --Dickie Fux 16:50, 5 Dec 2005 (GMT)
  • kill - What you described (a phantom zombie horde) is awesome, that is what the horror genre is all about (fear, dread and the "unknown"). I would also be impressed if a group could make a phanto horde like that work as it would require patience, a rare trait these days. --Matthew-Stewart 18:03, 5 Dec 2005 (GMT)
  • Kill - Zarthustra is right.--The General 19:45, 5 Dec 2005 (GMT)
  • Kill - So, I securely barricaded myself in my safehouse for five days, and two weeks later when I come out, I've been teleported across the city? Er, no. Bentley Foss 21:15, 5 Dec 2005 (GMT)
  • Kill What is it with people wanting invuriblity? --Spellbinder 23:20, 5 Dec 2005 (GMT)
  • Kill - As I like the scenario you're trying to prevent, I'm going to have to vote this down. --Drakkenmaw 17:09, 7 Dec 2005 (GMT)
  • Kill -- No. Just, no. (Forgot my sig) -- Tabs 18:48, 8 Dec 2005 (GMT)
  • Kill - No teleportation, please. --Basher 22:32, 10 Dec 2005 (GMT)
  • Kill -If implemented,there's a chance (however small and insignificant) that the next time you log on,you are in the middle of a horde of zombies. --Penance 01:53, 15 Dec 2005 (GMT)


Timestamp: 12:28, 5 Dec 2005 (GMT)
Type: Game Mechanics
Scope: Any Character in corpse state
Description: 'Crawl before you walk' Allows low level players or crawl out of danger.

When A freshly killed human, zombie, or newly revived zombie is lying on the ground, instead of standing up for 10AP, they can crawl into the next block at a cost of 4AP.

  • Advantages:
    • This allows for low level survivors who were killed in a suburb overrun by zombies to crawl to a safe house after being without having to stand up and get killed all over again.
    • This allows zombies with 99xp to crawy away from a survivor strong hold before standing up and risk getting head shot by zombie hunters.
    • This allows for zombies who die but want to be revived to get there with out getting killed repeatedly by his former comrads.
  • Possible abuses:
    • Zombie corpses could crawl and mass in a wasteland adjacent to a building then stand up walk next door and attack catching a stronghold off guard.
    • Crawlers can play dead and spy in an area feeding intel to alies outside the game.
  • Mechanics and Balance issues:
    • This would not affect game balance as it could be used equally to achieve both Human and Undead objectives.
    • It would still require 10AP to stand up.
    • For recently revived players they will still take 1pt damage per move from their infection.
    • While crawling characters will appear as a corps and as such will not be able to speak, drop items, or take any actions other than stand up.
    • Crawling will be done by simply clicking on destination square while lying on the ground. A pop message will appear warning that "Crawling to the another city block will cost 4 AP are you sure you don't want to stand up?"
    • A character can crawl in to/out of a building only if the doors are wide open. Otherwise they must stand up first.


  • kill - --Fullemtaled 12:31, 5 Dec 2005 (GMT)
  • Kill- What's the point? It's not like you're going to be eaten or headshot as soon as you stand up. - KingRaptor 13:41, 5 Dec 2005 (GMT)
  • Kill. Just wait until you get 50 AP before standing up and walking away. Jirtan 16:42, 5 Dec 2005 (GMT)
  • Kill - Why give us so many reasons why this could be abused? It just gives us reasons to kill it. Also, please proof read your suggestions.--The General 19:53, 5 Dec 2005 (GMT)
  • Kill - Yes, I certainly wouldn't notice any mobile corpses crawling across the ground... Kill, kill, kill... Bentley Foss 21:16, 5 Dec 2005 (GMT)
  • Kill inovative, but zombie spys would abuse like a mother abusing her redheaded stepchild--Spellbinder 00:21, 6 Dec 2005 (GMT)
  • Kill - I don't like it, and Spell, thats just wrong. --ThunderJoe 04:32, 6 Dec 2005 (GMT)
  • Kill - You're dead. You don't move when you're dead. G'bye. -- Tabs 18:49, 8 Dec 2005 (GMT)

Devour Brain

Timestamp: 12:56, 5 Dec 2005 (GMT)
Type: New Skill
Scope: Zombies
Description: A new Zombie skill. When a zombie delivers the final killing blow to a survivor, the zombie will then crack open the skull of the freshly dead corpse and partially devour it's brains. If this occurs, the Zombie will gain an extra 5HP. THis could be a subskill of Digestion. Like so: .Digestion .Brain Eater (requires Digestion) .Infectious Bite (seperate from Devour Brain, but still requires Digestion.

This is a finishing move such as Headshot (it doesn't remove XP, don't worry), and encourages Zombies to see fights through to the end. It could also be a boon to low and mid-level Zeds, and help them stay in the game.


  • Keep - Author -- Andrew McM 13:03, 5 Dec 2005 (GMT)
  • kill - --Fullemtaled 13:12, 5 Dec 2005 (GMT)
  • Kill I'm on the fence with this one, considering its part of my suggestion a few feet above this. The problem is that it would outmode digestion bite to let claw attacks heal any zombie. I say for regular zeds claws should damage and bites should heal/infect. --Zaruthustra 15:49, 5 Dec 2005 (GMT)
    • Re - It is a finishing move. The teeth will be used to gain health for the rest of the time. Hell, you could even forget to switch from teeth to claws at the last few attacks. -- Andrew McM 17:58, 5 Dec 2005 (GMT)
  • Kill - Ever play a zombie? There's already a huge incentive to finish off humans, that's the normal 10xp kill bonus. Thinking about it now, that already represents perfectly well the eating of the survivor's brains. --Biscuit 23:12, 5 Dec 2005 (GMT)
  • Kill - Kind of a weak skill suggestion, frankly. I'd actually be more interested in a elite zombie version of 'Headshot', even if not XP related. --MorthBabid 01:16, 6 Dec 2005 (GMT)
  • Kill - Decent skill idea, but needs more punch. What makes this different from simply killing the person with a bite attack, aside from the small extra HP gain? --Drakkenmaw 17:11, 7 Dec 2005 (GMT)

Syringe notification for Brain Rotters

Timestamp: 14:02, 5 Dec 2005 (GMT)
Type: Improvement
Scope: Brain Rot Zombies
Description: A change that notifies Brain Rot zombies when a syringe has been used on them would not only make Scent trail a useful skill, but give brain rotters a sense of satisfaction and validation after buying a skill that, to be blunt, is otherwise rather unattractive, as it limits play.

Also, a little notification when someone tries to DNA scan them and gets the "ERROR: Cortex Damaged" message would be nice.

I think its fair as human get notified of how much exp they stole with a headshot, why shouldnt zombies get notified when a they waste a syringe?


  • Keep - Author --Grim s 14:02, 5 Dec 2005 (GMT)
  • Keep - While I'd rather not have the effect apply for DNA scans (low-level scientists have enough problems as it is, and the DNA extraction doesn't harm the zombie), with more and more people using syringes as super weapons, this would help zombies a lot. - KingRaptor 14:10, 5 Dec 2005 (GMT)
  • Keep -True. It would improve the "vengeance factor" for the zombies, which always makes things more interesting.-Denzel Washington 15:08, 5 Dec 2005 (GMT)
  • Keep - --Fullemtaled 14:15, 5 Dec 2005 (GMT)
  • Keep --Dickie Fux 15:17, 5 Dec 2005 (GMT)
  • Keep - "You pwned a nub". --Zaruthustra 15:47, 5 Dec 2005 (GMT)
  • Keep - It makes sense... how could you NOT notice this happen! --Duranna 15:49, 5 Dec 2005 (GMT)
  • Keep - Why not? --Jon Pyre 15:53, 5 Dec 2005 (GMT)
  • Keep - Mmhmm. --Lucero Capell 15:54, 5 Dec 2005 (GMT)
  • Keep --Gilant 16:10, 5 Dec 2005 (GMT)
  • Keep - I like it. --Seagull Flock 16:52, 5 Dec 2005 (GMT)
  • Keep, as I'm now an accidentially Brain Rotted character who only lives to mess up revive points. *g* — ceejayoz .com 16:54, 5 Dec 2005 (GMT)
  • Keep - Streamlined interfaces and information about your surroundings make me happy! --Kulatu 16:57, 5 Dec 2005 (GMT)
  • Keep - I like the way it would make Scent Trail more useful for brain rotted zombies, and adding to zombie satifaction is good for increasing the number of zombie players. --Matthew-Stewart 17:56, 5 Dec 2005 (GMT)
  • Keep - We got a winner, here... --MaulMachine 13:49, 05 Dec 2005 (EST)
  • Keep - Winrar! --Monstah 19:18, 5 Dec 2005 (GMT)
  • Keep - Good idea. --Basher 19:44, 5 Dec 2005 (GMT)
  • Keep - Why not?--The General 19:57, 5 Dec 2005 (GMT)
  • Keep - realistic and fun! --William Gordon 21:55, 5 Dec 2005 (GMT)
  • Keep - Good thinking! --Biscuit 23:13, 5 Dec 2005 (GMT)
  • Keep Generic words of praise! --Spellbinder 23:28, 5 Dec 2005 (GMT)
  • Keep - I think it would be good feedback for Zombie players, who generally have a lack of feed back regarding their characters. Good show!
  • Keep I think we can all agree that a zombie might take some notice of a large needle being stuck into their skull, even those with Brain Rot. I think the 'Error' messages might be redundant; Would you really actually care about when they fail? --MorthBabid 01:14, 6 Dec 2005 (GMT)
  • Keep - One of the simple joys in life is a brain-rotted zombie eating their would-be reviver. --Drakkenmaw 17:13, 7 Dec 2005 (GMT)
  • Keep - It would give zombies the chance to then track down the NT's... I like --Athos710 03:35, 10 Dec 2005 (GMT)
  • Keep - too bad I'm not brain rotted. --Penance 01:55, 15 Dec 2005 (GMT)

Thorough Search

Removed due to duplicated suggestion. This idea has allready passed

School of Hard Knocks

Timestamp: 16:37, 5 Dec 2005 (GMT)
Type: Balance Change
Scope: All Characters
Description: Maximum Hit Point reduction for dieing. Every time a character dies, their maximum hitpoint while alive is reduced by 1. Revivification syringes may be able to get your brain functioning and heart beating again, but just how much can they do about the dent in your skull from the headshot you took while waiting to be revived?!? This may be considered a stopgap measure which could unbalance the game in the long run. However it does provide encouragement for survivors to not be reckless. Some die-hards will keep getting revived and trying to survive with low max HPs, while others wills are broken, and give into the urge to horde. Also opens the possibility for new skills or equipment later. You could also allow surgery to restore one to your lost max HP.


  • Kill - If it couldn't heal the wounds you'd still be dead. I like some aspects of this suggestion but it'd be pretty silly having 5hp characters running around everywhere. --Jon Pyre 16:42, 5 Dec 2005 (GMT)
  • Kill - I like some aspects of this suggestion, but its still a bit unworkable. Maybe make the hp ceiling lower faster, but survivors with Surgery and a working hospital can return the HP max to normal? I'd vote yes if it was something along those lines. --Kulatu 16:56, 5 Dec 2005 (GMT)
  • Kill - Yes, but zombies can keep their 60HP? Are you trying to destroy all humans? Make playing a zombie fun, not playing a human impossible. --Shadowstar 17:02, 5 Dec 2005 (GMT) BTW, I don't know about all humans, but my characters would be abandoned, not turn into zombies. --Shadowstar 17:03, 5 Dec 2005 (GMT) Well, with the update it's better... Still, something about it rankles. I also think it still needs a minimum, though it surgery can reverse it, it's probably not so bad. I'm too much of a survivor to vote keep right now, but that's probably mostly my bias speaking. --Shadowstar 23:53, 5 Dec 2005 (GMT)
  • Keep - I kinda like it, but there must be a minimum threshold (i.e., you can't go below 40HP) and if as you state Surgery can reverse it. --Seagull Flock 17:10, 5 Dec 2005 (GMT)
  • Keep (self-vote) OK, with Surgery able to restore 1 point back to max/use. I also see the arguments for a minimum, but I would think 25 or 30 (or perhaps just specified as half of potential maximum) would be more appropriate. Should I update description or wait to see result and consider submitting a revised version if this suggestion fails as written? Or do these comments under the votes suffice? --Gilant 17:20, 5 Dec 2005 (GMT)
  • Keep This looks a lot like death version 2... i think... and I like... --Adrian 18:17, 5 Dec 2005 (GMT)
  • Kill - If you changed it to specifically avoid zombie characters I'd be fine with this. Zombies die far too often for this to be a reasonable thing to count them a part of. --Pyrinoc 18:31, 5 Dec 2005 (GMT)
    • RE It wouldn't be relevant to zombie characters unless they were revived. This is intended to only affect your max HP while living. The undead don't much care if they have a broken leg or a hole in their skull! --Gilant 19:26, 5 Dec 2005 (GMT)
  • Keep - He did specify it works only while alive. And I like it. And yes, surgery should bump the Max HP up again. Also, what the hell did you do to the suggestion template on this? --Monstah 19:22, 5 Dec 2005 (GMT)
    • RE I used the template from it's linked page. I didn't realize until after I had saved it I should cut and paste from above. Sorry! --Gilant 19:26, 5 Dec 2005 (GMT)
  • Keep - My survivor character has only died once, so this wouldn't hurt too bad. --Dickie Fux 19:54, 5 Dec 2005 (GMT)
  • Kill - It's a reasonable idea, at least with the surgery thing--permanent and irreversible changes should only happen voluntarily, maybe not even that--but the trouble is, it gives death more oomph for Survivors, which it doesn't need, and doesn't give it any more oomph for Zombies, who (while I understand have immunity to death as their true strength) need far more than just 1 AP of penalty.--'STER 20:00, 5 Dec 2005 (GMT)
  • Kill Boom, boom, boom, boom. Dead. Boom, boom, boom. Dead. Boom, boom. Dead. Boom. Dead. Boom. Dead. Need I say more? AllStarZ 20:48, 5 Dec 2005 (GMT)
  • Kill - A permanent HP reduction is not a good idea. Bentley Foss 21:24, 5 Dec 2005 (GMT)
  • Keep - Dude! It's not permanent! This *is* a good idea. And I'd make the max-HP loss even bigger, say 5. --Biscuit 23:16, 5 Dec 2005 (GMT)
  • Kill Death among survivors is more common than you think. If this were implemented, just healing one max HP per surgery would take too long and be a waste of FAKs. It would not force people to play as zombies, and would only cause them to abandon their characters. Even worse is the lowest it could get was 5, as that means only one or two hits from even the lowest level zombie can take out the survivor! Lets think about this people, do you realize how fast that 10 XP bonus zombies get for each kill would add up if they cover all the hospitals? They can ignore the PDs, FDs, and Necrotech buildings, because as long as they hold the hospitals, survivors will always be doomed to lose their maximum HP until they reach the cap, which will only make them useless in the end. This will definetly make zombie players happy, however, Urban Dead is definetly a game that is NOT meant to be won by either side! --Volke 23:33, 5 Dec 2005 (GMT)
  • Kill - I do not want my max hp to be reduced because some idiot overbarricaded while I was away from the computer. - --Fullemtaled 23:40, 5 Dec 2005 (GMT)
  • Kill damn, someone's editing conflict erased my first vote :( wish people would just copy paste what they have to say, back out, and try again.--Spellbinder 00:41, 6 Dec 2005 (GMT)
  • Kill - Surgery should heal back 5 of your max HP, not just 1. Also, kill on general principal, since this is already represented as a revived survivor standing up with only half-HP, while a killed zed stands up with full HP. --VoidDragon 13:21, 6 Dec 2005 (GMT)
  • Kill - As interesting as the concept is, it won't make zombies any more attractive to play. You have to give people reasons to WANT to play as a zombie, not simply prevent them from playing humans. Also, this brings griefing PK to a whole new plateau of evilness. --Drakkenmaw 17:17, 7 Dec 2005 (GMT)
  • Keep - Fear of death is good in a survival horror game. --Basher 22:35, 10 Dec 2005 (GMT)
  • Kill -Penance 01:59, 15 Dec 2005 (GMT)

Increased XP cost for Advanced Skills

Timestamp: 16:55, 5 Dec 2005 (GMT)
Type: Improvement
Scope: All characters
Description: I suppose this is as much a suggestion for those making suggestions as for how Kevan might implement them. Characters who have been around long enough tend to start to amass large banks of unspent XP. Instead of placing certain new skills inside existing trees, create a new section similar to the Zombie Hunter skills. Besides a minimum level requirement they could have vastly increased XP costs, say 400XP perhaps. These cost would not need to be commensurate with the amount of benefit granted by the skill. Any advantage, however small, is worth spending XP on as an advanced character. And it should take time and exceptional effort to earn these advantages. 5% better chance to hit with an Axe, Heal 2xdamage on bites, whatever.


  • Keep - Give my Level 33 something to do? Why, yes! --MaulMachine 13:46, 05 Dec 2005 (EST)
  • Keep - Agreed.... --Adrian 19:18, 5 Dec 2005 (GMT)
  • Keep - I'm about to max out a character, something to do other than search for a near infinite amount of syringes would be fun. --Arcos 19:24, 5 Dec 2005 (GMT)
  • keep - I've been thinking about this as well, but honestly i'd rather it'd require way more points than 400. You can gain 400 exp in a few days. At least 1000 would be great, since high leveled players don't find really hard to gain exp.--Denzel Washington 21:37, 5 Dec 2005 (GMT)
  • Kill once you've maxed out the game, DO NOT expect the game to coddle you. you've maxed out. hoo ra. become a zombie and let some headshots take off the bleeding extra XP.--Spellbinder 23:50, 5 Dec 2005 (GMT)
  • Keep I agree with the basic idea of this, if not the specific examples. This'll probably be implemented when we've got more 'epic' level characters running around. --MorthBabid 01:11, 6 Dec 2005 (GMT)
  • Keep - I think this is good. It adds a little spice to keep the veteran players in the game. --ThunderJoe 04:37, 6 Dec 2005 (GMT)
  • Keep - I like. --Basher 22:36, 10 Dec 2005 (GMT)
  • Keep - Could always make hierarchal skills cost more within the tree as well, restricting both access by having prerequisite skills AND spening a certain amount of XP. --Squashua 19:10, 19 Dec 2005 (GMT)

Scent Skills Revised

Timestamp: 17:21, 5 Dec 2005 (GMT)
Type: Skill alteration
Scope: Zombies
Description: Scent Fear now has the effect of Scent Blood. Survivors can gain Diagnosis without having to put points into a skill before it- why do zombies have to? Scent Blood now lets a zombie know if there are over 5 survivors in the building they are next to (same block). This will add some action to those boring safe houses but still protect small groups just trying to get by.


  • Kill - If we could tell which safehouses had people in them it would completely nerf the human strategy of constructing dummy barricades. I for one am not willing to do that, even though i see the game as hideously unbalanced. In the future, if the sides are balanced, a change like this would be a gamebreaker. --Grim s 17:30, 5 Dec 2005 (GMT)
  • Kill - While the fact that Diagnosis makes Scent Blood a completely useless skill for all but the early-brainrotted zeds is somewhat counterintuitive, changing Scent Blood into essentially X-ray vision is not the solution. --VoidDragon 18:56, 5 Dec 2005 (GMT)
  • Kill - Just.. no... notfair. Go break em all down.. and enjoy it --Adrian 19:17, 5 Dec 2005 (GMT)
  • Keep - Every time someone suggests a skill like this, it gets shot down, but I don't understand how zombies couldn't smell or hear a group of humans. --Dickie Fux 19:50, 5 Dec 2005 (GMT)
  • Keep, it's plausible. Jirtan 20:11, 5 Dec 2005 (GMT)
  • Kill - No thanks. Bentley Foss 21:25, 5 Dec 2005 (GMT)
  • Kill - I do think this a good gameplay idea, but I don't think zombies could smell five people in a building, and that kind of super-smelling ability is a little bit ridiculous. Hearing is too. Just can't think of a way for this to be reasonable, but if you can, feel free to resubmit. --Biscuit 23:21, 5 Dec 2005 (GMT)
  • Kill The idea is great, and makes sense...but the game execution makes this redundant and a bit unbalanced. --MorthBabid 01:04, 6 Dec 2005 (GMT)
  • Kill - Good concept, poor execution. It's bad to play the shell-game with skills people already have within the game, changing their use and function. --Drakkenmaw 17:19, 7 Dec 2005 (GMT)

More XP for scanning Brain Rot Zombies

Timestamp: 17:33, 5 Dec 2005 (GMT)
Type: Mechanics
Scope: DNA Extractors
Description: As it stands right now, the Necrotech Scientist is one of the hardest classes to play as. Necessary combat skills cost 150 XP. The DNA Extractor can get decent noncombat XP only if no survivors have been in the area recently, otherwise all the zombies will be tagged and no XP gained. And on top of this, Brain Rot screws even further with the only decent source of XP for the low-level Scientist by making it harder to scan. I've lost count of the times I've wasted five AP or more scanning a Brain Rot zombie, only to finally have a successful scan tell me that the specimen was scanned recently, meaning I'm getting no XP for this.

I am suggesting an increase in the XP gained from a successful scan of a Brain Rot zombie. This makes sense RP-wise; after all, a more difficult task would result in more experience, right? Instead of the usual four, scanning a Brain Rot zombie would result in 5 XP gained.


  • Keep - This is fair, especially since it takes multiple AP to scan a Brain Rotted zombie. --Matthew-Stewart 17:50, 5 Dec 2005 (GMT)
  • Keep - Yeah --Adrian 19:08, 5 Dec 2005 (GMT)
  • Keep I'd even say 5 XP might be too modest. 6 or even 8 might be more appropriate given the difficulty. --Gilant 19:30, 5 Dec 2005 (GMT)
  • Kill - It's part of the charm of brain rot. Gilant, no way would 8 XP be appropriate. --Lucero Capell 19:35, 5 Dec 2005 (GMT)
  • Keep --ALIENwolve 19:36, 5 Dec 2005 (GMT)
  • Keep - My scientist hasn't had any trouble leveling (much easier than my zombie/consumer character), but one occasional XP more won't hurt. --Dickie Fux 19:48, 5 Dec 2005 (GMT)
  • Keep - It's fair.--The General 20:06, 5 Dec 2005 (GMT)
  • Kill. The zombies should have some way to counter-act tagging. Jirtan 20:13, 5 Dec 2005 (GMT)
  • Kill - Sometimes it happens, just like sometimes one misses 12 shots in a row. Survivors especially do not need another source of guaranteed XP. Bentley Foss 21:28, 5 Dec 2005 (GMT)
  • Kill, for two (more) good reasons. First, NTs are not hard to play. Second, why should it be harder to extract DNA from a rotted zombie? As I envision it DNA extraction doesn't really take any skill, as long as you know how to press the buttons. --Biscuit 23:27, 5 Dec 2005 (GMT)
  • Kill My first character was an NT class, and he sure as heck wasn't hard to play. Maybe you all need to visit the guide section? Brain Rot is meant to fustrate you, and we've all felt the fustration of finding only recently scanned zeds. The XP bonus isn't needed here. --MorthBabid 01:07, 6 Dec 2005 (GMT)
  • Kill - Don't nerf Brain Rot. --Basher 22:38, 10 Dec 2005 (GMT)
  • kill - Brain rot is there to frustrate you, not give you better exp. --Grim s 04:28, 19 Dec 2005 (GMT)

Getting up again

Timestamp: 19:06, 5 Dec 2005 (GMT)
Type: Balance change
Scope: Zombies
Description: I suggest two suggestions 1] Ankle grab should cost 5 AP to get up... its too unbalanced otherwise.. also there should be a delay before you get up again..

The delay should be equal to minutes /final damage. So if you get shot dead by a shotgun, 10 mins down until your body repairs; 5 mins for a pistol ect... if you jump out of a window.. equal to the active damage done. This is to prevent people dying, and getting up again and again until the person who's killing them runs out of bullets and gets killed. Also people will have time to dump dead bodies from windows before the zombie gets up again. Also more realistic. IMHO


  • Kill - we're at what, 70/30 now? Last I checked, there are MORE ZOMBIE HUNTERS THAN ZOMBIES. Nevermind that, the flavor's stupid - a survivor should always have to flee a battle with an active zed. --RSquared 19:19, 5 Dec 2005 (GMT)
  • Kill - Yeah. And the delay is just poor poor server. How do you suggest that final damage and delay are kept track of? --Monstah 19:25, 5 Dec 2005 (GMT)
    • RE: - Using the server timer... and server time
  • Keep I hate server arguments, and making zombies invincible while they're active is not the answer to the imbalance. If not the timer then at least the Ankle Grab revise, for pete's sake.--'STER 20:05, 5 Dec 2005 (GMT)
  • Kill - I like the game as AP based, not time based, so I can play as often as I have AP not on a strict time-based scheduel. If I sit for a day and build up AP why shouldn't I be allowed to play in any specific 5 minute allotment I want? Making things time based is just a bad idea and too WoWC or "Ever-Crack" like, this isn't a game you play in real time like those other MMORPGs. --Matthew-Stewart 20:23, 5 Dec 2005 (GMT)
  • Kill - Amen. --Dickie Fux 20:32, 5 Dec 2005 (GMT)
  • Kill - Just pretend its a different zombie. You got the first one... way to go. Really, the Zeds are the survivors at this point. "Realisticly" the humans have won. I havent passed a night safe on the streets in a long time. Even when in a group my first action every day is to Stand Up. Its as if I only have 49 max AP. And you want to Lower that to 45. Throw us a bone here...(heh)--bbrraaiinnss 21:35 Dec 5 2005
  • Kill - I humbly consign this suggestion to the deep. Bentley Foss 21:36, 5 Dec 2005 (GMT)
  • Kill - I'll vote keep for something like this when headshot gets nerfed to match up with the nerf to anklegrab that this is. --Pyrinoc 21:39, 5 Dec 2005 (GMT)
  • Kill Normally I wouldn't have a problem with something like this (I despise it and headshot in their current forms) however, the current counter is way too in favor of survivors, and I'd prefer it to be around 50/50 to make it more exciting. Suggest it again when zombies and survivors are equal or when zombies reign supreme with the annoying latter part removed and I'll vote differently. --Volke 23:38, 5 Dec 2005 (GMT)
  • Kill same as many of the above--Spellbinder 23:48, 5 Dec 2005 (GMT)
  • Kill - Don't touch Ankle Grab. --Seagull Flock 11:02, 6 Dec 2005 (GMT)
  • Kill - Ankle Grap is one of the few good zombie miscellaneous skills right now. Don't go ruining it, or the zombie population will fall even further. --Drakkenmaw 17:23, 7 Dec 2005 (GMT)
  • Kill - Don't mess with Ankle Grab or I'll give up playing as a zombie. --Basher 22:40, 10 Dec 2005 (GMT)
  • Kill - Zombies that have bought ankle grab would be VERY pissed if you got this implemented. --Penance 02:08, 15 Dec 2005 (GMT)

Change Headshot

Timestamp: 20:02, 5 Dec 2005 (GMT)
Type: Balance change
Scope: Zombie Hunters
Description: This will probably get shot down, but I think it'd help the Headshot disparity a great deal if Headshot also knocked out Survivor Skills and corresponding levels. The first skill knocked off is the first skill you had gotten as a civilian and so on. I also feel that you should only lose XP based on Survivor levels. After all, when you're a survivor, you get a lot more experience because there's a lot more you can do as a survivor. As a zombie, you basically have to attack people and run the risk of getting headshot, thus stealing away all the precious XP you've gained. Heck, I'd be happy just to lose Survivor XP rather than Zombie XP because it's no fun slowly attacking survivors and then getting headshotted and losing the entire experience set and having to spend AP to get up to boot. Gaining skills and experience after death, in my opinion, is beyond the realm of human knowledge. Shouldn't it also be beyond the realm of the shotgun?

To be brief - change headshot to be based around SURVIVOR levels. Either lose XP based on SURVIVOR levels or lose Survivor skills (since Survivors have an easier time getting XP and it'll give them something to do with it when they have no other skills to buy). Or both.


  • Kill - This suggestion contains two sins 1) "This will probably get shot down", and 2) It messes with other people's skills.--The General 20:14, 5 Dec 2005 (GMT)
  • Spam - ^ ^ ^ --ALIENwolve 20:15, 5 Dec 2005 (GMT)
  • Kill - If the suggester doesn't think his own idea is good enough, why should I? --Matthew-Stewart 20:44, 5 Dec 2005 (GMT)
  • Kill - So because you learn to shoot someone in the head, you get treatment equivalent or worse off than any one of your victims? AllStarZ 20:53, 5 Dec 2005 (GMT)
  • Kill - If you think your idea sucks, then guess what? It probably sucks. DON'T mess with anyone's skills! EVER! Under any circumstances! Bentley Foss 21:37, 5 Dec 2005 (GMT)
    • Re - First off, I don't think it sucks. I didn't vote in the hopes that it would get the same relatively even treatment of the suggestions where the author doesn't vote. Secondly, I thought it was going to get shot down because no one ever reads the suggestions when they write "KILL." Survivor Levels OR Survivor Skills OR both. Thirdly, as a zombie player, I'm getting tired of collecting some XP to have someone run by - even when I'm in a stack - headshot me and remove all my XP. If you people want there to be no NPCs then you have to make it at least a little more fair for the zombie players so that people will play them. Zombies are relatively dull and have the odds stacked against them in terms of gaining levels and skills, Headshot is frustrating and reduces fun. --Khaizard 17:51, 6 Dec 2005 (GMT)
  • Kill You guys probably wont like this explanation but here goes... so uh what about the 100% Z'z no more head shot for them. no point then. Ahhh! I knew you wouldn't like it ... stupid. stupid. --bbrraaiinnss 21:41, 5 Dec 2005 (GMT)
  • Kill This makes no sense! I can see it now: "Ohhh, ok so if I aim a few inches higher and then shoot I can- wait, what? Oh my god there's a gun in my hands!!?" *miss miss miss* XD --Kehraus 22:46, 5 Dec 2005 (GMT)
  • Kill I think it makes sense! I like the idea of headshots losing skills! The hugely serious balance problems, though, make me hate this idea. --Biscuit 23:32, 5 Dec 2005 (GMT)
  • Kill would you like some cheese with that whine?--Spellbinder 23:52, 5 Dec 2005 (GMT)
    • Re - There's no need to be wise or condescending. --Khaizard 17:51, 6 Dec 2005 (GMT)
  • Kill --VoidDragon 03:07, 6 Dec 2005 (GMT)
  • Kill - Never mess with the plateaus of accomplishment. Losing full levels ingame is the most frustrating experience a player can have. --Drakkenmaw 17:25, 7 Dec 2005 (GMT)

XP for Zombies Attacking Barricades

Duplicate of this. Three or four spams already. --Dickie Fux 23:38, 5 Dec 2005 (GMT)

Field stripping

Timestamp: 13:53 western mountin
Type: Skill
Scope: All players
Description: This is supposed to be a war game, right? Well I say we should be able field strip the dead. They died, so we should be able to get what they have. This would provide incentive not to die, and it would give the newbies a good starting chance.


  • Kill - Leave people's inventory alone. (I also fixed up your template, spelling, and punctuation.) — g026r 23:57, 5 Dec 2005 (GMT)
  • Kill ^What he said^ I was just going to scream at you for not understanding the English and Wiki language, but him fixing it works too. --TheTeeHeeMonster 23:59, 5 Dec 2005 (GMT)
  • Spam no, its not suppost to be a war game. seriously. if you don't even understand THAT, what busness do you think you have suggesting?--Spellbinder 00:03, 6 Dec 2005 (GMT)
  • Kill I think you meant 'survival' game, but I got the semantics of it. Perhaps losing items might be a bit much, but perhaps being able to search through bodies would be neat...thematically. But realistically, in the game? We really don't need this.-MorthBabid 01:10, 6 Dec 2005 (GMT)
  • Kill - Don't modify other people's inventories. Ever. Bentley Foss 02:47, 6 Dec 2005 (GMT)
  • Kill - Good flavour, right up until some griefer kills you, steals all your stuff, and "drops" it into nonexistence. --Drakkenmaw 17:27, 7 Dec 2005 (GMT)
  • Kill - I would vote keep if parallel a Zed skill with 100% hit chance for 50 points of damage, that can only be used to bite the guy who is looking through the inventory of that zombie that is not dead, yet still lies on the ground --Falk 18:50, 9 Dec 2005 (GMT)
  • Kill - I almost spammed this on the title.--The General 18:32, 10 Dec 2005 (GMT)

Personal tools