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New Zombie Classes

I moved this to the discussion page for revision. Be there, or be square/majuscle. Cap'n Silly

Scent: Sweat

Timestamp: MrAushvitz Canadianflag-sm.jpg 03:57, 5 January 2007 (UTC)
Type: New Zombie Scent Skill
Scope: Buildings & Building Sections With 250+ Survivors Inside, You See A (*)
Description: Scent: Sweat

Appears on zombie skills tree as a sub-skill of Scent Blood, adds no benefits to your human character.

On your map, all buildings (or large building sections) that contain 250 or more survivors inside, can be identified with a (*).

  • Quite simply, just like if you can tell a building is NecroTech you'd see an (NT) on it.. with this skill all buildings with 250 or more survivors inside you see a (*) on them. This doesn't cost any AP, you just see it on your map as you're travelling about.

Whoa, X-Ray Vision.. blah blah.. getting a posse together.. blah blah.. stringing you up Mr A.. etc, etc.:

X-Ray Vision? damn rights. (A change is in the air, you can smell it.) But the only specifics it provides is it doesn't say which buildings have survivors and which do not, just which ones have a hell of a lot of survivors inside.

But, how does it work, well let's see... a whole swack of survivors who probably don't get to bathe (have access to fresh water) as much as they used to.. trapped indoors of the same buildings. Probably exherting themselves daily, also doing the free running high-wire act, and the occasional tussle with some dead neighbour. As well as searching for supplies, amidst the rubble in many instances. And when was the last time you washed that flak jacket? Phew!

All things considered, yeah.. the indoors of blantantly occupied buildings are probably a bit ripe to say the least. "For godsakes man, can't you pee off the roof like everyone else?"

But such buildings are needless to say very well defended, no shortage of survivors inside.. any # of which may be active.. and more than willing to lay out the welcome mat of complimentary headshots to zombies that wish to enter. So this doesn't endanger individual survivors, or smaller safehouses, just the really big ones.

This would take the guesswork out of which buildings are major survivor safehouses, seeing as how zombies can't really see what'd inside without cracking a building open. And that knowledge will change from day to day, since the last time you checked. This skill would definately save many zombies some AP for not having to go for "unimportant" safehouses. Cuts down on the gambling to some degree.

This could cut down on all kinds of zombie spy techniques.. but it would be also handy with other skills like Flailing Gesture, Death Rattle and if the zombie gets inside Feeding Groan.

Zombies don't have free running, they can't just step in and out anytime they want to know who's inside (even then the lights being on is no guarantee.. but there is a generator to destroy if you're wrong...)

This skill is meant to work only for the most obviously occupied buildings that even if they are barricaded to the teeth. If the survivors inside can breathe, their scent can be picked up in the street by zombies, if it's strong enough (experienced zombies have learned to associate a strong sense of sweat, with food.)

This can help newbie zombies, when more experienced zombies know which ones are heavily occupied and can eventually communicate this to others.

Keep Votes

  1. Author Keep A nice end skill for the scent tree.. and you'd have to get a bit up there in levels before you could buy this one. Minimum level 4 if you started as a corpse class. MrAushvitz Canadianflag-sm.jpg 03:57, 5 January 2007 (UTC)
  2. Keep Eh, could be useful in some situations, like knowing if that PD is chock-a-block full of Survivors, but perhaps used on lesser amounts of Survivors. (P.S. Thanks for all the help on my first suggestion) Cap'n Silly 12:42, 5 January 2007 (UTC)
  3. Keep - Very good flavor! I mean, in movies you never see zombies all converging on an empty house, do you? I think 250 might be a bit high, and it does nerf decoy generators, but worth it. I don't think this is an unreasonable level of Xray-ness. We have some Xray already, what with visible generators, binoculars and necronet. C'mon everyone, be honest... if someone here had suggested any of those three things it would have been spammed into freaking oblivion.--Nosimplehiway 14:03, 5 January 2007 (UTC)
  4. keep with mods needs to come down to about 50, but my zed character would use this to avoid certain entry points Asheets 19:11, 5 January 2007 (UTC)
  5. Keep - It may be x-ray vision, but if you've got that many survivors together, then it's really not going to hurt anyone. Really, all it's going to do is help ferals to organize. --Reaper with no name TJ! 19:57, 7 January 2007 (UTC)
  6. Keep but, I have to ask, how would this work for malls? Would it only be for the one corner of the mall, or the whole building? --Tactical grace 01:03, 18 January 2007 (UTC)

Kill Votes

  1. Kill That guesswork is a major survivor defense. Plus a building with 250 people will always have an active generator in it and give away it's people that way. --Jon Pyre 04:02, 5 January 2007 (UTC)
    • Re Guesswork, plus barricades, plus not being able to free run between buildings is a damn near perfect defense. Just helping zombies find the good spots and get in and do some meaningful feeding groans, all good. MrAushvitz Canadianflag-sm.jpg 08:36, 5 January 2007 (UTC)
  2. Kill - Sorry, but I don't see why this is worth adding to the game. --Wikidead 07:15, 5 January 2007 (UTC)
  3. Kill - If there are enough zombies to pose a threat to a 250-survivor building, there are enough to quickly rip through all the surrounding buildings and figure out which one the survivors are in.--J Muller 07:21, 5 January 2007 (UTC)
  4. Kill - As Muller. 250 is too high. --Toejam 13:43, 5 January 2007 (UTC)
  5. Zombies have groan for this, and it already works fantastically well. --ExplodingFerret 14:36, 5 January 2007 (UTC)
  6. Kill - 250 too high. Not an entirely bad idea. --Aeneid 16:29, 5 January 2007 (UTC)
  7. Kill - Not so much because of x-ray vision (shock horror), but because it'd be of limited use. If there's a shitload of people in a building, any zombie with any brains at all will know fairly quickly, but the time it takes them to cop a headshot if they stand outside -- boxy T L PA DA 15:14, 6 January 2007 (UTC)
  8. Kill - Useless zombie skills get the kill vote; I wouldn't give zombies fake buffs that just piss survivors off. This would however be a keeper if the number was MUCH lower (like, say, 10-25 survivors in a single building or block of a large building). Any building with 250 survivors in it is pretty well known- it will have its own wiki page and supporter group! The current number (or any number over 25 or so) is so high that the skill provides no real additional information. And fer krizakes, zombies can sniff out a single corpse at a range of how many blocks? --Swiers 19:59, 7 January 2007 (UTC)
  9. Kill - 250 is waaaaaaay too much. Make it 50+ or something and then I'll vote keep. As it is, it just ain't worth it. -Cutlet 02:55, 8 January 2007 (UTC)

Spam/Dupe Votes

  1. Spam - Another Magical X-Ray skill. Fuck off. --Grim s-Mod U! 04:12, 5 January 2007 (UTC)
    • Re Is it my fault a zombie's sense of smell is... Superior! (Puts right hand back down..) Your concerns are noted, but the method by which the X-ray is possible, is not magic. MrAushvitz Canadianflag-sm.jpg 08:32, 5 January 2007 (UTC)
      • Re - You just dont get it, do you, Retard. X-Ray vision skills are frowned upon because they fuck up game balance. Not because someone cant think up of a valid RP reason. --Grim s-Mod U! 13:38, 5 January 2007 (UTC)
    • Re I merely used your own debate against you, pointing out it isn't magic.. here, try some bran. I am familiar with the suggestion Do's and Don'ts but it is near impossible to make any suggestion that doesn't bend these guidelines to some degree. Unlike most suggesters I don't bother to hide what rules it conflicts with, cuts down on the BS. MrAushvitz Canadianflag-sm.jpg 05:02, 6 January 2007 (UTC)
  2. Spamination - Next, I'll be able to "smell" the contents of every building with my eyes. YEAH! --Axe27 5:40, 5 January 2007 (UTC)
  3. X-RAY VISION - you even said it yourself. You're right. It is. --Funt Solo Scotland flag.JPG 08:49, 5 January 2007 (UTC)
    • Re It sure is, 100% X-ray vision, er, without needing eyes. However many in game things do actually bend or break X-ray vision. it just depends on whether or not it's "too much" really... MrAushvitz Canadianflag-sm.jpg 08:32, 5 January 2007 (UTC)
    • Re - in all honesty, it's worthless. How many buildings have over 250 survivors in them? Most malls don't even have that. Probably, it's only malls that would - making this very much a mall-centric siege skill. Which is a pants idea, really. --Funt Solo Scotland flag.JPG 10:26, 5 January 2007 (UTC)
  4. NO - Just... no. Stop there. --Ducis DuxSlothTalk 14:02, 9 January 2007 (UTC)

Mark Fifty Person Limit Speech Cutoff Point

Timestamp: Jon Pyre 05:08, 5 January 2007 (UTC)
Type: Improvement
Scope: Survivors/Zombies
Description: Talking and Death Rattle can only be heard by up 50 people in one place. However it can be hard to tell who will get the message and who won't unless you manually count the names in the room description. I suggest adding a little marker between the name of the last person who will hear a message and the first person who won't so you can easily tell which characters are out of speaking range. The marker could be a simple line, a red dot, an arrow pointing towards those who can hear you, or maybe a little message in parathensis: "(50 people)".

Keep Votes

  1. Keep - This would be handy. You could look at the list and know not to bother trying to talk to your ally who's number 56 present. --Jon Pyre 05:10, 5 January 2007 (UTC)
  2. Keep - Yeah, I do get bored of counting manually to discover who can and can't hear me talk. Cap'n Silly 05:15, 5 January 2007 (UTC)
  3. Keep - Since I see no reason to aim the AS cannons at this suggestion, I have to vote Keep. --Axe27 05:45, 5 January 2007 (UTC)
  4. Sounds reasonable.--Pesatyel 06:48, 5 January 2007 (UTC)
  5. Keep - Useful.--J Muller 07:21, 5 January 2007 (UTC)
  6. Keep - Have you ever been in one of those situations where you're in a crowded room and the one person you wanted to talk to is at the bottom of the list? It would be nice if you could single out someone to talk to as well (maybe them and the 49 people closest to them?)--Uncle Bill 07:52, 5 January 2007 (UTC)
  7. Keep - But of course. MrAushvitz Canadianflag-sm.jpg 08:40, 5 January 2007 (UTC)
  8. Keep - This would be nice to see. --Abi79 AB 10:25, 5 January 2007 (UTC)
  9. Keep - This would be very helpful. --Go to Zombie slay3r's Page 13:42, 5 January 2007 (UTC)
  10. Keep - helpful for communication... Ya know, some people see Jon's name on a suggestion and get all up in arms. "Stop suggesting so often!" "Stop replying to all the votes!" "I like toast for breakfast." (In any given vote their is always one completely nonsensical vote. lol) But, dammit, this is the kind of suggestion that shows why, when you look back over the peer reviewed and accepted section, and especially the peer reviewed and implemented section, his name keeps popping up. Good work, man!--Nosimplehiway 14:08, 5 January 2007 (UTC)
  11. Keep - and if you take your tongue out of his bahoochie for five seconds he might get a chance to sit down. --Funt Solo Scotland flag.JPG 14:14, 5 January 2007 (UTC)
  12. This is a semi-keep vote, just so I can ask a question (I'm too lazy to use the suggestions discussion page). Isn't this suggestion a cure for a symptom of a deeper issue -- specifically that when there are (for example) 49 people in a building, you get all of their names; but when there are 51, you get no names at all at the top? Seasoned players know that you can use the drop-down boxes to look at some of the names, and in fact the names it gives you and the order it gives them in tell you who has been most or least active, and who will get your speech messages. Instead of this suggestion, why don't we see if we can fix this weird issue where an extra person or two in the building makes you sort-of blind? How about it list the 50 nearest people when there are more than 50 people in the building? Maybe we an make the drop-down box work a little more nicely too? --ExplodingFerret 14:42, 5 January 2007 (UTC)
  13. Toast - What? I do like it for breakfast. --Karloth Vois RR 16:10, 5 January 2007 (UTC)
  14. Keep - However like explodingferret said the mark off should be in the dropdown box --Aeneid 16:31, 5 January 2007 (UTC)
  15. Keep - Would be useful... --GhostStalker 17:28, 5 January 2007 (UTC)
  16. keep yet another winner Asheets 19:16, 5 January 2007 (UTC)
  17. Keep -- Sure, it's useful. -- Whitehouse 22:49, 5 January 2007 (UTC)
  18. Keep - Simple, easy to do, and would be quite useful.... ThreeSided 00:05, 6 January 2007 (UTC)
  19. Keep Good idea. --Reaper with no name TJ! 19:58, 7 January 2007 (UTC)
  20. Keep - Yep. --Ducis DuxSlothTalk 14:03, 9 January 2007 (UTC)
  21. Keep --Tactical grace 01:08, 18 January 2007 (UTC)

Kill Votes
Against Votes here
Spam/Dupe Votes
Spam/Dupe Votes here

Character Achievements

Timestamp: Pesatyel 07:16, 5 January 2007 (UTC)
Type: Item improvement and character stats.
Scope: All characters.
Description: I’m borrowing this idea directly from Nexus War. The section below the Goggle ads (the lower left side) is dead space on the character page. In that space, the following stats would be placed:


  • Damage Taken: 0
  • Damage Dealt: 0
  • Times Infected: 0
  • Damage Taken From Infection: 0


  • Zombies Killed: 0
  • Barricade LEVELS Constructed: 0
  • Deaths (as Survivor): 0
  • Zombies Revived: 0
  • Brain Rotted Zombies Revived: 0
  • Revive Syringes Manufactured: 0
  • Alcohol Drank: 0
  • Zombies Scanned: 0
  • Generators Installed: 0
  • Radios Installed: 0
  • Infections Cured: 0
  • Buildings Repaired: 0
  • Bodies Dumped: 0
  • Graffiti Tags Made (including billboards): 0


  • Survivors Killed: 0
  • Deaths (as Zombie): 0
  • Suicides: 0
  • Generator Destroyed: 0
  • Radios Destroyed: 0
  • Survivors Infected: 0
  • HP Healed via Digestion: 0
  • Groans Made: 0
  • Gestures Made: 0
  • Buildings Ransacked: 0
  • Weapon Kills: 0
  • Weapon Damage Dealt: 0
  • Survivors Dragged Outside: 0
  • Successful Grabs: 0
  • Times Grip Lost: 0
  • Barricade LEVELS Destroyed: 0

Whenever a player performs one of the above actions, the tally on his character’s page increases by one. If/when the player is a zombie, ONLY the stats listed under zombie and both would be visible on the page. If/when the player is a survivor only the stats listed under survivor and both would appear.

Newspapers: As in Nexus War, reading a newspaper would give you the standard story AND a list of the top 10 players in one, randomly selected, category (Top Radio Destroyers would list the top 10 destroyers of radios and the number destroyed).

Other points:

  • I purposely excluded anything that would denote PKers, GKers, Death Cultists and RKers.
  • This would NOT be retroactive. If/when implemented all characters would start at 0 stats.
  • This appears to work fine in Nexus War. I see no reason it can’t work in Urban Dead.
  • The idea is to make the game interesting (I get tired of reading “a non-descript survivor/zombie” in people’s descriptions) and give SOME kind of use to the more useless items.
  • I wanted to make sure both sides had things on their list but, given that zombies are so much more limited, some of the things may seem kinda silly (like the grip ones).

Keep Votes

  1. I'm aware that "borrowing" the idea might seem bad, but I don't see how it can hurt. I think it could be fun and give "bored" people something to do.--Pesatyel 07:18, 5 January 2007 (UTC)
  2. Don't see any reason why not. Would be interesting. May I suggest two new stats for survivors though: HP Healed (self), and HP healed (others). --Jon Pyre 07:31, 5 January 2007 (UTC)
  3. Keep - Kingdom of Loathing also has something similar. Definietly something I'd like to see.--Uncle Bill 07:55, 5 January 2007 (UTC)
  4. Keep - it is a good thing.--Gage 08:35, 5 January 2007 (UTC)
  5. You Slut! - My god, this would define your character's behaviour without having any special skills per se, ex. drinks like a bastich, gets infected a lot, etc. MrAushvitz Canadianflag-sm.jpg 08:39, 5 January 2007 (UTC)
  6. Keep - it's all good. --Funt Solo Scotland flag.JPG 08:50, 5 January 2007 (UTC)
  7. Keep - I wonder how much HP I've lost to infection.... Probably about enough to kill me four times. --Cap'n Silly 09:27 5 January 2007 (UTC)
  8. Keep - Wouldn't hurt. --Abi79 AB 10:27, 5 January 2007 (UTC)
  9. Keep - Sounds interesting, how can I say no? --Go to Zombie slay3r's Page 13:40, 5 January 2007 (UTC)
  10. Keep - And this, kids, is why all suggestions should start on the discussion page. If this had appeared in it's raw form, it would have gone down in flames, pun intended. But, instead we built a consensus. Good job, Pesatyel!--Nosimplehiway 14:13, 5 January 2007 (UTC)
  11. Best suggestion I've seen for ages. Simple and nifty. --ExplodingFerret 14:47, 5 January 2007 (UTC)
  12. Keep - Good one. -TauronTalk GRR! 14:53, 5 January 2007 (UTC)
  13. Keep - If it's feasible. --Karloth Vois RR 16:12, 5 January 2007 (UTC)
  14. Keep - If Nexus War, KoL do it, it should be all good --Aeneid 16:37, 5 January 2007 (UTC)
  15. Keep - I've always wanted to know how many zombies I've killed versus how many times I've died. This seems like a good way to start keeping track. Too bad it isnt retroactive, but I think that would be impossible. --GhostStalker 17:56, 5 January 2007 (UTC)
  16. keep Asheets 19:17, 5 January 2007 (UTC)
  17. Keep - Very cool. The right sort of useless information to have.--John Blast 22:51, 5 January 2007 (UTC)
  18. Hesitant keep -- I am slightly worried about putting in stats as some people might not wan't others to see what they have done/do. -- Whitehouse 23:01, 5 January 2007 (UTC)
  19. Keeptacular- What harm could it do?--Grigori 23:32, 5 January 2007 (UTC)
  20. Keep - It's brilliant idea! --Mosqu GCM C 14:48, 6 January 2007 (UTC)
  21. Keep - I helped contribute some ideas; of course I'm going to vote kep! --Reaper with no name TJ! 19:53, 7 January 2007 (UTC)
  22. Keep - It's simply a good idea. -Cutlet 03:00, 8 January 2007 (UTC)
  23. Keep - Alright! 67 suicides! --Ducis DuxSlothTalk 14:04, 9 January 2007 (UTC)

Kill Votes

  1. Kill - Ok, it's a good idea... I just don't like the idea of it. I just feel like it might take away some of the feel of the game, what with the possibility of zombies groaning over and over again just to get their groan stat up. Not to mention the possibility raise of combat revives due to people trying to get their revive stat up. I'm sure not everyone will even try to pay attention to it, but I just feel like it takes some of the feel from it all. Not to just be the only one or anything, but kill. ThreeSided 00:13, 6 January 2007 (UTC)
    RE: I understand your reasoning (I even thought about it briefly). Part of it, though, is that a lot players (especially maxed out ones) are BORED. While it might take away some of the "charm" or "feel" it DOES give people things to do.--Pesatyel 04:24, 6 January 2007 (UTC)
  2. Kill - It'd sort of take the mystery out of meeting someone new, and whether they were someone worth helping out. Wouldn't take much to work out who were the PKers either... low revives, low zombie headcount, low infections cured... but high XP... git 'im! I do like the alcohol drank stat though! Maybe Kevan should incorporate that into the official stats page -- boxy T L PA DA 15:21, 6 January 2007 (UTC)
  3. Kill - I like some of these, but others are just superfluous. Plus, some of these stats, I would not like to be made public. --Wikidead 06:53, 17 January 2007 (UTC)
  4. Kill Because I don't like the newspapers idea. I have no problem with the core, but if you're a top-tenner in something, won't it make you more visable than you want to be? Also, it wasn't made clear if the newspaper article had links to the top-tenner's profiles. In which case, my answer would still be no, but I'm sure others would join me in that sentiment. --Tactical grace 01:18, 18 January 2007 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here

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