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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
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Timestamp: 04:25, 6 Mar 2006 (GMT)
Type: Survivor Skill
Scope: Multiple Search "Button"
Description: Prerequisites: Level 6, or Level 3 Consumer, or Level 2 Scout.

Your character is a bit more skilled at doing lengthy and systematic searches for weapons, ammo, and supplies. This includes secret locations in a building, using keys found on bodies to unlock doors, anything that is more detailed than a peek here and a peek there.

Skill Reads: If you have this skill, on your map screen next to the "Search" button is the button "Scrounge 8 AP".

What this skill does is, for 8 AP, you do 10 consectutive "searches" in a row.. which saves you 2 AP for the same effect as 10 - 1 AP searches.


You may miss out on picking something up if you "luck out" and get several items in a row, the items will be picked up by you in consecutive order 1, then 2, then 3, and so on.. additional items you cannot carry will be lost. (The "too much crap in your hands" effect.)

System benefits:

Should save a bit on system load from 1 search at a time, if someone wants to do 48 AP worth of searches they need only hit the button 6 times and watch the results.. dropping what they don't want before the next series of searches.


You cannot use this skill (button is NOT available) when you are at the same exact location as any zombies (if they're outside applies only if you're outside with them as well). This makes having a zombie crash into your building very annoying for players who were about to spend all or most of their AP on searches in this particular building, that zombie is screwing them up!

Nor can you use this ability in any building which is very heavily barricaded.

The logic behind this is simple, you are not as 'free' to move about the building to get at the supplies in possible hiding locations (some may be in the underground garage, on the roof, inside the items you used for the barricade, inside the water resivoir of a toilets used to bar the windows, etc.) Or there may be a storage room that you have to be able to "quickly" step outside to access, and heavy barricades prevent this.

This is a game balance for hiding away in a completely barricaded building, you can search it 1 turn at a time. But for a completely exacting search, you need at least some ability to get in and around and check everything you can get at. (Even the outside garbage cans! The mailbox!)

To give credit, this suggestion is an amalgamation of the best ideas of many previous suggestions, which suit this skill's purpouses.


  1. Keep Author vote. It's been tried before, maybe the AP savings is a reason to implement it, and the skill pays for itself. Balanced. --MrAushvitz 04:25, 6 Mar 2006 (GMT)
  2. Kill - It's basically Bargain Hunting everywhere. The "drawbacks" are minimal because A) resource buildings are usually kept at VS anyway and B) you rarely want to search while zombies are around, or can always move to another nearby resource building of the same type. --Sindai 04:28, 6 March 2006 (GMT)
  3. Kill - 62 searches for 50 AP, that earns a resounding "no". --CPQD 05:17, 6 March 2006 (GMT)
  4. Spam - Great. More free actions. Do's and dont's. -Banana Bear4 05:30, 6 March 2006 (GMT)
  5. Spam - free actions = Instaspam. --Grim s 05:49, 6 March 2006 (GMT)
  6. Kill due to game imbalance Alton Brown 05:50, 6 March 2006 (GMT)
  7. Spam - Mainly for being unbalancing. Also, if I remember correctly, the server still has to count each search separately so it would be just as much server load. More, actually, because people would be able to search more. Edit This is a dumb way to respond, but I can find no other way to do it while following the rules. To the dude below me, It is not a small AP advantage. Eight extra AP per turn spent searching is an f-ing lot. Plus the multiply it by a billion rule makes it quite clear that this will have a huge impact. Also, there is a rule somewhere against free actions. The ones you named are inherent. This one is user-created, and stupid. Again, check my last post for a reason why this would not reduce server load. Lastly, I'm pretty sure manufacturing syringes costs 20 IP hits. This (if implemented) would probably work on the same system and not reduce IP hits. Phew, if anyone cares to correct my technical knowledge of this game, go ahead. -Dude70 06:02, 6 March 2006 (GMT)
  8. Keep - Small AP advantage for an extra 100 XP (I presume). Basically a time saver for those of us playing on lunch breaks. Free actions are a part of the game, ie. clicking an adjacent block instead of the leave button, barricading without closing doors. For the whiners, maybe change it to 9 AP. May reduce server load, reduces IP hits. And in nobody's universe is this spam. --John Lee Pettimore 06:06, 6 March 2006 (GMT)
  9. Spam - You basically give survivors a 10% to 20% AP bonus. Searching also is the most important factor in survivors strength. It is the largest factor that decides how effective weapons are, how much you can heal. How much it cost to revive somebody. Upping the find rate by 20% (the net result of your suggestion) whould as be overpowered as using a flamerthrower as a lighter. It's a very, very bad suggestion that makes me wonder which suggestions you used as a basis for this.--Vista 11:42, 6 March 2006 (GMT)
  10. Spam For the above listed reasons--Mookiemookie 12:46, 6 March 2006 (GMT)
  11. kill - What Mookiemookie said --McArrowni 14:19, 6 March 2006 (GMT)
  12. Keep (change) - I like it, it doesn't seem too overpowering. I don't think it's worth the automatic "Ahh!!!! It saves an AP!!! Get the torches and pitchforks!!!" response. Drop the pre-reqs though, they are too complicated - just put it under "Bargain Hunting". The main TRPs (esp for chars with Shopping & Bargain Hunting) are malls, which are usually heavuily barricaded, so the barricade limitation is a real factor and would force players to make real choices. This is another plus, since right now most high-levels just camp outside the malls. With this skill, more of them would be tempted to hang out in PDs, hospitals, etc. with the lower-level players. --Norcross 14:33, 6 March 2006 (GMT)
    • Re - For all you voters who just automatically voted "Spam" because it gave a (possibly balanced this time) AP advantage - please read the whole suggestion and think about it before just posting a knee-jerk reaction.--Norcross 16:14, 6 March 2006 (GMT)
  13. Keep - Searching is utterly tedious, even in malls with max searching skills. It's the barricade-creaking of the harman world. Zombies don't care if harmanz find more pistol clips for less AP, they care about barricades. As this suggestion gives humans another reason to keep 'cades at a reasonable level, it balances the survivor advantage nicely. --John Ember 14:40, 6 March 2006 (GMT)
  14. Kill - Ditto CPQD. --Blahblahblah 19:04, 6 March 2006 (GMT)
  15. Spam - No free actions Timid Dan 19:40, 6 March 2006 (GMT)
  16. Kill - See above mention of free action. Velkrin 20:22, 6 March 2006 (GMT)
  17. Keep - Definatly not spam.i dont see what your on about 20% AP save i mean whould you say 1st aid is unfair because it gives a 50% AP save, the specifics arnt great tbh, but im voting keep mainly because of all the over rated spam votes! Vote not signed. Remove strikeout when you add your signature. --Grim s 23:59, 6 March 2006 (GMT)
  18. Spam - Too much of an AP advantage. Also, your prerequisites are stupid. - CthulhuFhtagn 00:52, 7 March 2006 (GMT)
  19. Kill - Many of the above voters pointed out the obvious problems with this approach. Search X Times is a much better suggestion. Go take a look at it. Bentley Foss 05:09, 7 March 2006 (GMT)
    • Tally - 4 Keep, 7 Kill, 7 Spam 05:29, 27 March 2006 (BST)

Darkened Living Conditions

Timestamp: 04:45, 6 Mar 2006 (GMT)
Type: VH Barricaded Buildings
Scope: Effects of being "Cut Off" for too long...
Description: If your character lives in a very heavily barricaded building, they are safe from zombies (for now). BUT if the lights "Go out" under such conditions, you have a serious problem.

What I suggest is this, re-installing a new generator in a heavily barricaded building with the 'lights out' even in daytime will be VERY difficult, costing whomever attempts it 15 AP per attempt, with a base 35% chance of success which may be modified by your level and appropriate skills (Kevan's discretion). Failure results in the loss of the generator you attempted with. (Wirecutters on hand increase your chances by 10%.)

Obviously, you can just reduce the level of the barricades and then make the attempt "Get some light in here dammit!" But the zombies outside may be watching for that.

Seems like a lot, but it isn't. If the place is a fort, impenetrable to zombies, how much light is getting in there? Especially on the bottom floors where the combats take place once they make it in?

Just a thought.


  1. Keep Author vote. Make those who hide from the light learn that they suffer for it. --MrAushvitz 04:35, 6 Mar 2006 (GMT)
  2. Kill No. First of all, it's ridiculously broken. 15 AP to set up a generator? Most people wouldn't even bother to worry about a generator even if it would help them. Second, you're attempting to punish the players what they would naturally do. Most people would find a building and make it impregnable by anyone. So, what I'm saying here is, your suggestion =/= good. --Arcos 04:46, 6 March 2006 (GMT)
  3. Kill - Right, you want to penalise players who bother to setup generators? On top of that you don't even include any penalty for not having the generator, which one would expect since you're making it harder to gain one, and this suggestion is a death cultist's dream. No player is going to enjoy going from 1 AP to setup a generator to 15 AP with a chance at failure. Velkrin 04:57, 6 March 2006 (GMT)
  4. Kill My math is awful, but I'm getting... about 43 AP on average to install. Wow. And thats without searching for a new generator, or the fuel, or the movement involved in walking to areas to find those. My math gets fuzzy there but suffice to say it gets ito the hundreds pretty fast. --Zaruthustra-Mod 05:06, 6 March 2006 (GMT)
  5. Kill - What they said --CPQD 05:20, 6 March 2006 (GMT)
  6. Spam - Wow. -Banana Bear4 05:26, 6 March 2006 (GMT)
  7. Kill - This suggestion is just ridiculous. Not ridiculous enough to warrant a spam vote, but still ridiculous. Plus you don't explain it enough to get your meaning across. -Dude70 05:50, 6 March 2006 (GMT)
  8. Kill since it sounds almost like a rehash of the above idea, which I also suggested to kill Alton Brown 05:52, 6 March 2006 (GMT)
  9. Spam - Dont punish the players, DO read the suggestion Do's and Do nots. --Grim s 05:53, 6 March 2006 (GMT)
  10. Spam - It's a game, not a simulation. The cost in AP of finding and running a generator are already quite high. And the average time they last is quite low. Thats why they makes such tempting targets for griefers. Your suggestion triples, at minimum, the Ap cost to replace them. Your suggestion is griefer heaven, all in the name of realism. realism should be used to add fun to the game, not detract from it.--Vista 11:16, 6 March 2006 (GMT)
  11. Spam 0reif. --mikm W! 12:34, 6 March 2006 (GMT)
  12. Kill - OK, this one is just stupid. Why would moving a wire from one generator to another suddenly take an average of 45AP and 3 generators, while things like searching for ammo or performing first aid are completely unaffected by the darkness? Generators aren't that useful anyway in general, there's no reason to make someone spend at least two days just to find and connect one. --Norcross 16:16, 6 March 2006 (GMT)
  13. Spam - Grief-O-Mattic. My eyes are bleeding from this one. --Blahblahblah 19:10, 6 March 2006 (GMT)
  14. Spam - What Mikm said. Timid Dan 19:42, 6 March 2006 (GMT)
  15. kill - not spam , you took it too far, i like the idea but 43 AP is too much id say, refueling changes so theres a chance of failnig and spillnig the fuel, i wouldnt trash the generator either, id just make the action cost a couple of AP more or have a percentage of failure (not both)--xbehave 23:19, 6 March 2006 (GMT)
  16. Spam - I'm beginning to think we have a new Jason Killdare. - CthulhuFhtagn 00:55, 7 March 2006 (GMT)
  17. Spam This is so terrible I am going to drink a bottle of ammonia. AllStarZ 00:56, 7 March 2006 (GMT)
  18. Kill - Have you actually played Urban Dead? Are you aware how the game actually works? Bentley Foss 05:11, 7 March 2006 (GMT)
    • Tally - 1 Keep, 9 Kill, 8 Spam 05:27, 27 March 2006 (BST)

Decay Skill Tree

This "suggestion" has been Spaminated. 7 Spams, 1 kill, and 1 author Keep. --Grim s 07:33, 6 March 2006 (GMT)

Gore Spatter

Timestamp: 07:40, 6 March 2006 (GMT)
Type: Skill
Scope: Zombies
Description: A subskill of Brain Rot.

Zombie has decayed to the point that its body is liable to fall apart at a jarring blow. When a survivor hits with a melee weapon, there is a 10% chance of gore getting into the eyes, mouth or open wounds, causing infection. Same as with bite, this infection reduces one HP per move, excluding speaking, and can be cured with a FAK.

Said survivor would see this message: "You attack the zombie for 3 damage. They drop to 47 HP. Gross! You were hit with some stray gore. You are now infected."


  1. Kill No auto defenses, and no unbalancing melee to ranged weapons please. All of Malton would collectively chuck their axes in the trash if this ever got in. Its also a dupe but I cant find the link. --Zaruthustra-Mod 07:50, 6 March 2006 (GMT)
  2. Kill -Don't punish the players for what they're supposed to do. don't give players auto defences etc. It's also a dupe of several other suggestions that infect you (only 5% of the time but with every weapon.) And besides being a bad suggestion on those grounds alone Zaruthustra gives a very good reason why this wouldn't even work. --Vista 08:15, 6 March 2006 (GMT)
  3. Kill - There was a much better version of this suggested. I also cannot be bothered to find it. Blue Wild Angel 08:27, 6 March 2006 (GMT)
  4. Kill - There are countless versions of this, all of which were killed/spaminated. This brings nothing new. Don't punish melee combat, it already sucks. Pretty broken too. This basically means you must use 1 or 2 FAKs per zombie you kill to ward off the infection--McArrowni 14:24, 6 March 2006 (GMT)
  5. Kill - no -Banana Bear4 16:11, 6 March 2006 (GMT)
  6. Kill - see above --CPQD 16:08, 6 March 2006 (GMT)
  7. Kill You should not need to stockpile FAKs because your own attacks hurt you. --Jon Pyre 16:35, 6 March 2006 (GMT)
  8. Kill Call me petty, but there's a good chance I would quit if I ever got the message "Gross!" --Lancensis 18:08, 6 March 2006 (GMT)
  9. Kill - Melee weapons don't need a nerf. --Blahblahblah 19:13, 6 March 2006 (GMT)
  10. Kill - No one gets auto attacks/defense. Velkrin 20:25, 6 March 2006 (GMT)
  11. Kill - Its all been said above. Also, all these 'cute' messages? Like using the exclamation "Gross!"? Thats not very Urban Dead. That kind of stuff flies in King of Loathing which is more goofy.. UD is meant to be serious. Stop suggesting such text everyone. --Jak Rhee 22:32, 6 March 2006 (GMT)
  12. Kill - See above. Also, I highly doubt somebody who just hacked a zombie to death with an axe would be grossed out by a bit of blood/gore splatter. --mikm W! 23:40, 6 March 2006 (GMT)
  13. Kill - As many, many above. Bentley Foss 05:12, 7 March 2006 (GMT)
  14. Kill - From a game stance, let alone a reaslism stance, this makes very little sense to me Alton Brown 06:21, 7 March 2006 (GMT)
    • Tally - 0 Keep, 14 Kill, 0 Spam 05:26, 27 March 2006 (BST)

Headshot a Corpse

This suggestion has been Spaminated, 14 spams, 5 kills, 1 author keep. --Grim s 23:34, 6 March 2006 (GMT)

Body Slam (uber fixed)

Timestamp: 23:20, 6 March 2006 (GMT)
Type: zombie skill set
Scope: All zombies over level 5
Description: Back story the zombies are learning to use their resistance for pain to their advantage slamming into humans with deadly force. A zombie sees a survivor a tasty meal. He goes to attack it when he trips and slams into the survivor he feels a dull thud as he hits the ground with his prey and begins to eat.

How it works This is a new move for zombies called Body slam it would be purchased for 100xp. The move does 5 damage to a human and 3 damage to the zombie. The base accuracy for this move is 20%. The message would show "you slam into ____ for 5 damage but the force of the blow damages you" for humans it would be "A zombie slams into you for 5 damage it seems stunned by the blow" It would work the same zombie vs. zombie as zombie vs. human.

The upgrades: Running speed You have learned to move faster giving your prey less chance to get away. Your accuracy for slam increases by 15%.

‘’’Tough Skin’’’ You have built up a slight resistance to slamming into humans now you only take 2 damage when attacking.

Barricade slam you have learned to use your slam against the human's pitiful barricades. You take no damage when attacking the barricades. The accuracy when attacking the barricade is the same when attacking a human or zombie. Having the This message would appear "You slam into the barricade it creaks" "you slam into the barricade part of it collapses" "you try to slam into the barricades but you miss" you do no extra damage to the barricades when attacking with slam.

Note Barricade slam is a skill until you get it you take 2 damage when attacking the barricades with slam.

NOTES Slam does not give you health from digestion It's a strong hit but you gain no health its good for fishing moves and low level humans. Also the skills running speed, tough skin and barricade slam are under Body slam on the tree however the order in which they can be purchased could be change depending on voter's choices. Also this is for LEVEL 5 OR OVER ZOMBIES ONLY I don't think the damage for this move needs to do any more damage tell me what you think guys I hope this doesn't get shot down to fast


  1. Keep- This is my Final version if you guys dont like this one Ill come up with something else-Deadeye207 23:20, 6 March 2006 (GMT)
  2. Kill- Closer to acceptable, but I don't think its necessary. If not for Tangling Grasp, this would be the strongest avg-dmg-per-AP attack, which would be too much (even factoring in the damage to the Zombie). --Norcross 23:31, 6 March 2006 (GMT)
  3. Kill- Messes with barricades too much. IMO the skill should still deal damage if you are going to allow zombies to slam the barricades at 35% to hit, and you shoudn't be able to attack barricades at all until you have the barricade slam skill. Still, there is progress. --McArrowni 23:51, 6 March 2006 (GMT)
  4. Keep- Works for me, you don't get digestion, doesn't cause infection. You have to spend several 100 XP to get the full use of this skill, why the hell not? -MrAushvitz 17:45, 6 March 2006 (GMT)
  5. Kill - What IS good for fishing moves? --Cinnibar 05:12, 7 March 2006 (GMT)
  6. Kill - Barricades are fine as they are. Really, don't mess with them. Bentley Foss 05:14, 7 March 2006 (GMT)
  7. Kill - as with the Gore Splatter skill, this makes very little in-game sense to me. Alton Brown 06:23, 7 March 2006 (GMT)
  8. Keep - I really like this idea. It doesnt seem too broken and hey, it's a new Zombie skill. --Starsaver 17:21, 7 March 2006 (GMT)
  9. Kill -It still has the same problems as before--Vista W! 00:16, 19 March 2006 (GMT)
    • Tally - 3 Keep, 6 Kill, 0 Spam 05:25, 27 March 2006 (BST)

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