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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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Spaminated with nine out of nine spam votes. -Mark 05:07, 7 December 2006 (UTC)

Translate ID #'s to name links for flavor

Timestamp: Rheingold 05:07, 7 December 2006 (UTC)
Type: Improvement
Scope: Survivors
Description: You type:
  • "Watch out for Rheingold#123456! He smashed the generator this morning!"

The server reads text#sixdigitnumber as a piece of code, and outputs:

  • "Watch out for Rheingold! He smashed a generator this morning!"

Why? Because this is less gameworld-breaking than seeing my profile ID splashed all over the place.

Potential objections:

-This harms PKers, rotters, etc! No, because they have to have my profile link already in order to do this. It also wouldn't allow them to spread more names faster as the code takes up the exact same amount of space in the text entry box (more space, if they were just splashing numbers before).

-This code won't work! Obviously, Kevan will implement it in the way that's easiest and puts the least strain on the server.

Keep Votes

  1. Author keep. Rheingold 05:07, 7 December 2006 (UTC)
  2. Keep - Just what I wanted.--Burgan 07:32, 7 December 2006 (UTC)
  3. Keep - It's what survivors would do, say "look out for moonbat" and then describe him... in the game, describing someone means giving a link to their profile. We're already doing it by giving the profile number anyway, this just makes it more flavoursome by telling a name instead of a number. (p.s. I'm not sure all profile numbers are 6 digits? I think I've seen a few with less... *scratches head*) -- boxy T L PA DA 07:37, 7 December 2006 (UTC)
  4. Why not? - If Kevan has the time. As for Rheingold's anonymity concerns, may I remind him that there already is a complete searchable database. --Xoid 11:02, 7 December 2006 (UTC)
  5. keep - Useful, and I don't think this nerfs zombie anonymity an worse than the fact that anyone with them on there contact list can already see there profile. The Mad Axeman 11:06, 7 December 2006 (UTC)
  6. Keep - To Blue Commander Vic: This does not give any additional information, it just presents it in a less immersion-breaking manner. You still have to post the id number for this to work, the zombie's profile would be available anyway. Though setting it to say "Watch out for Rheingold's rotting corpse! He's eating my face!" for zombies could be fun --Gene Splicer 11:22, 7 December 2006 (UTC)
  7. Keep -- Was this idea by any chance sparked of by yesterdays, share contact list idea? Anyhow, I like it, its very good idea and makes the game slightly better, I just have on question, in your example you typed Rheingold#12345, now I was wondering, why did you type Rheingold, wouldnt it be simpler to just type the numbers and get it converted into name and link? The only reason I ask this is to simplify it further, or is the name required for the numbers to work? -- Whitehouse 12:16, 7 December 2006 (UTC)
  8. My reasons are listed above. --Slice 'N' Dicin' Axe Hack 13:03, 7 December 2006 (UTC)
  9. as above --Funt Solo Scotland flag.JPG 15:36, 7 December 2006 (UTC)
  10. keep I like ingame communications and tracking methods Asheets 16:03, 7 December 2006 (UTC)
  11. Keep - Not a bad idea. Its better than calling out a string of numbers too. --GhostStalker 16:12, 7 December 2006 (UTC)
  12. Keep - Just because I can. --MarieThe Grove 17:07, 7 December 2006 (UTC)
  13. Sounds good. And Blue Command Vic, for a zombie, you could simply post their profile number separately and there it is. That is illogical. This just puts it into one package. -Mark 17:19, 7 December 2006 (UTC)
  14. Pimpaliscious Let's put this ho out on the street so we can make some money! MrAushvitz Canadianflag-sm.jpg 17:30, 7 December 2006 (UTC)
  15. keep can't see anything wrong with it though it makes me shiver to follow Mr A's very strange vote!--Honestmistake 17:53, 7 December 2006 (UTC)
  16. Flavoursome - I mean, why not? It helps with immersion and has no effect on gameplay.--Reaper with no name TJ! 19:32, 7 December 2006 (UTC)
  17. Yum Sounds pretty potent to me --Mnbvcx 20:03, 7 December 2006 (UTC)
  18. Keep yes, keep. oh yes. --BBM 21:10, 7 December 2006 (UTC)
  19. Keep - Sure.--Labine50 MH|ME|P 22:37, 7 December 2006 (UTC)
  20. --ExplodingFerret 01:06, 8 December 2006 (UTC)
  21. Keep - I hope this bandwagon doesn't fall off a cliff... Either way, I would like to call attention to Whitehouse's remark. --Wikidead 01:29, 8 December 2006 (UTC)
  22. Keep. But can you handle the flava ... of my Colognac? Daniel Hicken 19:34, 16 December 2006 (UTC)
  23. Keep A nifty way to remove the clutter of URL links. I had made a similar comment in my Kill for the previous suggestion from the previous day.Bassander 11:07 20 December 2006 (UTC)

Kill Votes

  1. Change it so it doesn't display links for zombified characters, and it's got my keep. They deserve to keep their anonyminity.--_Vic D'Amato__Dead vs Blue_ 05:09, 7 December 2006 (UTC)
    Kill - Not a bad idea, but I would rather see an Urban Dead profile directory. --Wikidead 06:23, 7 December 2006 (UTC)
    • Re Can you please explain further what this would mean? Search for someone's name and get a profile link? That would definitely nerf anonymity too much. Rheingold 08:36, 7 December 2006 (UTC)
    • Re: No, it would not nerf anonymity because profiles are public in the sense of your suggestion and because directories are easily assembled, provided that you have the patience to archive (as of the moment I am typing this) 729931 profiles. As Xoid has already mentioned, some people have taken the liberty to expend time to create such directories but refuse to share it with the general public. There are also private groups that collect character for all to see, but such directories are incomplete because of the lack of incentive and reward to making such a service. Perhaps a skill that gives access to a ingame directory or search forprofiles profile links for 1AP is in order. And if you fear that this might "nerf" anonymity, your suggestion eould nerf it even more because there wouldn't be the 1AP cost tied to find the profile. Nevertheless, since this suggestion is so popular, I think I will jump the bandwagon. --Wikidead 01:29, 8 December 2006 (UTC)
  2. Kill - As wikidead--Mr yawn Scotland flag.JPG 07:28, 7 December 2006 (UTC)

Spam/Dupe Votes

Fort Flavour Text Addition

Timestamp: Funt Solo Scotland flag.JPG 14:33, 7 December 2006 (UTC)
Type: building change
Scope: forts
Description: Movement through forts is now rather complicated, and supported in-game by a collection of messages.
  • Example 1: When you attempt to free run into the gatehouse from outside the fort, you get told The gatehouse only has a single, low entrance - you cannot free run into it. (Also, you don't move and it uses 0AP - and there are another 4 similar messages for other illegal moves.)
  • Example 2: When you attempt to free run into the armoury, you get told The defensive design of the armoury bunker prevents you from free running into it. (However, you do get moved, and end up outside the armoury.)

However, when you attempt to free run from the gatehouse to any other fort building (except the armoury), you get no warning message but are left outside the target building.

There should be a message to make it clear that you're now outside. Something like Leaving the Gatehouse, you find yourself outside the buildings of the military compound.

Keep Votes

  1. Author - It seems to be the one chink in the interface armour of the new forts. --Funt Solo Scotland flag.JPG 14:33, 7 December 2006 (UTC)
  2. Makes sense to me --Mr yawn Scotland flag.JPG 15:31, 7 December 2006 (UTC)
  3. keep good fix for another minor fort issue Asheets 16:04, 7 December 2006 (UTC)
  4. Keep - A simple solution to a simple problem. --GhostStalker 16:23, 7 December 2006 (UTC)
  5. Aye Argh, ya got me! MrAushvitz Canadianflag-sm.jpg 17:32, 7 December 2006 (UTC)
  6. Keep -Helps people who aren't quite familiar with how the forts work yet (and in the future will help newbies). --Reaper with no name TJ! 19:34, 7 December 2006 (UTC)
  7. Keep Great ikea. --BBM 21:11, 7 December 2006 (UTC)
  8. Keep - Makes sense.--Labine50 MH|ME|P 22:37, 7 December 2006 (UTC)
  9. --ExplodingFerret 01:07, 8 December 2006 (UTC)
  10. Keep - For consistency's sake or another reason? --Wikidead 01:29, 8 December 2006 (UTC)
    Re - it's confusing to end up outside when you normally wouldn't - so it's to help all players understand what just happened to them. --Funt Solo Scotland flag.JPG 13:16, 8 December 2006 (UTC)
  11. Flava-flav' Good flavour idea. I too got slightly confused when I tried to free-run to another fort square and ended up outside. -- Andrew McM W! 18:04, 9 December 2006 (UTC)
  12. Keep - Never been in a fort, myself, but I'd sure as heck get confused without messages telling me I hadn't/couldn't freerun. --Zap 18:58, 14 December 2006 (UTC)
  13. Keep and pass the ketchup. Daniel Hicken 19:35, 16 December 2006 (UTC)

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

Exiting Heavily Barricaded Buildings

Removed by author pending revision due to incorrect logic in original proposal. Thanks Funt Solo for bringing this to my attention. -- Matt Scott 16:23, 7 December 2006 (UTC)

Attack Barricade until Done

Removed by author- this had consequences I did not consider, so I'm working on a better balanced (and more broadly applicable) implementation for multiple actions. --Swiers 17:27, 7 December 2006 (UTC)

Exiting Heavily Barricaded Buildings (Edit)

Timestamp: Matt Scott 17:07, 7 December 2006 (UTC)
Type: Minor Change
Scope: All players (especially free runners)
Description: I originally posted this on the bug reports page, but upon realizing that this is actually how the game is intended to function, I am posting it here as a suggested improvement.

The Problem:

According to the Barricades page of the Wiki, "Any player, whether zombie or human, can leave any building at any time. It is impossible to get trapped inside. Simply click on any adjacent square to leave a building. (Some interpret this as leaving by a hidden side-door, or climbing out the window of the floor above.)"

However, clicking on an adjacent building to exit a heavily barricaded building onto the street currently does not work if you have free running. With free running, clicking an adjacent building automatically places you inside that building. So free runners who want to leave a heavily barricaded building onto the street must find a neighboring non-heavily barricaded building and then exit. Unfortunately this is not possible if the adjacent building is also heavily barricaded. In that case, free runners must jump from heavily barricaded building to heavily barricaded building until they find (A.) a non-heavily barricaded building, or (B.) an empty block.

These options are better than nothing, but it remains that having the free running skill can amount to many wasted Action Points when one is ready to go out on the hunt, especially if the area is full of heavily barricaded buildings (which is the case in Fryerbank where I encountered this issue).

I understand why the game functions as it does now: the "back exit" being reserved for those who would otherwise be eternally trapped inside, but it simply makes no sense that a person who can jump from window to window does not have the option not to do so.

My Suggestion:

The "Leave this building" button should allow all players (both survivors and zombies) to exit heavily barricaded buildings as if they were not heavily barricaded. Currently, players who do so remain inside the building, spending no action points, and receive the message: "The building has been so heavily barricaded that you cannot leave by the main exit. (You can find another way out by clicking on an adjacent block, but won't be able to re-enter this building from the outside.)" Instead, all players should be able to exit onto the street below via the "Leave this building" button. Flavor text could be altered to explain how players managed to escape. This would allow all players (free runners or not) to exit heavily barricaded buildings through the mysterious "side-door."

In addition to this change, currently players without free running inside a heavily barricaded building click on an adjacent square and end up outside the neighboring building, and this only costs 1 action point. This should not be the case. Instead, when someone without free running clicks a neighboring building, they should remain inside the current building, spending no action points of course, and receive the message: "The building has been so heavily barricaded that you cannot leave by the main exit. (You can find another way out by clicking on the Leave This Building button, but won't be able to re-enter this building from the outside.)"

For free runners, clicking the adjacent building while inside could still function as it does now.

In Summary:

  • This change only affects heavily barricaded buildings, and specifically how one exits those buildings onto the street.
  • This allows free runners the same street access as is currently available to those without free running (while still allowing them to click on an adjacent building directly to use their free running skill).
  • It will always cost 1 AP to exit onto the street from a heavily barricaded building, whether the player is a free runner, zombie, or otherwise. This is no more or less than is currently the case.
  • This would help put an end to new players tearing down barricades to exit a building, because they wrongly believe this is their only option. (Of course they could still do so if they really wanted.)
  • This also serves to illustrate the "difficulty" of exiting an extremely barricaded building, while preserving the user friendly nature of UD.
  • The current functionality without this suggestion in place hurts both zombies and survivors. Free runners are forced to waste AP searching for a way out of heavily barricaded suburbs, and therefore zombies are left with less survivors on the streets.

Some Questions brought up from Version 1:

  • Does this require additional action points? No. Right now a player without free running can click an adjacent building while inside a building to end up outside that block, which costs 1 AP. A player with free running can click the adjacent building from inside another and end up inside that building for 1 AP. For the suggested change, a player (free runner, zombie, or otherwise) would spend 1 AP to leave the building, or a free runner could spend 1 AP to free run into the adjacent building. The cost is 1 AP no matter how you look at it.
  • Doesn't this remove the benefit given by free running? No. Free running into an adjacent building would still occur as it does currently with this suggestion in place.
  • Can't you just click on the "Leave This Building" button twice to exit onto the street? No. Go ahead and try it. You just keep getting the same message over and over (luckily wasting no AP): "The building has been so heavily barricaded that you cannot leave by the main exit."
  • Why would anyone want to exit onto the street (unless they are low level characters trying to level up)? My point exactly. Free running is often one of the first skills bought by low level players. As it stands, low level players with free running are forced to waste additional AP in search of a gateway out of a string of heavily barricaded buildings in order to reach the street below. This AP drain does not exist for those same low level players without free running. Besides, many high level players continue to hunt zombies for character reasons.

Keep Votes

  1. Author keep Matt Scott 17:07, 7 December 2006 (UTC)
  2. Yep. Always wondered about the myserious door. And it really has been annoying trying to get out of a building. -Mark 17:16, 7 December 2006 (UTC)
  3. keep Conndrakamod TDHPD CFT 17:30, 7 December 2006 (UTC)
  4. Hittin' the streets! Survivors do need to go outside every now and again, to spread some lovin' MrAushvitz Canadianflag-sm.jpg 17:34, 7 December 2006 (UTC)
  5. keep i have long thought free running is the most overpowered skill in the game and it pains me to vote an improvement for it... but this makes so much sense it would be churlish not to give it the thumbs up!--Honestmistake 17:58, 7 December 2006 (UTC)
  6. Keep - As the above votes.--Mr yawn Scotland flag.JPG 18:17, 7 December 2006 (UTC)
  7. Keep - I've always thought it was inconvenient to have to travel to another square like a proxy and waste an AP going back to your building to attack the zombies standing outside it. --Reaper with no name TJ! 19:40, 7 December 2006 (UTC)
  8. Keep - I was thinking of making a suggestion similar to this...--Labine50 MH|ME|P 22:37, 7 December 2006 (UTC)
  9. Keep - I'm skeptical about a few parts of this suggestion, but because this isn't likely to have a revolutionary effect on Urban Dead, I guess I wont oppose it. --Wikidead 01:29, 8 December 2006 (UTC)

Kill Votes

  1. Change - this makes barricades even more powerful - one of the downsides of heavy barricading is that you can't go outside that building. If you can think of a simple mechanism whereby Free Runners can exit when moving to a neighbouring building (as non-Free Runners already do) then I'd vote Keep. I can't think of a simple mechanism to do that, and besides, there is (usually) an empty block that a Free Runner can exit into instead, so really, there's no problem to fix. --Funt Solo Scotland flag.JPG 19:31, 7 December 2006 (UTC)
    • RE: Well, it's a trade-off. Right now, those without free running could hop outside to the next block and fight zombies there for 1 AP or then head back outside their original block for an additional AP to fight any zombies that happen to be there. With this suggestion in place, you simply reverse that to 1 AP to get outside the building and the additional AP to get to the neighboring building. Since the likelihood of finding zombies in either place is exactly the same, then there's no difference (except that free runners would no longer be limited to hoping there's an empty block in the direction they want or need to go -- which is not usually the case). --Matt Scott 20:06, 7 December 2006 (UTC)
  2. kill the AP I'd save would be wasted by being 1 AP farther away from my entry point. Asheets 22:16, 7 December 2006 (UTC)
  3. It does increase the AP cost. If I'm in a square inside a building, and I want to get to an adjacent street square, I click it and it costs 1AP. According to the way you've presented it, in your new sytem you'd have to click the "leave" button and then move, costing 2AP. If this is not the case (and your "please click leave instead" only applies when trying to move between buildings), please say so. Also, in your reply to Funt, you mention a trade-off, but you must remember three things: (1) that (assuming no free running) quite often your intention is not to find a zombie to hit, but is to move from one place to another (your home, say) in the minimum amount of AP, and so ending up in a different square than you started with your first AP is good (and spending an AP to be in the same square just to be able to move is bad); (2) if you're a zombie, you don't necessarily want to end up outside of the building you're currently in, because the street square outside of buildings is often more heavily protected (because it looks like you're preparing to hit the barricades); and (3) If you escape a building on your last AP, in the old system there are 8 squares you could be in. In the new system, you'll be in the same square. You'll need an extra AP (or 2AP, as a starter zombie) to make yourself more difficult to find. Similarly, if you're a survivor who's just been killed you'll want to get to the revive point, which are almost always street squares; and you're even less likely to have lurching gait (you might not want it, or you might have spent all your XP on human skills) --ExplodingFerret 01:23, 8 December 2006 (UTC)
  4. Kill - not worth the effort, there just arn't enough buildings that are totally surrounded by other building... and such a problem should be fixed by designating them as VS++ in the Universal Barricading Policy, or sleep somewhere else -- boxy T L PA DA 02:52, 8 December 2006 (UTC)
  5. Kill - I just don't see this being useful all that often. Daniel Hicken 19:36, 16 December 2006 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here


Timestamp: Jon Pyre 17:38, 7 December 2006 (UTC)
Type: Skill
Scope: Survivors
Description: This would be a tracking skill for detecting PKing and equipment destruction with similar mechanics to Scent Trail. Witness the act and it'll tell you which way the perp went. Unlike zombie noses this is less precise (it's also weaker to give the PKer a fair shot at escape). This only tells you two things:
  1. Which direction they're in. N, E, S, W, NE, SE, SW, NW. Obviously they're not always going to be straight in any one direction but it'll go by the most appropriate direction.
  2. How far they've gotten based on how hot or cold the trail is. A hot trail means they're within 1-5 spaces, a warm trail is within 6-10, a cool trail is 11-20, cold is anything greater than that. This is just to let people know if it's worth even trying.

So you might see

Fred Barnes destroyed the generator (A cold trail leads east).

This provides SOME kind of clue to bounty hunters but is so imprecise that they'd have to devote plenty of effort to searching, and would probably not find anything most of the time. This is far from a fixed location, it just points out which of eight cone shaped areas of the map expanding rapidly from your location the person must be in. An eighth of Malton is still a pretty decent hiding place. I think that's a fair balance between protecting PKers and allowing repercussions.

This doesn't doom PKers or grief them or make their lives hard. It just provides a hint to their pursuers. Bounty Hunters would be able to actually hunt, and spend lots of AP hitting every freaking random building vaguely to the Northwest. As opposed to now where Bounty Hunters are just Bounty Hey Look I Randomly Found a PKer.

Keep Votes

  1. Keep This is pretty fair. An eighth of the city is huge. This is a far balance between "Pkers Being Rounded Up Effortlessly By the Gestapo" and "Ninja Trenchcoat Assassins That Strike And Then Vanish In a Puff Of Smoke"--Jon Pyre 17:41, 7 December 2006 (UTC)
  2. Keep - well PKers and GKers are meant to be on the run. It looks like this is going to get killed anyway, so maybe a similar suggestion could be tried, where you just get told the direction they took off in for, say, the first 3 moves after leaving, rather than telling everyone where they are when they stop running -- boxy T L PA DA 02:58, 8 December 2006 (UTC)

Kill Votes

  1. kill this is way too powerfull and verges on unfixable. I mean telling you they are still within 5 squares makes it worth looking for them. I could perhaps agree to a skill that told you what direction they had gone based on there location after 5 moves, but this is too good.--Honestmistake 18:02, 7 December 2006 (UTC)
  2. Kill - Police work relies on speaking to contacts and working the street - getting your snitches to give you information. This suggestion goes way beyond anything a normal human can do in an Urban environment (where your prey is hiding amongst lots of other similar animals - ie: humans). I think this can be redeemed though. It should be a skill for a start. Maybe if you see a player commit a PK or GK, you automatically know which way they left the building. The hunter can then follow them, but he will only get an update in direction when he passes through another populated building that the P/Gker has passed through in the last 24 hours - the update consists of which way the P/Gker left the new building. This is likely to be difficult to implement (lots of extra data to store) and it would be easy to trail break (just walk around outside for a while). Not sure if there's much point. –Ray Vern 18:07, 7 December 2006 (UTC)
  3. Change - I like the idea, but 20 spaces is just a little too much. Maybe decrease it by half? --Reaper with no name TJ! 19:44, 7 December 2006 (UTC)
  4. change eliminate part 2 of the suggestion and you'll be fine in my book. "He went that-a-way" should only work for initial direction pointing. Asheets 22:22, 7 December 2006 (UTC)
  5. Change - As Reaper.--Labine50 MH|ME|P 22:37, 7 December 2006 (UTC)
  6. Kill - Intriguing, but also imposes a hardship on bounty hunters trying to remove a menace to society. --Wikidead 01:29, 8 December 2006 (UTC)
  7. Change With great powers, ignore barricades, come great responsibilities, find yourself a better safehouse. Add as PoliceDogs ;) and don't tell the distance as it makes it too easy. Bluetigers 02:40, 8 December 2006 (UTC)
  8. BLAMMO! I'm sorry. Too much. Daniel Hicken 19:38, 16 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - Out of genre, and don't give survivors superhuman abilities. Oh, and don't give them zombie skills.--Gage 17:44, 7 December 2006 (UTC)
    • Re Superhuman abilities? So police officers, game hunters and Mad Dog are all X-Men now? Out of genre? People pursuing rivals and attacking them with weapons is out of genre for apocalyptic storylines? And parallels can be drawn between skills on both sides. We don't call Vigour Mortis and Melee Weapons Proficiency identical skills. I like that you call an ability people actually have in reality superhuman when players can REVIVE THE DEAD. --Jon Pyre 17:47, 7 December 2006 (UTC)
  2. Spam -- Sorry man, but no. Its just that after moving one block away there is no explainable reason for knowing where in hell they went. -- Whitehouse 17:53, 7 December 2006 (UTC)
    • Re Footprints? There must be a layer of dirt covering the city now that street cleaners have been out of service for over a year. --Jon Pyre 17:54, 7 December 2006 (UTC)
  3. Spam-I left my reason in the talk page. If you don't read the comments left on the talk page, then why bother placing it there?--ShadowScope 18:16, 7 December 2006 (UTC)
    • Re Because you didn't actually give me advice beyond 'don't suggest this'. --Jon Pyre 18:57, 7 December 2006 (UTC)
  4. Spam - No thanks.--Mr yawn Scotland flag.JPG 18:19, 7 December 2006 (UTC)
  5. Spam - I think there's a problem with people imagining that buildings are just a single room, with a generator in the middle, possibly with a radio transmitter attached to it, a single door, and a magic teleportation beacon in one corner (Free Running). If you think about it, clearly they aren't - that's just how the game world portrays them. In a Building, the generator might be on the ground floor - someone with binoculars on the roof. The person who smashes the generator will wait until the guard is asleep - or in the toilet - or shagging that death cultist from the fire station next door - then they make their move. And when they leave, they evade pursuit - or leave by a hidden exit. etc. etc. Let your imagination run wild! --Funt Solo Scotland flag.JPG 19:27, 7 December 2006 (UTC)

Repeat last action until success or 10 ap spent

Timestamp: Swiers 18:41, 7 December 2006 (UTC)
Type: action type
Scope: everybody
Description: I was thinking it would be nice if there was a button that allowed you to repeat your last action taken since that character logged in until it resulted in another "success". Success would be hitting an enemy, building a barricade level, finding an item, destroying a barricade level, etc.

Hitting the button would result in the server automatically having your character repeat an action, spending an AP each time, until either you had a success, or you'd spent 10 AP. After that, the computer would refresh your view, showing you how many AP you had spent (which would be 10 or less) and what (if anything) was accomplished. There could even be a flavor message- if you got it on the first try, it could say "after a brief effort, you..." ; if it took 10 tries, it would say "after a very prolonged effort, you..."

This would make performing repetitious tasks a little bit easier, and would slightly decrease server loads because the server would not have to serve up so many failed action pages. Characters could spend their 50 AP with as few as 6 clicks, which would obviously decrease the server load, but might require each AP spent to count as an IP hit in order to prevent alt abuse. I'd leave such an issue up to Kevan to decide, but the AP spent = IP hit would accurately preserve present play balance.

Note that this still only allows one block of damage, barricade level change, or found item per button click, so any impact on active combats and sieges should be very minor, and would tend to cancel out as the ability is useful to any character.

Keep Votes

  1. Keep - the complaints about real time action can be easily removed by simply placing a reasonable time delay before the player is returned to the game play page. Using this feature could even slow you down if you had to wait, but still got a hit on the first or second attempt -- boxy T L PA DA 03:06, 8 December 2006 (UTC)
    • Re - Yes, that would likely keep "real time" action-reactions in line with current effects, if that is desired. --Swiers 17:32, 8 December 2006 (UTC)

Kill Votes

  1. Kill and I'm pretty sure its a Dupe but I don't have time to go a looking for it...Real time actions require you to "spam" the button. No auto-function period. Conndrakamod TDHPD CFT 19:02, 7 December 2006 (UTC)
  2. Kill - Allows you to perform repetitive tasks more quickly, since it removes the time taken to click the button again. This would give zombies a huge boost in sieges. It is 4x as hard for a zombie to take down barricades than it is for a survivor to build them, both in terms of time and AP. This would remove the time disadvantage. Zombies would be able to destroy them as fast as survivors build them (even though they'll be spending 4 AP for every 1 AP survivors spend barricading). With an ability like that you could take a VS building's barricades down in 1/4 the time it would take to take it down one level. And if the survivors can't keep the barricades up, they lose. --Reaper with no name TJ! 19:56, 7 December 2006 (UTC)
    • Re - The time advantage is rarely a factor in a seige. The zombies generally get the 'cades open if they have enough AP and there aren't enough survivors online to counter that AP expenditure. And besides, this also allows faster (time wise) rebuilds to EHB, and faster (time wise) killing of zombies. I think both of those would be handy to survivors during a seige, no? --Swiers 23:06, 7 December 2006 (UTC)
      • Re - Oh, but it's a huge factor. Let's consider this for a moment. Survivor A builds barricades and uses 1 AP. Zombie B attacks barricades and wastes 4 AP. Barricades are destroyed and the zombies pour in. Survivor A is eaten. Normally, Survivor A probably would have been able to put up 4 levels of barricade before zombie B could take down the 1st level, and would have prevented any zombies from entering. That's the inherent problem with this suggestion. --Reaper with no name TJ! 00:12, 8 December 2006 (UTC)
  3. Kill - You can use the refresh button.--Labine50 MH|ME|P 22:37, 7 December 2006 (UTC)
  4. Kill If it had a time delay, or if it was not just until success, maybe. Good intention, but back to the drawing board.--Nosimplehiway 00:59, 8 December 2006 (UTC)
  5. Kill - I like this idea, but there should be a time delay (as Nosimplehiway said, but edit-conflicting with my comment), triple or quadruple that of the estimated amount of time to actually click manually 10 times (triple and quadruple punish those who might use multiple browsing programs to run multiple characters in the background. --Wikidead 01:29, 8 December 2006 (UTC)\
  6. Reaper has it right With this, zombies could tear down barricades as fast as survivors put them up, because for a computer, 4 actions only takes a minute amount of time more than 1 action. Normally, a zombie can NEVER break into a safehouse with an active survivor until the survivor runs out of AP (which is unlikely) - the zombie player would have to click (and load the page) 4 times faster, and spend 4 times more AP. With this, the zombie player has things a lot easier, because it can break down barricades a lot faster. -- Ashnazg 0732, 8 December 2006 (GMT)
  7. ZERG-A-RIFIC! Yes, folks, this would be the ideal zerging tool! Step right up and vote this puppy down. (Nice thought...but bad implications.) Daniel Hicken 19:39, 16 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - is it really that difficult to press a button 10 times? I don't think so. --Funt Solo Scotland flag.JPG 19:22, 7 December 2006 (UTC)
  2. Spam - This would only be in favour with lazy people who can't wait to click a button 10 times.--Mr yawn Scotland flag.JPG 19:30, 7 December 2006 (UTC)
  3. After a brief effort, you type Spam into the computer terminal.--_Vic D'Amato__Dead vs Blue_ 19:44, 7 December 2006 (UTC)
  4. spam no auto functions allowed, though I wouldn't mind this for the occasional FAK search. Asheets 22:25, 7 December 2006 (UTC)
    • Re - The game already has auto-functions. Many actions function automatically, and some require more than 1 AP. And what is "manufacture syringe" if not an auto-function version of "search building" that functions only in specific circumstances? --Swiers 23:08, 7 December 2006 (UTC)
  5. They should have a button in all RPG games: "Just keep stabbing". I could go to bed, wake up the next morning, and have gained 10 levels! Yay! --ExplodingFerret 01:32, 8 December 2006 (UTC)
    • Re - A nice analysis of precisely what this proposal does NOT allow. Did you read the proposal? --Swiers 17:32, 8 December 2006 (UTC)
      • It's exactly the same issue. It's quite annoying when I'm attacking barricades to see them go from loosely and EH between two pages loads, and if that can happen if there's one survivor in there, that's even more ridiculous. The fact that I can do the same thing in attacking doesn't make it even, it makes the whole game laughable. --ExplodingFerret 18:50, 8 December 2006 (UTC)
  6. I think the penalties outweigh the benefits. If your not paying attention to what you are doing, then what? This makes play way to inflexible. What happens if I being searching 10 times just as a zombie attacks? Oh well, I'm STILL searching! Plus wouldn't this be easily open to zergs?--Pesatyel 04:13, 8 December 2006 (UTC)
    • Re - Yes, there COULD be a drawback to its use; its up to the user to decide if the potential drawback is worth the potential benefit. That's called an "interesting tactical game feature" in most cases, not a "design flaw". If you are worried about spending 10ap without noticing that a zombie came along, then don't use the "repeat action" button; you could still spend AP in the normal way. As for zerging, the proposal fully explained one method that would easily limit zerging attempts in exactly the same manner as the current system does, by counting each AP spent as an IP hit. --Swiers 17:32, 8 December 2006 (UTC)

Kitchen Knives/Large Scalpels

Removed as a Dupe with 3 Dupe votes. Moved to the discussion page, as it's a bit historical - comments from [he who shalt not be named]. --Funt Solo Scotland flag.JPG 10:12, 17 December 2006 (UTC)

Sever Limb

Timestamp: --Matt Scott 21:30, 7 December 2006 (UTC)
Type: New Zombie Hunter Skill
Scope: Level 10+ Survivors
Description: There's only 1 zombie hunter skill, and it's the only skill that does any real damage to a zombie, affecting the only thing that matters to a zombie: it's AP.

We've all seen it a dozen times before if we've ever seen a single zombie film: The survivor hacks away at a zombie's brittle limbs and *squish* there goes a leg! The zombie is down, but not out, as it continues to crawl toward its victim albeit impared.

The skill would be called "Sever limb". Sever Limb would be an additional zombie hunter skill, so it requires a level 10 or higher. Zombies that are successfully hit by a zombie hunter with the Sever Limb skill would lose 1 additional AP for every movement. This would equate to a survivor version of Infectious Bite that affects AP instead.

The extra AP would only be spent when moving. As long as the zombie doesn't attempt to move to a new block, they spend AP as normal. The severed limb could be cured by a first aid kit, by feeding, or even by moving onto a cemetery block (because a new limb could be acquired there). Until cured, the limb would remain severed even after death.

This should not be a stackable effect, since a zombie could quicly end up losing an extra 50 AP everytime it attempts to move. This could even be a sub-skill of the headshot skill due to the precision that such a hit would take.

Some flavor text:

  • Upon a successful severed limb, for the survivor: "You hit a zombie for 5HP and sever a limb! That'll slow it down some, but it looks like it can still crawl."
  • For the zombie: "Zombie hunter, Matt Scott, just hit you for 5HP and severed a limb! Your movement is slowed by 1AP until you feed again.
  • Or: "Zombie hunter, Matt Scott, just hit you for 5HP and severed a limb! Your movement is slowed by 1AP until you crawl to a cemetery for some spare parts."
  • From that point forward, the following flavor text would be displayed: "You have a severed limb. Your movement is slowed by 1AP until..."
  • Upon receiving a FAK: "Matt Scott bandages your severed limb. You are able to stand and move as normal."
  • Upon feeding: "You hit Matt Scott for 4HP. You feel refreshed and manage to restore your severed limb. You are able to stand and move as normal."
  • Upon reaching a cemetery: "You have arrived at a cemetery. You manage to restore your severed limb from the discarded body parts you find here. You are able to stand and move as normal."

In Summary:

  • Zombie hunter skill: Levels 10+ only.
  • Only successful on a hit.
  • Results in 1AP lost per movement. This is not stackable, and continues even after death.
  • This isn't over-powered because Infectious Bite can only be healed by a FAK, and a severed limb could be fixed with a FAK or by feeding or finding a cemetery.
  • New zombies with a severed limb would have to spend 3AP to move between squares until the limb is restored. More experienced zombies with Lurching Gait would be slowed to their original 2AP per square until restored.

Keep Votes

  1. --Matt Scott 21:30, 7 December 2006 (UTC): Balances with Infectious Bite and adds plenty of flavor to the game.

Kill Votes

  1. Kill Hell no. --Cerebrus13 21:52, 7 December 2006 (UTC)
  2. Kill Did you read the suggestions Do's and Do Nots? Leave AP alone! --Gateking 22:24, 7 December 2006 (UTC)
    • RE: Yes. It says not to suggest "massive" AP deductions. That's kind of open to interpretation. --Matt Scott 00:30, 8 December 2006 (UTC)
  3. change keep it simple. For a zed: Lose a limb, lurching gait is disabled until you bite somebody or stand up after death. For a human: lose a limb, free running is disabled until you get a fak or stand up after death. Asheets 22:36, 7 December 2006 (UTC)
    • RE: I love this change. It doesn't surprise me that the original suggestion is getting hated on, that's what I expected. I just think zombie hunter skills ought to affect AP. Since zombie hunters can't actually kill a zombie, they just know how to slow one down. Thanks for being constructive. --Matt Scott 00:30, 8 December 2006 (UTC)
  4. Kill Wow, so now it would take all the zombies twice as long to walk over to Whtcombe Park for Stanstock II. Really, this mostly just hurts Ferals who scout for their own food, which is one group that does NOT need any more pain. --Swiers 23:17, 7 December 2006 (UTC)
  5. Kill - I understand the flavor you're trying to bring, but this doesn't work. Why wouldn't an ability like this stack, if you're hacking off a zombie limb? 1 extra AP per movement doesn't make much sense if you're a zombie who just had their leg cut off. And is it just going to be assumed they never lose an arm? It's also overpowered in terms of the AP damage to zombies. --Reaper with no name TJ! 00:07, 8 December 2006 (UTC)
    • RE: It doesn't stack because crawling is crawling, and believe it or not I was trying to keep it balanced. As to why not an arm, I didn't call it Sever Leg because honestly I thought Sever Limb sounded cooler, and besides why on earth would anyone aim for a zombie's arm? --Matt Scott 00:30, 8 December 2006 (UTC)
  6. Kill - Nerfs Lurching Gait and a pain to those zeds who don't have it. Honestly, out of flavor reasons, squishing a survivor's leg makes more sense that squishing a zombie's leg. Also, this suggestion reminds me of another just like it, but without the section on healing. --Wikidead 01:29, 8 December 2006 (UTC)
  7. KILL - NERF! Zort! EGAD! Daniel Hicken 19:43, 16 December 2006 (UTC)
  8. Kill it with fire Talk about pounding low level zombies in the ass; will this supposed skill cumulate with the penalty of not having lurching gate? So 3 AP per action? That's wonderful! And since they don't have the skill Digestion, and have no way to cure themselves? Even more awesome! Let this die a horrible death with the only pity vote coming from the author. Bassander 11:15 20 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - Overpowered, nerfs Lurching Gait, promotoes FAK use on zombies (bizarro) and has magically regrowing limbs. --Funt Solo Scotland flag.JPG 22:00, 7 December 2006 (UTC)
    • RE: Yeah, magically regrowing limbs would be crazy. I guess I was picturing more of a dangling limb, which after feeding the zombie is able to snap back into place. [unsigned --Funt Solo Scotland flag.JPG 10:13, 17 December 2006 (UTC)]
  2. spam we do need new zed hunter skills but not this one. Even if it only worked until the zed recovered full hits; either by standing up or by digestion; this would still be too powerfull!--Honestmistake 22:14, 7 December 2006 (UTC)
  3. Spam - As above.--Labine50 MH|ME|P 22:37, 7 December 2006 (UTC)
  4. Spam - With Funt on this one. --IrradiatedCorpse 22:57, 7 December 2006 (UTC)
  5. Hrmm... I definitely remember there being a suggestion before that turned off lurching gait temporarily, but I can't find it, so never mind. Judge it on its own merits then: as Funt! --ExplodingFerret 01:37, 8 December 2006 (UTC)
  6. Spam Nerfs newbie zombies (and Rotters). Who the hell wants to spend 3 AP for movement! In addition the "cure" doesn't make an logical sense. A zombie digs up a body, rips off an arm and reattaches it? I mean MAYBE if this only lasted until the zombie dies, but it doesn't. It is, effectively, a PERMANENT condition.--Pesatyel 04:07, 8 December 2006 (UTC)
    • RE: If I were re-submitting this in the light of all of the recommendations (probably still a waste of time), I would call it "Dislocated Limb" and have it expire when the zombie's AP runs out. I was really trying to make this like a human version of Infectious Bite -- which after some thought drains extra HP until you are out of HP, so "Dislocated Limb" would drain AP until you are out of AP. Makes more sense to me, but it'd still get slammed. --Matt Scott 12:31, 8 December 2006 (UTC)

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