Suggestions/7th-Feb-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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VOTING ENDED: 21st-Feb-2006

Localized time stamps

Timestamp: 01:12, 7 Feb 2006 (GMT)
Type: improvement
Scope: all players
Description: A portion would be added to the initial sign-up screen and the profile page in which the player specifies his/her time zone from a drop-down menu, in the form of "GMT +/- x hours." Then the game engine would make the necessary calculations to each time stamp, thus displaying times in the user's local time zone. For example, I live in the GMT -7 time zone. If something happens at noon local time, the time stamp currently reads 19:00 GMT. Under this suggestion, the time stamp would simply read 12:00. This would make it much easier for those of us who are many time zones away from Greenwich.

Votes

  1. Kill - The CLOCK suggestion, which is peer-reveiwed, works fine at letting us know how long ago events occured and requires less server use (no conversion needed). --Jak Rhee 01:17, 7 Feb 2006 (GMT)
  2. Kill - Yeah, what he ^ said. this one was nearly unanimous. --Blahblahblah 01:30, 7 Feb 2006 (GMT)
  3. Keep - It's a good idea. Plus, 1) Server Load is not a good reason to vote kill (READ THE GUIDELINES!) and 2) This can be implemented via a cookie or other client side action, resulting in no server hit at all! --Reverend Loki 02:31, 7 Feb 2006 (GMT)
  4. Kill - I'd rather have everyone working off the same time, as would happen with the Watches suggestion, than have everyone seeing their own time zone. It would make Malton feel like a specific place. --Dickie Fux 03:29, 7 Feb 2006 (GMT)
  5. Keep - You people are stupid. Thats what this suggestion is for,the game already has us run on the same time, this just makes it look different to match our own timezones. i dont care if there is a better suggestion. this one is good too, until a peer reviewd is mplimented there is no reason not to have other suggestion. just ebcasue something is peer reviewd doesnt mean it will ever be used. --Kirk Howell 03:35, 7 Feb 2006 (GMT)
  6. Keep - ^ - --ramby- Part of my talk page 03:43, 7 Feb 2006 (GMT)
  7. Kill - Jak beat me to it. --Bentley Foss 04:38, 7 Feb 2006 (GMT)
  8. Kill - there is a firefox plugin and dont give me the "what about us who dont have firefox" crap. Just go here to get it. It's Free. --RAF Lt.G Deathnut 04:51, 7 Feb 2006 (GMT)
  9. Keep - I'd like to see my own timezone PLZ K THX--Mookiemookie 06:33, 7 Feb 2006 (GMT)
  10. kill - the timestamp helps international coordination. and Kirk Howell, pipe down, insulting voters who disagree with you isn't going to help this suggestion get passed. (sorry, my browser at work broke the voting template, And I don't know how to fix it) --Vista 07:36, 7 Feb 2006 (GMT)
  11. Kill - Hay, you know how to get to your local time, simple, get the GMT time and add the time zone number, now that wasn't too hard now was it. - Jedaz 09:35, 7 Feb 2006 (GMT)
  12. Dupe - Okey, it's not exact duplicate, but there are already two similar suggestion in Peer Reviewed: Peer_Reviewed_Suggestions#Watches and Peer_Reviewed_Suggestions#Clock, with note mentioning user profile-specific time differential. --Brizth 09:59, 7 Feb 2006 (GMT)
  13. Kill - There is a firefox extension, download firefox and the extension or learn what time zone your in, it's simple math. --Toast Boy 10:13, 7 Feb 2006 (GMT)
  14. Dupe - See what Brizth said. --Grim s 14:00, 7 Feb 2006 (GMT)
  15. Kill - I don't think that it's stupidity to vote kill for this one. More likely it is that someone can't find what already exists. You will just ruin the work of those who created that fine extension. And I say, that it works fine for me. So this is no improvement. --NT 17:37, 7 Feb 2006 (GMT)
  16. Keep - Forgot about the author vote . . . --Kage23 17:41, 7 Feb 2006 (GMT)
  17. Keep - The objections that it would ruin group coordiantion are groundless, as any group could easily arrange for everyone to tell the server to adjust their displayed value to xxxx timezone, regardles of the actual location of the players. This won't hurt any group that has sufficient organisation to set their watches correctly, and will help everyone who'd rather know things relative to their own time. Rhialto 10:02, 8 Feb 2006 (GMT)
  18. Kill - There's very little benifit (to either the flavour or the mechanics) when you consider the work that would have to be done to slip it in. Ontop of that how would you deal with users who have already signed up to the game? How will they change their time zone? How will players who move change their time zone after the initial sign up? This suggestion would not ruin group co-ordination but it would make it harder (and as the suggestion states it is aimed at improving group co-ordination I believe this is a good reason to vote kill.)--Tethran 12:53, 8 Feb 2006 (GMT)
    • Tally -- 6 Keeps, 10 Kills, 2 Spams/dupes. -- 10:13, 10 Feb 2006 (GMT)

Lab Expertise

Timestamp: 07:11, 7 Feb 2006 (GMT)
Type: Skill
Scope: Survivors, Science
Description: A subskill of Lab Experience. A scientist with this skill is a more experienced researcher than the new necrotech recruits and can use Necrotech equipment with more proficiency. A zombie revived by a player with Lab Expertise comes back free of infection if they were bitten before they were killed. They are still only at 25hp though. In addition it only costs the subject 1AP to stand up as a survivor, even if they do not have Ankle Grab. The scientist can also use DNA extractors with more expertise, and is able to ascertain more information about the scanned zombie. The player name the scientist gets after extraction becomes a clickable link leading to the zombie player's profile. Also after scanning a zombie that has already been scanned you still receive information about them but no experience.
  • Q: How can you get better at sticking a zombie with a needle?
  • A: It obviously takes more than that. You need scientific experience to even know what to do and we know that syringes have electrical components to determine whether there was success or not, displayed with LED lights. It's more than just an ordinary needle. Also injections can be administered with different levels of competance. It's why you have a doctor give you the flu shot rather than purchasing a syringe and dose at the pharmacy and sticking yourself. As for the DNA Extractors, that's self-explanatory. Genetics isn't a simple field and there's a big difference between a starting scientist and a renowned biologist.

Votes

  1. Keep Author vote. Note that not only is this balanced and useful but also provides a neat way of incorporating a few peer reviewed suggestions of mine about DNA extractors via a skill. --Jon Pyre 07:15, 7 Feb 2006 (GMT)
  2. Kill - Gives too much. Maybe break the DNA extraction onto another skill, and remove either "healing infection" or "1 AP to stand up". --Pinpoint 08:30, 7 Feb 2006 (GMT)
  3. Kill - Gives WAY too much to the player, and allowing people to get the profiles of zombies they scanned is just plain wrong. --Grim s 08:35, 7 Feb 2006 (GMT)
  4. Kill - I don't realy like this, this doens't give much benifit. - Jedaz 09:58, 7 Feb 2006 (GMT)
  5. Kill - Disagree with Jedaz, this gives too much info to the scientist, and the just-revived gets free infection cure and 1AP stand up. Too much. --WibbleBRAINS 14:24, 7 Feb 2006 (GMT)
    • Re They still come back with 25hp. And it makes sense a syringe that can fully reverse a zombie plague would also cure that plague. This just helps new players out. It also helps out new zombies that have been revived, allowing them to use that saved AP to commit suicide. And as I said, all the stuff with DNA extractors is already in Peer Reviewed. I'm just trying to add some flavor by putting it in a skill. --Jon Pyre 15:09, 7 Feb 2006 (GMT)
  6. Kill - In the end this will add up to a bit less than 9 extra AP per revived survivor. That's a big AP boost for survivors. This is too powerful --CPQD 15:43, 7 Feb 2006 (GMT)
    • Re You're discounting that many players will have purchased Ankle Grab. This mainly aids newbies. --Jon Pyre 16:09, 7 Feb 2006 (GMT)
  7. Kill - Cure Infection. Keep. 1 AP to stand. Kill. --hagnat 16:26, 7 Feb 2006 (GMT)
  8. Kill - The infection remove at revive as a skill is a very good idea, the extended DNA scan and the 1 AP cost are not. Try modifying this, the infection remove has sense. --NT 17:44, 7 Feb 2006 (GMT)
  9. Kill - Don't nerf infection. It's already weak. --Basher 20:21, 7 Feb 2006 (GMT)
  10. Kill - They all beat me to it. See above. Oh, and the infection removal bit is a dupe of something way back when. Bentley Foss 20:56, 7 Feb 2006 (GMT)
  11. Kill - If you really want to be revived without penalty, don't be in the position to need revive in the first place. --Shadow213 03:13, 8 Feb 2006 (GMT)
  12. Kill - Nothing about this is any good. Die already. --Jack Destruct 12:36, 11 Feb 2006 (GMT)
    • Tally -- 0 Keeps, 11 Kills, 0 Spams/dupes. -- 10:13, 10 Feb 2006 (GMT)

Memories of the Mall (Revised)

Timestamp: 07:50, 7 Feb 2006 (GMT)
Type: Skill
Scope: Zombies
Description: "Memory. Instinct. What they used to do. This was an important place in their lives. They're after the place.”- Dawn of the Dead (original).

In life the zombie was an avid shopper. They intimately remember the mall and know its many entrances well. This is a suggestion designed to make the Big Building Upgrade more useful for zombies. Its purpose was to make large complexes a bit more vulnerable but it isn't currently useful for a zombie to spend three AP checking every square of the mall for breaches when its pretty much guaranteed there isn't one. Thus when barricades are broken in an adjacent mall square the zombie can't take advantage of this. Feeding Groan doesn't help. More likely than not it was made by a zombie outside while attacking a survivor out of their shelter.

Memories of the Mall would be a subskill of Memories of Life. It'd have the following effect. Adjacent mall squares would be marked with a small symbol allowing players to discern their barricade strength. Perhaps ◙ for heavy barricades, ● for strong barricades, ○ for light barricades and weaker and ◊ for unbarricaded. This skill would work both inside and outside the mall. The skill would cross over to be used by survivors. This wouldn't overpower survivors as any zombie breach of the mall barricades would already be signified by the presence of zombies, visible to everyone inside the building. Also it being a cross over skill would give survivors hesitant to try being undead an incentive to play as zombies to pick up the skill.

Votes

  1. Kill - Not powerfull enough to help, even if extended to all big buildings, too stong if extended to all buildings - Jedaz 10:04, 7 Feb 2006 (GMT)
  2. Kill - I see your point, but this isn't how to do it. Perhaps simply changing how the barricades are observed inside malls would help; Or maybe its better as it is now. --MorthBabid 10:47, 7 Feb 2006 (GMT)
  3. Kill - But do try revising it a bit more to see if it can be made to work. Ignatius Newcastle 13:33, 7 Feb 2006 (GMT)
  4. Kill - The suggestion, as written, would enhance the humans ability to use their 5:1 AP barricade advantage by allowing anyone who logs in to see damaged parts of the mal where zombies are breaking in and stop them. Remove the crossover aspect and i may change my vote. As it stands, this skill provides a greater advantage to humans than zombies, which for a crossover skill on the zombie side of the border is just plain wrong. --Grim s 13:58, 7 Feb 2006 (GMT)
    • Re Any kind of zombie offensive likely to succeed against a populated mall is one that breaks through the defenses right away. It isn't likely for barricades to be weakened for a long time, one of the few hundred people in that mall square is bound to log on and fix it up. And any zombie offensive that attacks really quickly would break through and get some zombies inside, and those zombies would provide all the information needed that the barricades are down. --Jon Pyre 15:26, 7 Feb 2006 (GMT)
      • Re: - Active barricaders are a common occurance, and the skill being a crossover would make it four times as likely that a person will see what you are doing and bring it back up. --Grim s 16:20, 7 Feb 2006 (GMT)
  5. Kill - Grim pretty much summed everything I was going to say. --Brizth 17:56, 7 Feb 2006 (GMT)
  6. Kill - A siege is hard to lose if you're attacking. It is impossible to hold a structure of any size against a sufficiently large horde of determined attackers. Two thumbs down, way down. --Matson Jade 18:58, 7 Feb 2006 (GMT)
  7. Kill - the skill flavor is too stretched, with that background it would need to be a human skill, whose cross over would be doubtful, but I don't care for flavor much. But for the mechanics and all the rest, I tend to agree with Grim S.--Vista 19:02, 7 Feb 2006 (GMT)
  8. Kill - See what they all said. Bentley Foss 20:58, 7 Feb 2006 (GMT)
  9. Kill - Survivors wouldn't play as zombies to pick up the skill - at least not for more than the length of time it takes to use XP gained as a survivor to buy the skill and then get revived. It would be far more benificial to survivors than zombies as it would improve survivors ability to barricade. Using images to show the barricade status would be a really bad idea - I know I'd have to check which symbol is for which level whenever I saw them and ontop of everything that's been said before the images would be yet more data to be handled by the server as every player with the skill inside or outside a mall would have to be sent an update to each of the little images every time they performed an action. --Tethran 02:50, 8 Feb 2006 (GMT)
  10. Kill-- Kill KIll KIll to death! WTF is this. OMG i have to walk around the mall to find an opening, i have to spend 3 more AP to check.. booo hooo. How about every building beyond heavy gets an arrow pointing to the neerest strongly or less, so survivors can't get traped. how about if a zombie finds a baricaded building the survivors can feel pitty on him and bring him out of the cold for some warm tea. and the tea gives him back the 3 AP he spent finding the door. ZOMG some players are just..... Ug. KILL --Kirk Howell 14:58, 8 Feb 2006 (GMT)
  11. Kill - Sounds to me like this is just to help the Mall Tour '06. Not a good reason to make it part of the game, besides, it only takes three little AP to check the barricades. It's utterly pointless. --Sylanya 15:45, 8 Feb 2006 (GMT)
    • Tally -- 0 Keeps, 11 Kills, 0 Spams/dupes. -- 10:13, 10 Feb 2006 (GMT)

Colored Spray paint

Timestamp: 18:19, 7 Feb 2006 (GMT)
Type: flavor
Scope: all survivors with tagging
Description: Most grafiti I have seen is multiple colors, because spraypaint comes in many colors. I belive that people with tagging should be able to chose what colors they want to spray with. They can choose from a list (examples would be Blue, red, yellow, green, white, black, and silver - but nothing that wouldn't show up on the green background). Only people with tagging would be able to do change colors, survivors without it would spraypaint in the regular white. NOTE: Several other games with spray paint use this method of color changing. And, it would add "Color" to the game, haha

Votes

  1. Keep - Author vote --Jorge 18:19, 7 Feb 2006 (GMT)
  2. Kill - yeah i dont know. i mean, if this was put into action it could really help certain messages stand out like those for revive messages and group recruitment tags. but if it is to work, only a handful of colors would be selected and they would need to stand out from behind the green background. but doing that is not that inportant to the actal game and it would be a load of coding that doesnt need to be done. --EvermanX 18:26, 7 Feb 2006 (GMT)
  3. kill - what is the use of coloured letters? who needs to see 'streets is watching, me and your mom!' in ten different colours. ITS WONDEROUS ENOUGH MONOCHROME, MORE WOULD EXPLODE MY HEAD!! (as in no, please, GOD no. dont let every ten year old little spamboy get a hold of this one. I already get crazy urges to show up at their homes with a two-by-four, a rabid dog and a meat grinder. Please have compassion with the spam boys, give them a chance to live. -and give me a chance to avoid 20 to life)--Vista 18:44, 7 Feb 2006 (GMT)
  4. Kill Yeah, graffiti doesn't need to be harder to read. --Jon Pyre 19:58, 7 Feb 2006 (GMT)
  5. Keep It's realistic and interesting, and I don't see how it could make annoying graffiti messages any worse.--'STER-Talk-Mod 20:02, 7 Feb 2006 (GMT)
    re -I always found that nothing annoying can't be made more annoying by writing it in neon pink...--Vista 20:20, 7 Feb 2006 (GMT)
  6. KEEP - but CHANGE it so in the text in the browser is the appropriate color --Zex Suik 20:50, 7 Feb 2006 (GMT)
  7. Kill - Personally, I'll pass on getting to see annoying colors that painfully clash with UD green on every single screen. Bentley Foss 21:00, 7 Feb 2006 (GMT)
  8. Kill - naw...not worth it. -- Nicks 21:07, 7 Feb 2006 (GMT)
  9. Kill - With no chance of parole. And Zex, if you want a change, then you vote kill and wait for the revision.--Arcos 21:08, 7 Feb 2006 (GMT)
  10. Keep - delicious, delicious flavor. --Arcibi 22:02, 7 Feb 2006 (GMT)
  11. Keep - Oh why not. --Brizth 23:16, 7 Feb 2006 (GMT)
  12. Kill - Bah.. It would be annoying and a waste of precious coding! --Toast Boy 00:17, 8 Feb 2006 (GMT)
  13. Kill - Just.. not worth the time it would take to code --Jak Rhee 02:48, 8 Feb 2006 (GMT)
  14. Kill - Because it would eat up the limited bandwidth that UD has - Jedaz 07:21, 8 Feb 2006 (GMT)
  15. Keep - But if this passes, kevan should have a note telling him to (which he should already knows) put down colours that are vibrant and would stand out to the text. NO GREEN ON GREEN! --Shadow213 09:56, 8 Feb 2006 (GMT)
  16. Keep - Kewl! --Kirk Howell 14:51, 8 Feb 2006 (GMT)
  17. Kill - Tags do not need to be in different colors, they are annoying enough as it is. And, this doesn't help the game at all except for adding "color" which really isn't needed that much. --Sylanya 15:49, 8 Feb 2006 (GMT)
  18. Keep - I like little add-ons like this one. Every little bit makes the game more real, so think on this one before you call is useless. There are already useless things in the game, however, they all add something to the game. It's not only about shotgunning zeds, and biting survivors. And get off 'server load' and 'bandwidth' issues, it's not a good reason to kill, and it's Kevan's table to decide that. --NT 19:06, 8 Feb 2006 (GMT
    • Tally -- 8 Keeps, 10 Kills, 0 Spams/dupes. -- 10:13, 10 Feb 2006 (GMT)
  19. Keep - As long as the text is readable, it sounds good to me. --Ju Ju Master 03:21, 20 February 2006 (GMT)
    • Tally 9 Keep, 10 Kill, 0 Spam - 19:04, 9 April 2006 (BST)

"...and again"-stacking

Author remove because, well, giving it some time was a good idea. --Janzak 22:13, 7 Feb 2006 (GMT)


Addenum to Tangling Grasp

Timestamp: 22:39, 7 Feb 2006 (GMT)
Type: Addenum to Tangling Grasp
Scope: To both humans and zombies
Description: When a zombie grabs onto a player (human or zombie), that player cannot move away from that block until it successfully attacks the zombie, the zombie moves to a different block, or the zombie loses its grip. I simply don't find it realistic that a zombie can grab onto someone, and that person can just walk away from it like nothing is happening.

Votes

  1. Keep - Author vote. Dickus Maximus 22:39, 7 Feb 2006 (GMT)
  2. Spam - NOOOOOOOOOO! In a block with 700 zombies, the last thing a survivor wants to do is get stuck. Way overpowered and can't be edited to fix this mess. --Shadow213 22:48, 7 Feb 2006 (GMT)
    • Changed voted from a Spam to a Kill. Learn the difference. --MorthBabid 01:53, 8 Feb 2006 (GMT)
      • WHich you cant do, Morth. You are being sumbitted for Vandalism. Good job. --Jak Rhee 02:12, 8 Feb 2006 (GMT)
        • Dude don't you dare touch my vote again! I have explained why it should be spamed. There is nothing the author can do to fix it. There is nothing related to it that you could do that could improve this. Thank you for submitting or else I would have. --Shadow213 02:34, 8 Feb 2006 (GMT)
  3. Kill - Bad for a lot of reasons, most notably because of this. The rest of that page applies as well. Guaranteeing survivor deaths if they're confronted when low on AP, or if the zombie latches on and performs no further actions (thereby making it impossible for him to lose his grip) is a bad, bad idea. Bentley Foss 22:51, 7 Feb 2006 (GMT)
  4. Kill "Tangling Grasp" would turn into "A Zombie Hit You, You're Doomed" --Jon Pyre 22:54, 7 Feb 2006 (GMT)
  5. Kill Grossly overpowered. --Mikm 23:19, 7 Feb 2006 (GMT)
  6. Kill See above. --Toast Boy 00:20, 8 Feb 2006 (GMT)
  7. Kill - What Toast Boy said. Velkrin 00:45, 8 Feb 2006 (GMT)
  8. Kill - I could accept making it cost a bit more AP to break free (ie move); but not being able to move at all isn't that great an idea. --MorthBabid 01:53, 8 Feb 2006 (GMT)
  9. Kill - Unless one were able to specificly target the one zed that's holding onto them in a crowd, this is ridiculous. What are we supposed to do; just get lucky and hit the one we need to hit?--Guardian of Nekops 01:59, 8 Feb 2006 (GMT)
  10. Kill So a newbie necrotech with no weapons would waste APs trying to punch a zombie to get unstuck if a zombie decides to grab him, then runs out of AP before he loses grip? A less believable fix to a believability problem is not a fix --McArrowni 02:12, 8 Feb 2006 (GMT)
  11. KillWait a week or two to let the new skil play out before you try to alter it. ---Jak Rhee 02:46, 8 Feb 2006 (GMT)
  12. Kill - Give it some time --Lord Evans 03:27, 8 Feb 2006 (GMT)
  13. Kill - fails "Give New Alterations A Chance", fails "Multiply It By A Billion", fails "You Are Not A Ninja", fails as a suggestion. Believe it or not, lots of characters are non-combat and would stand little to no chance of escaping. --Arcibi 04:51, 8 Feb 2006 (GMT)
  14. Spam - same as Shadow213. --RAF Lt.G Deathnut 05:53, 8 Feb 2006 (GMT)
  15. Kill - overpowered, but not at all worthy of a spam vote. The idea at least has some vague merit behind it. --Ampoliros 06:48, 8 Feb 2006 (GMT)
  16. Kill - Like Shadow213 said - Jedaz 07:24, 8 Feb 2006 (GMT)
  17. Kill - Although it might be fun, it is overpowered and anyway even being grasped by a zombie doesn't mean that you are stuck --KWild 08:37, 8 Feb 2006 (GMT)
  18. Kill - Way overpowered. Most of the people I attack as a zombie are offline anyway, so they'd never getaway.--WibbleBRAINS 14:33, 8 Feb 2006 (GMT)
  19. Kill - Realistic - sure. Overpowered - most certainly. --Blahblahblah 16:52, 8 Feb 2006 (GMT)
  20. Spam - a change to a new skill in game without even waiting to see it's effects. and horribly overpowered to boot. you should have the decency to wait untill we know what the basic skill does before suggesting horrible overpowered add-ons to it. Meritless ones at that too. --Vista 18:39, 8 Feb 2006 (GMT)
  21. Keep - Um, if you're on a block with 700 zombies, you should be doomed. You can't just run through a horde without getting more than a couple slashes--they're zombies, one of the most classic things for them to do in large groups is surround and trap you. If there are only a few zombies active, you won't have nearly as much of a problem, but people trying to kill the horder outside Caiger should get brought down. It's realistic and genre-fitting.--'STER-Talk-Mod 19:55, 8 Feb 2006 (GMT)
  22. Kill - Massively Overpowered. Would effectively make the game end as one massive zombie horde. Bad, bad and a bit silly. --Perticus 22:18, 8 Feb 2006 (GMT)
  23. Keep - This could be a valuable skill addition for Tangling Grasp. Check the stats page to see the difference Tangling Grasp has made. Zombie numbers in decline since the NT Nerf was added.Strapon Bev 11:35, 9 Feb 2006 (GMT)
  24. Kill - Horribly overpowered... while we are at it why not allow a zobie horde big enough to scare survivors so they can not attack at all and make it instant death? --TheBigT 21:09, 9 Feb 2006 (GMT)
    • Tally -- 3 Keeps, 18 Kills, 1 Spams/dupes. -- 10:13, 10 Feb 2006 (GMT)

Scent Motion

Timestamp: 22:43, 7 Feb 2006 (GMT)
Type: Skill
Scope: Zombies with maxed out Scent Skills
Description: A new Zombie skill to detect Survivor activity. The idea behind this skill would be to increase the amout of interaction with Zombies and Survivors who are logged in at the same time.

A Zombie with this skill would be alerted to the locations of players walking from block to block within a 4-block radius of the Zombie. This would work similar to flares and feeding groan messages, EXCEPT: instead of the spam that can occur with these alerts, the Scent Motion message would be only displayed a single time, and would show the directions to the square which was most recently occupied since the Zombie's last turn. The skill would only apply to Zombies who are outdoors, and only display positions of Survivors who are outdoors.

An example of the message:

Since your last turn: "You sense footsteps 2 blocks to the East and 1 block to the North."

Server hit for this calculation should be small, the server would just need a timestamp for each block, to store the last time any survivor moved into that block. When the Zombie's turn screen is generated, the areas surrounding the Zombie are checked for the latest timestamp dated after the Zombie's previous turn, and if one is found, the message is displayed.

In terms of balance, the game shouldn't be affected much by this, as it would have no effect on offline survivors, or survivors in buildings, but I think the game would be made more exciting for both sides if Zombies are drawn towards active players.

Votes

  1. Kill - Listen to the zombies groan, they will guide your way to a free meal. --Shadow213 22:52, 7 Feb 2006 (GMT)
  2. Kill - Active players in the same area at the same time is a pretty rare occurrence. Let it remain that way. Bentley Foss 22:53, 7 Feb 2006 (GMT)
  3. Kill - True that... --Toast Boy 00:22, 8 Feb 2006 (GMT)
  4. Kill - Not only are the points above valid but also it will probably have the opposite effect to the one suggested - I'm sure a lot of zombies would prefer to munch on a sleeping player rather than one that they know is active and could start blasting chunks out of them with a shotgun. --Tethran 02:00, 8 Feb 2006 (GMT)
  5. Kill - see above kill votes --CPQD 04:55, 8 Feb 2006 (GMT)
    • Tally -- 0 Keeps, 5 Kills, 0 Spams/dupes. -- 10:13, 10 Feb 2006 (GMT)

Shooting weapon with lowest ammo

Deleted by author as he relized that it was a dupe Here it is. --Shadow213 23:06, 7 Feb 2006 (GMT)