Suggestions/8th-Jul-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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Consumption

Timestamp: 01:39, 8 July 2006 (BST)
Type: Skill
Scope: Zombies
Description: I feel the bite skill could use more utility since it is currently useless if the survivor is already infected and the zombie is at full health. This is an idea to promote the healing properties of the bite attack.

Consumption would be a subskill of Digestion allowing the zombie to store up food it doesn't need and digest it later. The amount of food they have consumed would be accesible via a new interface button: [Digest(X)]. X would increase by 1 with each bite when the zombie is at full health, rising to a maximum of 6. Each number represents 4hp. When the player clicks on "Digest" (costing 1AP) X drops by one and the player begins to digest the food.

To prevent this from giving zombies an additional 24hp to easily access in battle they do not regain the health immediately but instead get it exactly half an hour after clicking Digest. They can use up one or click multiple times for more healing. While zombies can regain health easily by dying the ability to heal yourself in a non-combat situation would be useful for toughening yourself up for the next time you break into a safehouse. If you get hit a few times by a survivor or zombie leveling up being at 38hp perpetually makes you significantly easier to slay and dump.

This skill cements the role of biting as a healing ability, and makes it useful to bite someone more than once. Also it gives zombies a form of resource management that's perfectly logical. I believe it is a useful skill that is prevented from being overpowering thanks to its time delay.

Votes

  1. Keep Author vote. A useful fun skill that adds dimension to the bite attack. --Jon Pyre 01:39, 8 July 2006 (BST)
  2. Spam - I think its underpowered (zombies wuold prefer to die a stand up at a greatly lower cost with full HP than to continue unlive with 27 HP at the same cost or less), and the fact that the healing itself is a time activated event (extremely hard to implement as said countless times before) earns it a spam.--Matthew Fahrenheit Talk 01:47, 8 July 2006 (BST)
    • Re It doesn't negate a zombie's ability to stand up with full hp. This is just a way to keep something in reserve for when they aren't getting killed. Also AP gain itself is a time activated event, as is a generator running out of fuel. --Jon Pyre 01:53, 8 July 2006 (BST)
    • Re - Hello? i said it's underpowered, not that it negated other skills. It takes too much AP to recover very little HP, and I have to actually attack the guy with maxed bites like 20 times to fill my stomach? And about the time limit activated event: It has been discussed before that these kind of things (temporary flags that go out/come up with time such as temporary buffs) are extremely hard to implement. AP is the same for all users, doesn't respect any flag and has a limit of 50. Generators, don't tell me you know better than me how they work/how much time does fuel lasts because only Kevan does. Try to not Re every kill vote because, you know, your logic isn't holy for us. --Matthew Fahrenheit Talk 02:22, 8 July 2006 (BST)
    • Re Hey, I've re'd two comments, both with different issues to address. Note that zombies could freely build up their supply just as they infect people. --Jon Pyre 02:25, 8 July 2006 (BST)
    • Re - Matthew, it says in the guidelines that Server Load and Programming Complexity are NOT very good Kill reasons. You are voting on the merit of the suggestion and whether or not you think it belongs in the game. Server load/complexity issues are up to Kevan to decide. I have seen this being used to kill many suggestions, so just wanted to remind everyone. --W3c 17:37, 8 July 2006 (BST) Non-author RE struck. --Pinpoint 19:41, 8 July 2006 (BST)
  3. Kill - I actually think this is a good idea, but it's not powerful enough. Maybe make the maximum HP stored be 15, and have it take effect immediately. –Bob Hammero TW!P! 01:51, 8 July 2006 (BST)
    • Re I figured if a zombie wants to heal immediately they have Digestion. This is to save up the 4hp Digestion would grant you when you don't need it then. It's primarily designed to let you use bite as a healing attack even if you don't need health right at that moment. --Jon Pyre 01:56, 8 July 2006 (BST)
  4. Kill Great idea but underpowered. For a benchmark, a body-built zombie with a flak jacket can absorb up to 75 ballistic damage before dying. Maybe up the limit to 15-20? I also think that digestion should be an AP-activated ability, with the Zombie paying 1 AP for a "Digest" action; each action restores up to 4-6 of the stored HP? Just a suggestion. In any case, I think time-activation is not acceptable. Rheingold 02:27, 8 July 2006 (BST).
  5. Kill - Nice idea. Make it a bit more powerful and I'll vote Keep. --Nob666 09:52, 8 July 2006 (BST)
  6. Keep - I like this one. Jonny12 W! 14:49, 8 July 2006 (BST)
  7. Keep - As it is fueled by attacks I like the low ceiling. (The half hour payout seems odd, not enough to kill) --Max Grivas JG,T,P! 15:20, 8 July 2006 (BST)
  8. Keep - I like this, but the time activation is debatable. About server issues, first of all its is not our problem, its Kevan's. Second, its just like having ammo - only when someone logs in, calculate the HP gain and add it to HP - simple! 'Flags complicate things' ?? PLEEAZE! Even a highschool student knows how to use them!! --W3c 17:42, 8 July 2006 (BST)
  9. Keep - ~Could do with being more powerfull but still worth a keep. - Whitehouse 19:18, 8 July 2006 (BST)
  10. Keep - It's not much good, but sometimes one could use a free meal (least it has 100% success of healing). I got nothing against it. --Niilomaan 19:40, 8 July 2006 (BST) EDIT: Oh! I hate that delay. Just remove it.
  11. Keep - Great, I love it! My preference would be that the zombie gains 1HP/half hour for four half hours. As for the 'up the storage' votes, if I read this correctly, every time you hit at full health, you get a 'digestion counter', worth 4 HP, of which you can store 6, meaning 24 HP storage. Much more than that would be broken. And to the 'die and stand up' argument, sometimes it's nicer to heal if you're at 40 HP and don't want to waste time dying/standing.--Burgan 20:19, 8 July 2006 (BST)
    Kill Okay, for clarification, I click [Digest (2)] and, half an hour later, I get back the 4 HP? How would this interact with death (as in, I click [Digest (2)], then die within the half hour)? What about, instead, Consumption can only be used when their are no survivors around?-- Unsigned vote --Mookiemookie 22:18, 8 July 2006 (BST)
  12. Kill - Usually I'm all the way dead or not even scratched when I log in as my zombies. Besides...a lot can happen in a half hour. I could already be dead as I'm waiting for my "digestion" to kick in. --Mookiemookie 22:18, 8 July 2006 (BST)

Walkie-Talkies For Local Communication

Timestamp: 02:17, 8 July 2006 (BST)
Type: Item
Scope: Survivors
Description: Radios are interesting, and fun, and useful, but unfortunately prone to a lot of spam because you can receive messages from across the game. I suggest that walkie-talkies also be added in, working like radios but with a far more limited range.

Walkie-Talkies could be found in police stations, fire stations, and mall tech stores. They'd have a few similarities to radios and transmitters but with some key differences. First off they would have a sharply reduced range, only reaching people with walkies within the 3x3 grid of your game screen. This makes them less useful than radios in calling for help or relaying news to many people, but vastly cuts down on spam and ensures you only get messages from your immediate neighbors. The second difference is that the transmitter and receiver are the same unit. Walkies run out of battery power far more quickly than ordinary radios, making it impractical to use them without a supply of energy to recharge them. You could only send or receive walkie-messages when in a powered building, and you'd miss any that came when the power was out. While this gives walkies an advantage in that there's no transmitter to destroy, it provides a sharp downside in that you'd HAVE to sleep in a powered building to receive messages making it easier for zombies to find and kill you. The third difference is that there are far fewer channels. Rather than several hundred there are only 16 (this is realitic, most walkie talkies have this number).

This is a useful item that doesn't have any advantages over radio except that messages are more likely to be important. The downsides are that you can't communicate over longer ranges and you place yourself in greater risk.

Votes

  1. Keep A balanced item that fills a role radio does not, without making radio obsolete. --Jon Pyre 02:18, 8 July 2006 (BST)
  2. Spam - I just think that survivors have enough means to comunicate with their kind. If this gets peer reviewed, maybe we could start considerating mail and telegraphs too! Morse code trough knockins at doors could work too... --Matthew Fahrenheit Talk 02:31, 8 July 2006 (BST)
  3. Keep Awesome. Don't think channels are necessary if you're only broadcasting to a 3x3 area, though. Perhaps, instead, all walkie-talkie messages would only be "readable" to people who have you on their contact list? That ups an already unique feature of your suggestion, that it allows secret communication over a range, without a phonemast, the disadvantage being the range is extremely short. Anyway, good enough for a keep as is. Rheingold 02:34, 8 July 2006 (BST).
  4. Kill - I like the core idea of this suggestion, but as it stands now the details undermine it. It's very underpowered - say there's 4 buildings in the 3x3 map, with an average of 8 people in each. If you only reach 1/16 of them (because there's 16 channels), that works out at only 2 people who'll receive the message. IMO the suggestion would be improved if there was only 1 channel and/or the range was further, and using a walkie-talkie didn't require a generator. --Toejam 02:44, 8 July 2006 (BST)
  5. SPAM - Survivors do not need anymore ways to communicate. Right now they have everything they need, and more. Meanwhile zombies cannot coordinate and the only way to recruit new zombies is by them knowing of the wiki. We require meta-gaming, you do not. Sonny Corleone WTF 02:45, 8 July 2006 (BST)
  6. Kill - if you want to talk to someone, use your cell. If you want to talk to a group of people, say something in the 1 or 2 squares your group is in. If you want to talk to people in a powered building use the radio. There's plenty of ways to communicate Ybbor 03:07, 8 July 2006 (BST)
  7. Spam - dumbest idea ever--Sig.PNGtalk 04:00, 8 July 2006 (BST)
  8. Kill - Never thought I'd see the day when Pyre gets spam votes on his suggestion. That said, the spam voters are quite obviously survivor haters - and their spam shouts are painfully stupid. However, I don't think this is needed. --Blahblahblah 05:03, 8 July 2006 (BST)
  9. Kill - Zombies need new ways to communicate; survivors do not. Your idea is interesting, but unnecessary right now. Think up something equally cool for zombies. –Bob Hammero TW!P! 05:06, 8 July 2006 (BST)
  10. Kill - Nah, survivors have enough ways to communicate. --Nob666 07:44, 8 July 2006 (BST)
  11. Keep Like it, though it would be better without the channels as its already limited to 9 squares. HamsterNinja 08:19, 8 July 2006 (BST)
  12. Kill - Survivors have Mobile Phones, Radios and if we want we can talk to each other. Survivors need not more ways to commune. --John Z. Delorean 08:44, 8 July 2006 (BST) 08:45, 8 July 2006 (BST)
  13. keep - i like this and to all those who voted kill or spam, guide lines state that you are voting on a suggestions merit not wether it would benefit you! this might not be needed but that does not mean it is bad... by the way "pyre" drop the multiple channels and make this even better. --Honestmistake 12:03, 8 July 2006 (BST) EDIT thought i should add that i agree with those saying we don't need another way to talk to each other. this is better than some we already have and would go well with them but its not really needed. still like it though.--Honestmistake 21:34, 11 July 2006 (BST)
  14. Kill - Just like everyone else has been saying....there's already a ton of ways for survivors to talk to each other. --Mookiemookie 13:26, 8 July 2006 (BST)
  15. Kill - I agree with MookieMookie Jonny12 W! 14:48, 8 July 2006 (BST)
  16. Kill - Phones are nice. Look for a generator. Spraycan Willy MalTel·T 15:15, 8 July 2006 (BST)
  17. Keep - Great Idea, but get rid of the channels. To those who are suggesting generator, the suggestion says that the player needs to be in a powered building, so that generator is already needed. --W3c 17:25, 8 July 2006 (BST)
  18. Kill - To late. --Tico 19:54, 8 July 2006 (BST)
  19. Kill - I don't think the powered requirement is enough to balance it, but the attempt saves it a spam. It's just unnecessary, in my opinion, to have these since they are effectively just a reduced range radio that can't be killed by zeds. --Burgan 20:27, 8 July 2006 (BST)
  20. Kill - I like the idea. Unfortunately, as others have pointed out, survivors don't really need any new means of communication. Zombies do. And, of course as stated, survivors already HAVE radios and cell phones.--Pesatyel 21:22, 8 July 2006 (BST)
  21. Kill - I like the idea too. But it's just not something I see as a real addation right now. - Nicks 22:30, 8 July 2006 (BST)
  22. Kill - Between radios, portable phones, and just talking, this seems a little redundant and unnecessary. --Rgon 06:56, 9 July 2006 (BST)
  23. Spam - Oh for the love of god use a radio or a mobile phone! Or, you know, SPEAK! David Malfisto 22:58, 10 July 2006 (BST)
  24. Keep - get rid of the channels and expand the range slightly, and don't confine it to powered building, battery life on walkies is pretty good. --Kiltric 21:56, 14 July 2006 (BST)

Darkened Room

Moved to the Disscussion page by the author --John Z. Delorean 08:45, 8 July 2006 (BST) 08:47, 8 July 2006 (BST)


Adrenaline

Spaminated with 13 Spam Votes and one keep. No free AP plz, kthx. – Nubis NWO 17:07, 8 July 2006 (BST)


Suggestions

Removed, as it was not an in-game Suggestion. Suggestions for the Wiki go on either the relevant talk page or Moderation/Policy Discussion, not on the Suggestions page. – Nubis NWO 15:18, 8 July 2006 (BST)


I hear Something...

Timestamp: 15:30, 8 July 2006 (BST)
Type: Change.
Scope: Forces Survivors to fan out.
Description: What my idea is, when there is a group of, say, 30 or more survivors in a building, there would be lots of noise, yes? My idea is that if a building has 30 or more survivors in it people outside the building would see "you are outside building so and so, There is a low hum of activity from within." This would force survivors to fan out in smaller numbers. Before you say "NO X-RAY VISION!" I would also add that if there is a zombie horde larger than 40 zeds outside a building, there would be a message like this. "You are inside building so and so, a low groaning is emanating from outside.".

Votes

  1. Keep - Author Vote. --Canuhearmenow 15:30, 8 July 2006 (BST)
  2. Kill - Well, you said it: no x-ray vision. --Nob666 15:44, 8 July 2006 (BST)
  3. Spam - removes mystery from the game--Sig.PNGtalk 15:48, 8 July 2006 (BST)
  4. Keep - I'm going to say keep. Why? Because buildings with tese kinds of numbers are usually PDs, Hospital, Malls, and NTs. Those are already obviously filled with harmanz. An experienced player will know this. However new zombies do not know this so if they see this they'll try to get inside. And probably fail if they don't have MoL. Sonny Corleone WTF 16:03, 8 July 2006 (BST)
  5. Kill - NO X-RAY VISION! --Mookiemookie 16:15, 8 July 2006 (BST)
  6. Kill - How come 30 surivivors scurrying around quietly trying not to become lunch are apparently as loud as 40 shambling, rotting and groaning corpses crying out for brains?? I just don't think it is balanced. - HerrStefantheGreat 16:31, 8 July 2006 (BST)
  7. Keep Kill - I agree with Gage on this one. --W3c 17:27, 8 July 2006 (BST) (Oops! I don't know what came over me last time!!) --W3c 15:57, 9 July 2006 (BST)
  8. Kill - It isn't x-ray vision but I dont like the numbers. W3c, Gage voted Spam and you've voted keep...how is that agreeing with him...? -- Krazy Monkey W! 17:41, 8 July 2006 (BST)
  9. kill - seems kinda useless, that many people probably means a generator and thus light so you already have a warning of sorts. plus last time i went to a 'real' mall 30+ people wouldn't even fill the food court let alone the building. Oh and Krazy Monkey; i was just thinking the same about w3c's vote???--Honestmistake 17:59, 8 July 2006 (BST)
  10. Kill - No X-Ray vision. –Bob Hammero TW!P! 19:09, 8 July 2006 (BST)
  11. Keep - Good idea, its not as if the humans sit there all holding there breath so there would obviously be noice, also the buildings where yo find so many survivors normaly have lights on as well so its not exactly new thing, just increases reality. - Whitehouse 19:12, 8 July 2006 (BST)
  12. Keep - What Sonny Corleone said. --McArrowni 19:43, 8 July 2006 (BST)
  13. Kill - No X-ray vision. --Paradox244 20:10, 8 July 2006 (BST)
  14. Kill - I'd say 40 survivors and 20 zeds would be good. --Burgan 20:30, 8 July 2006 (BST)
    • Re Why 40 survivors and 20 zombies? Survivors talk more than zombies. It would be easier to hear survivors. Sonny Corleone WTF 20:32, 8 July 2006 (BST)
    • Non Author Reply HamsterNinja 02:43, 9 July 2006 (BST)
  15. Keep - Well done! it's not x-ray vision..it's a passive way of encouraging people to spread out. And with the number up at 30 (hell, try talking to someone in a room filled with 10 people and you know what a racket they can generate) it means that only really large group would be noticed. (@ 30 people in a building, they should be able to defend themselve too!). - Nicks
    • Invalid vote struck. Sign your votes properly --Matthew Fahrenheit Talk 23:47, 8 July 2006 (BST)
      • Strikeout removed. Accidentally using three "~" instead of four is forgivable, so long as the username is there, and the time is clearly within the allowed timeframe for the vote, its fine and has traditionally been seen as valid. --Grim s-Mod U! 01:01, 9 July 2006 (BST)
  16. Kill No X-Ray vision. And for all the people arguing that it makes sense, come on. Realism alone isn't worth removing the mystery from the game. And as to what wc3 meant with his vote, I beleive he meant he liked that it took the mystery out of the game. HamsterNinja 02:45, 9 July 2006 (BST)
  17. Kill - No X-ray vison, have you ever stood outside an office? With all of the people working in there I still can't hear them. - Jedaz 02:48, 9 July 2006 (BST)
  18. Kill - I would rather see this similar idea altered and implemented for ALL players without a need for a skill. --Raystanwick 06:14, 9 July 2006 (BST)
  19. Kill - As far as the information grated to the player in this game, less is more a lot of the time. Or, more concisely "No X-Ray Vision". Living or dead. --Rgon 07:01, 9 July 2006 (BST)
  20. Kill Urban Dead is a game of hide and go seek. Humans hide in a building, a few zombies break in, groan, inform even more zombies, the zombies keep entering and groaning until enough zombies are attracted that the safehouse is massacred or everyone evacuates. That's why zombies don't have human sensing abilities or the ability to talk, to have safehouses become gradually less safe over a period of a few days. --Jon Pyre 07:26, 9 July 2006 (BST)
  21. Spam - Before I say "NO X-RAY VISION" you're quick to point out that both sides will get x-ray specs. This makes me sad. David Malfisto 22:59, 10 July 2006 (BST)

Change to NecroTech Employment

Timestamp: 16:37, 8 July 2006 (BST)
Type: Existing skill modification
Scope: All players with NecroTech Employment
Description: Everyone knows that NecroTech Employment (NTE) allows you to recognize NT buildings from the street. You also know that this changes the text on navigation Map to "a NecroTech Building". The inside description reads "You are inside a NecroTech Building. The NecroTech logo is set in the wall behind the front desk...". The outside description reads "You are standing outside a NecroTech building + descriptive modifier...".

I believe that the the navigation map should read "the Dury Building (NT)". The inside description should read "You are inside the Dury Building. The NecroTech logo is set in the wall behind the front desk...". The outside description should read "You are standing outside the Dury Building + descriptive modifier. It is a NecroTech building...".

As it stands, NTE is a slight disadvantage to both survivors and zombies trying to navigate through Malton. This suggestion will allow users to know the name of a given NecroTech without resorting to the maps or other meta resources. Players on both sides will find it easier to coordinate if building names are visible to all players.

Votes

  1. Keep - Author vote. I recently found that trying to coordinate attacks on NecroTech buildings can be difficult if the game doesn't display the name. So I decided to try to fix it. --Darth Sensitive talkW! 16:37, 8 July 2006 (BST)
  2. Keep - As I said on the talk page, there's no reason in the world for this not to be implemented. --Mookiemookie 16:45, 8 July 2006 (BST)
  3. Keep - Me Likey! --W3c 17:26, 8 July 2006 (BST)
  4. Keep - Me also Likey!! -- Krazy Monkey W! 17:42, 8 July 2006 (BST)
  5. keep - seems more like an oversight in kevans original program than anything else, hopefully easy to change because if not then its probably not going to get done (or be worth doing)--Honestmistake 18:02, 8 July 2006 (BST)
  6. Keep - Don't have anything against this one. --Nob666 18:17, 8 July 2006 (BST)
  7. Keep - Sounds good to me. Jenny D'ArcT 18:18, 8 July 2006 (BST)
  8. Keep - I've thought this for a while. - HerrStefantheGreat 18:26, 8 July 2006 (BST)
  9. Keep - Me also also Likey! - --Swmono talk - W! - P! - SGP 18:34, 8 July 2006 (BST)
  10. Keep - I always tought that the Necrotech employement skill took away more than it gave when bought. --Matthew Fahrenheit Talk
  11. Keep - As Mookie said --Karlsbad 19:07, 8 July 2006 (BST)
  12. Keep - Same thing has been bothering me.. --Niilomaan 19:09, 8 July 2006 (BST)
  13. Keep - As I said before, good idea. –Bob Hammero TW!P! 19:10, 8 July 2006 (BST)
  14. Keep - I really like this one as I have suffered from the same problem. - Whitehouse 19:14, 8 July 2006 (BST)
  15. Keep - Easier to coordinate hordes to strike NT buildings. Thanks. Sonny Corleone WTF 19:45, 8 July 2006 (BST)
    • Re Yep! It's not easy for survivors, but I came up with it because my horde was attacking a Dulston NT and I couldn't find the party. --Darth Sensitive talkW! 20:08, 8 July 2006 (BST)
  16. Keep - Do we really need to explain this? Just put it in the game already :P --McArrowni 19:51, 8 July 2006 (BST)
  17. Keep - I feel it's pointless to vote for it, because there are already enough 'keep' votes to guarantee that it would get in the Peer Reviewed section, but what the heck. Keep! --Abi79 AB 20:00, 8 July 2006 (BST)
  18. Keep - Why not? --John Z. Delorean 20:10, 8 July 2006 (BST) 20:10, 8 July 2006 (BST)
  19. Keep - Makes sense, easy to impliment (I guess) and helpful. --Paradox244 20:11, 8 July 2006 (BST)
  20. Keep - Bandwagon, yes please! --Burgan 20:50, 8 July 2006 (BST)
  21. Keep - Agreed. --Grim s-Mod U! 21:55, 8 July 2006 (BST)
  22. Keep - Room for one more?? - Nicks 22:36, 8 July 2006 (BST)
  23. Keep It was good on the Talk Page, it's good here. Rheingold 23:01, 8 July 2006 (BST).
  24. Keep - Awesome. --A Bothan Spy Mod WTF U! 23:03, 8 July 2006 (BST)
  25. Keep - good suggestion--Sig.PNGtalk 02:12, 9 July 2006 (BST)
  26. Keep - A good idea, and I like it. Darkxarth 02:18, 9 July 2006 (BST)
  27. Keep - Although I still would prefer it to look like "NT: the Dury Building" just so you can recognise NT buildings quicker on the map. - Jedaz 02:40, 9 July 2006 (BST)
  28. Keep I somewhat miss being able to see the Necrotech Buildings names. HamsterNinja 02:50, 9 July 2006 (BST)
  29. Keep - I was actually thinking this same thing not too long ago, but figured it would be a dupe suggestion. Maybe it is, but oh well. --Vuredel 05:26, 9 July 2006 (BST)
    • Re - I looked throught the past suggestions with keyword searches and couldn't find anything. So I'm pretty sure it isn't. Darth Sensitive talkW! 06:41, 9 July 2006 (BST)
  30. Keep - I have no preference where the 'NT' is displayed, as long as the Name is also.--Raystanwick 06:23, 9 July 2006 (BST)
  31. Keep - I've wondered about this one myself. Good idea. --Rgon 07:02, 9 July 2006 (BST)
  32. Keep It'd be nice to be able to say "Meet me at _____" instead of "Meet me at the necrotech 2s 4w" Please put this in! This has been frustrating a few times! --Jon Pyre 07:23, 9 July 2006 (BST)
  33. Keep - I'd be shocked in anyone voted kill -Kiltric 19:42, 9 July 2006 (BST)
  34. Keep FTW -- Mettaur 13:24, 10 July 2006 (BST)
  35. Keep - Me likey long time. David Malfisto 23:00, 10 July 2006 (BST)
  36. Keep - A definate keep already , but one more vote can't hurt. --Yeoman the Zombie 14:34, 15 July 2006 (BST)

Newspaper Use

Spaminated with 8 Spams (7 Spams and 1 Spamtarded). Voters unanimously agreed that every part of the suggestion sucked. –Bob Hammero ModB'cratTA 03:39, 9 July 2006 (BST)


Sex Doll

Moved to Humorous Suggestions. Please do not place humorous suggestions on this page. –Bob Hammero ModB'cratTA 03:35, 9 July 2006 (BST)