Suggestions/RejectedJuly2006

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This page is for the storage of Suggestions that have failed Peer Review and have been considered Poor and Unworthy Suggestions. This is not the place to put new Suggestions. The Suggestions Page is the queue for new Suggestions to be voted on and suggested. Any Suggestions that have not been voted on will be removed from this page.

Notes for Editors

Those who are placing Suggestions on this page should do so under the following procedure:

  1. Take the entire template and paste it into this section.
  2. Remove the entire suggest_votes field.
    Note: There is discussion of this on the talk page.
  3. Add the field suggest_moved, and then timestamp it with ~~~~~.
  4. Replace "suggestion" with "prejection."

So, the new template should look like:

===Suggestion Name===
 {{prejection|
suggest_time=Old Timestamp|
suggest_type=Original type|
suggest_scope=Original scope|
suggest_description=Original description|
suggest_moved= ~~~~~
}}
----

Peer Rejected Suggestions

1st July 2006

Recognize Zombie

Timestamp: 03:03, 1 July 2006 (BST)
Type: Change.
Scope: Easier to revive.
Description: This is to make it so that if you have a person under your contacts list, and then see that said person as a zombie, you would recognize the person and instead of the person being written as "A zombie" the person would be "So and So" showing he/she is a zombie by his name being in green with the gray background. You would be able to individually choose that person. This would make it easier for someone to revive a group member, or a friend. Also if you recognize someone instead of seeing "There are 7 zombies" you see "There are 7 zombies, you recognize So and so."
Left Queue: 05:30, 1 July 2006 (BST)

Assault Rifle

Timestamp: 03:42, 1 June 2006 (BST)
Type: Item/Improvement
Scope: Survivors.
Description: I realize that this idea has been shot down before, but consider this:

-only found in armory (which are only in forts), as the army would have left them, 4% chance of finding the weapon

-the clips are found in: armories (8% chance), and police departments (1% chance)

-clip = 10 bullets

-takes 1 ap to reload

-same starting accuracy as pistol and shotgun (5%)

-not included in basic firearms traning

-at least level 10 to acquire heavy weapons training ,a military skill.

-attack of 4 (4 w/flak), because it's rounds are armor piercing

-Skills tree:

  • Heavy Weapons Training - Player gets +25% to hit with all heavy weapons attacks. (ttl. of 30%)
    • Basic Rifle Training - An extra + 25% to hit with an assault rifle. (ttl. of 55%)
      • Advanced Rifle Training - An extra + 10% to hit with an assault rifle. (ttl. of 65%)


Appeal: Pretty much a hard to find ,slightly weaker (except against armor)consistent extended clip pistol for higher level users, this weapon includes armor piercing rounds and appeals to those users who prefer longer clips and are willing to take a risk to acquire a truely great, yet just as equally balanced addition to the game.

Left Queue: 07:34, 15 July 2006 (BST)

2nd July 2006

Power Stations V3.0

Timestamp: 06:32, 2 July 2006 (BST)
Type: Use for Power Stations
Scope: Survivors
Description: Ok, first of all, scroll down until you see bullets if you just want an summary of the suggestion. This is what may be viewed as a over-powered suggestion. There has probably been a bunch more "Use for power plants" suggestions, But I think this might work without giving survivors a huge edge. (See? No bias there...)
  • The idea and how it works

Here's how it works. Power Plants are completely useless right now. Here's my idea, You can run power plants HOLD IT! Keep reading before you say "Omgerz!!1 Kill!!!" if you buy the "Power Plant Operator" skill. You need to be at least level 10 to purchase the skill. Here's how it works, You can go into a power plant, and if you want to get the generators running, you need to have 10 portable generators in your inventory, a crowbar, some wire cutters, and 6 cans of fuel. It takes 20 AP to do this. When re-fuelling, 1 can of fuel will power the generators for 20 minutes (can be debated). an operational power plant can only power up to a 15 block radius, but after 5 there is a 20% chance of failure. after 10, there’s progressively less and less chance of it staying on. See summary. (Can be debated also). You can not run the generators if there’s zombies inside, or if it's ransacked. You need to repair the generators in all the blocks of the power plant for it to work. (Up for debate) Generators have all the strength of a loose barricade, and like barricades, get destroyed faster with crowbars. If you want me to add something (within reason) just say so, and I'll revise it. It can't give survivors that big of an edge as it only powers 5 blocks around, and on and off after that. The constant flickering of the lights from the connection being disturbed means that powered searches don't work unless you set up a generator. Every suburb has a transformer. They’re used to take the power from the Station and turn it into power buildings can use. For more Detail, see Transformer Details

  • Descriptions-
  • Non-functional power station-Same as now.
  • Functional Power Station-...You here a low hum as power flows into the neighbourhood.
  • Building powered by station-...the building is being powered by XXXX Power Station.
  • Witnessing Power Failure-The lights flicker for a few moments, then die.(Time)
  • Witnessing power coming back-The lights flicker for a while, and then power returns.(Time)
    • If it goes on and off more than once, it will only say "The lights flicker on and off X times. They are currently on/off. (time)"
  • Transformer Details:
  1. 1 in every suburb
  2. Acts like loose barricade
  3. Descriptions:
  • No power:…There is a transformer here. It is in-active.
  • Power:…There is a transformer here. It is humming with electricity.
  • Broken:…There is a transformer here. It is badly damaged.
  • Broken Transformers can be repaired with a pair of wire cutters and 5 AP.
  • Miscellaneous Details
  1. The power Stations have control panels to show what suburbs have power.
  2. The additional boost of power (More than a portable generator could produce) allows NecroNet to receive signals from scanners 3 more blocks away.
  3. The power grid shows up on the stats page.
  4. You get 10xp for repairing Generators in a power plant
  5. You get 5xp for repairing a transformer
  6. There is a secure line in power stations that can be used to contact the other station. (both stations need to be working.)
  • Here is a summary of the main points:
  1. You need to buy a level 10 only skill
  2. You need to have 20 AP, 10 portable generators in your inventory, a crowbar, some wire cutters, and 6 cans of fuel.
  3. A can of fuel will keep it going for 20 minutes.
  4. The Generators can not be repaired if building damage or zombies are present.
  5. Generators act like a loose barricade
  6. Since the connection is bad from transformers being smashed by zombies and burnt in fires, The lights flicker distracting survivors, which nerfs power searching unless there is a generator present.
  7. (Warning- it gets complicated here) Powers up to 15 blocks 5-10 blocks away-20% chance of failure, 11 blocks away 40% chance, 12 60%, 13 80% 14 85% 15 90% The on/off status of a building is refreshed every 10 minutes.
Left Queue: 18:40, 2 July 2006 (BST)

Another Damn Rocket Launcher

Timestamp: 22:09, 2 July 2006 (BST)
Type: Weapon
Scope: Survivors and Zombies
Description: A weapon that only be found in Armories, with a 5% chance of finding one. Rocket Launchers can only hold one shot at a time, and only one can be held in the inventory at once. To fire it requires the Heavy Munitions branchless military skill.

After using the shot, the launcher is expended and is discarded automatically. It has a base accuracy of 70%, and deals 5 damage to the top five on either character stack, whether it is targeted at zombies or survivors. This damage is unaffected by Flak Jackets.

Brain Rotted zombies above Level 10 can purchase the Greater Memories of Life skill from under the same tree, that will allow them to search for and use Rocket Launchers.

Please don't reflex-Spam this. The reason for no military weaponry in the rules is thus:

"...there's a reason they're not in the game. All attack abilities need to be closely-balanced, so that a character with a shotgun or a pistol is not heavily-outclassed by alternate weapon-types..."

I believe this suggestion has dealt with this problem while maintaining its usefulness. I am, of course, open to suggestions, and I'm resigned to the fact that this will probably be gunned down.

Left Queue: 23:04, 2 July 2006 (BST)


Necrotic Symbiotes (Revised)

Timestamp: 00:52, 2 July 2006 (BST)
Type: New Zombie Skill
Scope: Survivors & Zombies
Description: NECROTIC SYMBIOTES (Revised)
  • Introduction: Malton is far from being a Zombie Apocalypse at the moment. We won’t get more zombies by changing the balance and forcing more survivors to spend time undead, but by adding features that 1) generate interest among veteran zombies and 2) make the game easier for younger zombies. Hence this suggestion...
  • A New Skill For Veteran Rotters: Brain-Rotted Zombies above Level 10 can acquire Necrotic Symbiotes. These are symbiotic bacteria which have evolved in a brand-new environment - persistently undead corpses. The bacteria don't harm their zombie hosts but they can infect nearby survivors and cause Necrotic Fever.
  • Infecting Survivors: The zombie can launch a Necrotic Infection attack at 30% to hit, 40% max with Tangle. If it hits the attack does no damage, but it gives the survivor Necrotic Fever. This disease is not fatal but it drastically weakens its victims and it's contagious.
  • Effects Of The Fever:
    • Every time a survivor with Necrotic Fever spends 1 AP on a Strenuous action (moving, barricading, or attacking) he takes 3 damage. All other actions, such as searching and speaking, are non-Strenuous.
    • The disease is nonfatal. If Necrotic Fever damage would kill a survivor, he is damaged down to 1 HP instead. An Infection can still kill him.
    • A survivor with both Necrotic Fever and Infection takes 3 damage for Strenuous actions, and 1 for non-Strenuous Actions.
  • Catching The Fever: The disease is extremely contagious. Non-Feverish survivors have a 0.1% chance per patient of catching the disease every time they spend an AP in the same Location as one or more Fever patients (i.e. three patients in the area = 0.3% chance every time you do an action there).
    • This may seem small, but consider the example of a survivor who spends 50 action points (i.e., one "day") in a mall with 100 other survivors, 5 of whom have Necrotic Fever. His base chance is only 0.5%, but by the end of the day his chance of remaining healthy is (99.5%^50) or only 78%. There is a 22% chance that he has caught the fever. By the end of the day, the epidemic will have spread from 5 to 26 people. Within three days (assuming no efforts to contain the epidemic) the entire mall will have the disease. The main danger of the fever is its contagiousness.
  • Effects Upon Death: The Necrotic Fever tag stays when the survivor dies and is revivified. However, while undead the disease is Dormant, meaning it does no damage and other players can't catch it from you. This is because the bacteria are symbiotic in undead corpses.
  • Curing The Fever: Unlike an Infection, advanced medical training is necessary to properly treat and cure Necrotic Fever. Only survivors with the Surgery skill can cure the disease, by applying a First Aid Kit (this need not be in a powered hospital). The FAK has a 50% chance of curing Necrotic Fever; 50% of the time it will apply otherwise normally (healing HP, curing any Infection present, etc.) but the Necrotic Fever will remain uncured.
  • Further Medical Training: This suggestion would work well with the peer reviewed suggestion Prognosis, which would allow medically trained survivors to spot Fever cases.
Left Queue: 04:45, 16 July 2006 (BST)

Necrotic Fever

Timestamp: 02:36, 2 July 2006 (BST)
Type: Skill
Scope: Survivors & Zombies
Description: Zombies above level 10 who already have Infectious Bite can buy Necrotic Fever for 100 XP.

This skill represents a varient strain of the Feverpathogen contained in the Infectious Bite of some zombies, which operates exactly like it _except_ that it can pass from Survivor to Survivor. Each time an uninfected survivor spends an AP in the same location as an individual infected with Necrotic Fever there is a 0.1% chance of them contracting the disease. EDIT: Clarification. Replaced the word 'Fever' above to make it clearer that the Infectious Bite skill is the one being referenced. Jenny D'ArcT 15:04, 2 July 2006 (BST)

Left Queue: 04:45, 16 July 2006 (BST)

Feeding Groan revised

Timestamp: 08:23, 2 July 2006 (BST)
Type: Skill expansion
Scope: Zombies who have feeding groan
Description: This is my first suggestion but here goes; it's very simple. Feeding groan currently allows zombies only to groan for reinforcements when they encounter survivors. But why not make it so zombies can groan after they encounter/hit barricades down to a certain level (maybe quite strongly barricaded or lightly barricaded), but they don't have very many AP left. It makes sense because a zombie is of course excited if it is so close to achieving its goal. I feel this modification will have certain benefits for both zombies AND survivors, so it won't overpower zombies by a whole bunch.
  • Benefits for zombies:
    • It allows feral zombies to gather and attack barricades without relying on metagaming to organize coordinated attacks on barricades. This modification also has the interesting aspect of working against a zombie, since the groans could alert survivors who to breaks in barricades. It just depends on who signs on and hears the groans first, a survivor or a zombie. This modification makes the game a bit more of a gamble for zombies: groan or wait for AP to replenish.
  • Benefits for survivors:
    • Survivors may use this modification to their advantage and barricade dummy buildings only up to quite strongly or lightly barricaded, luring zombies away from real safehouses. Of course, zombies could just as easily ignore these buildings or work on the buildings themselves to see if there are any survivors inside before groaning. Smart zombies would only groan after they're relatively certain there are people inside a building and after they've broken down that building's barricades to that certain low level. Zombies who only luckily stumble upon a building that has weak barricades, instead of wearing them down themselves, may put themselves at a disadvantage if they choose to groan, and it may be better to just attack the barricades alone instead of calling for help. In sum, I think this modification would allow people more opportunities to think strategically, it would make the game more interesting and I don't think it's a pointless change that really does nothing, nor does it overpower any one side.
Left Queue: 04:45, 16 July 2006 (BST)

Weather

Timestamp: 10:24, 2 July 2006 (BST)
Type: Game mechanic
Scope: Everyone
Description: First off, I acknowledge that this would be hard for Kevan to implement. This is something I'd like added, not something that needs to be added.

Anyway.
There would be three states that the weather could be in; Sunny, Cloudy, or Raining. The current weather we've been having in Malton is Cloudy. Yes, for the past year. Malton's in England, is it really that hard to believe? Cloudy means everythign is how it is right now. When it's cloudy, every tick (I'm assuming the game knows when AP is given out) has a 0.5% chance of the weather turning to Sunny or Raining (0.25% chance for each). If the weather turns Raining, all firearms- pistols and shotguns- would suffer a -5% accuracy debuff. It's raining, after all- it's hard to see! Melee weapons would be unaffected. While Raining, it has a 1% chance of turning back to Cloudy. Then, say the clouds part and the weather is Sunny. While it's sunny, the heat begins to accelerate the decomposition of the zombie's bodies. This allows survivors to scent whether or not a large amount of zombies are in a building. A large amount would be 5 or more, so lone zombies are still safe. It has a 1% chance of turning back to Cloudy.
Weather would affect all of Malton, all at once. The 5% debuff on firearms while it's Raining would affect everyone- so unskilled people with guns have absolutely no chance of hitting. They really didn't anyway, but still. This cycle makes it possible for the weather to go, say, Raining-Cloudy-Raining-Cloudy-Raining, really indefinitely, though the chances of that are slim. When the weather changes, everyone would hear messages notifying them of the change. If it became sunny and you were outside, you might hear "Rays of sunlight touch the ground as the clouds part." Or, if you were inside and it began to rain, "You hear a tapping on the roof as the rain comes down." I feel this is balanced because it has a fairly even chance of hurting/helping either side- humans sometimes miss more, and zombies sometimes stink to high heaven.

Left Queue: 04:45, 16 July 2006 (BST)

Zombie Lord skill, Lead Horde.

Timestamp: 16:45, 2 July 2006 (BST)
Type: Skill
Scope: Zombies
Description: A Zombie skill with the pre-reqs level 10 + Brain Rot. You gain the 1ap button "Gesture". Any zombie with Scent Trail who logs in after a zombie in this square has pressed it gets the message
  • A Zombie (link to profile) groans and gestures, then shuffles off (new location of zombie, as if it were a zombie survivor that had dna scanned/attacked them).

If it is someone on your profile, it changes to "A familiar Zombie" (or similar).

The pre-reqs are to stop lower level zombies buying it because "it looked cool" and then spamming up the screens, or survivors making quick and easy distractozerg characters. Since the profile is clickable, you can check to see if this is your horde leader (or at least someone with an interesting profile) and follow them to the next target in whatever tour of destruction your horde is engaged in. Or else ignore it.

  • Note: There is a skill in discussion called "Overlord(Can Rally Scourge). I am guessing it was similar, but has no description in it anymore, so I don't know what it was --Gene Splicer 17:17, 2 July 2006 (BST)
    • Found it in History. It sucksand is nothing like this >.> --Gene Splicer 17:24, 2 July 2006 (BST)
      • 'Overlord' was my suggestion - I have all the 'revised' versions and their votes saved in my user page (Click Here) --W3c 05:43, 3 July 2006 (BST)
Left Queue: 04:45, 16 July 2006 (BST)

Slash

Timestamp: 18:23, 2 July 2006 (BST)
Type: Skill
Scope: Zombies
Description: This skill would require Rend Flesh. Basically, this skill gives zombies a 10% chance when attacking with hands to harm the eyes of the enemy. This leads to a 5% reduction in accuracy of melee attacks and a 10% reduction in firearms attacks until...(whichever comes first)
  • 'Slashed' player has been healed with a FAK.
  • 'Slashed' player is revived.

Of course, once an ememy is 'slashed' he/she cannot be 'slashed' again until the effects have been removed.

In some ways this is very similar to infections. However, this does not cost the recipient any HP, just a loss of accuracy. If the Prognosis suggestion is implimented, maybe it could also be used to check for this.

Left Queue: 04:45, 16 July 2006 (BST)

Triumphant Roar (Revised)

Timestamp: 19:12, 2 July 2006 (BST)
Type: Skill
Scope: Zombies
Description: This has been revised from the previous version. Changes are in bold. If there seems to be support for this idea I'll keep working on it (or leave it if it's accepted), otherwise I won't attempt it forever.

This is based upon the recently-suggested "Feeding Groan revised." I thought that the suggestion was flawed, but presented an interesting idea: the ability to let nearby zombies know when you have found a building with weak barricades.

"Triumphant Roar" (name changeable) would be available to zombies under Ransack, in the Memories of Life skill tree. Zombies with Triumphant Roar would be presented with a new button, "Roar," which would allow them to emit a roar to nearby zombies when they are standing in front of a building that is barricaded at Lightly, or below. Pressing the "Roar" button would cost 1 AP, unless there is no reason to roar (see below), in which case it would cost 0 AP. Zombies would not be able to roar at unbarricaded buildings.

The roar would have different characteristics, depending on the damage to the barricades (messages changeable):

  • You have no instinctive reason to roar. (The barricades still seem strong.) (> Lightly)
  • You give a loud and threatening roar. (Lightly, heard up to 2 blocks away)
  • You give a deafening roar of triumph. (Loosely, heard up to 3 blocks away)

Nearby zombies would see similar messages, but from their perspective (e.g., You heard a loud and threatening roar X blocks to the <direction>. (timestamp GMT)).

This would be a valuable skill for zombies to have in their arsenal, as it would allow them to alert other zombies when they are close to bringing down a building's barricades, and either need help finishing the job or want to alert other zombies to the building's weakness.

It also fits with the genre, since you would expect zombies in a horde to be attracted to the weakened building. Its placement under Ransack, however, would restrict it to more powerful zombies, preventing abuse from zergers, and reducing the number of zombies who could use it to those who are already experienced.

Left Queue: 04:45, 16 July 2006 (BST)

Demolish

Timestamp: 23:56, 2 July 2006 (BST)
Type: New Skill.
Scope: Make Ransack more powerful.
Description: This is to make Ransack more useful. There would be a new 100XP skill under Ransack called Demolish (name open to renaming). This is what it does, first you must ransack the building normally for 1 AP, then you can "Heavily Ransack" the building for 2 AP. The message for a heavily ransacked building is "You are inside building so and so, The building has been heavily ransacked" (Message open to rewriting). While Heavily Ransacked the search rates are almost completely zero. The cost to completely fix the building would be 5 AP. This would give Ransack more meaning then just something to buy when you have extra XP.
Left Queue: 04:45, 16 July 2006 (BST)

3rd July 2006

Maggot Sting (Revised)

Timestamp: 06:17, 3 July 2006 (BST)
Type: New Temporary Skill
Scope: High Level Zombies with surplus XP
Description: Higher Level zombies, especially those who have acquired all human as well as zombie skills, will have lot of left over XP. There have been suggestions before about spending them to use skills, but we may have forgotten the intended use of XP - to buy skills..

What if a skill could be bought over and over again, whose effect wears off after a certain amount of time or usage? (Am I trying to re-invent the wheel here? If so, please tell me).

Okay, here is the suggestion. This is only for zombies, but something similar could be thought-out for Survivors as well.

A New Skill, Maggot Sting, will be added as a new section, 'Bonus Skills'. For 50XP 100XP, a zombie can get this skill, which will enable the zombie to carry 10 maggots with it. Each time it attacks, the zombie squishes a maggot onto the survivor, adding an extra +1 damage to the claw attack. This will increase the strike damage of the Zombie to the highest level ever - 4 damage @ 50% (with all skills in 'Vigour Mortis' tree), which will add up to an average damage rate of 2 per AP.

(Note: Maggots' ooze is what causing the damage)

The maggots being delicate, if the zombie attacks any inorganic being (such as generators, barricades etc), the maggots all get squished at once, dealing 1 damage to the zombie for every pair of maggots that were left.

(Note: There would also be an option to drop all the maggots, so that the zombie can attack barricades, for example. )

The fact that it will only last for 10 hits means that (+1 damage)*10 = 10 extra damage than normal, and thus only 10 extra XP is gained when attacking humans; 5XP against zombies. Thus, after having bought the skill for 100XP and completely used up the maggots, the total XP gain is 40XP if the victim was human; 20XP if it was zombie. The net effect is that the zombie will lose 60XP or 80XP (depending on the victim), rather than gaining any(Unless, they score a kill.) But the advantage is obvious.

When a zombie buys this skill, the 'Buy Skills' page will be updated to reflect the number of strikes left. While there are still more strikes left, the option to buy this skill again will be disabled. Instead, it will say,

Maggot Sting - You have (x) maggots left.

This will prevent zombies from accumulating large number of maggots by buying more. When all maggots are completely used up, a message will appear,

You have run out of maggots.

When this does happen, the player forgets how to do this (loses the skill), due to the diminished brain capacity of Zombies. When attacked, the victim will get the alert,

A Zombie stings you for 4 damage.

The damage is only superficial, and does not cause infections of any sort. The maggots will be lost if the zombie is revived or killed.

This can hardly be a choice for low-level zombies, as it drains 40/45 XP over 50XP every time they buy and use the skill. At the same time, higher level zombies can put the extra XP they have to good use.

Replenishing (Optional)

If the zombie is standing amongst dead bodies, there is a 0.5% chance per body each of finding a maggot in it. (So, if there are 25 bodies, there is a 12.5% chance.) But the zombie is able to use the skill for a maximum of 15 times only, after which it forgets how to do this, due to the diminished brain capacity of Zombies.
  • EDIT - the search for maggotts is done automatically, and the player will be notified if it finds a maggot --W3c 08:39, 3 July 2006 (BST)
Left Queue: 16:07, 3 July 2006 (BST)

Increase Ransack

Timestamp: 02:49, 3 July 2006 (BST)
Type: Improvement.
Scope: Improves Ransack.
Description: While playing Urban Dead I noticed something, how would it take 1 AP to fix a totally ruined building that was ransacked? This is why I say that Repairing a ransacked building should be increased to 2 AP. Simple.
Left Queue: 01:45, 17 July 2006 (BST)

4th July 2006

Keen Eye

Timestamp: 01:35, 4 July 2006 (BST)
Type: New Skill.
Scope: Find a VSB Building.
Description: Ever have a few AP left and didn't know which building was Very Strongly barricaded? This would add a new 100XP civilian skill called Keen Eye (Name can be changed) This would enable someone to see the barricade level of a adjacent building. This is how it works, under the building name it would say the shortened version of the barricade level like "VS" (Very Strongly) Or "EH" (Extremely Heavily) Buildings with no barricades would have no letters while Loosely Barricaded would be Lo and Lightly Barricaded Li. This would help people who don't have a designated safehouse. This skill can also be used by zombies, making it easier for them to search for easy prey. especially for new zombies who buy this skill.
Left Queue: 04:49, 4 July 2006 (BST)

Necrotech Elite

Timestamp: 03:37, 4 July 2006 (BST)
Type: New Skill.
Scope: The best Necrotech has to offer.
Description: Do you like sticking needles into undead necks? Did you already buy all the Science skills? Do you have 4067XP? Well, This is a new 300XP Skill Called Necrotech Elite, which means your the best of the BEST! It would be in the Science carrer (Of course) and would be under Lab Experience. This skill would bring back the ability to revive for only 5 AP AND syringe manufacture will only be 10 AP! however, the requirments are first the 300XP thing, you must be lvl.12 (After all, you can't be elite at lvl.6) and have all the Necrotech Skills. This would help Elite Necrotech employees blow off some XP while being able to revive more people and make more syringes in one day.
Left Queue: 05:21, 4 July 2006 (BST)

Disfiguring Feast

Timestamp: 04:48, 4 July 2006 (BST)
Type: New Skill.
Scope: Dead Bodies.
Description: I propose the addition of a new zombie skill under Digestion. The skill would allow already dead bodies to be disfigured for 1 AP. In doing so, the zombie gathers no XP or HP, but perhaps just some satisfying flavored text for both the zombie and its meal. Disfigured bodies and zombies rising after being disfigured can not be identified as individuals by survivors. Namely, they will not appear as "You recognize..." or in the pull down menus even if they appear in a survivor's contact list. The disfigurement is completely removed when rising as a survivor. The purpose is to give the zombies something purposeful to do with dead bodies and, of course, to give experienced zombies some way of disrupting targeted revives via profile posting.
Left Queue: 10:42, 4 July 2006 (BST)

5th July 2006

Scent Rot and Healing Decay

Timestamp: 03:50, 5 July 2006 (BST)
Type: Skills
Scope: Zombies
Description: The two previous versions of this suggestion suffered from a couple of flaws (removing zombie anonymity, and being next to useless by preserving zombie anonymity but not providing anything really useful). Instead of trying to slightly change the same idea, I've decided to competely rewrite the idea from the ground up, and make it more useful, at the risk of having people knee-jerk vote Spam or Kill on it.

Survivors have a way to determine the health of other survivors (Diagnosis). Zombies, however, have no way of determining the health of other zombies, to preserve zombie anonymity. This suggestion would implement two skills that touch on controversial ideas -- zombie anonymity and healing other zombies. Before you jump to the end and vote against it, please read through the entire suggestion, and read my prepared responses to the arguments against the suggestion that I expect to receive.

This suggestion would create two new 100 XP skills, Scent Rot and Healing Decay. They would be implemented in the Scent Fear skill tree as follows:

  • Scent Fear
    • Scent Blood
    • Scent Trail
    • Scent Death
    • Scent Rot
      • Healing Decay

To prevent abuse, survivors with Scent Rot or Healing Decay would not be able to use the skills.

Zombies with Scent Rot would see the HP values of nearby zombies. The HP would be displayed in such a way that zombie anonymity is preserved, however. If a square had a single zombie, its HP would be displayed. If there were more than one zombie in a square, the average HP of all zombies would be displayed.

However, more useful information would be displayed along with the location description. A zombie with Scent Rot might see, for example, You are standing outside a junkyard. There are 4 other zombies here (31 HP, 50 HP, 2 HP, 60 HP). You recognize SomeZombiePlayer amongst them. There would be no names associated with the HP values, however, and the name popup would still only contain "a zombie," so that individual zombies could not be selected.

Being able to tell what HP values other zombies have isn't very useful without being able to heal, however. Zombies with Healing Decay would be able to heal other zombies through the following process:

  • While at a cemetery, zombies with Healing Decay would have a new button, Exhume Corpse. Pressing this button would cause zombies to search the cemetery for fresh corpses to exhume, at the cost of 1 AP. Fresh corpses would be found at the same success rate as First Aid Kits, with status messages as follows: You search for freshly dug graves, but can't find any, or Searching the cemetery, you tear a limb from a freshly dug grave. Upon success, zombies would gain a new item in their inventories, corpse limb, which would take up the same amount of space as a First Aid Kit.
  • With a corpse limb in their inventories, zombies with Healing Decay would be able to consume the limb and gain 4 HP, at the cost of 1 AP. The corpse limb would be removed from the zombies inventories afterwords.
  • When around wounded zombies, zombies with Healing Decay would have a new button, Heal Zombies. Pressing this button would select the first wounded zombie from the stack and heal them for 4 HP at the cost of 1 AP. The corpse limb would be removed from the zombies inventories afterwords.

Prepared responses to criticism:

  • It removes zombie anonymity. This is not the case with Scent Rot, since there would be no way to connect HP values with zombies that you see, unless you're standing on the same square as a zombie that you have in your contact list, and they are the only zombie on the square (e.g., You are standing outside a junkyard. There is 1 other zombies here (31 HP). It is SomeZombiePlayer.). This is minor however. Furthermore, since Healing Decay only selects the first wounded zombie off the stack, there is no way of knowing what zombie you are healing (unless you are in the same situation outlined above). For both skills, the name popup would still only contain "a zombie."
  • Zombies can already heal themselves. This is true, but Healing Decay provides a different way for zombies to heal themselves when there are no survivors around, or heal other zombies if they need it.
  • Zombies shouldn't be able to be healed more easily, because death doesn't matter a lot to them. While dying as a zombie is easier than dying as a survivor, there is still no reason that zombies shouldn't be able to heal each other in some way. The costs involved in, and HP restored by, Healing Decay is balanced in such a way that it would allow more zombie coordination without unbalancing things.

If you like the suggestion but think it needs revision, please say what you would like changed in your vote and I will consider revising it again.

And remember: zombies are players too, and the game would have no point without them.

Left Queue: 09:28, 19 July 2006 (BST)

6th July 2006

Make Unused XP Expire

Timestamp: 20:13, 6 July 2006 (BST)
Type: Balance change
Scope: Everyone
Description: The current XP system is broken, and anyone with a maxed-out character knows this. Although it's somewhat fun to be able to buy any new skill as soon as it's implemented because of the enormous amount of XP I have banked with my high-level characters, it completely defeats the purpose of having a cost for skills: namely, that you should have to work to gain levels. Although it's true that all of that banked XP represents work done in the past, once you've reached the top, as long as you continue to play you can basically automatically advance, and the closer you get to the top, the faster it gets to be that way. The problem with this is it thoroughly nerfs the point of skill costs, and gives an unfair advantage to higher-level characters over lower-level ones, who won't have immediate access to the new skills.

This suggestion would make unused XP expire on a regular basis, based upon how much you have and what level you are:

  • It would not affect characters below level 10, so that newbies aren't nerfed
  • The amount of XP that would expire per day would be calculated by 0.1%*level*XP, rounded down
  • Characters with 75 XP or less would be immune to the expiration
  • It would affect both active and inactive characters

Some examples to clarify how this would work:

  • A level 8 character with 300 XP banked would be unaffected
  • A level 40 character with 75 XP banked would be unaffected
  • A level 10 character with 100 XP banked would lose 1 XP/day
  • A level 25 character with 500 XP banked would lose 12 XP/day
  • A level 30 character with 1000 XP banked would lose 30 XP/day
  • A level 40 character with 2000 XP banked would lose 80 XP/day

As you can see, this would create more reason to keep playing, since you could no longer rely on always having enough XP available for new skills, while also leveling the playing field for lower-level characters. At the same time, this would not nerf new characters, since it would only take effect at level 10, and it would not completely nerf XP banks, since your XP would not be lowered beyond 75 XP.

Left Queue: 22:28, 6 July 2006 (BST)

Lure

Timestamp: 21:00, 6 July 2006 (EST)
Type: New skill
Scope: Zombies
Description: Learned skill that allows zombies to “lure�? survivors out of secured buildings for the purpose of feeding. A zombie would stand outside of any building, and “call out�? to the humans in the building. 10% chance of a survivor wandering out to see what made the noise. If the Zombie is following a “Scent Trail�?, then the percentage increases to 20% (for the trailed survivor only).

This way, zombies can still attack survivors without spending all their AP demolishing barricades first. And no one, unless hidden, is really safe anymore. Unless the "earplug" item is voted in, then those wearing them will ignore the zombie "Lure".

Left Queue: 04:30, 7 July 2006 (BST)

Weapon Sharpening

Timestamp: 06:00, 6 July 2006 (BST)
Type: New item and skill
Scope: New...item and skill?
Description: A new item could be found at fire stations and hardware stores. The Blade Sharpener could be found at a 2% chance. You would need a new skill to sharpen your items; under Knife and Axe Proficiency are Knife and Axe Sharpening, which you would need to sharpen the respective items. Sharpening something would increase the damage it inflicts by 1 for the next 10 successful attacks.
Left Queue: 06:29, 20 July 2006 (BST)

Spot Spraypainter

Timestamp: 09:48, 6 July 2006 (BST)
Type: Game Mechanics
Scope: Survivors
Description: Basically if this gets implemented, the 20% most active people in a building (rounding down) will be notified of any spraypanting that happens on the same location as they are, like this: "Some guy spraypainted something over the wall" (this could be changed depending on if it's inscribed on a school's blackboard, on a graveyard's tombstone, etc.). So, there has to be at least 5 people in a building (besides yourself) for someone to spot you spraypainting.

This makes sense as people spraypainting, while not making themselves notorious, tend not to get away with their doings if there are crowds of people where they do their deeds. People that like to make "stealth" graffiti will have to take on account the number of people that is present (as in real life) and most of them will prefer to do that on the streets to go unnoticed (as in real life too).

Note: I do not care much about "official" graffiti, and this ability doesn't support it. We all know that if a group has numbers enough to be majority on some location, their graffiti is the one that will hold the most anyways.

Left Queue: 06:29, 20 July 2006 (BST)

7th July 2006

Searching with the lights on

Timestamp: 22:37, 7 July 2006 (BST)
Type: improvement
Scope: Survivors and generators
Description: If a generator is running in a building then the percentage at witch items are found in that building should go up. This is due to the lights being on and the survivor would then be able to search better.
Left Queue: 00:59, 8 July 2006 (BST)

Give revive

Timestamp: 22:19, 7 July 2006 (BST)
Type: Change.
Scope: Newbies.
Description: Most Noobs who start out as survivors, upon dying, usually quit and/or make more characters. What I want to do is give those Noobs who die at Level 1 for the FIRST time the ability to "Fight Off" the infection. This would encourage them to not make the mistake again. How would they know? Upon dying they get a message that tells them " You have died, do you want to fight the disease and join the ranks of the Living?" and if they click "yes" POOF! They are alive, but they hopefully learned their lesson. To let them know this only happens once upon clicking "yes" they would get the message "Be warned, upon dying again you will not be able to fight the infection." (I did check if this would be a Dupe, but couldn't find anything.)
Left Queue: 05:00, 8 July 2006 (BST)

Multiple Story Buildings

Timestamp: 04:20, 7 July 2006 (EST)
Type: Location Change?
Scope: Change to building locations
Description: I don't think I saw anything like this so far, sorry if I missed it somewhere. Some of the buildings in the game are already identified as being taller than others as they have the jump out window option. Survivors and zombies would enter a given building on the first floor as most people would do. From there players could use 1AP to move to different floors of a given building. This would allow for increased game space and searchable areas, as well as an additional touch of realism, a town full of one story buildings is really a little dull. :) There could be some concerns with how free running and barricading play in with this idea, but I feel for the most part they would be fine to stay as they are. This seems like it would not be incredibly difficult to enact, but that's more of a question for Kevan to answer. Thanks for the votes.
Left Queue: 06:43, 21 July 2006 (BST)

Barricades Giving Experience

Timestamp: 11:08, 7 July 2006 (BST)
Type: Balance change.
Scope: Barricades attacked by zombies.
Description: He'd just gotten back from a rather sucessful run of killing zeds and was hoping to settle down to some scavanged beer he'd picked up. As he got to his hide out however, it was immediatly obvious that someone else had moved in, and they'd been making improvments. He knocked on the newly raised barricades, yelling for someone to let him in, and then he heard them. Behind him came a Horde of zombies following the smell of an easy kill...

...As the zombie finished off the last of the unfortunate survivor he caught a wiff of his next kill. There was only one thing between him and the feast. These barricades had to go. The zeds began to scratch and tear at the barricades. Broken hands grasping at wooden planks and some even using their teeth, though it didn't seem to work as well, and more often than not lead to several teeth being left in the planks. Slowly but surely they tore down the barricades, and the feast began anew.

If you've gotten this far, I thank you for sticking through my little splash story. Why put it up there? To combat the first obstacle I see this suggestion getting through, why give zeds XP for attacking hunks of wood and metal? The answer is that zeds attacking a person doesn't vary that much from them attacking a barricade, they use the same attacks, same AP, but they get no immediate rewards for taking those barricades down a bit. My suggestion is that zombies gain 5 XP each time they make a barricade collapse. Now for the technical details:

  • Collapse Rate: As is stated in the barricades section of this site "Both zombies and survivors can attack barricades with a chance of making part of the barricade collapse - this chance seems to be equal to half the attack percentage of the weapon used." This puts even a fully tooled up zombie hand attack with Vigor Mortis and Death grip at roughly 25% chance of collapse, and Tangling Grasp does not apply to barricades.
  • XP Gain: A zombie attacking another zombie with Vigor Mortis and Death Grip has a 50% chance of hitting players, and a 25% chance of collapsing barricades. Zombies gain XP per attack equal to the damage dealt against survivors, 1/2 the damage dealt against zombies, and 5 per collapse against barricades with my suggestion. A zombie with those skills attacking another zombie will get roughly 1.5 XP for every AP on average. A zombie with the same skills attacking a survivor will get roughly .5 XP per AP on average. A zombie with the same skills attacking the barricades with the adjustments I suggest will gain roughly 1.25 XP per AP on average.

To sum it up a bit:

  • Other attacks: This should not threaten other methods of zombies gaining experience. Killing survivors will still give more XP per AP, killing zeds may give less than this depending on how advanced the zombie is (Vigor Mortis + Death grip give a better chance to collapse, so this opens new doors for older zeds). This just encourages zombies to get that much closer to the survivors, and get XP along the way.
  • Rewards "good" behavior: it will reward zombies for zombie like behanvior (not just killing other zeds), it encourages them to be destructive, and it encourages them to stay zombies by addin new flavor to them.
  • New XP option: it gives them something for XP other than other zeds and the rare lone survivor (Who usualy turn out to be new to the game). Survivors have several ways of gaining XP, yet Zeds have one and only one. This gets them that much closer to evening the odds.
  • Note: This will only effect zombies attacking barricades.
  • Note: I have not suggested anything in here other than giving zombies experience for collapsing barricades, everything else, including facts and figures, were gathered from this site.
Left Queue: 06:43, 21 July 2006 (BST)

Fuel Cans For Suicide

Timestamp: 7 July 2006
Type: Item Change
Scope: Revived Zombies, Suicidal Humans
Description: If you are a zombie and you get revived, your only suicide option is to jump from a tall building. My suggestion would allow you to down a bottle of fuel instead. If you are outside, when you click on the fuel can, the text asks if you would like to drink it or put it away again (with a warning that you will die). The first click on the fuel can would cost 1 AP, but putting it away would be free. Drinking it, however, would cost another AP.

This only works outside, because then a zombie player (who is currently human) could enter a barracaded building, and then kill themselves and become a zombie. It would allow zombie players to launch a surprise attack, by disgiusing themselves as humans and then committing mass suicide. This would add a whole new dimension to coordinating a horde, making sure everyone has fuel and giving the signal and whatnot.

If you are inside and you click on the fuel can, it acts as it does now.

I'm not entirely sure if this is too overpowered, but it is interesting. Remember, the attack wouldn't be instantanious; all of the zombies would have to spend AP getting up. It could be very confusing for new players, though. Also, the big question is that would this be considered against the spirit of the game?

Left Queue: 06:43, 21 July 2006 (BST)

Barricade Status Indicator

Timestamp: 23:36, 7 July 2006 (BST)
Type: Improvement
Scope: Barricades
Description: There are several intermediate stages of each barricade level. This makes it difficult to ascertain if the barricade level is at maximum possible, VS+2, etc. I suggest that as part of the descriptive information given regarding a building's environments when a user is either inside of the building or outside of the building, the actual barricade number be given.
Left Queue: 06:43, 21 July 2006 (BST)

8th July 2006

Adrenaline

Timestamp: 14:08, 8 July 2006 (BST)
Type: Improvement
Scope: Humans
Description: Adrenaline, if your faced with say 2+ zombies you get an adrenaline hit allowing you to have more AP. This stops you from running out in the middle of a battle and getting horribly mauled.
Left Queue: 17:06, 8 July 2006 (BST)

Newspaper Use

Timestamp: 21:38 8 July 2006 (BST)
Type: Item
Scope: Survivors
Description: Since there is no real use for a newspaper why not let survivors use it to hide from the zombies. If the person dosen't have many skills and is in a building that is being attacked from out side what will the person do? The survivor could try to punch them but that wont protect you from a gang of zombies. With a newspaper he or she could hide under it in a corner. Now if you saw a newspaper in a corner with a bump under it you would probibly notice but due to the zombies deteriorating eyes it would only have a 10% chance of seeing it therfore the survivor will probibly be safe. Survivors, if they wish, can set up newspapers to look like someone is under them to use up the zombies AP, a survivor (if he was carrying that many newspapers)could put up many of them thus increasing the chance of a zombie seeing one, atacking it, and using up its AP.
Left Queue: 03:39, 9 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.

Left Queue: 04:26, 22 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.".
Left Queue: 04:26, 22 July 2006 (BST)

9th July 2006

Zombie Dogs

Timestamp: 07:06, 9 July 2006 (EST)
Type: Playable Char
Scope: Zombies
Description: Just by the name it's pretty obvious what its capable of, I just hope someone else has not thought of this. If you start a new account, under the zombie catagory will be a zombie dog. Zombie dogs will have an aray of personal attacks such as something like starting out with a skill that makes zombies faster(I forget what it's called but its a real skill in the game already out.), or pounce, which after an upgrade will hold the survivor on the ground(Such as a more effective version of Tangling Grasp), and the zombie dog will have a more percentage chance of hitting the survivor sucessfully untill the survivor throws the dog off, but as a handicap the attacks will do less damage, and the bite attack for the Zombie dog will infect the player based on luck. The maximum dmg for the attacks are, Bite: 3 dmg, Pounce: 2 dmg. Also the attacks will have only a 5% extra chance of hitting(Which is not much.)

Another added feature with the zombie dog is the ability to sense/smell a few blocks away, an example is that you are logged out and someone attacked you durring this period. If this person unsucessfuly killed you, it will tell you how many blocks away that person is(5 blocks north, 2 blocks west.). So if you've ever wanted to get revenge on some survivor that has ever attacked you, you can now see where they went and it could possibly take you to a whole group of survivors. After some upgrades, your ears will help take part by telling you pretty much the same thing as sensing/smelling, except that now you can hear a fellow zombie being attacked and sense the survivor who attacked that zombie, and not just yourself.

I just hope this doesn't have too many advantages to be allowed, but I tried my best to make it fair. Also if you become a zombie or a survivor, then it's impossible for you to become a zombie dog. You can only do it when creating your character.

Left Queue: 17:30, 9 July 2006 (BST)

Trap Setting

Timestamp: 21:42, 9 July 2006 (BST)
Type: new element
Scope: all players
Description: Plain and simple; this is a means for survivors to set a trap at the door of their building, but keep reading. The player uses 5 AP, and consumes a flare gun and fuel can to construct the trap. Limit of 1 trap per building, and a survivor must be inside for the trap to remain (E.G., if no one is around, the trap is assumed to have fallen into disrepair and is eliminated from the game).
  • Damage: this is an explosion, thus the damage will be considerable. 25 damage, with a 70 percentage hit rate, since it would be plausible that the trap is a dud. This can only hurt 1 zombie, survivors are considered smart enough to avoid the traps, such as entering through windows, and no other zombies are affected than the one who set off the trap.
  • The Trap can only be set off when the doors are opened, and thus, only if the barricades are down. If the explosion is triggered, the building will be put into the ransacked state; meaning that once the trap is tripped, entry will be easy for other zombies.
  • Summary: A good deterrent to a single zombie attack, but can be used to the benefit of larger groups. Balanced, fun, and useful.
Left Queue: 02:10, 10 July 2006 (BST)

Elite Knife Combat

Timestamp: 19:39, 9 July 2006 (BST)
Type: Skill
Scope: Survivors
Description: We've seen several "silent kill with the knife" suggestions, and they've been shot down for one simple reason -- it'd be very easy to attack a target with firearms until nearly dead, then switch to the knife for the final, anonymous blow. No good.

I think I can solve that.

Summary: A new skill, Elite Knife Combat, is added to the zombie hunter tree. It adds +10% accuracy to knife attacks and enables silent killing, when the player has no other weapons in inventory. The purpose is ostensibly to allow players to role-play as knife-wielding zombie killers, but obviously survivor hunters will use the technique too -- as they do all other combat techniques.

Mechanics: It's difficult to wield a knife with much finesse when you're lugging around a fire axe and several loaded weapons. Drop the excess arsenal and your knife technique improves. Success rate is boosted by 10% against all targets, for a still-not-very high MBR of 1. Additionally, kills with the "unburdened" knife are not "witnessed" by other players in the room -- they don't see the "Player1 killed Player2" message.

Taboo weapons include shotgun, pistol, fire axe, lead pipe, flare gun and baseball bat. You must not have any of these in your inventory if you want the unburdened knife effects.

Because it will be very difficult to kill any zombie with the knife alone, even at 50% accuracy, I also propose a small boost to Headshot. If the player has both Headshot and Elite Knife Combat, and kills a zombie with an unburdened knife, the Headshot penalty will be 6 AP instead of 5. Consider that a bodybuilt zombie can't even be killed by the knife in 50 AP, and zombies' HP can't be discovered until you're fighting them, and you see why this is a challenge worth rewarding. The knife fighter will need to pick his targets very carefully in order to achieve a knife kill.

Recap: - Buy the skill, drop every weapon but the knife, get 50% accuracy, silent kills and +1 headshot effect (if you also have the Headshot skill). Useful, but challenging, for both zombie hunters and (inevitably) player killers.

Left Queue: 03:14, 23 July 2006 (BST)

Advanced Knife Combat

Timestamp: 22:51, 9 July 2006 (BST)
Type: new skill
Scope: knife weilders
Description: I propose a new skill, Advanced Knife Combat. It would appear in the skill tree as such:
  • Hand-to-Hand Combat (+15% to melee attacks.)
    • Knife Combat (An extra +15% when attacking with a knife.)
      • Advanced Knife Combat (an extra +20% when attacking with a knife)
    • Axe Proficiency (An extra +15% when attacking with an axe.)

the standard accuracy of the knife is 10%, so 10+15+15+20= 60% chance to hit.

this is not overpowered

fireaxe= (3)(.4)= 1.2 damage per attack
knife= (2)(.6) = 1.2 damage per attack

this is NOT useless

this is a hypothetical situation: you are facing an opponent with 5 hp left. You have 2 venues of attack, your fireaxe or your trusty knife, and you only have a handful of AP left. you need to hit only twice with the axe or three times with your knife.

if you attack 3 times with the knife, your chances of of success are (.6)^3 = .216
if you attacking 2 times with the axe, your chances of success are (.4)^2 = .16

so as you can see, this has some practical applications and would be more of a matter of preference than anything else.

Left Queue: 03:14, 23 July 2006 (BST)

Communal Groan V2.0

Timestamp: 21:36, 9 July 2006 (BST)
Type: New Skill.
Scope: Zombie Horde Formation and Communication.
Description: Under Feeding Groan would be a new 100XP skill called "Communal Groan" Which would be able to be used when in a square with 10 or more zombies. Upon pressing the button "Emit Communal Groan" All people outside within a 8 block radius would get this message, "You hear a communal groan X blocks West and Y blocks South of your location, you should go investigate." This would let a lot of people (Mostly Zeds) that a Horde is starting to form. This would help with the troubles of making a large horde, right? This would at least be a start.
Left Queue: 03:14, 23 July 2006 (BST)

10th July 2006

Headshot Modification

Timestamp: 11:10, 10 July 2006 (BST)
Type: Skill Change.
Scope: New Survivors.
Description: I know suggestions that help survivors normally get shot down however I think that this one would help lots of new players. Headshot is supposed to be an anti zombie skill, however as a survivor getting headshot whilst looking for a revive is a huge AP drain. My first thought was making cemeteries no headshot zones, however not everyone supports the Sacred Ground Policy so it would be unfair to them, also cemeteries would become camping spots for Zombies, so I wondered about having the headshot penalty only apply if the victim has a zombie skill. Most experienced players have at least a couple of zombie skills, so this would only really help new players, the 2AP to move as a zombie is already a strong penalty for getting killed, having to spend 15 AP to stand up seems harsh. This would make it easier for new survivors to level, so hopefully increasing retention rates of new players. So to summarize, Headshot would only cost the victim 5AP if the victim has zombie skills.Cockbeard 11:14, 10 July 2006 (BST)
Left Queue: 19:43, 10 July 2006 (BST)

Overbarricading Confirmation

Timestamp: 13:45, 10 July 2006 (BST)
Type: Interface improvement
Scope: Survivors with Construction
Description: Currently, when barricading a building up, once it hits VS+2 the description reads:
Using a $BARRICADINGOBJECT, you reinforce the barricade.
It's looking very strong, now - any further barricading will prevent survivors from climbing in.

Of course, this only goes to the person who actually barricades to VS+2. If multiple people are building up the barricades it's easy for one to hit the warning and the others to overbarricade, then the barricades have to be taken down, and then several people bring it down to VS again (etc).

Also, if you enter a building already at "Very Strongly" there is no way to tell if it's at VS+2 or not without barricading and then ripping down what you just did. The suggestion is to have a confirmation before barricading too far, similar to the one when you jump from a tall building.

Any further barricading will prevent survivors from climbing in.
Are you sure you want to continue barricading?

The game effect will probably be minor, and is really only to eliminate a minor annoyance. There are two minor downsides:

  • It removes some of the barricade level ambiguity (this may not be a downside depending on your POV, but I like the ambiguity).
  • It takes extra one page load/click extra to barricade a building up to max.
Left Queue: 08:25, 24 July 2006 (BST)

Advanced Free-Running

Timestamp: 20:34, 10 July 2006 (BST)
Type: New Skill.
Scope: Spending less AP.
Description: Why doesn't practically the most important Survivor skill, Free-Running, get Skills to go with it? This would add a new skill, called Advanced Free-Running which is a 100XP skill under Free-Running. This skill would simply make it so that it costs 0 AP to enter and exit a building, this would also enable someone who has this skill to exit, not enter A Heavily barricaded building for 1 AP. Thanks and your feedback would be appreciated.
Left Queue: 08:25, 24 July 2006 (BST)

11th July 2006

More use out of Spraycans

Timestamp: 22:39, 11 July 2006 (EST)
Type: Item Usage.
Scope: All Survivors.
Description: Wouldn't it be nice to be able to cover up those damned windows that illuminate the streets outside and let all of those pesky Zeds know that there is someone inside??? Wouldn't it be nice to actually want to buy the tagging skill??? I think that survivors with the tagging skill should be able to spray over the windows thereby hiding any light from the inside. This should take one can of paint, but like the Necrotech syringes, 10, maybe even 15 AP's to complete. Painted over windows would only last until the barracades were smashed by zombies and inside, possibly even ransacked? Almost acting as a barracade in itself but just not allowing passing zombies to know someone is home!!!
Left Queue: 12:35, 11 July 2006 (BST)

Flak Jacket Change

Timestamp: 02:22, 11 July 2006 (BST)
Type: Item Change.
Scope: PK hunters, long term zed hunters.
Description: This is to add "Hit Points" to the Flak jacket. The damage that was lost if you wear a jacket now hurts the Flak Jacket, and when down to 0 HP would be removed from your inventory. The Flak Jacket would have 40 Hit Points, so that would be 40 Pistol hits or 20 Shotgun Hits. This would help by making it somewhat useful to get more then one Flak Jacket, and could lower PKer troubles.
Left Queue: 15:38, 11 July 2006 (BST)

Ropes

Timestamp: 13:46 11, July, 2006
Type: Item Use
Scope: All
Description: -Ropes found in factories can be used to enter buildings and hang zombies

A rope is a new item found at a 2% chance rate in factories(Ropes from crates)Which can be rappled on to an object on top of a building and to hang a zombie from it. -In order to keep zombies from crawling up into buildings, they must first have memories of life, and survivors can close building windows which act as mini barricades towards zombies, there are 4 different types of windows, plain glass, reinforced glass,steel frame glass, and shatter proof. Glass is regular for any window, reinforced glass is seen in hospitals, mansions, and clubs. Steel frame is seen in almost all police departments. Shatter Proof is only found in a very few malls. Survivors can open any window but will always close it on their way in(To try and control zombie spy exploitation)And zombies have a 50% chance of falling off the rope when climbing up it. A chance of low to high will roll if they fall, if they fall from low they will lose 5 hp, if medium 10 hp, if high 20 hp. Zombies can attempt to bash a window if it's closed just like a barricade, the window will never break, just the lock. If the lock breaks and someone was inside the building they will recieve a message,"You hear a breaking sound." -Thats enough about zombies climbing heres how to hang one. If a dead body is inside a building or outside a building with a rope an option will come up in which you can hang a zombie and make it cost them an extra 5 ap to wriggle out of the rope along with the regular standing up ap cost.

-Now heres when the rope will turn on you. After 2 weeks of being attached at a building a rope will start to deteriorate at a rate of 5% every half hour. Once it starts deteriorating all who attempt to climb it are able to accidently tear it down. The chance of this happening is correspondant to the amount of deterioration(which tops out at 50%)That means if the deterioration is at 50% your are 50% likely to tear it when you try to climb up it.

-This may seem a little out of place but in order to set up a rope you must click on it in your inventory while in a building without a rope.

-Ropes may also be pulled back up by any survivors and then droped back down as desired.

First time using wiki or using this thing so sorry if something is messed up

Left Queue: 03:03, 12 July 2006 (BST)

Virus Resistance Shots

Timestamp: 11:45 July 11 2006
Type: Item
Scope: Humans
Description: Necrotech has given it's employees a new memo regarding the production of new Necrotech virus resistance shots. The memo states that by spending 10 ap Necrotech employees can produce virus resistance shots that will protect them from being infected for 5 hours by a zombie bite via a powered Necrotech building. The virus resistance shot also prevents you from becoming a zombie after death but will make you spend 20 ap in order to stand up.

-Raw Data- Requirements to make-Necrotech Employment, Powered Necrotech building Effects-Zombie Infection immunity for 5 hours, will stay human for 5 hours, will remain human when standing up for 5 hour, will spend 20 ap when attempting to stand up for 5 hours

Left Queue: --The General-W! P! Mod09:38, 12 July 2006 (BST)

Scent Blood Change

Timestamp: 18:26, 11 July 2006 (EST)
Type: Skill Improvement
Scope: Zombies
Description: Hmm what’s a zombie to do? Should they play as a human long enough to get 75-150 XP to get Diagnosis or continue playing as a zombie and try to earn 200 XP in order to get Scent Fear and then Scent Blood in order to do the same thing?

Currently Scent Blood allows the HP values of nearby survivors to be displayed next to their name which is the same as Diagnosis, so why bother? Sure I know that there might be 1 out of maybe 300 players that wants to be a purist with their character and only get skills that their character should get, but for the rest of us I‘m sure you decided to not get Scent Blood till you have already got all of the other skills and just want to use the XP up... I suggest that a slight alteration be made to make Scent Blood desirable again.

Scent Blood: The HP values of nearby survivors are displayed next to their name and can be seen by the player from a distance.

What this means is that the HP value is next to the survivor's name on the interactive map instead of only on the list when you enter the same space of the survivors. This will make it possible to know the health level of a survivor without having to get right next to them first. (Just incase you feel that this might be too powerful, I will also put forth the possibility that this will only work if the survivor is not at their max health. 59 and under for those with Bodybuilding, 49 and under for everyone else, as a for instance.)

Please keep your comments constructive and watch for any RE‘s from the Author/me. Also be sure to let me know what you think of the “just incase“ measure when you vote.

Left Queue: 10:39, 25 July 2006 (BST)


12th July 2006

Display Name/Profile as Zombie

Timestamp: 21:09, 12 July 2006 (BST)
Type: Improvement
Scope: Zombies
Description: Default is OFF, and can be changed at any time

Summary: Characters may make themselves distinct from other zombies, so that their profile may be seen and they can be targeted separately for actions. This could be dressing in stolen clothes, spraypainting themselves, nailing a sign to their chest, etc. As these zombies are player characters capable of rational thought, having some occasional zombies deliberately make themselves distinctive makes sense. The fact that it can be easily undone represents that the distinctiveness is just an external modification to the zombie.

Mechanics: There would be a checkbox in the character's profile that would default to OFF and would allow survivors and zombies to distinguish them from other zombies. This could be changed at any time, and most career zombies would leave it set to OFF, having no change from current anonymity. This would only be a simple flag on the character's profile, and is unlikely to cause major server strain.

Left Queue: 22:18, 12 July 2006 (BST)

Acting

Timestamp: 17:26 July 12 2006
Type: Skill
Scope: Humans
Description: No Tom Cruise is going to come up in Malton. Humans have learned to disguise themselves as zombies by purchasing the acting skill and rolling in dead bodies to stimulate the smell of a corpse. After doing so they begin acting to appear as a zombie. Their fellow survivors however cannot tell the difference unless they have the acting skill. A few of the older zombies with memories of life can however tell the difference and expose the survivor zombie to all others.

Clarifacations -For a zombie to expose a survivor zombie they must first have memories of life and have them on their mini map. They must then click the new drop down menu called expose. After that they must click the name of the survivor they wish to expose. After doing so they must click the expose button. Doing so cost 1 ap. -For survivors to fake zombie they must have the acting skill and be in an area with a dead body. They must select roll in a dead body and the message "You romp in a dead body, it's stench covers you" and you will then appear as a zombie to all survivors without acting and zombies without memories of life. This cost 1 ap -For survivors to stop acting they must simply click the stop acting like a zombie. -If necrotech employees extract dna from a survivor zombie they will recevive this message "Error, specimen shows normal bio-signs, unable to extract dna" -If a survivor zombie attacks a zombie they will immediatly be exposed and stop acting -The living profile will be displayed, not the dead one when survivors act as zombies. -The interface stays the same and doesn't allow survivor zombies to use zombie attacks or groans -If a survivor talks their cover is blown and they are revealed as what they really are

Left Queue: 22:43, 12 July 2006 (BST)

Body Bags

Timestamp: 23:09, 12 July 2006 (BST)
Type: Item
Scope: Survivor
Description: Summary: A bag to put corpses in.

Specifications: A heavy canvas bag with lacing along the top and one side. Found in hospitals and fire departments (3.4% reduce others by .3%). Requires 5AP to bag corpse or extract self from bag.

Left Queue: 23:29, 12 July 2006 (BST)

The Beginning (V2.0)

Timestamp: 01:09, 12 July 2006 (BST)
Type: Change.
Scope: People who want some Backstory on this game.
Description: My idea is this. Kevan chooses some places in this order; A Police Department (Dakerstown Wale Walk PD), A Hospital (Dakerstown St.Bartholomews Hospital), A Armoury (Pepperdavile Fort Creedy), and a NecroTech Building (Ridleybank Blackmore Building). Within those buildings (He would choose them as he sees fit) added to there usual descriptions would be a new thing like "A open book/Diary/Log (The slashes because it depends on the building) is open on a Desk." And a new button presents itself, which is "read Book/Diary/Log." And if you read it you get 10XP and a written Log. For the PD it could be "June 28th, 2005. We brought someone in today, he apparently was raving Mad, he attacked his family with the inent on eating their flesh, his family is at A Hospital right now." The Hospital? "June 30th, 2005. I don't believe it, the family that the Raving Madman attacked was discovered missing from their Bodybags, when we went down there a pool of blood was all to be found of the attendant, what in the name of God is happening?" The Armoury? "July 2nd, 2005. These... Things are eating people, we are being attacked! Even as I right I can hear those God Aweful Moans... And those Screams...Those Screams keep me up at night." Finally the NecroTech Building. "July 3rd, 2006. The City is overrun, I have gotten word from my superiors to begin my research right away." (Note: All of these entries can be changed by Kevan.) Maybe if you read all these Entries in order you get a XP amount like 80XP.
Left Queue: 13:42, 26 July 2006 (BST)

Military Radio

Timestamp: 04:21, 12 July 2006 (BST)
Type: Skill
Scope: Survivors
Description: The military initially limited radio signals for their own usage. Here's what they're using it for. The zombie hunter skill Military Radio would give the player access to secure channels the military uses for communication. They would have ten additional channels they are permitted to broadcast on, 29.01-29.10. Transmissions sent over these channels are coded and can only be comprehended by someone with the Military Radio skill. To anyone listening without the skill all messages are condensed into: "You heard X coded transmissions (most recent 3 hours ago). Furthermore, transmissions without an identifying code are jammed. Thus all messages on these channels are preceded by the sender's name, "Jon Pyre 29.03 'Hey guys!'" Finally to increase utility, certain frequencies are jammed after a certain range. Channels 29.01-29.03 only will reach people in the same suburb as yourself. 29.04-29.07 will reach everyone in your suburb and the 8 suburbs bordering yours. 29.08-29.10 have no range limitation.
Left Queue: 13:42, 26 July 2006 (BST)

Combat Knife

Timestamp: 17:58, 12 July 2006 (BST)
Type: New Item/Balance Change
Scope: All Survivors
Description: The lack of usefulness for the knife skills has been brought up many times before, and it is generally agreed that something needs to change. Most suggestions have focused on adding new knife skills, or altering the ones that are already present. I'm proposing that a second knife be added, the Combat Knife. It does the same damage as the Kitchen Knife, and is affected by the knife skills the same way. The difference is that the Combat Knife has a much higher base accuracy. I propose a base accuracy of 25% or 30% if no changes are made to the knife skills. The higher base attack reflects the fact that, unlike the other melee weapons, the Combat Knife was actually designed as a weapon. The Combat Knife could be found in abundance at armories, and occasionally at sporting goods and gun stores in malls. The Combat Knife could be found at other locations, but at a very low chance. With a base attack of 30% and maxed out skills, a Combat Knife would be capable of the same damage per AP as the Fire Axe with maxed out skills. Because of its high base attack, the Combat Knife would also be valuable to classes like the consumer or scout who don't start with a good way to gain XP.
Left Queue: 13:42, 26 July 2006 (BST)

Smart Zombie

Timestamp: 18:46, 12 July 2006 (BST)
Type: New Class.
Scope: New player zombie choices.
Description: Survivors have Cop, Consumer, Private, Scout, Fireman, Doctor, Employee, Medic, Etc. And Zombies? Corpse. My idea is for a new class, Smart zombie (Yet another weird name, like my Fresh Zombie one, but yet again, it can be changed.) This class starts out with Memories Of Life, because it didn't lose its memories like it says for Corpse in the beginning screen. This would help new zeds get to those Delicious Harmanz inside buildings without relying on some zombie coming along and taking them before You can get to them.
Left Queue: 13:42, 26 July 2006 (BST)

Crucifix Prayer

Timestamp: 21:09, 12 July 2006 (BST)
Type: Improvement
Scope: All players bearing a crucifix.
Description: Flavor effects only

Summary: Characters bearing a crucifix may display it and utter a prayer

Mechanics: Clicking on a crucifix in your inventory will cost one AP, and will generate the following message: "You display your crucifix and offer prayers to heaven" and displays a corresponding message to all others in your location "PriestCharacter displays his crucifix and offers up prayers". There are no other effects in the game code (Where's your faith, heathen?) This is no different from using speak, so prayerspamming should be limited. If possible, this should be open to both survivors and zombies - I wouldn't want to leave out the Church of The Resurrection .

Left Queue: 13:42, 26 July 2006 (BST)

Scent Blood Change V.2

Timestamp: 18:06, 12 July 2006 (EST)
Type: Skill Improvement
Scope: Zombies
Description: Since a zombie can play as a human long enough to get 75-150 XP and get Diagnosis instead of staying as a zombie to earn 200 XP in order to get Scent Fear and then Scent Blood to do the same thing, I feel Scent Blood needed to be edited to make it more appealing.

Currently Scent Blood allows the HP values of nearby survivors to be displayed next to their name which is the same as Diagnosis, so why bother? Sure I know that there might be 1 out of maybe 300 players that wants to be a purist with character and only get skills that their character should get, but for the rest of us I‘m sure you decided to not get Scent Blood till you have already got all of the other skills and just want to use the XP up... I suggest that a slight alteration be made to make Scent Blood desirable again.

Scent Blood: The player can smell nearby wounded survivors and follow the scent.

What this means is that the player will get messages stating that they smelled fresh blood coming from “#�? blocks to the “X�? and “#�? blocks to the “Y�? at what ever time this occurred. It will be the smell of the nearest survivor (under 25 HP, as it is the current classification of wounded) at the time. This would help tie it into the fact that it is a sub-skill of Scent Fear

(Just incase you feel that this might cause too many spam messages, this could instead be a button to push.)

Please keep your comments constructive and watch for any RE‘s from the Author/me. Also be sure to let me know what you think of the “just incase“ measure when you vote.

Left Queue: 13:42, 26 July 2006 (BST)

13th July 2006

Toxic Rot

Timestamp: 15:18, 13 July 2006 (BST)
Type: New skill.
Scope: Brain-Rot Zombie.
Description: This is a 100XP skill under Brain-Rot that makes the very blood of the zombie toxic, I'll explain in flavourful detail later why. Anyway when a zombie with this skill is hit by anything, Melee or Ranged, it causes a cloud of vaporized blood to surround the area. For every hit on the zombie there is a 20% chance with each hit of the attacker being hurt by 2HP, and a 5% chance of getting infected. the attack message? "You hit Rotter for 4HP, a misty cloud forms on the wound, you get a burning sensation in your lungs." Want the reason this happens? Ok, here it is. "Solanum, The zombie virus, saturates all cells within the body with the virus. However, Brain-rot causes a new, more virulent form of Solanum to be produced. This new virus secretes a volatile toxin (Chemical formula H4C2N8, also called Carbo-Hydronoxide) that rapidly oxidizes when exposed to air. Whenever the zombie gets an open wound the toxin-filled blood literally vaporizes and forms a red mist around the exposed area. This cloud still carries the Solanum Virus and the Toxin. When inhaled this Toxin acts as a Mild Neurotoxin, causing damaging low-grade Seizures. However the Solanum might also cause the inhaler to become infected." .
Left Queue: 07:45, 27 July 2006 (BST)

Propaganda Artist

Timestamp: 03:07, 13 July 2006
Type: Civilian Class Addition
Scope: survivor
Description: It would add a class called "Propaganda Artist" to the survivors. It would be a civilian class, because they are really not too military based. They would start with Radio Operation, and two (2) spray cans. I think this would be useful for larger clans, so they could spray slogans, and broadcast messages. I know this would not generate any real XP, but I think it would be a neat class for clans to use. After all, the Scout class doesn't have a way to get XP.
Left Queue: 07:45, 27 July 2006 (BST)

Gangster

Timestamp: 15:21 July 13 2006
Type: Class
Scope: Humans
Description: This is a civilian class, the skills that they start with are tagging and melee training. The items they start out with are would be 2 beers, 5 spray cans, and a baseball bat. I mainly want this for rp purposes.
Left Queue: 07:45, 27 July 2006 (BST)

Smell That?

Timestamp: 20:12, 13 July 2006 (BST)
Type: Game Change.
Scope: Horde discovery.
Description: It is currently the hottest part of the summer, and because of it large numbers of zombies in one place would give off a horrible stench from the heat. I propose that if there is a large group of zombies, say, 40 zeds, they give off a foul stench in a 8 block radius. the message is "You smell a foul stench X blocks west and X blocks South of your location." This message is given the moment you get within range, this can also be observed by both zombies and humans, inside or outside. Also, if there are 80 zeds in a block you would replace the "Foul" word and replace it with "Indescribable".
Left Queue: 07:45, 27 July 2006 (BST)

Runners

Timestamp: 18:02, 13 July 2006 (EST)
Type: New Zombie Class or skill.
Scope: More classes needed, possible skill.
Description: Over the past year, we have seen the Zeds begin to communicate and use new abilities. I have myself seen people being dragged out to the street to then hear them be torn apart and howl to the others to note our safehouse. The thing is, with all of the new abilities that the walking dead have, they don't seem to have enough classes. So, in leau of this, there should be a new class addition called "Runners". These stenches, due to the mutation of the virus, start out with the Brain Rot Skill. They lack the Vigor Mortis Skill, but also have in addition to brain rot, they have Memories of Life and Lurching Gate(hence the runners). If this doesn't sound good, I am still stuck on the Runner idea. Maybe a new zombie skill that would allow zeds to move two spaces instead of one per AP. If you decide to move just one, that move would still cost 1AP no matter what. I think that this would open up a whole new style for a zombie to play. Not only a plus for Zeds, but humans as well considering the many abilities survivors currently have at their disposal. This would bring a whole new danger to the quarantine situation we have in Malton.
Left Queue: 07:45, 27 July 2006 (BST)

14th July 2006

Duck and Cover

Timestamp: 01:53, 14 July 2006 (EST)
Type: Game Event.
Scope: To even the survivor/human ratio.
Description: Jets can be heard overhead one day. A few days later a single plane flies over a suburb of Malton dropping a nuclear bomb (or some sort of bomb) directly in the center of the area killing everything and everyone in the suburb in its wake. These planes were heard throughout all of the suburbs of Malton yet only one suburb was bombed. This I believe would not only have a chance of possibly spreading out of survivors and zombies, as groups would branch out and latch up later if they believed that is what was going to happen. Maybe those who have radios would get a message from outside sources about a plan to try and steralize parts of the city of Malton. Groups would split and then with the bomb, the ratio of survivors to humans (all of the survivors would be turned). In addition, the suburb that is targeted should have everything destroyed. No barracades, and all of the buildings ransacked and powerless. This could possibly promote growth in an area that is not frequented because of its "clean start". This I think would also add quite a bit if good clean RPG fun, opening up a wide array of radio transmissions and player groups.
Left Queue: 07:29, 14 July 2006 (BST)

Fanatical Defence

Timestamp: 18:59, 14 July 2006 (BST)
Type: Civilian Skill
Scope: Survivors
Description: A survivor with this skill gains a 5% bonus to their hit chance against zombies (not other survivors) while standing inside of a church. Inside cathedrals, this bonus increases to 10% and the survivor gains 1 bonus damage. As before, the cathedral bonus only applies against zombies.

Other Points: Most people say that religion is a topic that should not be applied to this game. However, I must remind people that religion is a topic already in the game thanks to the use of churches, cathedrals and crucifixes. This is not some divine power, this is strength granted by desperation and faith. It's a well-known fact that religion has been a powerful motivator throughout the ages, and it's not unfeasible at all that a person would fight harder to protect something important to them. Cathedrals are useless at this point in the game. Malls are useful, why shouldn't Cathedrals be somewhat useful?

Left Queue: 13:45, 28 July 2006 (BST)

Ravenous Hunger

Timestamp: 19:54, 14 July 2006 (BST)
Type: Zombie Skill
Scope: Improves Bite
Description: Requires the Vigour Mortis skill. Ravenous Hunger adds 1 point of damage to the zombie's bite attacks as the undead tear at flesh with extra viciousness. According to my calculations, this would by itself increase Teeth DPA to 1.0, and with Neck Lurch it would grant zombies a DPA of 1.5, on par with a Rend Flesh/Death Grip claw DPA of 1.5. However, this does not count the fact that claws get bonuses from Tangling Grasp.
Left Queue: 13:45, 28 July 2006 (BST)

15th July 2006

Barricade XP Gain

Timestamp: 23:50, 15 July 2006 (BST)
Type: Newbie Helping Improvement
Scope: Survivors with the barricade skill
Description: It's hard for people who've chosen a class that can't gain XP easily (scout, shopper, etc.) So i'm proposing that a successfull barricading will grant the barricader 2XP. Not terribly unbalancing, as scanning a zombie grants 4XP, and gives a way for a newbie in a siege to gain XP.
Left Queue: 10:24, 29 July 2006 (BST)

Technician

Timestamp: 23:50, 15 July 2006 (BST)
Type: Military Class
Scope: Survivors
Description: Knows Radio Operation as a starting skill, has a book, fuel can, knife and radio as starting items. Basically like a radio operating type guy. Doesn't start with a transmitter, because that would encourage spammers to just use these guys like mad.
Left Queue: 10:24, 29 July 2006 (BST)


Light!

Timestamp: 07:09, 16 July 2006 (BST)
Type: Skill/Improvement
Scope: Survivors
Description: Attention: In order to aid its operations the military has restored light to Malton, transferring power from outside the city. The restored circuits do not include buildings and generators will still be needed for the time being.

Generators are currently counter-productive, providing few benefits and immediately alerting zombies to your location. Considering that decoy barricades are difficult to set up now due to the recent ransack upgrade using power turns any building into a deathtrap. The new semi-restored power grid would allow for hiding once more.

One building in each suburb would become a power substation. This would just add a line to the description of the building inside and out saying something like "The wall bears the logo of Malton Electric." Inside the building would be a transformer, which would have the same durability as a generator. However the transformer is part of the building and is never deleted but merely broken and inoperative. If the building is not ransacked it could be repaired by survivors with a new science skill, Engineering, for the cost of 10AP. This would require the player have wirecutters in their inventory (to cut new lines to replace those damaged).

When the transformer is repaired it powers the street lights in every square of the suburb. This is visible by a one line addition to the area description. The additional lights serve to mask the few bulbs turned on inside buildings. When the suburb's transformer is fixed you cannot tell if a building is powered from outside. This would be a useful boon to survivors but hard to maintain as you'd have to keep control of a single specific building. It should make for some fun battles, and be more worthwhile than powering phone masts.

Left Queue: 10:33, 30 July 2006 (BST)

16th July 2006

Maggot Plague

Timestamp: 17:56, 16 July 2006 (BST)
Type: Balance change.
Scope: Zombie Hordes.
Description: During the hot weather flys will infest a dead body and maggots will start to eat away what remains. During this Big Bash where hordes of off-game co-ordinated Zeds are banding together in extremely large numbers and cutting swathes thru the suburbs. There should be some sort of balance or drawback to this as humans use 10AP+ make syringes and to revive whereas a zombie with Ankle Grab needs little AP to standup again. Like with humans with an infected bite that causes 1AP loss for every move perhaps "maggot infestation" could cause the same effect until the numbers of say 20+ banded Zombies have separated
Left Queue: 19:07, 16 July 2006 (BST)

17th July 2006

Nerf Bargain Hunting

Timestamp: 08:58, 17 July 2006 (BST)
Type: Balance Change
Scope: The skill Bargain Hunting
Description: Simple. Reduce the Bargain Hunting boost from 25% to 15%. Nerfs malls slightly, but not much.
Left Queue: ----The General-W! P! Mod09:43, 17 July 2006 (BST) 09:43, 17 July 2006 (BST)

Advance NecroNet Training

Timestamp: 02:00, 17 July 2006 (BST)
Type: Skill
Scope: All players
Description: As scientists practice using the NecroNet machinery they become more skilled in using it meaning that they are much quicker at using the machinery.

This idea is just for a skill for NT guys to spend 5Ap less on making a syringe taking it down to 15Ap for making one syringe. This means that scientists will be able to make one extra syringe on the whole (presuming they use 60Ap). So what does this mean to Zombies then if survivors can make more syringes? Well it'll mean almost nothing really. The NT guy would only realistically revive only 1.5 Zombies on average per day (Three Zombies over a two day cycle) for either manufacturing syringes at 15Ap or 20Ap each. Ok, sure in theory you could revive two Zombies in one day but that would mean the NT guy would be stuck out on the street alone and cold. So really the amount of revives wouldn't go up. What this means to the NT guys though is that they have 5 to 10 extra AP or so to spend for the day. This could be used to get to and back from safety without cutting it as close.

This skill would be located under NecroNet Access and cost the standard amount of XP for a skill under the science tree.

Left Queue: 10:27, 6 August 2006 (BST)

Looting (revised)

Timestamp: 05:59, 17 July 2006 (BST)
Type: Skill
Scope: Survivors
Description: A survivor with the Shopping subskill Looting is hardened by loss and self-sufficient. They've grown used to finding what they need to survive when alone and without interference or competition. In any non-ransacked building with no zombies and ten or fewer survivors they gain a 10% bonus to their search rates. This bonus does not stack with Bargain Hunting or the powered search bonus.

Small safehouses are dying out now that distributed defense has been nixed by the ransack upgrade. Unless we want the entire survivor population to condense in a few malls there needs to be a strategic advantage to spreading out. This is a balanced logical skill that gives a reason for smaller defenses.

Left Queue: 10:27, 6 August 2006 (BST)

Breakable Object

Timestamp: 15:13, 17 July 2006 (BST)
Type: Random Event
Scope: Survivors upon death.
Description: As the game stands now, items are either 'used up' or they last forever. I would propose that certain items have a small chance of breaking when the Survivor who carries them dies.

I suggest that any time a Survivor dies, check for 'breakable' item in their inventory being destroyed (2%). When the Survivor 'stands up' as a Zombie, they would get a message informing them of the breakage. The items and messages are as follows:

  • Crucifix - Your Crucifix has snapped in two
  • Wire Cutters - You dropped your wire cutters
  • Baseball Bat - Your baseball bat splintered, and is useless
  • Fire Axe - The head fell off your fire axe
  • GPS Unit - Something electronic was crushed
  • DNA Extractor - Something electronic was crushed
  • Mobile Phone - Something electronic was crushed
  • Radio - Something electronic was crushed
  • Ammunition - You lost some ammunition

Notes: I waffled somewhat on including the DNA Extractor in this list. Although it is, logically, fragile, it is also harder to replace than anything else here. In the end, 'flavor' won out. On the other hand, Wire Cutters are not highly fragile items, but they shouldn't be particularly eternal either. This also helps answer the 'why would anyone carry a knife' question, since Fire Axes now need to be replaced occasionally.

Left Queue: 10:27, 6 August 2006 (BST)

Attack Interface

Timestamp: Monday, July 17th, 2006 2:34 PM
Type: Game Interface
Scope: All attackers
Description: AP takes a while to regenerate, and if you do something on accident, there is no way to undo or redo. My suggestion is to make a seperate button for attacking other players, with a dropdown menu for each player. This will enable people to attack other people instead of, on accident, smashing at the barricade of a building since that is the default option. Adding a seperate button to attack players would enhance player-to-player interaction and increase the total amount of experience gained (I've spent at least 70 AP smashing at barricades when I intended on attacking another player).
Left Queue: 10:27, 6 August 2006 (BST)

18th July 2006

Scrounge

Timestamp: MrAushvitz01:58, 19 July 2006 (BST)
Type: New Millitary skill
Scope: Your character is faster at repairing ransacked buildings...
Description: Scrounge

Millitary skill, no prerequisites, does not carry over to zombie state.

You are more skilled at finding things even in ransacked buildings, if you work you way through the mess, clearing away debris.

  • If you have this skill, and you are using AP to repair a ransacked building your chances of repairing the damage DOUBLE with each attempt.
  • Additionally, for those who have this skill who finish the LAST AP of repairs to a ransacked building gain 2 XP for their efforts (this is a "community effort" bonus.)

This allows your character to be the "cleanup crew" of sorts in Malton, showing up in areas where the zombies have completely oblitterated key buildings and doing what you can to set things straight. This skill is useful for civillians and for millitary characters (cheaper for millitary), but science characters wouldn't be so well suited for getting in on the rubble. This skill's XP benefits also allow another avenue of XP harvesting for non-combat survivors.

This skill would also be crucial in fixing damaged buildings quickly so barricades can be at least partially re-errected again. Especially if a particular building is tactically important to this area (ex. hospital, NT building, police station, especially if there aren't many in this area...)

Left Queue: 03:57, 19 July 2006 (BST)

Move Zombie Hunters to the top of the stack

Timestamp: 2:00, 18 July 2006 (BST)
Type: Game mechanics
Scope: Zombie hunters
Description: I am taking Mr. A's spammy suggestion, and making a (hopefully) non-spammity version of it.

Basically, zombie hunters should be moved to the top of the stack, so that they're the first person the zombie sees when given a list of people to attack.

After all, a 6 ft guy in a trenchcoat packing a shotgun tends to stick out, ya'know.

This doesn't necessarily mean zombie hunters will always be the first to die in a zombie attack (zombies with scent death or diagnosis could always select other targets, such as the weak or dying), but they'd be the default target when the zombie first breaks into that safehouse.

Left Queue: 10:53, 6 August 2006 (BST)

Mobile Syringe Manufacturing

Timestamp: 03:56, 18 July 2006 (BST)
Type: Improvement
Scope: Survivors
Description: Syringe manufacturing is currently laughable. You can only do it when there's power and it's incredibly less effective than searching. I suggest improving the skill Necronet Access to allow syringe manufacturing in other locations besides Necrotech buildings with sufficient equipment, those being hospitals, factories, and forts. The logic behind this suggestion is that a player with Necronet Access would know the syringe formula and could create it independantly. That way while your most efficient means of acquiring syringes would be searching for them, in case zombies ransack and hold the one or two NTs in the suburb you could fall back to making syringes for 20AP in these other locations when powered.

Ransack and it's recent upgrade erased the critical survivor strategy of distributed defense, in which several buildings were barricaded to serve as decoys and relieve pressure on the buildings that were actually occupied. While I feel this has deservedly made it easier for zombies to narrow their targets it makes it too hard to maintain the few absolutely critical buildings. The game was unbalanced in favor of survivors previously, now it's slanted towards zombies. Increasing the utility of more buildings and allowing survivors to spread out should balance the game.

Left Queue: 10:53, 6 August 2006 (BST)

19th July 2006

New Zombie Hunter Skill

Timestamp: 08:41, 19 July 2006 (BST)
Type: Skill
Scope: Zombie Hunters
Description: Could there be a new zombie hunter skill, lvl 20+. That allows you to have a 5% chance of Perfectly killing a zombie, no matter what it's health is.
Left Queue: 09:59, 19 July 2006 (BST)

No More ZKing

Timestamp: 13:13, 19 July 2006 (BST)
Type: Game mechanics
Scope: Zombies
Description: Thanks to deny survivors instant revives, zombies are less like walking target boards and more like an actual threat (although zeds STILL need a lot more work before they're playable as intended).

Unfortunately, this has also resulted in a large increase in disgruntled dedicated-survivor zombies with nothing to do but attack the nearest horde they can find.

As a response, I propose that ZKing be disabled. Back in the bad old days, it was needed because newbie zombies had no other way to get XP. Now, with scent death and feeding groan, zking has become somewhat obsolete, at least for legitimate purposes.

Thus, I say we should simply change the attack menu so that zombies can't target other zombies.

I have no problems with PKing, as it's legitimate and part of the genre (in fact and fiction, humans are and will always be great at killing other humans). ZKing, on the other hand, seems more like an oversight of the game engine (when do you ever see zombies killing each other in the movies?), and no longer needed or desirable due to recent changes.

Left Queue: 16:21, 19 July 2006 (BST)


Stand Up Improvement

Timestamp: 05:07 PM July 19th 2006 (BST)
Type: Improvement
Scope: Zombies. Or humans becoming zombies.
Description: One day I was walking along when I spotted a zombie standing by my Junkyard. I killed it with switft fury, but it must have been on or got on, and I had 1 AP left and the zombie stood up, ready to kill me. And It did. I waited, using 1 AP to search, and I saw it attacking me. I kept that AP, and used it 30 minutes later, and it had killed me. Point The point is, Should we have it to where it takes 30 minutes from death to allow someone to stand up as a zombie? It should only apply when they were killed by another player, zombie or human, and not have it to where it takes the time when they commit suicide. It should be an improvement, since most people are killed during their AP recharge, the time before they log off and log back on later. Thank you, Sub Sandwitch
Left Queue: 09:24, 9 August 2006 (BST)

Mobile Syringe Manufacturing (revised)

Timestamp: 06:02, 19 July 2006 (BST)
Type: Skill/Item
Scope: Survivors
Description: Syringe manufacturing is currently counterproductive, being lower than syringe search rates. However manufacturing would become useful if it could be performed in locations other than Necrotech buildings. The higher AP cost would be balanced out by the ability to perform guerilla warfare, not being tied down to the one or two necrotechs in the suburb. This perfectly suits ransack, which made it hard to keep specific buildings secure and requires survivors stay on the move.

A new item findable in Necrotech Buildings (3%) and hospitals (2%) would be a Lab Kit. This could be set up indoors in any building the same way as generators (and destroyed the same way too). The lab kit is a varied collection of equipment and chemical components that allow for syringe manufacture in any powered building for 25AP. The increased cost reflects the difficulty of working in a less than ideal environment, with more limited equipment, and to keep Necrotech buildings the most desirable place to be even for manufacturing. Using a lab kit would require a new science skill, Scientific Research, which would be a subskill of Necronet access. You could not set up a Lab Kit in a Necrotech Building, since that'd just be besides the point.

Left Queue: 09:24, 9 August 2006 (BST)

Looting

Timestamp: 22:08, 19 July 2006 (BST)
Type: New skill
Scope: Survivors
Description: At the moment, Urban Dead is a bit too Mall/NT-centric - the powerful nature of Bargain Hunting, when combined with Shopping and a powered Generator, does nothing to help this. Therefore, I propose that Bargain Hunting be removed as a skill and replaced with the skill Looting.

Looting would be located in the Civilian skill section, with no pre-requisites. All players who currently have Bargain Hunting would receive Looting with no XP cost, although they would obviously lose Bargain Hunting.

There would be no button for searching anymore if a player purchases Looting; instead, there would be a drop-down menu reading '[Search/Loot] for items'. Looting would have an advantage over searching in that it would provide a +7.5% bonus to find an item; this would be increased to +10% in a powered building.

However, on the downside, if too many people loot a building it will eventually become seriously damaged and it will be harder to find things amidst the wreckage. As such, depending on the number of times people Loot a building, successfully or unsuccessfully, in the period of 3 hours before the exact time that you Loot the building, the looting percentage would decrease:

1-20 times - no decrease (the building would appear as normal)

21-40 times - -2.5% decrease (the building would appear as slightly damaged by looters)

41-55 times - -5% decrease (the building would appear as damaged by looting)

56-70 times - -7.5% decrease (the building would appear as heavily damaged by looting)

71-80 times - -10% decrease (the building would appear as very heavily damaged by looting)

81-90 times - -12.5% decrease (the building would appear as extremely heavily damaged by looting)

91+ times - building becomes Ransacked (the building would appear as ransacked)

Once Ransacked by Looting, a building must be Repaired, just as with the effects of the Ransack skill for Zombies. However, it must be Repaired three times; while zombies would simply smash random objects, survivors would be looting the building and taking whatever there is of value, which would greatly reduce the chance of finding something valuable. Once the building has been Repaired in this way, the counter of how many times the building has been looted will drop to 0 again.

Normal searching would be unnaffected by Looting (as the player would be taking more time to carefully search for items) unless the building has been Ransacked. At that point, the building must be Repaired again until any searching can be performed.

This would theoretically balance out the survivor population in terms of location; more people would move away from the overcrowded Malls and NT buildings and they would return to the PDs, the Hospitals and the Fire Stations. This skill would have a negative effect on large groups that use it, and would have a positive effect on smaller groups of people who choose to use it.

Of course, communism works in theory...

Left Queue: 09:24, 9 August 2006 (BST)

20th July 2006

Power Stations V7.0

Timestamp: 07:50, 1 July 2006 (BST)
Type: Use for Power Stations
Scope: Survivors
Description: Read before you vote, and give a reason why you hate the idea! Ok, first of all, scroll down until you see bullets if you just want an summary of the suggestion. This is what may be viewed as a over-powered suggestion. There has probably been a bunch more "Use for power plants" suggestions, But I think this might work without giving survivors a huge edge. After all, it takes 10 hours worth of AP to repair them.
  • The idea and how it works

Here’s how it works. You need to have construction to repair the Turbines. It costs 20AP to do this. The power flows out into the city, where it is converted into power that buildings can use with Transformers. There is one transformer in every suburb. They can be destroyed also, and repaired for 5AP. More specific and easier to understand details are below.

  • Descriptions-
  • Non-functional power station-Same as now.
  • Functional Power Station-...You here a low hum as power flows into the city.
  • Transformer Details:
  1. 1 in every suburb
  2. Acts like loose barricade in strength. Building can still be barricaded normally, and entered if no barricade is present.
  3. Descriptions:
  • No power:…There is a transformer here. It is in-active.
  • Power:…There is a transformer here. It is humming with electricity.
  • Broken:…There is a transformer here. It is badly damaged.
  1. Repairing a transformer takes 5AP
  2. Anybody can repair them.
  • Miscellaneous Details
  1. The power Stations have control panels to show what suburbs have power. That’s pretty realistic. Don’t want to get too real in a game based in a fictional city with zombies running around.
  2. The power grid shows up on the stats page as a percentage.
  • Here is a summary of the main points:
  1. You need to have "construction" to repair the turbines.
  2. Repairing turbines costs 20AP
  3. The Turbines can not be repaired if building damage or zombies are present.
  4. Turbines act like a loose barricade in strength. Zombies can still enter is there is no barricades. Power Stations can still be barricaded normally.
  5. Since the connection is bad from transformers being smashed by zombies and burnt in fires, The lights flicker distracting survivors, which nerfs power searching unless there is a generator present.
Left Queue: 07:26, 20 July 2006 (BST)

Body Moving

Timestamp: 17:21, 20 July 2006 (BST)
Type: Addition
Scope: Applies to humans and zeds
Description: What I am thinking is having a way to move the dead bodies somewhere else. I've looked over the Wiki Map and seen that most of it is zombie controlled. Whenever the zeds move into an area, they pretty much own it for good. Even if they are killed, they just get back up later and continue to siege the suburb. I feel there needs to be some way to make more than just the two 'safe' suburbs in Malton.

Each suburb has a Junkyard, and most junkyards have old trucks in them, right? Well, if possible, why not pile bodies into the back of a truck, the same way you would dump them outside, click the button and "You load the body into the back of the pickup/dumptruck"

I'm not saying have a truck for each junkyard, but maybe one or two per suburb. Of course, there would be the problem of gas and distance travelled. Well, if say one can of gas moves the truck say maybe ten or so spaces (maybe more, maybe less) and then you can simply dump all the bodies at once when you get out of your suburb. Of course you wouldn't see a pickup with 154 bodies in the back, maybe just 20 in a pickup and 40 in a dumptruck, which also makes this a decent two person job if there are a lot of bodies, one to load and one to drive them away.

What can the zeds do about it? Well, if they come across a truck, the zeds could trash the truck like the generators or baricades so that the humans need to repair it before they go anywhere. Also, if they happen to wake up while in the back of the truck and it's moving, they can attack the driver and the driver would have to stop the truck to fight back.

People stealing the trucks to get across town shouldnt be a big problem as it won't get you anywhere faster than on foot. Still one Suburb at a time. Just each faction keeps an eye on a truck.

Long story short, Suburbs get 1-2 trucks each, starting inside a junkyard. Trucks require 1 can of gas to go 10-12 spaces. Load bodies onto it the same way you would to dump them outside. Dump all the bodies at once from the back of the truck the same way you would outside. 20 bodies in the back of a pickup. 40 in the back of a dumptruck. Zeds can damage the trucks just like the generators and baricades. Humans can repair the trucks just like generators and baricades. Zeds can attack driver if they wake up in the back. Driver would have to stop to fight back.

There's my two cents worth

Left Queue: 17:42, 20 July 2006 (BST)

21st July 2006

Molotov Cocktail V.2.0

Timestamp: 8:48 21 July 2006
Type: Weapon
Scope: Survivor
Description: Summary:20 hp, flak jacket piercing, damage 20% hit ratio, Every 5 minutes for 25 minutes afterwards cost 2 hp per and each action performed while burning costs 2 hp except rolling on the ground which stops burning(described below), Items needed-Fuel Can, beer, newspaper/book, full/half full lighter

To use, a new option will appear in the attack menu when you have all the items needed. The messages for attack hit and attack miss are "You toss the molotov coctail at x, it burns x,""You toss the moltov cocktail at x, you miss" Has a 50% chance to destroy barricades if used to attack barricades. Fuel can has an 25% chance of being destroyed(Because of scared survivors spilling fuel)Lighter goes down to half full or empty. all other items will be destroyed. There is a 20% chance of the molotov cocktail exploding and having the same burning effects as it would if you hit somebody with it. The message for this is "The mostov cocktail explodes near you for 20 hp and burns you." And I've never actually made a molotov cocktail in real life.

You have a 10% chance of finding a lighter in a club and a 12% chance of finding lighter fuel in a club(Running generator increases chances by 1%) Lighter has 3 stages, full,half full, and empty. To reload your lighter just click on lighter fuel and it will reload the emptiest lighter in your inventory.

To stop burning you must spend 1 ap to roll on ground

I've revised this majorly since the first molotov cocktail, most major are the use of a lighter(new)and the burning effects

Left Queue: 16:09, 21 July 2006 (BST)

Cut Throat

Timestamp: 16:00, 21 July 2006 (BST)
Type: Skill
Scope: PKs
Description: I know most of you hate PKing and think that knife isn't a good weapon, so I thought, maybe if when you hit a survivor with knife and this skill you would get some % (something like 3% or below) to kill in one hit the survivor. I know people will complain that it will stimulate PK, but we always see in any zombie movies that the worst enemy is humanity it self. Addind this skill (maybe in military, under Knife Combat prerequisite) we would not stimulate PK so much, but it would add flavor to the game and find a function to the knife (after all people only use knife for RPing, everybody preffers the fire axe), it would be a PK weapon. Only to people know, I'm not PK, I was only trying to get the knife some use.
Left Queue: 22:58, 21 July 2006 (BST)

Barricading XP

Timestamp: 08:18, 21 July 2006 (BST)
Type: Improvement.
Scope: Survivors with Construction.
Description: I think that all survivors who barricade things should get 1XP for each time they use the construction skill. During long sieges it is difficult to get XP because there is not enough AP to kill zombies because it is all being used up by keeping the barricades up. --Rhys Parker 08:20, 21 July 2006 (BST)
Left Queue: 09:44, 10 August 2006 (BST)

Barricade XP

Timestamp: 11:24, 21 July 2006 (BST)
Type: New XP source
Scope: All Players
Description: I propose that for every level a survivor barricades up to they gain 1XP. eg. if they raise the barricades from Very Strongly Barricaded to Heavily Barricaded they get 1XP but they then increase the level of the Heavy barricades to HB+1, they dont gain XP, this will stop it being used as an XP farm.

For zombies, everytime they lower the barricades by a level they gain 1XP, eg. if they break the Heavy Barricades down to Very Strong Barricades they gain 1XP but then lower it form VSB+2 to VSB+1 they dont gain XP.
To prevent abuse, the XP can only be gained from building barricades if the barricades are above Quite Strong.

Note: Only zombies can gain XP from destroying barricades.

Left Queue: 09:44, 10 August 2006 (BST)

22nd July 2006

Head Bite

Timestamp: 03:49, 22 July 2006 (BST)
Type: Skill
Scope: Zombies
Description: This skill would be the zombie's answer to Headshot, along with providing a suitable way to actually munch on brains! It would be avalible at level 10, for (obviously) 100 EXP. You would need Tangling Grasp for this skill to work, and have all the Claw/Bite skills for it to be at it's most effective. In order to use Head Bite you would need to:

1) Initiate a Tangling Grasp with your intended target. 2) Kill him with a Bite Attack.

Doing thing would activate the Head Bite skill. This would make it so that the 'Survivor' would have to spend an extra 5 AP to stand up. Your message would be something along the lines of 'Gripping Mr. McTrenchcoat by the shoulders, you sink your teeth into his skull for 4 damage. He has died.', while the target would get 'Your brain has been eaten by BeefSteak! It will cost an extra 5 AP to stand.'

Not an overpowered skill, since the zombie has to first hit his Claw attack to start the Grasp (50%), and then manage to kill the Survivor with his bite (Now 40%). Kept the AP cost low since there is no Ankle Grab skill for Survivors.

Left Queue: 04:04, 22 July 2006 (BST)

Syringe Cost Change

Timestamp: 07:49, 18 July 2006 (BST)
Type: Equipment Change
Scope: Survivors
Description: What this suggestion would do is vary Syringe AP costs based off the Zombie Human ratio. This includes the AP cost of reviving of a Zombie, and the AP taken to aquire a syringe. Logicaly when there are more Zombies around you would be more adapt at using the syringes as you have a larger range to practice on, however the resources for making the syringes and the actual syringes would be harder to find as they are being consumed at a greater rate. When there are less Zombies around you would be a bit rusty with using a syringe and thus unable to use it as well. However the resources for manufacturing and the actual syringe and the syringe numbers would be higher as theres less demand for them.
Amount of Zombies AP to revive AP to Manufacture Chance to Find Final AP cost
0% to 15% 24AP 13AP 20% 37AP to 29AP
15% to 25% 19AP 15AP 14% 34AP to 26AP
25% to 35% 15AP 17AP 12% 32AP to 23AP
35% to 45% 12AP 19AP 11% 31AP to 21AP
45% to 55% 10AP 20AP 10% 30AP to 20AP
55% to 65% 8AP 21AP 10% 29AP to 18AP
65% to 75% 5AP 22AP 9% 27AP to 16AP
75% to 85% 3AP 23AP 8% 26AP to 16AP
85% to 100% 2AP 24AP 7% 26AP to 16AP

This wouldn't strain the server as it already calculates the stats every 3 or 6 hours so the value for how much revives, manufacturing and search rates would all cost would be calculated then.

Left Queue: 05:13, 22 July 2006 (BST)

Change Name

Timestamp: 20:37, 22 July 2006 (BST)
Type: Mechanic Change
Scope: Everyone
Description: Does anyone feel that their name is just not as cool as it was when they first picked it out? Are people PKing you because your name is "Zed4Lyfe", and you are a maxed out survivor player? I propose the ability to change your name in the game. Obviously, to prevent people from getting away as PKers, former names of the player will be listed in their profile. Also, you are only allowed to change your name every 72 hours, to prevent spam. If someone is found to be changing their name extremely often, their name changing privilige will be taken away.--Inspector 20m813 (MPD) 20:37, 22 July 2006 (BST)
Left Queue: 21:10, 22 July 2006 (BST)

Drop Change

Timestamp: 13:18 July 22 2006
Type: Change
Scope: All
Description: Yesterday I accidently dropped a flak jacket becuase I was using a back command after dropping an empty gun for a loaded one. I simply want a toggable option that when turned on will ask if you're sure you want to drop an item. It could be toggled off and on in your profile edit. The message would appear when whenever you try to drop an item and would say "Are you sure you want to drop x?" if it was on.
Left Queue: 10:37, 10 August 2006 (BST)

23rd July 2006

Scavenger

Timestamp: 19:18, 23 July 2006 (BST)
Type: New Skill.
Scope: People living in a zombie-filled area.
Description: as many know, Ransack is causing many suburbs to become inhospitable wastelands (Take Dunnell Hills, for example) and with the Big Bash going on its not much better. This is a 100XP Zombie Hunter skill called Scavenger, which negates the penalty associated with searching Ransacked buildings. you still need to clear the building to barricade it, though. This skill requires you to be Level 14 to acquire, so its more likely people will get it if they are in one of these areas.
Left Queue: 01:43, 24 July 2006 (BST)

24th July 2006

Multi-Tag

Timestamp: MrAushvitz02:44, 24 July 2006 (BST)
Type: Larger Buildings Can Be Tagged More Than Once
Scope: Adds More To Tagging Flavour
Description: Multi_Tag

The concept is disturbingly simple... larger buildings should be able to be tagged more than once, basically hold more than 1 spray painted message. The larger surface area or "paintable" surface will allow for multiple messages.

Why bother?

Well, for one thing it gives Malton more of a "feel" as to the various human factions at work in that particular area. It also adds an element of time and message degredation to things in that area. For example if the local hospital used to have 4 messages on it a few days ago but today only 1 remains (hospital and this area got TOOK!) This adds a sense of death, decay and destruction to Malton of sorts.. how quickly an area can become overrun with undead and the messages start to become lost. There are also times when 2 different human factions may have different ideas of what to do in this area, and both of them have skilled punk scouts running about tagging their buildings!

This may also make the tagging skill and even the can of spraypaint more fun in game.

Game Mechanics

  • #1 - Whenever a new message is tagged onto a building, the oldest message gets replaced 1st. This is done so that less important messages, or the oldest news is lost 1st. It also prevents "zombie-spies" and the like from let's say tagging specific messages too easily (ex. revives etc.) It also prevents certain kinds of abuse (I hate this guy and I'm getting rid of every message he puts up every time I see it...) etc. Cuts down on spam because it takes a lot of effort to keep old news up.
  • #2 - Hidden from view, the IP address of the user who tagged the message is recorded within the UD game (with the posting), once per each location. This is to keep track of who posted what message. Then whenever you tag a building that you have already tagged (have a message on) you instead replace your own message with the new one. This prevents other kinds of abuses (for example, 4 "streets" messages on the same building, dear god, no!) This means in short you can only ever tag a location ONCE per IP adress, (no you may not tag this hospital 4 times...)

Building Maximum Taggings

  • All buildings no matter what type and size can only be tagged once on their "indoors" portion.
  • All of these increased taggings apply to their "outdoors" portion of these buildings (more visible.) All NT buildings count as the same building they were origionally for size when it comes to outdoor tagging. Some of the "large" buildings have less tagging room, but when you consider they have 4 corners they have a lot of room for graffitti, the observer has to walk a ways to see it all! Taller buildings are also excellent for tagging (if you get out on a ledge, and use a lot of paint.. big letters now!)

Only 1 Tagging:

  • Open land (not much for signs, garbage cans or benches to paint on)

2 Taggings: (the 'fence' buildings, and/or not too tall or much for visible walls..)

  • The City Zoo, Junkyard, Arms, Club, Mansion

3 Taggings:

  • Mall, Armoury, Bank, Church, Fire Station, Police Department, Hotel, Library, Museum, School

4 Taggings:

  • Stadium, Power Station, Cathedral, Forts, Building, Cinema, Hospital, Factory, Railway Station, Tower, Warehouse
Left Queue: 10:51, 10 August 2006 (BST)

25th July 2006

Loading Doors

Timestamp: 20:50, 25 July 2006 (BST)
Type: world change
Scope: warehouses and factories
Description: Warehouses and Factories would have large loading doors which, when open and unbarricaded, let players shoot at players outside the bulding and lets zombies with the drag skill drag out anyone inside. only when the doors are open and unbarricaded and survivors can't use mele weapons on zombies outside only guns.
Left Queue: 10:54, 10 August 2006 (BST)

Change "Quite Strongly Barricaded" to "Strongly Barricaded"

Timestamp: 15:55, 25 July 2006 (EDT)
Type: User interface, I suppose
Scope: Everyone (especially new players)
Description: The name speaks for itself. Changing "quite strongly" to "strongly" would simplify the barricade progression, making barricade strength easier to guage for new players (especially zombies).
Left Queue: 10:54, 10 August 2006 (BST)

26th July 2006

Limitation to how many suburbs can be under zombie or survivor control

Timestamp: July 26, 2006 9:23 (EST)
Type: Large
Scope: Both survivors and zombies
Description: If we limit the amount of suburbs survivors or zombies can have in their control, UD would not lose popularity. I say survivors and zombies can only have 75 suburbs under their control. The way I see it, if one side has taken over Malton, what's the point in playing Urban Dead? Please do not let Urban Dead lose popularity. It's only been 1 year since it came out.
Left Queue: 14:47, 26 July 2006 (BST)

Second Server

Timestamp: 14:07, 26 July 2006 (BST)
Type: Large
Scope: Everyone
Description: Remember how it was back in july? Wandering around an empty city, seeing a zombie was grounds for excitement, no map, new players not faced with level 40+ behemoths running the show... Malton is dying. The status quo is set. It's time to see what the rest of the world is up to.

Despite the suggestion name, this could be done with the existant server, and have the two (or more) games running concurrently on the same box. New servers, semi- or completely independant of each other, would make a lot of other suggestions considerably more implementable. Examples include:


Newbie Areas.

If you had the option to move your character between cities, a city could be set up for new players to start in, they would have the option to "graduate" by escaping once they reached level 5, and be forced to escape once they reached level 10.

Server Reset Ideas

Any idea which required a server reset, such as a non-linear exp system, a new, more planned map, and so forth, could be implemented at the start in a new server. Obviously any changes to exp gain would mean that travel between oldstyle exp and newstyle exp cities would not be possible, or would require something complex than a simple move.


New servers would also result in a lot of new players. From what I have seen on notice boards, a lot of people get scared off with how "established" everything is at the moment in UD. A large amount of players have maxed out either their zombie or human skills. There is a lot of player made history (which is a good thing). But all of it can be very intimidating to new players, and puts them at a distinct disadvantage.


But where would this leave Malton?

Malton will always have been First. And it will continue to be first. As the centre of the outbreak, of course the zombies here will be smarter, pick up new things, learn new ideas, and develop new abilities, before these advances proliferate across the rest of the world. And as the greatest veterans of the Zombie War, of course the survivors here will be the first to think of new tactics, develop new weapons and skills. And if new cures are found... where else but the home of the people who created the zombies in the first place? Any new skills or mechanics for the game would be first put through Malton. Any new skill introduced is bought almost immediately by a large amount of players here, which would not be possible in a new server, especially if a more difficult exp system was introduced. Malton will always be a new concept's trial by fire. And I know I'll stay.

I have opened a discussion in the talk area for people to debate what "Server Reset" ideas they would like to see in a new server. Please stop by.

Left Queue: 18:39, 26 July 2006 (BST)

Hp for Kills

Timestamp: 19:32, 26 July 2006 (BST)
Type: Improvement
Scope: Zombies
Description: Note: this is NOT the same as scavenging dead bodies for HP...

Basically, once a Zombie kills a survivor, it eats him/her... therebye gaining (apart from the XP) some health (15 or so)

This works even if the zombie doesn't have "digestion"; zombies don't kill survivors for the fun of it, but rather to eat them... digestion is allowing you to eat what you bite, once the survivor is dead you can eat him calmly...

Left Queue: 20:20, 26 July 2006 (BST)

Dismemberment V.2

Timestamp: 6:26 July 26th 2006(PST)
Type: Skill
Scope: Survivors
Description: Dismemberment will be yet another Zombie-hunter skill on the list. Using a melee weapon or a firearm, a zombie-hunter has a chance of dismembering or severly damaging a Zombie's nervous system. Although the target is primarily dead, the nervous system on a zombie still functions through the spine. By hitting a leg, the zombie hunter hampers movement from the zombie. This presents a fail chance in movement for the zombie, making it much easier for the zombie to be hit (10% increase in accuracy towards affected zombie). When hit in the arm, a zombie loses motor functions in the arm, rendering it less powerful (10% decrease in zombie accuracy). This is dealt on the finishing blow of the zombie and continues until the zombie is revived or heals itself (via digestion). The probability of getting an arm (20%) is lower than getting a leg (40%) and a probability of it failing. However, if the last hit was a melee weapon, the probability increases by 10%.

Passing back to relevance, it's not hard to imagine how agonizingly difficult it is to fight with one leg or one arm. It presents a new sort of weapon for survivors to resiliant zombies.

Left Queue: 04:37, 27 July 2006 (BST)

Manholes and breaking up zombie hoardes

Timestamp: 12:30, 26 July (BST)
Type: world change
Scope: All streets and open locations
Description: Have you noticed how many times on the wiki people express the opinion that actually fighting zombies is useless for anything except gaining experience? Some people have even suggested that the best way to defeat a large group of zombies is to repeatedly rebarricade whatever building they are attacking and sit tight until they get bored and go away. Actually attackin them is sometimes seen as counterproductive because it makes seige more interesting for them.

I'm not about to say that these opinions are wrong - for a start I can see that they are based around sound tactics, given the way the game functions. However, when irritation and tedium becomes the survivors greatest weapons I begin to think something is wrong.

This suggestion gives the survivors a way to forceably break up zombie hordes without resorting to permadeath. It can be assumed that any outdoor location - streets and open blocks - have manhole covers that lead down to the sewer systems underneath Malton. As a 10 AP action a survivor can throw corpses lying in the street down into the sewer.

The corpse drifts around until the player sends the AP to stand up, at which point the zombie claws its way towards the nearest light source and re-emerges onto the streets. However, they are now standing at some randomly determined point in Malton, alive(ish), well, but probably a long way from the hoard they started off with. Getting out of the sewer doesn't cost anymore AP's than just standing up usually does - all the normal modifications such as head shot and ankle grab still apply.

There are probably quite a few zombie player who are about to scream "No way!", but think about it, this modification is designed to make combat more exciting for everyone. Surely the game would be better if a zombie group could be defeated by something other than SHEER BORDEM? It wouls also lead survivors to use fewer AP wasting tactics, like putting genoraters in EHB building and then running away.

P.S. Please refrain from jokes about 'flushing' zombies from an area...

Left Queue: 12:32, 21 August 2006 (BST)

Tutorial V2.0

Timestamp: 17:27, 26 July 2006 (BST)
Type: Change.
Scope: Newbies.
Description: Do you agree that the opening page is not enough for newbs? My idea is in the mainpage you can click a button called "Start Tutorial" This tutorial would make a random character in a practice suburb about 3 blocks into the border squares, so a veteran can't enter it. In this tutorial (Easy to write because people could volunteer to write coding) It would tell newbs with an invisible instructor about where to go, what AP is, how to attack, how to search, death is not everything, and XP managment. There would be different tutorials depending on starting class. The practice suburb can be exited by pressing a button called "exit tutorial" The suburb called be called "Sandboxville" and the tutorial automatically ends upon Completing the Tutorial. If you have any advice on how to improve please say so in your vote.
Left Queue: 12:32, 21 August 2006 (BST)

27th July 2006

Scent Metal

Timestamp: 12:27, 27 July 2006 (BST)
Type: Skill
Scope: Zombies and Construction Workers
Description: A new scent skill, Scent Metal, would be made. Zombies would be able to see Harmanz who have baracaded or repaired a ransack within the last two hours, as marked by an X by their name.
Left Queue: 13:16, 27 July 2006 (BST)

Zombie Killed

Timestamp: 18:38, 27 July 2006 (BST)
Type: Balance Change
Scope: Zombies
Description: IMHO, dead for zombies is waaaay too easy, and also it gets irritating if you kill the same zombie 3 times over. Here are the changes I suggest:

1) Once you have been killed, your HP has fallen to 0; this means your body is pretty much destroyed, but whatever is reanimating the corpses is repairing you or something.

If you get up instantly after being killed, you need +5 AP (extra) and you get up at 5HP.

2) If you remain on the ground, your body will regenerate itself due to the virus or whatever it is... if you wait 10 mins from your death to the time you stand up, you get up with the current number of AP required, and at half health

This is to prevent:

a) Killing a zombie, who gets up again, and attacks you again; so you kill him again, then it turns into a "hope i have enough ammo/AP thing"

b) Giving people enough time to toss out corspes, a 5HP zombie is taken out again with ease...

c) I don't agree they should heal fully, i mean, instead of going to the trouble of healing yourself using DIGESTION, why don't you just kill yourself and get your health all back, for just 10AP or so?

Left Queue: 18:47, 27 July 2006 (BST)

Samurai edge

Timestamp: 17:20, 27 July 2006 (BST)
Type: NeW Weapon
Scope: Survivors
Description: A new Pistol that uses Two Clips per gun instead of one.
Left Queue: 23:10, 27 July 2006 (BST)

Zombie Hunter Skill-Dual Wiled

Timestamp: 17:20, 27 July 2006 (BST)
Type: New Skill
Scope: Survivors
Description: Allows a player to use two pistols at the same time.
Left Queue: 23:17, 27 July 2006 (BST)

Stench of Death

Timestamp: 23:59, 27 July 2006 (BST)
Type: world change
Scope: all players
Description: very simple, useful in game and make sense. if you are in a suburb with more than 200 zombies total in that same suburb, there is an additon of "the stench of death hangs in the air" for all outside descriptions in that suburb. Tells people when there are a lot of zombies around. Zombies with scent death can see it too.
Left Queue: 00:22, 28 July 2006 (BST)

Second Floors

Timestamp: 05:01, 27 July 2006 (BST)
Type: world change
Scope: all players
Description: Try to picture this if you will. i propose a second floor be added to major buildings. When a user views the list of players in the room, it would be split into First Floor and Second Floor. A player can click a button marked "climb stairs" to get from one floor to the other then back again.

This would apply to all malls and power stations, and would be random for other buildings. for example some police stations would have two floors, others would not just like in the real world though i am not arguing for realism, don't get me wrong. there would also be a limit on how many people can be upstaires like 20 people since they'd be crowded by the stairs to keep track of what is happening on the bottom floor. Picture this like an open overhang overlooking the bottom floor liek you would see in a mall or other places.

Survivor benefits

  • zombies have to have memories of life to climb the stairs and get you if they come in.
  • you could still free run out from second floors because you'd just go out a window like usual.
  • mele weapons don't work on someone on another floor. guns do. (this is a benefit because you can shoot at them when they are down below)

Zombie benefits

  • you can suicide off a second floor and SPLAT die inside a building then stand up as a zombie on the bottom floor.
  • generators and important things would always be on th ebottom floor, not that survivirs could hide them ontop!
  • bodies of the dead who died on a second floor when more than one, will block the stairs and must be dumped before anyone can go downstairs unless they have free running skill and they can just free run out.
  • zombies with drag skill can drag normally since we can asume they have dragged a survivor down the stairs and out the door

there should probably be a message when someone jumps off to let people know they have chosed to become a zombie like (You saw John Teabags leap to his death from the second floor!)

Left Queue: 03:05, 28 July 2006 (BST)

Manholes and breaking up zombie hoardes

Timestamp: 12:30, 26 July (BST)
Type: world change
Scope: All streets and open locations
Description: Have you noticed how many times on the wiki people express the opinion that actually fighting zombies is useless for anything except gaining experience? Some people have even suggested that the best way to defeat a large group of zombies is to repeatedly rebarricade whatever building they are attacking and sit tight until they get bored and go away. Actually attackin them is sometimes seen as counterproductive because it makes seige more interesting for them.

I'm not about to say that these opinions are wrong - for a start I can see that they are based around sound tactics, given the way the game functions. However, when irritation and tedium becomes the survivors greatest weapons I begin to think something is wrong.

This suggestion gives the survivors a way to forceably break up zombie hordes without resorting to permadeath. It can be assumed that any outdoor location - streets and open blocks - have manhole covers that lead down to the sewer systems underneath Malton. As a 10 AP action a survivor can throw corpses lying in the street down into the sewer.

The corpse drifts around until the player sends the AP to stand up, at which point the zombie claws its way towards the nearest light source and re-emerges onto the streets. However, they are now standing at some randomly determined point in Malton, alive(ish), well, but probably a long way from the hoard they started off with. Getting out of the sewer doesn't cost anymore AP's than just standing up usually does - all the normal modifications such as head shot and ankle grab still apply.

There are probably quite a few zombie player who are about to scream "No way!", but think about it, this modification is designed to make combat more exciting for everyone. Surely the game would be better if a zombie group could be defeated by something other than SHEER BORDEM? It wouls also lead survivors to use fewer AP wasting tactics, like putting genoraters in EHB building and then running away.

P.S. Please refrain from jokes about 'flushing' zombies from an area...

Left Queue: 12:32, 21 August 2006 (BST)

Tutorial V2.0

Timestamp: 17:27, 26 July 2006 (BST)
Type: Change.
Scope: Newbies.
Description: Do you agree that the opening page is not enough for newbs? My idea is in the mainpage you can click a button called "Start Tutorial" This tutorial would make a random character in a practice suburb about 3 blocks into the border squares, so a veteran can't enter it. In this tutorial (Easy to write because people could volunteer to write coding) It would tell newbs with an invisible instructor about where to go, what AP is, how to attack, how to search, death is not everything, and XP managment. There would be different tutorials depending on starting class. The practice suburb can be exited by pressing a button called "exit tutorial" The suburb called be called "Sandboxville" and the tutorial automatically ends upon Completing the Tutorial. If you have any advice on how to improve please say so in your vote.
Left Queue: 12:32, 21 August 2006 (BST)

28th July 2006

Stench of Death version 2

Timestamp: 04:35, 28 July 2006 (BST)
Type: World inprovement
Scope: All players
Description: Okay, maybe this will be better. When you are inside a building and there are 10 or more zombies right outside (on the same block) you will see "the scent of death hangs in the air" in the room description. i just think it makes scents (get it?) to have some sort of enviromentel change when there are like a bunch of corpses walking around right where you are... you wouldn't see how many are outside or who is outside, all thatd be added is that you smell rotting flesh in the air, adds to atmosphere and fear and isn't like xrayed eyes.
Left Queue: 12:35, 21 August 2006 (BST)

29th July 2006

A Viable Anti-Bot Solution

Timestamp: 10:16, 29 July 2006 (BST)
Type: Improvement
Scope: Everyone
Description: I have seen several anti-bot suggestions today. All of the suggestions missed the mark, however, because of the ways in which they tried to combat bots. I would like to present what I believe is a viable anti-bot solution, since this is an important issue to address.

Before I begin: this suggestion assumes technical knowledge. Please do not vote spam or kill because you do not understand it. I will be happy to clarify things if people are confused, but by the nature of the suggestion, the details will be somewhat complex.

One of the ways that we can combat bot programs without affecting normal players is to consider something that would be "expensive" for a bot to carry out, that would be relatively cheap for a real player, and that would be extremely cheap for the server to verify. This suggestion is based upon the idea of the Hashcash anti-spam system, wherein a computer sending an email has to expend a certain amount of time computing a value that can be easily verified by the recipient computer of the email.

If my suggestion is implemented, for every action performed by a player, the player's computer would have to send a "confirmation code." Whether or not the action is performed depends on the validity of the confirmation code.

Technical details: the confirmation code c will take the form of two integers, concatenated together. The process by which these integers are obtained is as follows:

  1. The player's computer selects a random number n in the range [0, 216-1].
  2. The player's computer obtains the current time t since 00:00:00, 1 January 1970 UTC.
  3. The player's computer calculates the SHA-1 cryptographic hash h=SHA1(n+t), where + denotes string concatenation.
  4. If the first 15 bits of h are 0, the process ends. Otherwise, n is incremented and the process starts over at step 2.

When the server receives c, it will perform two checks:

  1. That t is within 5 seconds of the server's current time. This prevents reusing old c values.
  2. That the first 15 bits of h are indeed 0.

If both tests pass, then the confirmation code is deemed valid, and the action is performed. If not, the character is logged out of the game.

How this helps combat bots:

  • Normal players will not be affected by the extra computation required. In my tests, it took between 0.1 and 0.5 seconds to calculate valid values of n and t to satisfy the criteria — by far, too little time for most players to notice, especially considering the amount of time it takes a page to load.
  • Bots, however, will be adversely affected. The extra 0.5 seconds required to perform each action will add up to an extra 25 seconds spent waiting in the game. It simply becomes inefficient to run a bot. Bots will always be faster than real players, but this takes away much of their edge.
  • The server will barely be affected at all. In my tests, it required on the order of 0.00005 seconds to validate that h was valid, and that t was within bounds.

One final note: do not vote "kill" or "spam" if you dislike the exact time required/the slowdown caused. The number of bits to be checked can be easily varied to vary the cost. Please vote on the suggestion's basic premise instead of its raw numbers.

Left Queue: 12:05, 29 July 2006 (BST)

Blunt weapons

Timestamp: 14:30. 29 July 2006 (BST)
Type: New survivor skills skills
Scope: More tactical melee
Description: Currently the fireaxe is the ultimate melee weapon for survivors who have the skills to use it, no questions asked. I would like to suggest some skills that make blunt weapons more useful without threatening the direct damage superiority of the axe.

The first skill would be Blunt Weapons Profiency, which gives a +15% chance to hit with any of the blunt weapons (crowbars, baseball bats and pipes). Of itself, this skill is only important with respect to the crowbar, as it would raise the average damage against barricades to 1.4 damage/AP compared to 1.2 for the fireaxe. I like this, because it restores the ultility of the crowbar for those with maxed out axe skills. Blunt weapons profiency is part of the melee skill tree. The other weapons are still inferior to the axe.

There should also an advanced skill that requires the blunt weapons profiency. This is called Slam, and it allows the survivor to use the blunt impact of the weapon to smash a zombie off its feet. With Slam, after every succesful melee hit with a blunt weapon there is a 25% chance that the zombie will be knocked over. A zombie that been knocked over has to spend 5 AP's to stand up again, or 1 AP if they have ankle grab. Being slammed more than once doesn't have any additional effect. If the zombie is killed as well as slammed, only the effects of the kill apply. A zombie that has been slammed should move to the bottom of the stack because it is now less threatening than those left standing. Further attacks would be against different zombies in a group, allowing a survivor with a baseball bat to attack a groups of deaders, knocking them all over the place but doing little real damage before running off - if he's got any brains and wants to keep them! (If the stack part requires to much programming time from Kev, it can be dropped without bothering me greatly.)

I like this idea because it gives melee survivors a choice similar to that face by zombies - high damage or go for the state effects?

Left Queue: 17:17, 29 July 2006 (BST)

30th July 2006

Door Jam

Timestamp: MrAushvitz23:24, 29 July 2006 (BST)
Type: Method of holding doors open longer
Scope: Painful way of helping other zombies "get in"
Description: Door Jam

Subskill appears under Memories Of life on zombie skills tree. Has no effect on your human character. This skill has two additional prerequisites, you must also possess "Vigour Mortis" and "Scent Fear" to purchase this skill.

Your zombie has this tendancy when seeing an open door being closed by a survivor to charge in and get some bodypart temporarily trapped in the way. This tends to get your zombie injured, however it often helps other zombies at the same location to possibly enter this building.

Game Mechanics:

This skill by itself only has a 5% chance of success. This check is only made IF your zombie is active (online) at an outdoors location, AND you have at least 5 AP remaining. This check is made every time a HUMAN character closes a door (or the door is closed as a result of a human building a barricade.)

  • Success! "Your zombie gets his body stuck in the door!" Your zombie takes 7 Damage (10 if the human character shutting the door has the bodybuilding skill!), and your zombie is unable to move away from this location for 60 seconds! (Still free to take any other actions other than movement...)
  • Other zombie benefits: The other zombies at this location have a 20 second "window" of opportunity where (regardless of the barricade level) this door is considered open (they can just enter the building!) At the end of this time the door closes (but cannot be rebarred again as before!)

Limits on this skill:

  • If the number of humans inside of a building is equal or more than the zombies outside of the building, no test is made for this skill. The "overpowering effect" of multiple survivors pulling on the door as a team to prevent entry.
  • Only active (online) zombies with this skill are checked for successful jams. So this skill tends to help during seiges only while you are using your zombie.

(This means even noobs in your safehouse are useful for something!)

Benefits on this skill:

  • Zombie mob bonus - If the number of zombies outside of this building is at least 4 times the number of survivors inside the chances of sucessful "Door Jam" is now 10% (per active skilled zombie tested at this location.) This is one drawback to survivor safehouses that have a lot of humans using "free running" to move about all the time without checking outside.

Why Bother?

This would make seiges more interesting.. it would make large sombie mobs something to worry about.. it would be a lot more "fun" to take one for the team to help your fellow zombies (maybe) get inside. And comsidering when barricading the door shuts (for free), automatically jumping in front of it is not such an unbalanced skill (considering it can cause injury to your zombie.)

Left Queue: 02:01, 30 July 2006 (BST)

Stench Of Death

Timestamp: MrAushvitz02:25, 30 July 2006 (BST)
Type: Zombie mob defensive "bonus"
Scope: Very large zombie mobs make humans "gag"
Description: Stench Of Death

Subskill appears under Lurching Gait on zombie skills tree. Has no effect on your human character. As an additional pre-requisite requires minimum level: 5 to purchase this skill (sufficient time, the elements, and decay..) this is also game balence (takes a while to get a zombie up to level 5!)

Your zombie is rotten to the core, and it is extremely difficult for human beings with insufficient self control to get too close to you outdoors (by choice), especially if you have other nearby zombies adding to the odor.

Game Mechanics:

This test is made anytime a human moves to an outdoor location that contains at LEAST 10 standing zombies. (This skill has no effect when your zombie is alone or in a group of 9 or less zombies at a location.)

Any time there is a zombie mob with no zombies that have this skill, no need for a test is made (they're stinky, just not ripe enough..) If 1 or more zombies have this skill there is a culmative "stench" effect for that location. (Each zombie adds their own "fragrance" for a culmative gag and retching.)

All zombies (and bodies) add to "Stench Effect" as follows, based on levels:

  • Each zombie with this skill counts as 1 levels.
  • Each zombie without this skill counts as 0.25 levels. (1/4)
  • Each body at this location regardless of state counts as 0.125 levels. (1/8)

All the levels for this location are added up, and rounded down to a whole number. This number is only relevant (tested when a human moves to this outdoors location) so the calculations are only made periodically (cuts down on server requirement.)

The Test

You try to move your human, the computer compares: The "Stench Effect" of this location VS. The level of your living survivor.

  • If the stench is MORE than your level you only have a 25% chance of entering this location (you just might make it through...)
  • If the stench is equal or less than your level you may enter normally, failure.

Failure message:

"Phew! You caught a whiff of something NASTY in that direction! you were unable to move that way..."

When you fail to move the AP you tried to use is lost (yes, very annoying, but it's a risk for free running to open locations without seeing what is outside.. and to approaching large zombie mobs.) imagine your character opening a window, then throwing up.. "uhh, not going THAT way.."

So what this means:

  • Zombie mob #1 - Outside some police station - 10 zombies, 8 bodies. (2 zombies with this skill, 8 without and 8 bodies) = 2+2+1= 5 ~ Human survivors have to be at least level 5 to enter this location (but they can still try at 25% success per attempt!) This is your typical "smaller mob".
  • Zombie mob #2 - Outside a major mall - 90 zombies, 16 bodies. (10 zombies with this skill, 80 without and 16 bodies) = 10+20+2= 32 ~ Human survivors have to be at least level 32 to enter this location (but they can still try at 25% success per attempt!) This mall has a massive gut retching horde of bodies outside of it.. but there are other ways in (free running entrances for example.) So if you are a zombie hunter you may spend a few AP's just getting up the nerve to approach this location (but have a much easier time leaving!)


Tactics

This is ugly, ugly, business. But it does finally give humans a reason to "deal" with growing zombie mobs. Consider it. You kill 1 zombie in a group of 10, their stench effect is no longer in effect (yes, that simple) in this manner high level human characters may be busy "picking off" smaller zombie mobs and telling humans in buildings which ones to go after. This also definately could be useful with radio ("mob watch" on the news), and is another way for zombies to cause problems for NT employees doing revives (although the highest level NT characters will consider this only a slight nuisance.)

Bottom line, it's nasty, and effective, but also it's a reason for very low level zombies to "mob up" with their last movement AP. Because even if you don't have the skill, the mob adds safety to the whole, of sorts.

Just remember, there is still a 25% chance per move that the survivor can still enter.. so it's not a 100% certainty (so survivors can still escape) but you have to admit, large mobs of zombies blocking your path of escpae would now be a serious problem. "Looks like we won't be going north..."

Left Queue: 06:36, 30 July 2006 (BST)

31st July 2006

Deathly Grip

Timestamp: MrAushvitz06:44, 31 July 2006 (BST)
Type: New zombie skill.
Scope: Can destroy flak jackets 1%, with tangling grasp!
Description: Deathly Grip

Appears under "Tangling Grasp" as a zombie skill. Adds no benefits to your human character.

Whenever your zombie has successfully landed a tangling grasp on a human target... all further successful claw attacks have a 1% chance of destroying that target's flak jacket (if worn) per hit, until tangling grasp is broken!

  • It will only destroy a flak jacket if the target is wearing one, and only 1 jacket. The survivor and zombie will get a message indicating what happened when the jacket is torn free and ruined.

Rationale:

Normally destroying equipment is NOT ALLOWED, however, when one takes into consideration a frenzied zombie clutching onto a survivor's clothing trying to shred off a deliscous piece of man-flesh.. it isn't so unlikely.

This also makes owning more than 1 Flak Jacket a good idea.

This skill adds no benefit to the zombie's effectiveness themselves, but it will be easier for that target (perhaps) to get gunned down by some gun toting survivor, which in and of itself is rewarding. It also adds to the "my clothes got shredded" element of getting jumped by zombies, which is also very horrible.

Left Queue: 16:33, 31 July 2006 (BST)

Looter (Version 2.0 with the Mr. A "touch")

Timestamp: MrAushvitz06:28, 31 July 2006 (BST)
Type: New civillian skill.
Scope: Non-mall based search enhancement
Description: Looter

(All credits given to Canyouhearmenow, so close it's worth a quick re-do)

Civillian skill, no benefits to your zombie character.

Your character is well suited to quickly finding something useful in places other than malls. +5% to search when searching in a hospital, police station or armory. +10% when searching all other buildings that are neither malls, NT buildings, hospital, police station, junkyard or armory. +15% chance of finding something in open land, or a junkyard.

Limitation

  • If you are at a building that contains at least 19 other living survivors these search bonuses are suspended (it's harder to "loot" with all those people watching you.)
Left Queue: 07:42, 23 August 2006 (BST)