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==Suggestions==
==Suggestions==
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===Sentry Duty Skill===
{|
|'''Timestamp:''' [[User:Chris Ortego|Chris Ortego]]
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|'''Type:''' Skill
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|'''Scope:''' Skilled Survivors
|-
|'''Description:''' I am sure you have heard the suggestion of the "sentry idea" and most I read are only useful if you are just about to get off of Urban Dead and uses up AP while normally you would be regenerating it while you are gone and I have read good ideas that were rejected because of certain parts that are recognized easily such as regenerating wounds in zombies and humans but the 60 hp health boost cancels that out. I am reintroducing the "sentry" idea to fit more properly with the new scouting skills of the survivors. The "Sentry Duty" skill.
This is how it will work:
You can buy this skill if you have bought the scout safehouse skill. The scout safehouse skill gives an extra 5AP if you are in your safehouse and the sentry skill will use AP but not all AP from survivors that is regenerated when they are away from the screen but from that extra 5AP from the scout safehouse skill and a little more.
The AP cost-
15AP + 1 AP per hour
so say a player with 50AP pays the fee of 15AP
55 - 15 = 40
And using the drop down menu the player chooses to use all his remaining AP (equivilent to 35 BUT the max # of hours is 24 so he uses 24 AP [1 an hour])
40 - 24 = 16
and because the player regenerates 1AP per half hour and sentry uses 1AP per hour the AP regenerated is halved to limit the spamming of this skill. So at the 24th hour (24hours * 2half hours = 48AP points normally but it is halved so 48 / 2 = 24AP) with no zombies damaging the barricades will result in him having 40 AP.
16 + 24 = 40
and with each time subtracting 15AP. AP will usually be used up at the end of the player's normal session so the AP at the beginning of this process would have had a lower amount of AP and usually people try to go back to their safe houses at the end of the session anyway. Therefor you must be within your safe house to use this skill. A new button may be added for the survivors that is only available in the safehouse or always available but can only function in the safehouse. The skill will make the player begin sentry. If the player does any other actions the player is removed from sentry (except for talking),the player can also click the button again to stop the sentry. Stopping sentry will waste the 15AP payed for the sentry duty (already paid) but not the AP payed every hour that hasn't been payed yet(saves the AP not used yet).The function of the sentry skill is making the player guard the barricades and attack any zombies that may damage the barricade (for example a zombie clawing the barricade from EHB to VHB++)the player automatically attacks the zombie with the selected weapon.
You also get XP for the # of hours at the sentry post(max 24) and the XP for combat if any occured.
Here is a good example:
John is happy. John just purchased the "Sentry Duty" skill today. John is preparing to leave the computer for the day and stopped in his safehouse with 16AP to spare(11 + 5 extra). John new he would be alone in that safe house for a long time tonight so he chose to click the drop down menu's next to the "Begin Sentry Duty" button. The first; how much time he wanted to guard for and the second; what weapon he was going on sentry duty with. John chose 24 hours and Shotgun(2)(This was a great choice for John because he had Advanced shotgun training). As John proceeded to click the "Begin Sentry Duty" button he realized there was a warning in red next to the button. It read "warning, costs 15AP + 1AP per hour". John clicked the "Begin Sentry Duty" button anyway. John could now automatically attack the next zombie that damages the barricades.
[2AP per hour - 1AP per hour = 1AP per hour] AP regenerated per hour on sentry duty.
x = # of hours
16AP - 15AP = 1AP + 1APx
Within 13 hours there was a zombie that broke through John's barricades down one level. John's character emediatelly jumped into action and shot the zombie intruder(gaining xp for the # of hours at post). But at any moment john could click the "End Sentry Duty" button that replaced the begin sentry duty button and is refunded the AP used to pay every hour that hasn't been payed yet(saves the AP not used yet).
1AP + (1AP * 13hours) = 14AP
then after sentry duty ended
14AP + 2APx
===Add "/" to the zombie vernacular===
===Add "/" to the zombie vernacular===
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Revision as of 05:33, 14 September 2010

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Developing Suggestions

This section is for general discussion of suggestions for the game Urban Dead.

It also includes the capacity to pitch suggestions for conversation and feedback.

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Adding a New Discussion

To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.


Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
  • Substitute the text in RED CAPITALS with the details of your suggestion.
  • The process is illustrated in this image.
{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change.
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
  • Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past month may be cycled without notice.


Please add new discussions and suggestions to the top of the list


Suggestions

Sentry Duty Skill

Timestamp: Chris Ortego
Type: Skill
Scope: Skilled Survivors
Description: I am sure you have heard the suggestion of the "sentry idea" and most I read are only useful if you are just about to get off of Urban Dead and uses up AP while normally you would be regenerating it while you are gone and I have read good ideas that were rejected because of certain parts that are recognized easily such as regenerating wounds in zombies and humans but the 60 hp health boost cancels that out. I am reintroducing the "sentry" idea to fit more properly with the new scouting skills of the survivors. The "Sentry Duty" skill.


This is how it will work:

You can buy this skill if you have bought the scout safehouse skill. The scout safehouse skill gives an extra 5AP if you are in your safehouse and the sentry skill will use AP but not all AP from survivors that is regenerated when they are away from the screen but from that extra 5AP from the scout safehouse skill and a little more.


The AP cost- 15AP + 1 AP per hour


so say a player with 50AP pays the fee of 15AP 55 - 15 = 40


And using the drop down menu the player chooses to use all his remaining AP (equivilent to 35 BUT the max # of hours is 24 so he uses 24 AP [1 an hour]) 40 - 24 = 16


and because the player regenerates 1AP per half hour and sentry uses 1AP per hour the AP regenerated is halved to limit the spamming of this skill. So at the 24th hour (24hours * 2half hours = 48AP points normally but it is halved so 48 / 2 = 24AP) with no zombies damaging the barricades will result in him having 40 AP. 16 + 24 = 40


and with each time subtracting 15AP. AP will usually be used up at the end of the player's normal session so the AP at the beginning of this process would have had a lower amount of AP and usually people try to go back to their safe houses at the end of the session anyway. Therefor you must be within your safe house to use this skill. A new button may be added for the survivors that is only available in the safehouse or always available but can only function in the safehouse. The skill will make the player begin sentry. If the player does any other actions the player is removed from sentry (except for talking),the player can also click the button again to stop the sentry. Stopping sentry will waste the 15AP payed for the sentry duty (already paid) but not the AP payed every hour that hasn't been payed yet(saves the AP not used yet).The function of the sentry skill is making the player guard the barricades and attack any zombies that may damage the barricade (for example a zombie clawing the barricade from EHB to VHB++)the player automatically attacks the zombie with the selected weapon.


You also get XP for the # of hours at the sentry post(max 24) and the XP for combat if any occured.


Here is a good example:

John is happy. John just purchased the "Sentry Duty" skill today. John is preparing to leave the computer for the day and stopped in his safehouse with 16AP to spare(11 + 5 extra). John new he would be alone in that safe house for a long time tonight so he chose to click the drop down menu's next to the "Begin Sentry Duty" button. The first; how much time he wanted to guard for and the second; what weapon he was going on sentry duty with. John chose 24 hours and Shotgun(2)(This was a great choice for John because he had Advanced shotgun training). As John proceeded to click the "Begin Sentry Duty" button he realized there was a warning in red next to the button. It read "warning, costs 15AP + 1AP per hour". John clicked the "Begin Sentry Duty" button anyway. John could now automatically attack the next zombie that damages the barricades.

[2AP per hour - 1AP per hour = 1AP per hour] AP regenerated per hour on sentry duty.

x = # of hours

16AP - 15AP = 1AP + 1APx

Within 13 hours there was a zombie that broke through John's barricades down one level. John's character emediatelly jumped into action and shot the zombie intruder(gaining xp for the # of hours at post). But at any moment john could click the "End Sentry Duty" button that replaced the begin sentry duty button and is refunded the AP used to pay every hour that hasn't been payed yet(saves the AP not used yet).

1AP + (1AP * 13hours) = 14AP

then after sentry duty ended

14AP + 2APx


Add "/" to the zombie vernacular

Timestamp: ~Vsig.png 21:25, 13 September 2010 (BST)
Type: Flavor
Scope: Zombies
Description: I'd like to see the inclusion of "/" (forwardslash) to the zombie vernacular. Why? So that some day zombies too may share links in-game as survivors do. How? Well were fowardslash added, it would only be a matter of time before someone came up with something similar to tr.im or bit.ly that uses only characters found in the zamgrh alphabet. Why can't we do it now? Because I honestly can't think of a way of doing it without a forwardslash.

Discussion (Add "/" to the zombie vernacular)

Sleeping bag

Timestamp: —The preceding unsigned comment was added by ErichZann (talkcontribs) 22:17, 12 September 2010 (BST).
Type: Item
Scope:
Description: A means of getting more HP/AP faster, at a slight cost of safety. Here's my Idea: It allows the user to gain

A) 3 AP/ Hour(Max 24)

B) 10 HP(Max) (whatever Kev wants)

But the user must be inactive for at least, say eight hours straight(No Logging in), must have sleeping bag and the cost is being 20%(WKW)more vulnerable.

The survivor is thought to be groggy/suprised and unable to outmanouvre the assailant(s)as easily. This is based on the idea of being active while attacked instead of just sitting still and getting hit.

This suggestion is just something to add detail to the game. I don't have a good grasp on statistics, so I'll leave it to those better equipped.

The personal motivation behind this is motivate less frequent use on the server, people who are logging in and logging out, spending just a couple of points at a time.

Discussion (Sleeping bag)

Nothing stops me logging on before I go to sleep, spending all my AP and then doing this, so that I'll have half my AP back by the time I wake up?--Yonnua Koponen Talk ! Contribs 22:29, 12 September 2010 (BST)

Seems like a good idea, as long as attacks either are more accurate against this person or do more damage. --Zamins 00:09, 13 September 2010 (BST)

Only if you give the zombies an equivelant. Everyone should have an equal amount of playtime. User:Whitehouse 00:17, 13 September 2010 (BST)

I'd say zombies currently have more playtime. I mean if a zombie gets killed they can just stand back up for 6 AP. If a survivor gets killed they have to wait at a revive point. Which pretty much takes a day or more to get revived. --Zamins 00:28, 13 September 2010 (BST)

It's your choice to stand around waiting for a revive, it doesn't however mean that the zombie form should be limited because of that. User:Whitehouse 00:42, 13 September 2010 (BST)

Survivors already sleep when they run out of AP. And if they recharge more AP than the usual rate it would go head-to-head with Kevan's rationale on AP gain. I think you'll have better luck if it just regained HP very slowly (around +1 HP every two hours), and only for non-infected individuals. --Aeon17x 01:54, 13 September 2010 (BST)

1: Oh, geeze, I didn't know there was a secret way to not wait for a revive and still be a human. Please do tell us all the secret. 2: Limiting zombies, LIMITING ZOMBIES? How the hell is that limiting zombies? --Zamins 09:01, 13 September 2010 (BST)

By applying unbalanced buffs to one side, the other becomes limited in its capabilities. I want to be able to play my characters equally, no matter which side of the conflict they happen to be on when I log in. User:Whitehouse 10:07, 13 September 2010 (BST)

Where can I get one of these magic healing sleeping bags? I want one.--Mallrat The Spanish Inquisition TSI The Kilt Store TKS Clubbed to Death CTD 11:04, 13 September 2010 (BST)

Ok, So i spend all my ap, go back into my safehouse which is EHB, then i go to sleep in real life, and BOOM almost all my AP is back. This is a terrible idea, you may as well have just suggested we get an increase in AP per half hour instead of masking it behind a sleeping bag. --TheWritingWriter 20:42, 13 September 2010 (BST)

Unbalanced buffs? Zombies are way more powerful then humans. Zombies spend 6 ap to get up. Although this idea probably isn't the best to balance it, as it is overpowerd. --Zamins 02:41, 14 September 2010 (BST)

Uh huh, and survivors only spend 10AP to put them down, versus 3-4 times that for zambah-ahn-harman agzahn. Nothing to be done! 02:50, 14 September 2010 (BST)

Fine, back to the drawingboard...

Make it only usable outside buildings and offer an equivalent item/skill to zombies and I might agree with it. Otherwise, I think it creates unbalance (see TheWritingWriter's comment abaove). ~Vsig.png 22:25, 13 September 2010 (BST)

Necro-Chemical Recycling

Timestamp: Gat 01:54, 11 September 2010 (BST)
Type: Zombie Skill
Scope: Zombies
Description: *The hoards of Undead slowly lurch over the area, systematically destroying the buildings held by survivors. The oldest of the hoard who attack in the heavily scientist-based communities have learned to adapt to the syringe, and use it to increase their natural regeneration, making survivors be more cautious with improper use of the syringe.*

Before I go any further into detail, specs and such, let me explain how I feel this works: A zombie is capable of "getting up off the ground" even after being shot in the head because the zombie "virus" gives them a natural form of regeneration which keeps their bodies working. This is plausible since in all actuality, the zombie wouldn't be able to get up if they were shot in the head, and if they didn't naturally regenerate, they would eventually rot into nothing. (and the term metagaming them getting up for fun purposes isn't a decent reason in my opinion) This regenerative process is triggered through the brain, which releases the correct chemical balances and particles to allow the zombie to get back up. This explains why a "headshot" makes the zombie have to pay more AP to stand up, because the brain has to repair itself first before repairing other areas of the body.

The necrotech syringe "shuts down" the zombie virus, and uses regenerative effects to turn them human again. When a zombie bites them, the virus begins to leave its hibernated state. (I.E. infection)This also explains how when a PKer kills someone, they become a zombie, and not just "dead."

What this stat does, is say that the zombie has rotted so much, and they have adapted enough, that they potentially have created a natural resistance to the virus-quelling part of the syringe, and are capable of using the regenerative properties within it to their advantage.

So, anyways, the idea.

A zombie can take the skill "Necro-Chemical Recycling" after obtaining brain rot, and flesh rot. (and preferably after reaching level 10 to prevent zerge abuse.)

This skill adds a new stat to the zombie, it's called a "necro-bar" and provides three actions: Revive, Regenerate, and Resurrection


The necro-bar has specs similar to the encumberance meter. Whenever a survivor uses a necrotech syringe on a zombie, the zombie gains 2% in this stat if they have the skill. (similar to a 2% encumberance) The stat goes up to 150% technically. (I.E. "Bob the zombie is injected with a syringe to no avail, his necro-bar is at 2%)

When the zombie is brought back to life (for instance, in a powered necrotech lab, or in the revive part I'll explain later) they lose ALL points they had obtained in their necro-bar.

Regenerate The most basic form of the Necro-Chemical Recycling is the ability to regenerate health. When the necro-chemical bar is at 30% or more, they can trade in 10%, and 1 AP for the equivalent of a FAK, healing 5 HP. (realize that 30% = 15 revive syringes they have been injected with.)

Basically they recycle a small amount of the necrotech syringe stuff to increase their health slightly.

Revive The more advanced form of Necro-Chemical Recycling is the ability to stand up for less AP when they have been killed. The Necro-chemical bas must be at 50% or higher, and uses up 25%. The zombie stands up for 5 less AP that one time, but stands up with 10 less HP. (that means they have to be injected 25 times to reach 50%, and it costs 12.5 syringes basically.)

Basically, they take a large amount of the regenerative chemicals produced by the syringe to regenerate their brain enough to produce the correct things without having to wait for the brain to regenerate as long. (I.E. the -5 AP)

Resurrection (small part that was nothing more than brainstorming) When at 100-150%, the zombie can spend 10 AP, and remove all necro-bar % to return to the survivor state. (they would fall to the ground as if they had been injected with an actual syringe.)

The large chemical imbalance would shut down the virus starting the process basically.


Before you comment, let me say this... Please, PLEASE If you dislike the idea, just say "I dislike the idea" you hate it, just say "I f*ing* hate this idea!" but don't use the abuse excuse. It won't hurt my feelings, or anyone elses feelings if you just tell the truth.

Discussion (Necro-Chemical Recycling)

I read it all and I still think it's too complicated. And the term 'necro-bar' gives me a different kind of imagery.
A trenchcoater, a death cultist, and a brain rotter walk into a bar... --Aeon17x 02:02, 11 September 2010 (BST)

Two things. What if the PKer's target had never been infected? Also, the HP healing factor is a partial dupe of the existing Digestion skill. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 02:17, 11 September 2010 (BST)

Whatever Maltonians were not infected early in the outbreaks have died a long time ago, and are not playable characters. --VVV RPMBG 04:32, 11 September 2010 (BST)

Far simpler solution that'll keep the same flavour - a skill, bought after flesh rot, that causes the zombie to gain, say, 5-10 HP when injected with a syringe, provided that syringe doesn't revive them (so in a raid on an NT, if it's powered then CRs work, and if it's not, shit just got serious). Nothing to be done! 02:22, 11 September 2010 (BST)

Yes. --VVV RPMBG 04:32, 11 September 2010 (BST)
This suggestion is goddamn awesome. Sorry to be a downer, however, but things this complicated never get introduced. I like the idea that the syringes would heal rotted zombies though; if you put that up, it'll almost certainly go through. So yes, awesome idea, but too complicated for this game methinks. --Karloth Vois ¯\(°_o)/¯ 07:44, 11 September 2010 (BST)

You got the canon completely right, what a rare treat. However, the idea is overcomplicated and underpowered. You need to KISS, especially when zombies are involved. --VVV RPMBG 04:32, 11 September 2010 (BST)

Surprisingly enough, I really like this. I'd prefer a few minor tweaks, e.g. points instead of a %, and renaming a couple of the things involved to fit more with what we've got: Necro-Bar becomes NP (Necro points). But all in all, I really like this idea. Brain rotted survivor players (or dual nature) can be revived slightly more easily, and zombies can have FAK equivalents. The standing more easily one I presume doesn't go below 1ap?--Yonnua Koponen Talk ! Contribs 09:56, 11 September 2010 (BST)

Yep, standup cost would not go below 1 AP, making it generally useless to use said skill unless you were headshotted/don't have ankle grab.--Gat 17:53, 11 September 2010 (BST)

As VVV - too complicated for the actual results IMO. Zombies aren't really bothered about restoring HP or reducing stand-up costs as those have little impact in any case, and the rationale given doesn't really do it for me, or add much flavour.--Mallrat The Spanish Inquisition TSI The Kilt Store TKS Clubbed to Death CTD 10:52, 11 September 2010 (BST)

I'd lose it all apart from the stand up cost one. Its the one that best benefits zombies, which is what you want as a zombie skill. --RosslessnessWant a Location Image? 11:58, 11 September 2010 (BST)

Thanks for all the comments/suggestions! I was kinda surprised actually. This was more or less a rough draft, I'll probably submit a simplified version in DS in a few days with maybe a chart, or something like that to represent the data better.--Gat 17:54, 11 September 2010 (BST)

This is a great idea, Id vote for it. But as other people have mentioned, I think its a tad complicated for our little point and click game.--TheWritingWriter 04:49, 12 September 2010 (BST)


Hard Mode

Timestamp: TheWritingWriter 00:54, 10 September 2010 (BST)
Type: Zombie Class
Scope: Zombies
Description: Zombie starts with Brain Rot

Discussion (Hard Mode)

Theres a good chance these were dupped, but what do you guys think? could add some interesting twists to being a zombie. --TheWritingWriter 00:54, 10 September 2010 (BST)

I think you should check before you post them, since otherwise you're wasting folks' time. Aichon 01:19, 10 September 2010 (BST)

You could discuss all the classes under one header you know. Anyhow, the problem is that zombies need skills which will help them earn XP at a decent pace. Ransack, Scent Fear, Digestion, Brain Rot, none of those help zombies earn nearly enough XP for the next level. Memories of Life might help, but very rarely. - User:Whitehouse 01:30, 10 September 2010 (BST)

This and this might interest you, already passed voting. User:Whitehouse 01:45, 10 September 2010 (BST)

I deleted all the previous entries except this one. I kinda like the idea of starting the game with brain rot, adds moar challenge to the game. Sorta like the consumer class.--TheWritingWriter 02:32, 10 September 2010 (BST)

Sounds like an easy multiple character opportunity to clog up revive points all over the city. --Aeon17x 02:34, 10 September 2010 (BST)
Very easy chance for an asshole to abuse with multis... At the same time, I would have killed to have an alternate zombie class with brain rot, since personally, I like the idea of a harder chance at surviving as a zombie at lower levels. I mean heck, I got all the skills generally considered useless before getting the good skills as my first zombie for the reason of making the game more interesting. If there's a small note attached to it warning people who are new to UD about the effects the class has, (such as... "Hey, this class makes playing as a zombie just a tad bit harder early on, but is great for those who want a bit of a challenge." or something along those lines) then I would be perfectly fine with it. --Gat 00:25, 11 September 2010 (BST)

Make it an option for all character classes - start normally, or start w/ brain rot. Nothing to be done! 00:30, 11 September 2010 (BST)

Perhaps new characters could choose between Corpse (Vigor Mortis) or Rotten Corpse (Vigor Mortis and Brain Rot). No need to fool new survivors into ruining their lives, amusing as it would be. --VVV RPMBG 04:37, 11 September 2010 (BST)

Scout Supplies

Timestamp: Redoubt 22:33, 9 September 2010 (BST)
Type: New Skill
Scope: Survivors
Description:

(Added as a subset to the Military Skill "Scout SafeHouse")

As Kevan has introduce the new Scout Safehouse skill there has been some talk about the possible use for such a skill. Scout Safehouse requires the user to spend 31 AP to set and scout a safehouse which gives him 5 Extra AP per day in that building. Given that the skill requires such a large amount of AP, a subsequent skill can be added. This is where Scout Supplies comes in as a subset of Scout Safehouse: In a established safe house, a survivor has an increased chance of finding supplies because he knows the layout of the safehouse.

This should only increase the search probability by ~5-8%, as to not unbalance the game.

While there is always some concern with altering search probabilities, the large amount of AP expended and the ability of zombies to ruin a safehouse, thus requiring another 31AP, would make the establishment of a safehouse more worthwhile.

Discussion (Scout Supplies)

It doesn't actually give you 5AP a day. It just averages out to 5AP per day if you spend all 50 if your AP each day in your safehouse since it's a 10% chance per AP spent in the building to have it be free. Anyway, I'm a bit torn on the idea you present. I don't see the point in adding another skill to an already worthless one (Scout Safehouse is virtually useless to survivors, since it will rarely break even on the cost in dangerous areas, and it'll give you unnecessary AP in safe areas), but at the same time I don't want your idea to outright replace Scout Safehouse, since it's applicable in even less situations and locations than the current skill is (i.e. the current skill, while it rarely does pay off, at least has the potential to pay off in non-TRPs or in places where you aren't searching, whereas yours lacks even that). Aichon 23:07, 9 September 2010 (BST)

RE I agree that Scout Safehouse is quite useless in dangerous areas. However, what I'm suggesting would give the Scout safehouse skill some practical use by allowing for immediate increased search rates in the building. If my group is using a hospital deep in hostile territory as a safehouse while restoring a suburb, then scouting it the first day allows that every subsequent day I am alive, and it remains unruined, I benefit from the increased search percentage. It wouldn't take a week in one location for the scouting to be useful. In non-TRPs, the skill would be less useful, but as you said, Scout Safehouse is worthless as it is. || Redoubt 06:50, 10 September 2010 (BST)

I think this is a great idea. Increasing Search percentages would help some, especially since you already used so much AP for that safehouse to scout it.--TheWritingWriter 00:35, 10 September 2010 (BST)

Not a fan of the safehouse skill. I'm not sure there is much which can redeem it. This just reinforces the sit tight mentality which wont help survivors in the long run. - User:Whitehouse 00:45, 10 September 2010 (BST)


Pistol Whip

Timestamp: TheWritingWriter 23:21, 7 September 2010 (BST)
Type: Melee
Scope: New Players, or Players who have run out of ammo.
Description: Ever find yourself holding an empty weapon? Well here we have the pistol whip. You can now use your guns to attack the zombies with, but they have the same hit percentages as a baseball bat and only do about 2 damage at max. Not effected by hand to hand combat.

Zombies holding empty firearms are effected the same way.

Sorry if this was discussed before, I checked the duped suggestions and couldnt find an entry. --TheWritingWriter 21:46, 8 September 2010 (BST)

Discussion (Pistol Whip)

Definitly a dupe. Looking for it now. - User:Whitehouse 23:54, 7 September 2010 (BST)

More importantly than it being a dupe, it's relatively useless. It's far less efficient than an axe or knife, and guns will always be geared towards ranged combat. The only thing I see is a roleplay purpose, but I would be happy with pretty much anything in the area of purposeless roleplaying, up to the ability to paint myself like a clown and enter buildings using balloons to float.--User:Yonnua Koponen/signature2 23:56, 7 September 2010 (BST)

Younna has a good point about it only serving a roleplaying purpose. Also, there is this one which is shotgun specific: link. This one which is so unspecific it's hardly fair to call it a dupe: link. There was another one in the search results, but it had been spaminated and removed.. - User:Whitehouse 00:06, 8 September 2010 (BST)

This idea was mainly to help noobs who had choosen a firearm specific class and had run out of ammo. Or people who ran out of ammo, and the RNG hates them. Of course this would be useless to higher ranked people, but then again alot of skills are. --TheWritingWriter 21:46, 8 September 2010 (BST)

Could also be for anyone who would rather carry an extra pistol clip rather than a knife. - User:Whitehouse 00:09, 8 September 2010 (BST)
Well, carrying around a knife, fire axe or many other in the constant onslaught of weapons would be just as good (usually better) as this. I still see no need beyond flavour. I could like this if it was no damage and a newspaper slap dupe.--User:Yonnua Koponen/signature2 07:45, 8 September 2010 (BST)

Also, I think it fits the theme nicely. In an apocolyptic world, your going to be desperate for survival. If you are holding an empty gun, but are facing zombies or crazy people. You need something to defend yourself with. It also probably wouldnt be that much of a stretch code wise either. Its also realistic. --TheWritingWriter 21:46, 8 September 2010 (BST)—The preceding unsigned comment was added by TheWritingWriter (talkcontribs) at an unknown time.

I think I posted this suggestion a while back and it was immediatly dumped off in the developing suggestions page... So I like this idea due to the roleplaying possibilities. (and having suggested it before.) --Gat 04:35, 8 September 2010 (BST)

I second that, this has some good flavour - Cutey's always looking for new ways to add to her collections! Chief Seagull squawkFree running! 08:45, 8 September 2010 (BST)


Malton City Hall

Timestamp: William Burns 22:43, 6 September 2010 (BST)
Type: Building/Flavor
Scope: Both humans and zombies
Description: My comments on my previous suggestion gave me the idea for this one. In most towns and cities around the world, there is a city hall. My suggestion is to creat a town hall building for Malton. It would be roughly in the center of Malton, partially in Barrville, Ridleybank, Galbraith Hills, and Stanbury Village. Yes, that means this would be a building the size of a mall, but to govern all the suburbs in Malton, a large building would be needed. the exact coordinates I had in mind are: Eyles Building (49,49), Esain Drive (50,49), Luckraft Bank (49,50), and the Corfield Arms (50,50). These spots are taken, but none of these locations are TRP's or important. The city hall would be barricadable as normal, and in it, a player could find FAKs (2%/3%), pistols (0%/1%), pistol ammunition (2%/3%), and the ever-present newspaper (1%/2%). I'm sure you already hate this idea, so post your opinions now.

Discussion (Malton City Hall)

I've fixed your coding. And also, I'm sure the building type is a dupe. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:47, 6 September 2010 (BST)

And my presumption is correct. It's been Peer Reviewed already. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:49, 6 September 2010 (BST)

Malton has long been administrated from various Office Buildings. --VVV RPMBG 23:12, 6 September 2010 (BST)


Visual building labeling for funner gameplay

Timestamp: Desto 23:25, 4 September 2010 (BST)
Type: Visual addition
Scope: the game interfac
Description: Right now when you look at the map, everything is pretty much just a square with the name of a building written on top of it. I suggest adding small visual icons to each building - police stations, school, warehouses, etc. This won't affect the "physical" aspect of gameplay, but rather will make the game more enjoyable. Instead of reading every building, people will have a right away association with their surroundings, which will emerge the players slightly more into the game.

As a graphic designer, I'm actually willing to work on these icons for free, just as long as you consider implementing this into the game. Cheers.

here's a small example. Didn't spend much time on it, so this is just to show what i had in mind. http://i55.tinypic.com/1zr10t1.jpg Of course if you guys decided to go through with this, everything will be designed much better =]

Discussion (Visual building labeling for funner gameplay)

There are scripts which do a much nicer version of this. But as somebody who likes the simplistic layout, I'd prefer it like it is; havign the choice of a simple map or a nice looking one.--User:Yonnua Koponen/signature2 23:28, 4 September 2010 (BST)

I much prefer the hell rising visuals to icons. (yes. I know, sacrilegious) --RosslessnessWant a Location Image? 23:29, 4 September 2010 (BST)

Get an old version of Firefox, and install the UDTool (or was it UDWidget?) add-on. And there you have it. A graphical map. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:31, 4 September 2010 (BST)

Honestly, I'd rather not degrade my firefox =/ —The preceding unsigned comment was added by Desto (talkcontribs) at an unknown time.

Then may I recommend the Nightly Tester add-on? Or whatever the hell it's called? It'll adjust your new versions of Firefox to accomodate old add-ons. And it's Udtoolbar that has the graphics, by the way. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:36, 4 September 2010 (BST)
The recent updates caused the visual aspect of UDtool to stop working. Nothing to be done! 23:39, 4 September 2010 (BST)

Ok great thanks, i didn't know about this =] - —The preceding unsigned comment was added by Desto (talkcontribs) at an unknown time.

If you're any good with coding, you can always create another add-on for Firefox that applies some newer graphics on the map. The UDToolbar visuals are kinda outdated a little... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:41, 4 September 2010 (BST)

Anatomy

Timestamp: kerlc365 13:55
Type: new skill
Scope: survivors and zombies
Description: basically, you know where you hit them. you deal +1 damage with melee weapons, cause you know where the flesh is unprotected by bones and stuff. it is a science skill, so military would pay 150XP, civilians 100XP, and doctors and stuff 75XP. zombies would gain benefits from buying that skill while they are alive. why? because a feeling tells them where to strike, making them more deadly.

so, whaddaya think?

Discussion (Anatomy)

It's kind of an un-needed buff for survivors.--User:Yonnua Koponen/signature2 13:19, 2 September 2010 (BST)

Firstly, well done, have an invisible cookie for using Developing suggestions. Its quite difficult to see where this would fit. Trained soldiers probably already know to targets weak points, and a scientist who can perform Surgery probably already knows all about anatomy. --RosslessnessWant a Location Image? 13:26, 2 September 2010 (BST)

Zombie Hunter skill: Disembowel

Timestamp: Aeon17x 12:31, 30 August 2010 (BST)
Type: New skill
Scope: Level 10+ survivors who can buy the skill, receiving zombies
Description: Ever wonder how can you still trigger a Headshot when you're using melee weapons like fire axes and knives? I guess if you keep at hitting the head hard enough you probably can do it, but that takes more effort and time than a simple bullet, and in a zombie apocalypse you won't have enough of the time part. I feel the flavor is a bit amiss with that.

So I've been thinking: what if there was a separate Zombie Hunter skill when you kill a zombie with those weapons? That is what the Disembowel skill is for.

Disembowel - If the player delivers a killing blow to a zombie with a knife or fire axe, it stands up with 20 less HP from its maximum hit points.

It costs 100 XP, and since it's a Zombie Hunter skill it's only available for survivors level 10 and above. Besides that it has no other prerequisite. The flavor is that with the knife or fire axe, the Zombie Hunter would further mutilate the zombie's body and heavily damage the organs and muscles; being a Malton zombie it would still stand up after that, but with a weakened constitution than usual.

Headshot still works the same for all other melee weapons like the crowbar, but for the knife and fire axe Disembowel has a higher priority than Headshot. If the player has both Headshot and Disembowel skills when they kill a zombie with a knife or fire axe, then the receiving zombie would not be Headshot and stand up with 5 less AP; instead it would be Disemboweled and stand up with 20 less HP.

Some things to consider:

  • 20 HP might be a relatively huge HP loss, but zombies with Digestion can recover it by feeding on dead corpses. To recover 20 HP it would take 5 AP of feeding, which is also the amount of AP lost with Headshot.
  • Zombie players would feel benefitted by the new skill since there's a chance they will only lose 10/1 AP upon death instead of 15/6 AP, if the survivor chooses to finish them off with a Disembowel instead of a Headshot. This would also be advantageous to the survivor since the next time they kill a Disemboweled zombie it would have 20 less HP if it hasn't recovered them. This leads to higher XP gain for both sides, with the zombies having more daily AP to play with and the survivors achieving the kill XP bonus more easily.
  • In siege situations this can either bolster or weaken the attacking zombie force, depending on the strategies used. If the zombies are experts on ?rise then using Disembowel to repel them would be fruitless, as even if they rise with 20 less HP they still stand up for only 10/1 AP. On the other hand if the zombies employ the Beachhead Tactic, on the long run the zombies might be worse off as they can be quickly evicted from the building with their significantly reduced hit points.

Personally at the start I don't believe Disembowel would change much in normal play since most trenchies would still choose to finish zombies with guns and therefore Headshot. But who knows, if many survivors would use it it could lead to new strategies being developed, not only for the survivor side but also from the zombies who adapt to it. Would it help out survivors or zombies more? Hell if I know, but it's something to think about.

Discussion (Zombie Hunter skill: Disembowel)

It seems rather a useless skill overall. Zombies have very little regard for HP. Even a 20HP loss isn't much. I don't think too many people would get this skill, since headshot removes 5AP immediately, rather than a HP reduction, which MIGHT mean that the zed is easier to kill or will use 5 AP to recover, but that the zeds will most likely ignore.

However, the zombie users would definitely like it (I know I would!). I think the issue is that it's too underpowered for the survivors. Why get a skill which actually somewhat HELPS the enemy? Shadok T Balance is power 13:27, 30 August 2010 (BST)

I haven't really considered if it clearly favors either side, all I can tell Disembowel is a very situational skill. When HP deficiency on zombies would make the survivors gain an upper hand it's great, otherwise Headshot is the way to go. Some examples I could think of:
  • Recovering ruins: with at least a one third reduction in zombie hit points, the survivors spend a similar lesser amount of AP on cleaning up zombies from within ruins. This makes TRP salting harder, and the 5 AP they save is a small reward compared to losing territory to survivors.
  • Anti-griefing mechanism: some survivors still believe that Headshot's AP loss property is harsh on zombie players who are after all humans in real life. With Disembowel these players can still contribute in keeping down the zombie menace by picking this skill instead of (or in conjunction with) Headshot, rather than not picking up a Zombie Hunter skill at all. --Aeon17x 14:09, 30 August 2010 (BST)

Uhm.. I like this, but there is this suggestion that is very similar. It's written by you! :p - User:Whitehouse 14:19, 30 August 2010 (BST)

Yeah, it's inspired by that. :-) From that suggestion I figured Headshot has had too much controversy with it to be tweaked any further, so I remade the concept as a new Zombie Hunter skill. --Aeon17x 14:32, 30 August 2010 (BST)

You know, I've got so many bones to pick with this suggestion's format, but I actually like the core concept a lot. Either way it's a 5 AP drain on the undead, but this allows (high level) zombies to choose whether to pay it or not. The only players who are really inconvenienced by this, as I see it, are Combat Revivers, and I doubt anyone will lose sleep over them (or us, as it happens). Newbies might find themselves dying a bit more often with this implemented, but they only lose 40% of their HP and get to drop a 50% greater AP drain for it. That's a net win and another reason for this. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:06, 30 August 2010 (BST)

no No NO NO! NO!!! When you first started the idea, it sounded great, because I was thinking "Hey, a realistic way for a survivor to headshot someone with a god damn fire axe!" but HP is important. It's not as important as AP, I admit, but I've logged on plenty of times with only 2 HP left, and plenty of AP so that I can attack survivors when I would have been dead, and had to spend an extra 5 AP if I hadn't IMPROVED my HP... I admit that I dislike the unrealistic effects headshot has with melee weapons, but taking away our HP isn't the answer... I would like to suggest changing it to the 5 AP and headshot doesn't work with melee weapons, only disembowl, but I'm sure I'd get the rants of everyone on this wiki since about 9/10 of the wiki users are pro-survivor. --Gat 04:50, 31 August 2010 (BST)

Zombies don't ever care about HP. Unless they're indoors. Like the suggestion said. The only real use of this would be to make establishing a beachhead harder for zombies, and gives late-level survivors a generally good buff in a siege situation. Which is the only situation where survivors are even remotely underpowered. And, if anything, it contributes to the fun of the game. With good coordination, sieges could actually be a real challenge again between survivors and zombies, instead of the regular old steamroll followed by trenchies whining.
If a survivor uses it on a zombie in any other situation, it wouldn't care about spending the 5(+) AP to heal up. There's no reason to. But in a siege situation, 20 HP off a zombie makes a hell of a lot of difference. And I play mostly Dual Natured PKers, so we're not bringing sides into this, Gat.
So totes in support, yo. RinKou 07:04, 31 August 2010 (BST)
Thank you, couldn't have said it better myself. --Aeon17x 11:56, 1 September 2010 (BST)

This is a massive survivor buff. It robs smart zombies of 5 IP hits if they can find a body that is neither reviving nor already eaten, and leaves the less than smart zombies with only 80% effectiveness. I suggest an alternative: New Skill, Disembowel, is required to get a headshot with a melee weapon, while headshot covers firearms. --VVV RPMBG 05:01, 31 August 2010 (BST)

It's really up to the receiving zombie whether they'll choose to heal the 20 HP. If they don't, that's great, they don't lose 5 AP. If they do then the 5 AP it takes to heal it all makes it the same as Headshot. There may be some lost AP when searching for dead bodies to feed, but it's a risk that's up to the zombie's choice whether it spends any AP to recover health in the first place -- unlike with Headshot, where they are pretty much guaranteed to lose 5 AP. I believe if the zombies figure out it's a bigger benefit if they don't heal the missing HP at all then they'll adjust accordingly. --Aeon17x 10:11, 31 August 2010 (BST)

I like it, it's just a shame that the current circumstances in the game are begging for more zombie buffs rather than survivor buffs. I'd still vote keep though. maybe make it 10HP not 20hp tbh. -- LEMON #1 06:43, 31 August 2010 (BST)

Also, as UUU above, good call on the differentiating headshot and this proposed skill. -- LEMON #1 07:37, 31 August 2010 (BST)
This is rather raw math-craft, but it would be too favorable for the zombies if they only lose 10 HP in exchange for no additional AP loss. With 10 HP loss it would only offset the HP bonus from body building/flesh rot and in siege situations, meatshielding would be considerably more effective. But with a 20 HP loss, 60 HP zombies with body building/flesh rot become 40 HP armored targets; if in this state they were to be mostly damaged with firearms, the AP expenditure would be the same as on 50 HP unarmored zombies.
As for the current circumstances... lately it seems the balance is shifting to the zombie side after the August update. It's too early to tell if it stays that way though. --Aeon17x 10:11, 31 August 2010 (BST)

This suggestion is better than it seemed at first glance. If you can get people to read through it rather than vote on simple knee-jerk reaction, I think you have a decent chance of getting it passed. Implementation is, of course, another thing entirely, but I think this could definitely be a worthwhile option, and one I'd certainly prefer to getting headshot! Tongue :P ᚱᛁᚹᛖᚾ 06:15, 1 September 2010 (BST)

Thanks for the support. I might run this into voting if the balance starts favoring zombies around 60:40. DDR has a point that the survivors at present do not need a buff (since no matter how refined the skill is, it will still be perceived as a 'buff' for the sole fact that it's for Zombie Hunter), and once BB3 is over we might see a survivor bounce to the usual ratio favoring them. --Aeon17x 11:56, 1 September 2010 (BST)

I think this skill is overpowered. Because not only do I start out weaker. Therby making it easier to make me fall AGAIN and use MORE AP to stand up. I have to use up AP to heal myself. Id prefer headshot skill over this, because 6 ap is a small price to pay. Other then wasting your time and ap looking for bodies to eat. I mean what happens if the nearest bodies are some blocks away? What happens if all the bodies have been eaten more then 10 times? What if they are all reviving? I mean if you implemented this skill, alot of people would be eating bodies, so the chances that they hit the 10 mark, becomes higher and makes the zombie waste more ap looking for suitable bodies. Their needs to be some sort of repercussion to this, maybe have it cost more AP since you are taking the time to carve the zombie up? —The preceding unsigned comment was added by TheWritingWriter (talkcontribs) at an unknown time.


Post Offices

Timestamp: William Burns 21:19, 29 August 2010 (BST)
Type: Building/ flavor
Scope: both zombies and humans
Description: In most cities around the world, there are post offices, or at least the equivalents for that region. Now in Malton, there are no post offices. I propose that some generic, non-resource, buildings are converted into post offices. These buildings would be barricadable as normal. They would have unique descriptions when both powered and unpowered. The description while powered could read "With the lights working, you can see all the undelivered mail, and the amount of it makes you want to hurt something", when the lights are off, it could read along the lines of "With no power to the lights, you can not see the mail that is waiting to be delivered". As for items and search rates inside, the only items you could find (because they governenment took everything good out of the mail when they read it) would be newspapers, firearms (postal worker rampages) and ammunition. Shotguns and pistols would both have search rates of (1%/3%), as would thier respecitve ammunition types. Newspapers, on the other hand, would be at a rate of (5%/7%).
Please voice your opinions.


Discussion (Post Offices)

Sorry, guns? In a post office? No. Not by any stretch of the imagination. I would support one post office somewhere in the city, replacing a wasteland, and only giving newspapers for searches.--User:Yonnua Koponen/signature2 21:31, 29 August 2010 (BST)

That, and possibly also books and poetry books (as some of them must be sent by mail). But then, what would the point of a post office be that a library or mall bookstore doesn't already fulfill? -- Spiderzed 21:39, 29 August 2010 (BST)
That's why I like the idea of only one. One unique building would likely spawn a group to defend it, and so that would be more interesting.--User:Yonnua Koponen/signature2 21:50, 29 August 2010 (BST)
Unique buildings should also offer something unique, though (like the EBS, or the walls of the forts). With post offices, I'd have no idea. -- Spiderzed 22:30, 29 August 2010 (BST)

Small post offices are too small and insignificant to count for anything, and like houses, are represented simply as street. Large ones operate out of Office Buildings. --VVV RPMBG 22:35, 29 August 2010 (BST)

Postal worker bag! Just like the Flak Jacket, it has a special effect. makes it to where you can carry 10% more stuff in your encumberence if you have it equiped! Because you can carry stuff in it. What do ya think? put it up for voting! I like it!-- Jerrel tlk (82nd!) (Project Unwelcome!). 22:37, 29 August 2010 (BST)
I'm sure that's a dupe, and it's not like encumbrance isn't already too nice. --VVV RPMBG 04:47, 31 August 2010 (BST)

what would be the point of only looting newspapers? While humorous, they are useless and I wouldnt want to barricade myself into a place where I can only get useless weapons. The gun thing COULD be plausible, because people might mail guns. Unlikely? Yes, Plausible? Yes.And this IS a game about zombies, one could argue that the postal workers grabbed some guns and barricaded themselves in the postal office. —The preceding unsigned comment was added by TheWritingWriter (talkcontribs) at an unknown time.


Instinctive Gait

Timestamp: Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:22, 28 August 2010 (BST)
Type: ffs
Scope: Starting Zombies
Description: Why not give newbies who start as zombies Lurching Gait? They already have it pretty rough trying to find food and taking 15AP headshots, and it's not like this is any worse than giving scouts Free Running. Maybe add LG to the RM, maybe replace it, I'm not sure. Discuss. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:22, 28 August 2010 (BST)

Discussion (Instinctive Gait)

Vigour Mortis is definitively the most important skill (as it's the means to gain XP at all), so it shouldn't be taken away at all. I'd be favourable towards a single extra skill for zombies, but I think it's a dupe. (One of the many suggestions for military and scientist zombies had extra skills depending on class linked to it, I think.) -- Spiderzed 19:29, 28 August 2010 (BST)

Found a dupe, although I'm certain there were more. -- Spiderzed 21:14, 28 August 2010 (BST)

How about just removing the daft 2AP cost altogether?--User:Yonnua Koponen/signature2 20:38, 28 August 2010 (BST)

Well we now have a new function where we get directions to the nearest groan, why not add a follow button which when clicked moves you one step towards the groan for 1AP with or without Lurching Gait. It would help newbies be able to level without giving them another skill. On the other hand, it would suck to follow it and find a closed door, but at least you moved somewhere. - User:Whitehouse 21:15, 28 August 2010 (BST)

+1 --VVV RPMBG 22:50, 29 August 2010 (BST)

I like the concept. Don't touch VM, but make LG more available. Maybe start with both, maybe import rage, maybe allow babahz to lurch in sync with their instincts. Either make it easier to get or make it less vital. --VVV RPMBG 22:50, 29 August 2010 (BST)

I like the idea of using the rage mechanic, as the code for that is already around and as it helps babahs retrocactively. It also encourages to search out survivors when dead, rather than to head to the next cemetery. -- Spiderzed 05:57, 31 August 2010 (BST)

This NEEEEEEDS to be done in some form. -- LEMON #1 08:58, 30 August 2010 (BST)

I might put this up then (as spiderzed just has my idea loosely represented as an option for part of it). Whitehouse, if you want to put that idea up, by all means go ahead. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 19:11, 30 August 2010 (BST)

I like the idea, but some folks might not if it was totally free. How about a discount? Like if you start as the Corpse class the first two zombie skills you buy are only 50 XP, after that they cost the normal 100 XP. That way they can quickly gain Lurching Gait + another zombie skill on their first 100 XP, which taken from another point of view makes LG somewhat free. --Aeon17x 01:02, 31 August 2010 (BST)

Newbies shouldn't have to stagger feebly around malton while actually paying 2AP per sad, sad click to do so. At least, that's the idea I've based this suggestion on. Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 01:49, 31 August 2010 (BST)
Oh no worries, I'll keep your suggestion as is, think of my idea as a back-up plan. I just thought the double AP cost for moving simulates the slowness aspect of zombie travel. How will you represent that in-game once LG is made free? --Aeon17x 09:44, 31 August 2010 (BST)
Slow zombies are a dying breed, and that's adequately represented by the hordes of zombies you can run past safely; they're too slow to catch you. Besides, when has anyone ever "escaped" from a zombie without using doors or barricades anyway? Lelouch vi Britannia is helping make Ridleybank green_ and gives Achievements 22:08, 2 September 2010 (BST)

Lurching Gait never made sense to me. If zombies are supposed to be slow, how did they suddenly get fast? I think they should eliminate it from the game entirely. And by IT i mean the taking 2 ap to move. —The preceding unsigned comment was added by TheWritingWriter (talkcontribs) at an unknown time.

It's totally out of genre after all, right? Nothing to be done! 01:13, 8 September 2010 (BST)

Rend Ears

Timestamp: Gat 02:57, 28 August 2010 (BST)
Type: Skill
Scope: Zombies
Description: "Zombies begin to find new ways to reduce the efficiency of their food, looking into new techniques of damaging them. All around Malton, survivors can find zombies chewing on the ears of unfortunate survivors..."

Basics: On the dropdown menu for an attack after grappling a survivor, a zombie who takes this ability recieves a new option called "rend ears" this ability is a bite attack that deals half damage, but has the same effects as a regular bite attack from the zombie. Instead of attacking a survivor in general, the zombie instead attempts to make a "called shot" at the survivor's ears.

Effects: A survivor attacked by rend ears will find themselves unable to hear things such as feeding groans, and radio broadcasts. They also find themselves only able to pick up partial messages that players say. This effect stays active until they either A. Use a FAK, or B. Die. (where it is assumed a zombie's natural regenerative processes would fix this problem)

Location: Found under Digestion, or Memories of Life.

Discussion (Rend Ears)

So, it'd basically let a zombie not only infect a survivor but render them useless as a team player until they had been FAKed, all for the cost of a single bite? I do think that Infection is underpowered at the moment, but this is not the answer. To me, this seems awfully overpowered, as well as something that would greatly diminish the fun of playing. Aichon 03:44, 28 August 2010 (BST)


Last I checked, the game's about zombies, not Mike Tyson. RinKou 11:10, 28 August 2010 (BST)


HOLY SHIT A ZOMBIE JUST TORE MY EARS OFF!
It's ok, I have a spare pair in my first aid kit. --Dawkins DAWKINS IS WATCHIN' [T][P!][W!][] is currently: having his arm torn off by a zombie. 23:48, 29 August 2010 (BST)

Unless a zombie is shoving something inside someone's earholes (and no, a mouth full of teeth won't fit) and damaging their eardrum, attacking a person's ears isn't going to deafen anyone - you don't hear anything with the part on the outside. Also, you'd have to make two attacks, one for each ear. --Ms.Panes 08:05, 30 August 2010 (BST)


Considering how useless Infection is. I doubt this would do much. —The preceding unsigned comment was added by TheWritingWriter (talkcontribs) at an unknown time.


Suggestions up for voting

Suggestion:20100908 Death by Dropped Museum Object