Developing Suggestions

From The Urban Dead Wiki
Jump to navigationJump to search
Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing

Developing Suggestions

This section is for presenting and reviewing suggestions which have not yet been submitted and are still being worked on.

Nothing on this page will be archived.

Further Discussion

  • Discussion concerning this page takes place here.
  • Discussion concerning the suggestions system in general, including policies about it, takes place here.


Please Read Before Posting

  • Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. You can read about many ideas that have been suggested already, which users should be aware of before posting what could be a dupe: a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles.
  • Users should be aware that page is discussion oriented. Other users are free to express their own point of view and are not required to be neutral.
  • It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.
  • After new game updates, users are requested to allow time for the game and community to adjust to these changes before suggesting alterations.


How To Make a Suggestion

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.
{{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, etc. Basically: What is it? and Is it new, or a 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 you spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past two days should be given a warning notice. This can be done by adding {{SDW|date}} at the top of the discussion section, where date is the day the suggestion will be removed.
  • Suggestions with no new discussion in the past week may be removed.
  • If you are adding a comment to a suggestion that has the warning template please remove the {{SDW|date}} at the top of the discussion section to show that there is still ongoing discussion.

This page is prone to breaking when the page gets too long, so sometimes suggestions still under discussion will be moved to the Overflow page, so the discussion can continue.

Suggestions in Overflow: No suggestions currently in overflow.


Please add new suggestions to the top of the list


Suggestions

Some new guns?

Timestamp: Animegeek7 19:30, 11 July 2009 (BST)
Type: Items
Scope: Survivors
Description: I'm not sure about anyone else, but I wouldn't mind to see a few more gun types and varieties in the game. Maybe a hunting rifle? Attacks can be made in adjacent squares if your on the roof. If it were bolt-action than this advantage would have a similiar drawback to the shotgun, albeit more-so; searching turns up only 1 round at a time, and it takes 1 AP to load a shot after each firing. Or maybe some-sort of a sub-machine gun? Can attack multiple enemies; (ones in the same square), but a low accuracy and chances of friendly fire could be good enough drawbacks to make it a tactical choice. Find it in intervals of a clip; which would be spent after one firing. And maybe something interesting; a crossbow? These are common at hunting stores, would complete a classic "Zombie Hunter" get-up, and when you kill someone, there's a chance of the bolt pinning them to a wall (for a little humour).

Discussion (Some new guns?)

You didn't even read Frequently Suggested or Suggestions Dos and Do Nots, did you? It's hilarious how users come here saying "we should get a new gun" or suggest all the mechanics of it only to find that this idea is suggested almost on a weekly basis and is never a very good idea. --Bob Boberton TF / DW 19:56, 11 July 2009 (BST)

Maybe kevin should just make a new game called Urban Alive, where all these humans get everything they want. it would only "add humor". on a side note, "pinning a z to the wall", whats next, being able to bury bodies in the cemetary... i got an idea, why dont you just go all the way and say "lazor pistol" that is a one hit kill... i mean it would only be humorous. gtfo --Bonghit420 01:34, 12 July 2009 (BST)


Groan Identification

Timestamp: Sorakairi 14:30, 11 July 2009 (BST)
Type: Skill
Scope: Zombies
Description: Most of you will know what this is, but for those who don't, I'll quickly explain it. Groan Identification lets Zombies identify the Groan of another Zombie, but only if the groaning Zombie is on your Contacts List.

New stuff: Feeding Groan is required to get Groan ID. It Costs 100XP, and only works in a range of 3 blocks. No longer a crossover, it only works when you are a Zombie.

Discussion (Groan Identification)

I like it. But i can see no real use for it lol. it would just be "neat".--Bonghit420 15:18, 11 July 2009 (BST)

actually, I don't like it, but i can see some uses for it not funny. It would be "un-cool"--Bonghit420 15:29, 11 July 2009 (BST)

I can already identify the groans of my horde-mates, and often that's all I need. However... I think this would actually help ferals quite a lot. I can remember feralling, and sometimes I'd run into a cool zambah brazzah arh zazzah -- feral or otherwise -- whom i'd like to follow and hang out with more. But it's impossible... This would change that. So, my initial skepticism has changed to support :) --WanYao 15:30, 11 July 2009 (BST)

I might call it something different - "pack mentality" or the like. But I am for this idea. --Darth Sensitive Talk W! 18:33, 11 July 2009 (BST)

I still like it. I would like to see the range extended to the full groan area but with a decreasing chance of recognition the further away from the source you are. Alternatively if you hear it as a "vaguely familiar" or some such when you are outside the 3 block range to reflect mot being able to hear it well enough to completely identify? --Honestmistake 19:41, 11 July 2009 (BST)


Survivor reform

Timestamp: Kakashi on crack 17:59, 10 July 2009 (BST)
Type: new skill
Scope: zombies (helps surviors slightly
Description: Zombies have been found making more advanced gestures and waving their hands at other zombies as if saying hello, they seem to have a better vocabulary and they have seen zombies holding frequent conversations!

this will be a new skill called survivor reform, this will basically make zombies much more social and help communication in-game by a lot...

this skill will allow zombies to make advanced gestures like waving their hands to say hello and pointing specifically at NT logos when inside NT buildings, that kind of stuff...

this skill will also improve zombie vocab (will explain in a second here)

this skill will only cost as much as any other zombie skill (100 EXP) it will require that you have...

memories of life

death rattle

flailing gesture

the skill survivor reform will basically make it so that a zombie will be able to communicate through more gestures at specific items, and make it so that the more you speak, the more fluent you will become. if you say the letter... k enough, you will be able to use it in sentences fluently 60% of the time.

basically a zombie could then master the alphabet with enough practise but in the process, there is still a slight chance of messing up a letter or even word.

so they may be saying revive please and it would possibly come out something like Rrrvige plrrgh

Discussion (Survivor reform)

revive please = mrh?--Bonghit420 18:03, 10 July 2009 (BST)

"RHAB!B MAH ZAMBAH" or "MAHG MAH ZAMBAH AH HARMAN! AHM GANNAH B! AH NA!Z HARMAN." or gesture to yourself. --Johnny Bass 18:42, 10 July 2009 (BST)
nice, I was just using revive please as an example, this is more for zombies who want a revive but don't want to be a mrh? cow, zombies who don't look at the wiki, and people who want to have a talk in-game without using a constant stream of !s, I think it would be usefull for zombies to point at a necro-tech logo or to wave their hand to prove they are friendly... I know I use a lot of points based off of revives and sieges but I'm a very talkative zombie (when I am one) and would prefer to actually be able to talk to those who I kill or tell I'm friendly to... --Kakashi on crack 00:43, 11 July 2009 (BST) I also think that saying you can kill me if you want is better then just saying brhnr! or whatever it is...

Basically would primarily aid Life Cultists. No, thanks.--Necrofeelinya 04:28, 11 July 2009 (BST)

look, if you want me to type up a list of ways it could be helpfull to zombies, I will, I may be pro-survivor most of the time but I took brain rot so that when I get turned into a zed, I STAY a zed for a while so that I can play both sides and only change when I get bored, this could be usefull for just about anyone, especially leaders and those people who have to check over their spelling 3 or 4 times to make sure they can get it in Zambah! and still be understandable... --Kakashi on crack 05:31, 11 July 2009 (BST)
I still don't agree with you. I don't think this is a good idea, Death Rattle is classic and changing it would kinda suck.--Bonghit420 06:55, 11 July 2009 (BST)
Type away, sunshine. Don't forget to add how you'll keep it from easing in-game communication between Life Cultists and their harman allies, because that's the major problem I see here. Honestly, they're the ones most likely to use advanced communication skills in-game if they can.--Necrofeelinya 11:06, 11 July 2009 (BST)

Zombie communication rocks, just the way it is. Not only is it perfect flavour, but it also makes it easy to convey the most important information for zombies (feeding groan, gestures to new targets) while making it difficult to be a spammer of useless chatter that infests survivor strongholds -- boxy talkteh rulz 11:29 11 July 2009 (BST)

I'm not sure that zombie communication "rocks"... but it works... sorta... This suggestion just makes zombies and survivors that much less different. And that's a bad idea. There are many good ways one could help zombies, especially by making their communications less metagame-dependant, but this is not one of them.... --WanYao 15:26, 11 July 2009 (BST)

While I'm not against improving zombie communication, this suggestion is lacking rather a lot in detail. It's basically saying "improve zombie communication", which isn't really that specific. The only specific suggestion that it makes is the selective learning of certain letters which, I'm afraid to say, is technically very difficult and rather a waste of time. In short: Principle is good but lacking any real details on which to base a vote.--The General T Sys U! P! F! 19:38, 11 July 2009 (BST)


New Town Concept

Timestamp: Necrofeelinya 01:26, 10 July 2009 (BST)
Type: Hardcore town
Scope: A new town, or revised rules for Borehamwood or Monroeville
Description: I'd like to suggest a new hardcore town, one which would differ enormously from previous "hardcore" towns in the way it functions. The details would be as follows:

1. XP system completely revised. Skills are no longer permanent and aren't bought. Instead, characters have a set of involuntary "skill points" to divide between the various actions they are capable of taking in-game, and the frequency with which they take those actions determines how successful the action will be. New characters start with variation in the distribution of those skill points - Firemen will be good with an axe, Doctors good with finding and using Faks, etc. Thus, if a person rarely 'cades, they will likely fail often should they try, but with practice, they will become more proficient. If they've developed proficiency with a skill but cease to use it regularly, their proficiency with it will decrease over time. This would eliminate useless XP buildup with "maxxed out" characters and still allow for characters to change over time, as well as providing real variety in character class distinctions. Veterans would have no advantage over noobs except that which their experience and skill actually playing the game provides them.

2. Revised Headshot. Rather than headshotted zombies simply needing to spend a few AP to stand up, headshot now "kills" a zombie, replacing it with a corpse and regenerating the zombie at a random cemetery elsewhere on the map. Rather than the inconvenience of losing a few AP standing up, zombies get the inconvenience of being resituated on the map when they're headshotted. This way noobs suffer no more penalty for being headshotted than veterans. Also, headshot is not an automatic skill, but a low % chance for every survivor when attacking a zombie which is modified slightly by their proficiency fighting with that particular weapon.

3. No Necrotech.

4. Survivor regeneration - Don't want to play a zombie? Click on "revive". Following an "are you sure?" message, your character can choose again what class he wants to start as, gets stripped of all his items except those he would normally start the game with, gets an intro storyline, and gets randomly regenerated in a class-typical building in the city (Doctors in Hospitals, Firemen in Fire Stations, etc). This'll keep players from having to create a new character every time they die and want to keep playing a survivor.

5. A brief history page, similar to contacts but without info on attackers, lists how many times you were killed with time and datestamp as well as location, with map coordinates and revive dates. It'll help keep track of how long people have managed to stay alive, which is a matter of survivor prestige, and will be viewable by all players as a link on people's profiles.

6. A "victims list" automatically logs who you kill, when and where. Only viewable by the player. Because that would be cool, and who really wants to go in and add contacts all the time just to keep track of that? Only keeps track of survivors killed, because zombies are both anonymous and just too easy and numerous.

7. Keep new character creation open.

It's a basic idea, and incomplete, but it's just a suggestion after all, and I thought I'd put it forward as a drastically revised manner in which Urban Dead could be reworked for people seeking something other than a social networking site. Apart from the admittedly substantial workload, there's no reason not to experiment with new cities, and this would be a great concept for a test drive. With the ease of regeneration, this actually wouldn't be that hardcore in a sense, but I think certain aspects of it would be highly enjoyable and might encourage action-oriented play somewhat. Being stripped of equipment and starting fresh is enough incentive for survivors to try to avoid death, I think. Posting it here because I don't believe that all suggestions need to be 100% worked out in detail before being worthy of Peer Review. After all, this kind of suggestion can't be made in parts, and too much detail would be overwhelming anyway.

Discussion (New Town Concept)

Not very "hardcore" when you screw zombies and give survivors an "auto revive" feature. Give me a break.--Pesatyel 03:20, 10 July 2009 (BST)

The "auto revive" basically resets their character to exactly what it would be if they created a new one. There's plenty of incentive there not to die, I think. And headshot should both be "permanent" in a sense and much, much harder to do than it is currently in the game. Zombies aren't screwed with this, and I don't think survivors are either.--Necrofeelinya 03:40, 10 July 2009 (BST)
Seems pretty cool. I'd try out a character in this new town.--GANG Giles Sednik CAPD 05:21, 10 July 2009 (BST)
Ok. But, again, how "hardcore" is it if survivor's DON'T/CAN'T die? "Starting over" with nothing I don't think is significant (at this point in the discussion) since we have unlimited resources. What's your new XP idea? Something that significant needs to be fleshed out and, since its your idea, we need a base to go of off.--Pesatyel 06:51, 10 July 2009 (BST)
If the city is meant to go long-term, you can't restrict new sign-ups. This just allows people to retain their characters. I had over 20 characters in Monroeville, which was utterly excessive. I know that at least one guy had over 50. This eliminates the need for that. The new XP idea involves a set # of points dedicated to a character's in-game activities but which aren't voluntarily disposed. One's actions in-game determine where one's skills are accumulated. That's how you become proficient at certain tasks, whether they be 'cading or fighting, or finding and using Faks, or finding or refueling gennys, etc. I don't think simple abilities like speech should be affected, of course. Basically, it's a rough idea of how a new city might work, and I don't think it needs too many details because 1)Kevan can decide most of that himself, and 2) the more specific details the more people you alienate. I'm not trying to make this my personal wet dream city, I'd like a general consensus that the basic idea is something worth trying.
Ots a good start. Necro, Ill feedback a bit more in a bit. I'm assuming you can only respawn if you're dead? --RosslessnessWant a Location Image? 08:43, 10 July 2009 (BST)
That's the basic idea, Ross. Can you think of circumstances where it would be beneficial for survivors to respawn without being killed first?--Necrofeelinya 09:21, 10 July 2009 (BST)
Im a level one survivor or zombie spy in west necroville. I want to get to far east necroville. I just keep on clicking on revive until it respawns me over there. Much easier than walking. You're not getting tired of Borehamwood are you? --RosslessnessWant a Location Image? 10:39, 10 July 2009 (BST)
Pretty much everyone would be level one under this system, but I see your point. So yeah, you'd only be able to respawn if dead. That wouldn't guarantee people wouldn't just kill themselves and respawn over and over anyway, but it would be some discouragement, especially with the couple of steps involved... choosing a character class, getting an intro storyline, basically at least 3 or 4 server hits minimum for each attempt. Besides, they'd still need to gear up again, as well as walk from wherever they respawn to their chosen destination, so it'd be an exploit, but not the worst one. After all, under the current system can't they just keep creating new characters until they get one near where they want? And I think everyone but survivors tired of Borehamwood many, many months ago. I'm just more tired of Malton and Monroeville. Borehamwood could be called less entertainment than habit at this point.--Necrofeelinya 04:50, 11 July 2009 (BST)

A few questions:

  • How would you have infection work? Without a "skills for xp" system would all zeds have infectious bite?
  • Wouldn't this make Infection damn hard anyway as zeds spend most of their AP using claws and very few using bite?
  • Do you envision all survivors being able to cade? If they can you do realise you have invented the perfect cade zerg mechanism?
  • Free Running?
  • Radio Op?
  • Feeding Groan, Scent trail, repair/ransack... I could go on.

I know you say details would be up to Kevan but give without all these details at least fleshed out you are asking for altogether far too much! --Honestmistake 10:23, 10 July 2009 (BST)

From what I can tell, a character can do anything. They just really suck at it. But if they do it often enough they "get better" at it.--Pesatyel 01:54, 11 July 2009 (BST)
Exactly. Yes, all zombies would have infectious bite, and would need to practice to have an improved chance of hitting with it. All survivors could 'cade, and while 'cade zerging would be a problem, it wouldn't likely be moreso than bots and people creating characters just to get construction and use them the same way is now. The rest, all a base chance modified by practice. There would be minimum % chances for everything, so that a character couldn't sink below a certain level of competence, as well as maximums, so they couldn't attain 100% proficiency, but between those base levels their % chances for every action would be variable.--Necrofeelinya 04:50, 11 July 2009 (BST)

Something this significant, I'd imagine we would have to work on each part individually. I think most people here need as many "details" as they can get. Or at the very least what the author thinks needs to happen. The whole skills idea, for example. How will it work? Honestmistake and I are only guessing but if we are correct, that's a start. But where do we go from there? And that's is just skills/XP alone.--Pesatyel 01:57, 11 July 2009 (BST)

Yes, it's a basic concept, and the XP system needs to be fleshed out, but it's posted here at the moment largely to get feedback and gauge interest. I think that once I figure out a rough system of what in-game actions would require a % chance of success and what minimum and maximum % chances there would be for success then it might be worth putting up to a vote, but for now it's largely here for feedback as a general concept.--Necrofeelinya 04:50, 11 July 2009 (BST)
I like the idea, it just needs a bit of developement and details put into it (and that's why it is here) the percents based off of working in that skill are a good idea and that from disuse they will be lowered as if your character is a real person adding to the RPG aspect... here's a couple concepts I was THINKING of that could help it with the "hardcoreness" of it...

perhaps survivors inventory items could take up "handspace" or "backpack space" instead of encumberence or in other words, if they are holding generators, shotguns, health packs, books, and all the other crap, they will get reduced accuracy due to their heavy objects making them tired but if they were to say, put them down and then pick them up when they are done shooting, they wouldn't lose accuracy but the items may go missing...

also to answer Honestmistake, (and please realise, these are SUGESTIONS for the sugestion)

infectious bite could simply be a 50% chance but for every time they killed someone with their teeth, they gained a 1% with it...

cading could be at a very low percent passed strongly baricaded but the more they practise the better they get at it until they get to the point where they would have basically gotten to "normal" percents

1. if a town is hardcore, why even have free running or 2. Free running would be achieved by tryign to go to another building when you are inside a building, or even 3. everyone has free running but they have a 35% chance of messing up and it could either A. kill them if they are inside a office building or B. hurt them since they jump into a wall (since the only thing I can come up with for realism is that free running is jumping from building to building and through windows XD)

perhaps if they kill a zed, they have a chance of finding a radio "tag" allowing access to restricted channels, why even have radios though if the town is hardcore?

feeding groan can be a skill with a chance that they will mess up and instead it will just say in the "general direction" instead of something like 8 east and 2 north XD

scent trail only works if the survivor is nearby, perhaps just give, the zombie scent trail and if they die then they lose the scent?

everyone can ransacking a building could require that you have destroyed enough baricades, and repair can require that you have made enough baricades...

these are just sugestiosn for your sugestion lol --Kakashi on crack 05:50, 11 July 2009 (BST)

I'm assuming that every survivor/zombie starts off with a 1% chance of performing any action and everytime it is successful that increases like more traditional role playing (or GTA SA) On you profile page it could give a rough indication "Construction Good, Freerunning Poor, Diagnosis Expert." --RosslessnessWant a Location Image? 15:40, 11 July 2009 (BST)

I just want to say this: people keep askign for more details and such but every time someone makes a detailed sugestion, the majority just posts TL;DR, so make up your friggin minds! XD --Kakashi on crack 22:44, 11 July 2009 (BST)




Groan Identification

Timestamp: Sorakairi 14:01, 7 July 2009 (BST)
Type: Skill
Scope: Humans / Zombies
Description: This, as previously indicated, is a new Skill. I will now explain the function of this new Skill to you. Groan Identification is a cross-over Human skill, and it allows a character to identify a Zombie Feeding Groan. But there is a limit to this new Skill. You may only identify the Groan of a Zombie who is currently on your Contacts List. This could be handy for a ex-Human looking for revenge on a killer, or a ex-Human looking for his slaughtered friends. It could also be used for Zombie friends to locate each other, or for Zombies who have friends in hordes.

Discussion (Groan Identification)

Where in the skill tree is this located, and how much does it cost?--Yonnua Koponen Talk ! Contribs 15:27, 7 July 2009 (BST)

As Yonnua, but I like the general idea. --Haliman - Talk 18:07, 7 July 2009 (BST)

I do not like the idea of this being a cross-over skill. As an aid to zombies wondering which groan to follow it would have merit but it does need more limitations than just contact listing. Perhaps if it only worked at closer ranges or if there was a chance based on distance of it not working? --Honestmistake 20:45, 7 July 2009 (BST)

As far as I'm concerned, feeding groan shouldn't benefit survivors... hell, how often are they even going to be able to use it anyway, smart survivors don't stand outside long enough to catch a groan from a contact. The game already allows you to identify groans from your own teammates -- boxy talkteh rulz 21:54 7 July 2009 (BST)

As Boxy.--

| T | BALLS! | 22:08 7 July 2009

As Boxy, redux. —The preceding unsigned comment was added by WanYao (talkcontribs) 17:54, 10 July 2009 (BST).

Isn't this already IN the game? Survivors can hear groans too and, so far as I can tell, they get similar messages on loudness.--Pesatyel 02:47, 8 July 2009 (BST)

They only hear it if it's in the same block. --Bob Boberton TF / DW 02:48, 8 July 2009 (BST)
I may be misunderstanding the suggestion, but I think he means that you can recognize specific players by name as long as they are in your contacts, rather than just getting the Familiar Groan that could be anyone in your contacts.-- | T | BALLS! | 03:12 8 July 2009
I thought he ment like, changing the style of groan, like instead of just a "loud groan" you can choose to groan like "a loud horrific" "a loud excited" i dont really know either lol--Bonghit420 03:22, 8 July 2009 (BST)
I guess it just shows the author needs to work on it. Bob pointed out what I wasn't sure about, that it only applies to the same block. I think the author wants it to apply, basically, as if the survivor were a zombie. I don't like THAT idea, but I don't see it as unreasonable for a survivor to hear a groan at the same range as a zombie. Just not differentiate.--Pesatyel 08:38, 8 July 2009 (BST)

As far as I can tell this would be pretty useless to survivors as they almost never hear groans that are not in their building anyway, i suppose it might be of small benefit to know that zombie X broke in and groaned but never attacked and then zombie Y killed you but not much. For zeds on the other hand getting a chance to identify between familiar groans could be a great benefit. For example; I only put rotters and 'dedicated' zeds as black in my contacts list and it would help if i suddenly found a previously tagged dedicated harman was now actively on the zed side. Likewise, if i hear 3 groans and recognize one of them as being an ally then it helps me decide which to follow. --Honestmistake 10:22, 8 July 2009 (BST)

Firstly, Yonnua, I have no idea. Probably near Feeding Groan. Honestmistake, I understand that it wouldn't be a good crossover and will put that in my new one. And yes, I did mean that you can recognise people who groan on your contacts. Sorakairi 12:46, 8 July 2009 (BST)

You'll need to figure out the technical stuff before you actually post it.--Yonnua Koponen Talk ! Contribs 08:53, 9 July 2009 (BST)

Thinking on something said above about "Familiar" groans and occurred to me that the designation of 'familiar' is for groans from your group members and has no direct relation to your contact list... My career zed is in a group of 1 so I can't confirm this, but I am pretty sure its right. If it is correct then this skill becomes a hell of a lot more use for ferals who usually don't have groups! --Honestmistake 12:53, 8 July 2009 (BST)

Of course I would work out all the technical stuff before I would put this up for voting. It would be irresponsible not to. Sorakairi 13:50, 10 July 2009 (BST)


URL Action Alteration

Timestamp: Bob Boberton TF / DW 06:40, 7 July 2009 (BST)
Type: Browser/code change
Scope: All Players
Description: ?barricade was removed a while ago due to potential abuse - why not ?rise? Why not ?dump, for that matter? This suggestion's only change is to make those two actions (?rise and ?dump) utilize the same number system that ?barricade does now - it requires a two-digit number tacked on the end to match for the action to be successful.

Discussion (URL Action Alteration)

Why suggest this? Because "A survivor killed a zombie. (5 seconds ago) - A zombie stood up. (3 seconds ago)" that goes on three times and multiplies one zombie into four is blatantly overpowered. --Bob Boberton TF / DW 06:42, 7 July 2009 (BST)

Zombie players like their ?rise function. Suggestion:20080403 Down time after Death -- boxy talkteh rulz 09:12 7 July 2009 (BST)

I agree with you in theory. In practice however there aren't enough zombies in this city so i'm loathe to take away things that make their game more fun.--xoxo 13:05, 7 July 2009 (BST)

I think all ?actions should be removed from the game... However i would like to see some sort of choke timer on the dump and drag actions to prevent instant eviction powers and allow active survivors and zombies to avoid them. --Honestmistake 20:47, 7 July 2009 (BST)

What about something like an "automatic" failure with the first attempt, then another attempt is successful. It would fit more smoothly into how he introduces changes instead of just an arbitrary "you must now wait 2 seconds to attempt to dump the body" or something.--Pesatyel 08:40, 8 July 2009 (BST) Oh and the "in game" reason could be that zombies have gotten harder to handle/pick up because of decay or something.--Pesatyel 08:48, 8 July 2009 (BST)
Actually I had it in mind that as soon as you click "Dump" or "Drag" it starts a short timer (5 or 10 seconds) before you may take any other action. Everyone present should see the action and a successful attack on you during that time would end the timer and cause the action to fail (as would the body being moved taking any action!). Given such a short timer its not going to happen very often but it would add spice and realism to live combats and think how much fun could be had fighting over the KO'd body of an inactive player :)--Honestmistake 10:31, 8 July 2009 (BST)

the chance to use ?rise occurs so very rarely... and it's not guaranteed success, anyway. and ?dump completely negates it. but... ok... i'll accept killing rise -- if you find a good way to nerf those overpowered survivor firearms and levelling abilities. deal? --WanYao 17:57, 10 July 2009 (BST)


Give Away

Timestamp: Legs Akimbo 11:46, 6 July 2009 (BST)
Type: Skill
Scope: Survivors
Description: This is a new Skill for Level 10+ Survivors to give inventory items to other Survivors, a new third level sub-class of the Shopping skill, below Bargain Hunting.

Requirements: player must already have Shopping and Bargain Hunter skills

Both players must be in the same location, ie inside or outside in same square, at time of Giving and Receiving


Implementation: A 'Give "Item" to "UDID" ' button, which is a cross between the "Drop" button and say, the "First Aid Kit" button, so you Give an Item to a Character in the same location as you are in.

Pop-up box similar to a text message alert to notify Receiver that "Giver_UDID wants to give you a Item ID. Accept Y(1 AP) N" Yes and No as buttons within text-box


Effects: Skill does not affect any search or in-game abilities. You're just passing on stuff you don't need.
Costs 1 AP to Give an Item.
Receiver costs 1AP to receive Item, to stick it in a pocket or a bag somewhere about their person.
Giver's Encumbrance decreases by the amount of the item Given.
Receiver's encumbrance increases by the same amount.
Receiver can choose not to accept the item, for no increase in encumbrance.
Any item not accepted is counted as Dropped, and immediately lost to both parties.
Zombies cannot give, as they cannot use any items in their inventory.
Survivors cannot Give to Zombies, for same reason.

Reasoning: I've played UD for about 3 years now, I'm on my fourth character, and I have often wished I could give something in my inventory to another character, be it ammunition, an FAK, a syringe to a character who had the AP to use it, whatever. I also think it's unrealistic that a group of survivors would not pool resources.

I am fully aware of the counter-argument to any transfer of inventory, ie that you can use it to 'feed' a main character by searching with support accounts. I feel that the requirement to have any feeder account at Level 10 (minimum) would make this effectively impractical to use as a form of levelling-up - you would need to earn 1000XP with the support character to be in a position to assist the main character.

Finally, I made this a sub-skill of Shopping on the basis that if you can't find it, and find it easily, you sure as hell aren't giving it away

Discussion (Give Away)

Dupe. Too zergable. Enough said really. --Papa Moloch 12:53, 6 July 2009 (BST)

So if I make my main character level 10+, then I feed my new characters items so they can become level 10+, then i feed another char, so they can more easily become 10+, and BAM. I got 2 level 10+ that can help out my main character ALOT. zeerg. --Rolfero 12:56, 6 July 2009 (BST)

Uber-dupe. Read Sonny's spam vote and comprehend. Leveling up and XP are minor considerations for many players, zergers and alt abusers included -- boxy talkteh rulz 13:02 6 July 2009 (BST)

Check out the Frequent Suggestions. Item trading will automatically get shot down. --GANG Giles Sednik CAPD 19:17, 6 July 2009 (BST)

The problem is there everything is infinite and "giving items" to others is way to abuseable. As Rolfero said, it is way to easy for a maxed out character to find stuff where a newbie would have trouble (ie no mall skills or no free running, etc.) so the maxed character can just feed the newbies.--Pesatyel 02:52, 7 July 2009 (BST)

Would make zerging/alt abuse a lot easier. Not a good idea.--Maps 16:33, 7 July 2009 (BST)

Not only is in the FreqSugg, it's also in Kevan's FAK. Next. --WanYao 17:58, 10 July 2009 (BST)

Read the first line an knew this was a dupe. Kevan has specifically said in his FAQ that item trading is unlikely to happen due to the zerg potential.--The General T Sys U! P! F! 22:44, 11 July 2009 (BST)


Revivification syringe MKIII

Timestamp: Kakashi on crack 05:59, 6 July 2009 (BST)
Type: new skill
Scope: survivors
Description: A new syringe has been created by NT called the Revivification syringe MKIII (3)

this Syringe would revive brain rotters (yes, I know, this will probably get a lot of trolls and flamers just by reading that, but please listen to the rest or it will seem like a miracle potion...)at great costs...

EXP cost for the skill to use and manufacture them: 300 EXP

skills required to create them: all NT-based skills

requirements/cost to manufacture a MKIII syringe: a powered NT building and 35 AP there will be a limit of 1 per day so people can't make two a day and get healed...

cost to use them: 25 AP or basically half of the maximum AP limit...

chance of finding one on the ground: 0% they are too valuable to be left laying around by foolish survivors

what this will do: this will basically satisfy a lot of survivors who constantly get angry with rotters in their way, if they want to teach them a lesson, they could jab them with this expensive needle, this will also possibly hault large-scale raids where they run into a ton of rotters every revive

if used on a regular zombie, these needles will have an over-dose effect and will basically turn them into a human with an extra 20 HP and 20% on melee attacks, but as a side-effect, they will be afflicted with a high matabolism that is so fast that they will lose 5 HP an hour and 1 hp every 5 AP spent, the only cure will be death. (in otherwords a adrenaline burst that doesn't stop) and the after-effects will be a temporary brain rot that lasts 3 days. this could affectivly be used for zombie sieges and/or PKers evening out the fact that rotters can be revived. (though it could also be used by zed hunters who want revenge unfortunatly...)

Discussion (Revivification syringe MKIII)

Overly complex idea that ends up being a waste of resources. Simply killing rotters is almost certainly going to be around the same AP cost, if not cheaper. --Bob Boberton TF / DW 06:07, 6 July 2009 (BST)

Not to mention that the suggestion is not completly developed. How much does it weigh? --Bonghit420 06:17, 6 July 2009 (BST)

God, it's bad enough that you're suggesting a needle to nerf brain rot, anywhere, and then you add on that stupid adrenalin/uber melee stuff when using it on non-rotter? Spammalishous -- boxy talkteh rulz 07:11 6 July 2009 (BST)

Let me get this straight.... the entire point behind this suggestion is to get around a currently existing game mechanic (rot)? The suggestion is bad if only for that reason, let alone all of the crappy portions of it. --Johnny Bass 15:29, 6 July 2009 (BST)

Check out the Suggestions Dos and Do Nots. Specifically the section which says "Costly Does Not Equal Balanced" and you will understand why this will not be implemented. --GANG Giles Sednik CAPD 19:21, 6 July 2009 (BST)

take your Brain Rot nerf and stuff it. --WanYao 17:59, 10 July 2009 (BST)


Healing Experience

Timestamp: Uberursa 19:44, 5 July 2009 (BST)
Type: Experience
Scope: Anyone who uses a fist aid kit
Description: Right now, anyone who uses a first aid kit will get 5 experience, regardless of the circumstances. Instead of this, when a survivor uses a first aid kit, they will gain the same amount of experience that they healed, maxing out at 10 experience. (i.e. "you heal XXXX for 6HP" then gets you 6 experience) Cureing an infection will still not get you any extra experience.

Discussion (Healing Experience)

I've always liked this idea, especially as healers take a while to level, but you won't get a lot of support. Most people here think that Healing is too overpowered already.--Yonnua Koponen Talk ! Contribs 20:01, 5 July 2009 (BST)

I'd modify it slightly. An extra point or two for curing an infection seems fair and makes more sense. It'd be the equivalent of that random point you might get when scanning a zed. It's not guaranteed, but could make a decent bonus. Healing characters are indeed really hard to level. I think they should deserve a little help. --Aiden H 4H 02:09, 6 July 2009 (BST)
You can get "random" experience points from scanning zeds? --Bob Boberton TF / DW 02:11, 6 July 2009 (BST)

Survivors already gain XP faster than Zombies. This would just add insult to injury. Healing characters are easy to level already, especially if you toss in whack n' FAK silliness.--

| T | BALLS! | 02:33 6 July 2009

it may be true in the police or fire man sense that survivors get more EXP then zombies but if we are talking about lower level players/healers and scientists, it takes about twice as long as it does for zombies to level, that is unless they grab a fire axe or craploads of ammo --Kakashi on crack 05:31, 6 July 2009 (BST)
Nope. --Bob Boberton TF / DW 05:38, 6 July 2009 (BST)
I'm with Bob here. The only time that a lower level zambah has a decent time gaining XP is when they are being fed as part of a strike team. That's by and far not the majority of low level zambahz. FAK leveling is still the one of the quickest ways to level up at the earliest levels and doesn't need any further XP benefits than those that already exist. --Johnny Bass 15:27, 6 July 2009 (BST)
The amount of XP that a low level survivor will gain is, if anything, lowered. This change would only have a large effect survivors with the first aid and surgery skills. It also makes buying the first aid skill less of a double edged sword, because now purchasing the skill cuts your XP for FAKing in half, which makes it a skill that many survivors avoid.--Uberursa 13:11, 7 July 2009 (BST)
That just makes it worse! Why screw newbies, while giving extra XP to those that need it least? Silly.
And your logic about buying First Aid cutting XP in half is flawed -- I wish that myth would die the final death it so richly deserves... --WanYao 18:03, 10 July 2009 (BST)


Indeed. This could diminish whack-and-FAKing, though - you hit someone with a fire axe for three damage, you heal them, you only get three XP for it. 15 XP for healing someone via Surgery is pretty ridiculous, though. Maybe change the FAK system to "get the same amount of XP as HP healed, with a maximum of 5 XP?" --Bob Boberton TF / DW 05:38, 6 July 2009 (BST)
Isn't that what it is now?--Yonnua Koponen Talk ! Contribs 15:53, 6 July 2009 (BST)
Now you get 5 XP regardless of how much you heal. With this you'd only get say, 3 XP if you healed someone at 57 HP. I think it would just cause the Whack n FAKers to hit someone until they lost enough HP to get the full XP though.-- | T | BALLS! | 20:24 6 July 2009
Ah. Now I see.--Yonnua Koponen Talk ! Contribs 18:05, 7 July 2009 (BST)

Healing is sort of like barricading, something you do because it helps the community. 5xp is plenty, given how easy FAKs are to find in powered malls or even hospitals -- boxy talkteh rulz 07:19 6 July 2009 (BST)

actually they are pretty hard to find in malls, now, in my experience. however, your point is well taken, nonetheless. --WanYao 18:05, 10 July 2009 (BST)

Dupe.--Pesatyel 09:53, 6 July 2009 (BST)



Viewable Inventory

Timestamp: Hatchet Man 21:52, 4 July 2009 (BST)
Type: Information and flavor
Scope: Character Profile page
Description: Beneath the description and clothing sections would be a overview of a characters inventory, not a complete rundown as in 14 magazines and 6 pistols and 2 axes, but rather "You see several magazines and a pistol, and an axe."

Something to show your character is more aware of the people around him. Something that could reaffirm a player is who they say they are (a self proclaimed reviver loaded for bear with guns but not a syringe to be seen might be one to watch, likewise someone who doesn't say much but has plenty of FAKS might be worth traveling with). Could potentially also free up some description space from the numerous backpack & duffelbags & tactical vests descriptions, I suppose for some who feel compelled to prove who's side they are on.

As a bonus we can finally see all the shiny katanas and Minimi's and mini-nukes we've heard so much about!

Discussion (Viewable Inventory)

Clock.png WARNING
This suggestion has no active discussion.

It will be removed on: July 13 at 19:38(BST)

I'm kind of neutral on this one. On the one hand it's some interesting flavour, but on the other hand I don't think it's really all that necessary. After all, not knowing who you can trust does add that kind of paranoia to the game, and that is part of the genre, after all. --Maverick Talk - OBR Praise Knowledge! 404 08:22, 5 July 2009 (BST)

I don't like it. Mainly for the reason that you're suggesting it.--Yonnua Koponen Talk ! Contribs 11:42, 5 July 2009 (BST)

Would be nice. Especially applied to large items that are hard to hide.--

| T | BALLS! | 02:34 6 July 2009

I'm goign to stay neutral on this, though I have to admit that my character is a reviver and DOES have shitloads of ammo and guns incase of a rotter swarm --Kakashi on crack 05:34, 6 July 2009 (BST)

Only if it replaces the clothing description, if you choose to display it. Enough worthless information on profile pages already -- boxy talkteh rulz 07:21 6 July 2009 (BST)

Hardly. To real players it is practically worthless bar quicksearching levels and group tags. As such this would add a lot more depth to zed breakins too. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 13:15, 6 July 2009 (BST)
This is interesting, it might be a nice skill too, though you would think anyone could notice a portable generator or 8 shotguns. I'd like to see this idea more developed in terms of what it would display and how it would be described. --GANG Giles Sednik CAPD 19:26, 6 July 2009 (BST)

The only way I could see this making sense if it were noticing large objects only (genny, christmas tree, paintings, toolbox, and all of that other jazz over 16% encumberance). Otherwise.... no, just no. This wouldn't help identify ZOMG pkarz because their inventory would probably be similar to someone who only shoots zambahz rather than repair/healing work. --Johnny Bass 19:38, 6 July 2009 (BST)


Standing PKer, Bounty Hunter and Death Cultist Count

Timestamp: Anotherpongo 11:48, 4 July 2009 (BST)
Type: Information
Scope: Users of the stats page
Description: The statistics page would display a count of all the active, standing survivors who had killed another survivor as a survivor in the past 30 days.

Discussion (Standing PKer, Bounty Hunter and Death Cultist Count)

That would be quite misleading.--Yonnua Koponen Talk ! Contribs 18:51, 4 July 2009 (BST)

Agreed. Survivors die for all kinds of reasons, and having that kind of information on the stats page is horribly redundant. --Maverick Talk - OBR Praise Knowledge! 404 08:25, 5 July 2009 (BST)
I've clarified a few points in my text. This would give an idea of PK activity amongst survivors in the city as a whole. The "Standing Zombies" count includes mrh cows, is that "misleading"? And redundancy is subjective, I for one would find it interesting, or possibly an indicator of how bored the survivor population is. Any information on the stats page could be classed as "redundant". --Anotherpongo 09:37, 5 July 2009 (BST)
How would The Almighty know if someone is a bounty hunter, or just a plain PKer? Furthermore, how would he know that they've killed anyone? I think it'd be incredibly difficult for him to find out how many Death Cultists there are in the city, because they aren't very well defined. --RahrahCome join the #party!09:56, 5 July 2009 (BST)
Exactly, the stats page is misleading enough, but you can work around that. Don't add more stuff there for no reason.--Yonnua Koponen Talk ! Contribs 11:44, 5 July 2009 (BST)
"The Almighty" wouldn't know. It would be a single counter of all survivors who had killed another survivor within the past 30 days. Bounty hunters are PKers. Death cultists are PKers. This isn't meant to be a MAGICAL COUNTER that analyses every PKer and finds out which ones are "true" PKers and which ones are BHs and which ones are DCs and which ones are arbitrarily defined this and that; if you want that make your own suggestion. It could be implented in any number of ways, eg. killing a survivor as a survivor could trip a flag that expires after 30 days. The reason I would like this is it would provide information on the level of PKing in Malton. --Anotherpongo 12:50, 5 July 2009 (BST)
Yeah, but you're he only one who does want it. If we implemented something just because one person wanted it, then we'd be screwed.--Yonnua Koponen Talk ! Contribs 13:25, 5 July 2009 (BST)
I'm not arguing that it should be implemented simply because I want it, I'm providing a reason why a person would want such a counter, giving my opinion as an example. Even then this is hardly a major alteration to game mechanics. And who's to say I'm the only person who wants this? Only four users have actually partaken in this discussion. The whole point of the suggestions page is for people to voice their ideas and see if the community approves. Clearly I'm not getting good feedback, so I'll think twice before submitting this to vote, though arguably you have no reason to oppose a simple addition to the stats page. It provides information to players who are interested in game statistics at the cost of what? I've kept this suggestion concise, as simple as possible to implement, and addressed the concerns of those who have them. Find an actual difficulty with this suggestion other than "it may confuse the poor little trenchies who think the server is magic" (maybe they should grow a brain) or "it adds stuff for no reason" (which is is an argument that could be used against any suggestion that adds new content rather than fixing a flaw). --Anotherpongo 15:19, 5 July 2009 (BST)
Well, I didn't say you would be the only one who wants this, I said you are the only one who wants this. Of all the people who have commented, you are the only one who wants it, as I said. And adding a confusing statistic, which is rather poitnless, to the stats page would be completely ridiculous. Currently, you could say that evrything on the stats page serves a purpose. This wouldn't.--Yonnua Koponen Talk ! Contribs 15:48, 5 July 2009 (BST)
What purpose does everything on the stats page currently serve that this does not, then? What frustrates me is you fail to explain why this would be so redundant and useless and confusing compared to everything else already there. --Anotherpongo 19:36, 5 July 2009 (BST)
Dead bodies, reviving bodies, and standing zombies band together to show a real count of zombie characters, and survivors and zombies totals are obviously useful. Standing zombie hunters shows how much coverage of the city has people with headshot. The christmas tree thing is kind of pointless, but it offers many survivors a rallying point. Your suggestion doesn't tell us anything. You just think it'd be cool. Something being cool isn't a reason for it to be voted for. Laser beam eyes and gorillas would be cool, but we shouldn't have them in UD. The other stuff makes sense, yours doesn't.--Yonnua Koponen Talk ! Contribs 20:05, 5 July 2009 (BST)

Sounds good to me.--

| T | BALLS! | 02:35 6 July 2009

Not reading everything else, but an idea for this to work is in the character page. Make a set of boxes that you can check for your personal way of life in UD, that isn't viewable by anyone else. That way we can have information like this work out while also preventing other issues.--Mr. Angel, Help needed? 02:39, 6 July 2009 (BST)

That's quite possibly one of the best ideas I've ever heard. Other than the fact that it puts more stuff on the stats page.--Yonnua Koponen Talk ! Contribs 15:55, 6 July 2009 (BST)
That's an absolutely horrible idea. Define yourself by what you do in-game. Not by some boxes you tick. --WanYao 18:11, 10 July 2009 (BST)

How does this benefit the game?--Pesatyel 10:04, 6 July 2009 (BST)

Be more interesting than the number of Christmas trees anyway.-- | T | BALLS! | 12:37 6 July 2009

It's the murder rate. It's actually a decent idea, and yeah more interesting that Xmas Trees, gawd. PKers should LOVE this idea... and it should encourage them to ply their trade all the more. Come on... this idea is win-win --WanYao 18:08, 10 July 2009 (BST)


Barricade building stabilization.

Timestamp: Adam Whitsell 07:00, 3 July 2009 (BST)
Type: Ruining balance
Scope: Zombies and Survivors
Description: Remove the ability for paratroopers to ruin buildings while barricades are still standing.

Paratroopers are not the problem, the current way ruining works is, and if ruining is made to only work in a building where the barricades are down, then it would simply fix the problem.

Barricades, as I see it, would act as a stabilization for the building, and in order for the building to be properly ruined, they would have to remove what supports it. This would remove what I see as possibly the most exploited tactic in the game.

Discussion (Barricade building stabilization.)

Clock.png WARNING
This suggestion has no active discussion.

It will be removed on: July 12 at 08:27(BST)

Pinatas are fairly rare, and hard to achieve, they're not a problem, or exploit, that needs fixing -- boxy talkteh rulz 08:23 3 July 2009 (BST)

As Boxy, pinataing is just one of those things that if Kevan wanted to change, he will do it himself. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 12:46, 3 July 2009 (BST)

They're not too prevalent in the game where I would change the mechanic for this. Pinatas are a pain in the ass, but they're balanced out by being a pain in the ass to make. --Johnny Bass 17:54, 3 July 2009 (BST)

I've made pinatas. And been stuck dealing the survivor side of them. And I can tell you JB is correct. If anything, they are more of a pain in the ass to create than to deal with as survivor. It usually takes both luck AND coordination to make a pintata. But... I still love makin' 'em :) --WanYao 18:14, 10 July 2009 (BST)

Pinatas are not really all that bad. Most of the time they are in areas that are already messed up pretty bad and there are plenty of Zombified Dedicated Survivors around to tear the cades down to VSB in short order. I personally don't find the effort required to make a pinata worth the result.--

| T | BALLS! | 01:39 4 July 2009

Again, as everyone else has pointed out... pinatas are so rare that I think most survivors see them as a non-issue. And I don't think many career zombie players worry about making them too much because they are such a pain in the ass to make. --Maverick Talk - OBR Praise Knowledge! 404 08:27, 5 July 2009 (BST)




Fuel Siphon Pump

Timestamp: Jaeger ayers 19:30, 25 June 2009 (BST)
Type: Item
Scope: Survivors
Description: (I deliver auto parts for a living, and this tool is rare even among mechanics. The only place you would find one with any reliability is a junkyard, to drain cars before they go to the crusher.)

Found in junkyards, 2% find rate, 4% encumbrance (the siphon is started with a hand pump and driven by gravity, so it's light, but it's assumed that it includes an empty fuel can.)

When a survivor carrying a siphon is in a street or a carpark, clicking on the item's inventory button will spend 1 AP and has a chance (2% for streets, 4% for carparks) of changing into an item called Siphoned Fuel, which has a 12% encumbrance and cannot be acquired any other way. Use of this item is identical to Fuel Can, although using it as a melee weapon has a 50% chance of breaking the siphon and changing the item into a regular old Fuel Can (with the standard 10% encumbrance.) Using it to refuel a generator removes Siphoned Fuel from your inventory and replaces it with the pump you first had.

When a survivor carrying a siphon is in a building with a fueled generator (i.e. not described as "low on fuel" or "only a little fuel left",) clicking on the item's inventory button will spend 1 AP, does not use up or change the item, and has a 25% chance of significantly emptying the fuel tank .

A successful emptying action changes the description to "low on fuel" and adds "the smell of spilled fuel" to the building description (generators are usually set up on the ground for safety and to reduce noise, but the gravity-driven siphon will only move fuel to a lower height, so generators can only be drained onto the ground.) Nearby survivors will observe, "Sir Sucky of Pumpsalot siphoned fuel out of the generator."

Using the pump on a generator described as "low on fuel" has a 50% chance of reducing it to "only a little fuel", and using it on one with "only a little fuel" has a 50% chance to change it to "out of fuel".

This item would add several dynamics - differentiating streets and carparks from other empty blocks, an alternative weapon for GKers, a new use for junkyards, and the ability to kill the lights in a building without destroying the generator (which would be very useful in red suburbs.)

Discussion (Fuel Siphon Pump)

Clock.png WARNING
This suggestion has no active discussion.

It will be removed on: July 13 at 09:58(BST)

I think this had been suggested before. Anyway, its a zombie nerf with the killing of the lights and the waoopsidoozey. Sorakairi 23:18, 25 June 2009 (BST)

With those success percentages, it makes generator draining easier than GKing with maxed knife attacks (and more accessible, as you don't need HtH and Knife Combat,) which will make survivors' lives more complicated. How about modifying one of the Scent skills so zombies can smell a fuel spill from outside the building? That way, survivors can kill the lights to keep from drawing attention from neighboring blocks, but zombies who cross the block still have a sign of potential targets (doubly so if the generator is refueled before the spill evaporates.) Or link it to Scent Death and within 5 blocks, the zombie is told, "You smell spilled fuel to the north/east/wherever." Put the fuel smell lifespan at, say 72 hours - not instantly hidden but not long enough to overwhelm scent trackers with false positives. I'm not interested in penalizing zombies, just giving more tactical choices to survivors. With the right Scent penalties, I think this could do that without dramatically boosting survivor strength.--Jaeger ayers 01:47, 26 June 2009 (BST)
I recon it's more of a survivor boost than a zombie nerf, anyhoo... You might want to ditch the "spilled fuel" description to reduce word spam. This suggestion is fresh but I wonder about the carpark thing. It might be overkill to have so many places to find fuel. --GANG Giles Sednik CAPD 00:05, 26 June 2009 (BST)
There should be at least a message for who runs the genny runs dry, otherwise you have an unpunishable stealth GK weapon (of course, that could justify/balance the greater availability of fuel.) You could throw out the success on the street and lower the carpark success rate, if there is a concern about fuel oversaturation.--Jaeger ayers 01:43, 26 June 2009 (BST)
One of the things Iscariot was actually good for on the wiki was finding dupes... I've seen this kind of thing before, more than once... But CBA'd to find it. --WanYao 03:25, 26 June 2009 (BST)
I don't think this is a dupe. That's because its overcomplicated and unncessary, not to mention promoting PKing. The simple thing (which MAY be a dupe) is to just allow players to siphon gas from cars. But everything beyond that is just bad.--Pesatyel 03:37, 26 June 2009 (BST)
It's a combo of gas siphoner and siphon fuel -- boxy talkteh rulz 03:50 26 June 2009 (BST)
Yup, it's a duplicate of my suggestion. --Blake Firedancer T E RNL? P.I.S.I.T. 05:27, 26 June 2009 (BST)]
Wellll... I'll be a cock monger. It was a good suggestion when you did it friendo. A shame it got peer rejected. Ah well, looks like this one is doomed. --GANG Giles Sednik CAPD 05:31, 26 June 2009 (BST)
Not necessarily. The problems with the first one were many. The primary problem with the second one (and this one) are that you can use it against generators. A simple suggestion of allowing a player with a fuel can and a hose (new item) to have a like 20% chance (or something) to siphon gas on a "street" and a 30%" (or something) at a carpark and it costs like 5 AP (or something comparable to the search rate for fuel cans). Oh and, of course, fuel cans could/would be kept as empties. That's it.--Pesatyel 05:13, 28 June 2009 (BST)
I was thinking about the empty Fuel Can conundrum following my suggestion, and I believe that the best way to solve it would be to make it so that you only find full fuel cans, and thus the only way to get an empty is by using a full one. That way, people who can't refill them will just discard the empty ones for 0 AP, and the ones that can won't. --Blake Firedancer T E RNL? P.I.S.I.T. 12:40, 30 June 2009 (BST)
I'm new to the wiki so if I do something wrong please correct me ok! Ok here goes. I don't like the idea of siphoning from streets and carparks, it seems to bypass the search function. I do like the idea of finding a siphon in a junkyard, and siphoning fuel from a generator. I see only one problem, it being an infinite fuel supply. When generators are fueled they are topped off. Siphoning a partial tank and refueling the generator to full could be a problem. If it only worked on fully fueled generators then it wouldn't be an issue anymore. You attempt to siphon some fuel, but there is too little to create suction... I don't see why GKers would use a siphon, it's much better to them to make us search for a new fuel can AND a new generator, right? Why would a drained tank be worse than a destroyed generator? Perhaps siphoning fuel should consume as many AP's as destroying a generator with a knife (I think that's the best GKing weapon?), that way a griefer will definitely destroy the generator! Additionally I think the siphon does not create a gas can, but holds the fuel in itself and empties itself into the generator. So a siphoner could not just drop the gas can, but either find a new generator to fuel (not really a griefers MO) or drop his full siphon and search for a new one (at a low search rate), either option is not beneficial to a griefer, right? I like the tactical value in a siege of saving at least the fuel from a freshly topped generator before a safehouse falls, the generator and radio are lost though. It also opens some inter-survivor warfare that actually fits into the apocalypse theme, rival groups and even just separate safehouses would heist fuel from each other. Sorry this is so long, I wanted to be very clear... --Hatchet Man 17:36, 4 July 2009 (BST)
The inherent flaw is that nobody WANTS the ability for players to siphon fuel FROM generators. We don't want PKing promoted which is all that that would do. This IS a game about survivors fighting zombies after all. Also, EVERYTHING is infinite.--Pesatyel 09:58, 6 July 2009 (BST)

Suggestions up for voting

Sterilise

This suggestion is now up for voting. Its discussion has been moved to its talk page. --Blake Firedancer T E RNL? P.I.S.I.T. 11:55, 30 June 2009 (BST)

Place on Altar

This suggestion is now up for voting. Its discussion has been moved to its talk page. --Blake Firedancer T E RNL? P.I.S.I.T. 09:49, 8 July 2009 (BST)