Developing Suggestions

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Developing Suggestions

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

Further Discussion

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

Nothing on this page will be archived.

Please Read Before Posting

  • Be sure to check The Frequently Suggested List and the Suggestions Dos and Do Nots before you post your idea. There you can read about many idea's that have been suggested already, which users should be aware of before posting what could be a dupe, or a duplicate of an existing suggestion. These include Machine Guns and Sniper Rifles There users can also get a handle of what an appropriate suggestion looks like.
  • Users should be aware that this is a talk page, where other users are free to use their own point of view, and are not required to be neutral. While voting is based off of the merit of the suggestion, opinions are freely allowed here.
  • It is recommended that users spend some time familiarizing themselves with this page before posting their own suggestions.

How To Make a Suggestion

Format for Suggestions under development

Please use this template for discussion. Copy all the code in the box below, click [edit] to the right of the header "Suggestions", paste the copied text above the other suggestions, and substitute the red texts with the details of your suggestion.

===Suggestion===
{{suggestionNew

|suggest_time=~~~~
|suggest_type=Skill, balance change, improvement, etc.
|suggest_scope=Who or what it applies to.
|suggest_description=Full description. Check spelling and be descriptive.
|discussion=|}}
====Discussion (Suggestion Name)====
----

Cycling Suggestions

Developing suggestions that appear to have been abandoned (i.e. two days or longer without any new edits) will be given a warning for deletion. If there are no new edits it will be deleted seven days following the last edit.

This page is prone to breaking when there are too many templates or the page is too long, so sometimes a suggestion still under strong discussion will be moved to the Overflow-page, where the discussion can continue between interested parties.


Please add new suggestions to the top of the list.


Suggestions

Advanced Genetic Mutation

Timestamp: Blake Firedancer T E RNL? P.I.S.I.T. 21:52, 12 August 2008 (BST)
Type: Skill.
Scope: Brain-rotters.
Description: Sub-skill of Brain Rot.

You've been a zombie for so long that your genetic structure has been radically mutated, almost unrecognisable from its original state. Your original genetic code is still present, however in order to reach it advanced lab equipment is required. From now on, you can only be DNA scanned when inside a powered NecroTech building.

Discussion (AGM)

I'm not a zombie but this seems useless as far as I can tell --Diablor 21:58, 12 August 2008 (BST)

I am a zombie and this is retarded. I normally try to keep a NPOV when evaluating suggestions, but from now on Blake I'm taking the gloves off for each and every one you post due to the enormous amount of bad ideas you flood this page with. This is a horrible idea, it may even be worse than your super retarded *no touching scanner* Techercizer (Food) (TSoE) 22:02, 12 August 2008 (BST)

You still need to explain why you think it's bad though. --Blake Firedancer T E RNL? P.I.S.I.T. 22:05, 12 August 2008 (BST)
I'm happy to help Techercizer slap you upside the head in this in this case. If you can't figure out the reasons on your own, I'll generously assume you haven't used a DNA scanner enough to be making any suggestions that affect DNA scanning. Go try earning a few levels as a brand new NT tech, then try running a revive point, and then re-write the idea if you still like it. SIM Core Map.png Swiers 22:16, 12 August 2008 (BST)
Anyways, what's horrible about this idea is it makes DNA scanning useless for rotters. it's already tough enough as it is! If there's rotter inside a powered NT, he's gonna get revived in a sec, Newbies getting EXP or Pros looking to track hordes; either way, this idea nerfs Extractors horribly. Just let it go Blake, it's a terrible idea, and just like most of your ideas, it could have been seen as such with just a little research, a bit of experience, and about 2 minutes of thought. Techercizer (Food) (TSoE) 22:30, 12 August 2008 (BST)DAMN EDIT CONFLICTS, STOP HURTING ME YAO!
Some ideas are so idiotic that they just don't deserve to be addressed seriously. But... thanks, Swiers, well said there! --WanYao 22:28, 12 August 2008 (BST)

Brain rot doesn't really need a buff. The only reason why it doesn't seem as useful is because the number of players who buy the skill are too few to make a significant disruption in most revive queues. --Aeon17x 03:14, 13 August 2008 (BST)

ZOMG IT'S NEMESIS!!! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 14:09, 13 August 2008 (BST)


Forgeting skills

Timestamp: --[[User:Runemasteryx| The Strelstys deputy]] 20:44, 12 August 2008 (BST)
Type: Game Mechanic
Scope: Everybody
Description: Allow you to play the game again

I'm getting kinda bored just playing an powerful guy, and feel like a change. I don't want to make a new person, to hard to keep track of them all. So my sggestion is that you can reset skills. You can choose skills and forget them, and then work your way back to earning them. It is simple and you can choose what skills to forget, but mabye a limit on skill lose, 5 a day?

Discussion (Forgeting skills)

I moved your suggestion to it's proper position and fixed the template. --Diablor 22:30, 12 August 2008 (BST)

Your improper construction of a suggestion almost reveals as much about your ignorance of suggestions protocol as your actual idea. This is a bad idea for tons of reasons, if you don't want to have your ideas shot down in flames, read the associated material (Suggestions Dos and Do Nots and Frequently Suggested) and watch others make suggestions. I'm getting kind of tired of telling n00bs to do this, especially considering it's right on the suggestion's page. Techercizer (Food) (TSoE) 22:37, 12 August 2008 (BST) if one more asshole edit conflics me i'm gonna break something

This comes up quite often. Hence it's a dupe. Where's Iscariot to? He's good at finding those. Yes. --Sir Bob Fortune RR 22:34, 12 August 2008 (BST)


Bicycles

Timestamp: Ninja13 20:34, 11 August 2008
Type: possible skill
Scope: Survivors
Description: Add two new skills and items that would help in the repairing and upkeep of a bicycle.

I know, vehicles are on the commonly suggested page but bicycles would be different. Across the city there would, realisticly, be old bikes that have been there since the infection started or earlier that would have been locked up and not worth anyone's time in the panic. These bicycles would be available to survivors with a new skill Engineering and a toolbox would be given a list of what the bike needed to be brought up to a level of rideability.

These items would include (but are not limited to): Seats: Mall Sports Stores 3% Junkyard 3% Chains: Mall Hardware Stores 4% Factory 2% Junkyard 1% Handlebars: Mall Sports Stores 2% Factory 2% Junkyard 1% Tires: Mall Hardware Stores 3% Factory 2% Junkyard 1%

Also, wire cutters would need to be brought back to get the bikes out of their locks. Once survivors got the bike repaired they would need a second skill Bicycle Experience to avoid the debris and dead bodies and even then they would run a 1% chance of popping a tire in each block they moved. The trade off would be half-cost for traveling, making it possible (albeit difficult) to traverse the city in one day.

Related items would be (but are not limited to): Wire Cutters: Warehouse 2% Mall Hardware Store 2% Factory 2% Bike Locks: Mall Sports Stores 4% Patch Kits: Mall Sports Stores 4% Auto Repair Shop 3%

Patch kits would be needed since a rider, moving up to 100 blocks at a 1% fail chance would statistically blow a tire on that trip so a one or two use patch kit would be needed. It would work in the same way a spray can does, running out and being removed at the end of its usefulness.

Bike locks would be needed if a rider, who just spent so much AP and resources on their new bike would like to stop over at a safehouse just to rest or to stay a while would need to lock it up. Locks would each be given their own code and told to the owner when they are found.

Of course the wire cutters that would be used on unrepaired bikes can be used on repaired bikes as well and they can be stolen.

Edited: Zombies of course would see fixed bikes locked up outside of buildings and know that survivors were there. Bikes would be like gennys except useful and not just a flag to zombies. Also, zombies could attack bikes and bring them back to their original state of ruin. Also, if a zombie attacked a survivor on a bicycle in their square it would do double damage. Furthermore, survivors attempting to cut locks would have 7% success chance.

Discussion (Bicycles)

People won't like this just because it brings wire cutters back, I suggest at least taking that out --Diablor 02:44, 12 August 2008 (BST)

Dupe of a ton of stuff, Bike suggestions are very common. I'll go find dupes if no one does it for me in the next few hours, as I'm busy atm. Techercizer (Food) (TSoE) 02:45, 12 August 2008 (BST)EDIT CONFLICTS!

Nuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuubis! --xoxo 03:03, 12 August 2008 (BST)

It's added to my page (Thanks Tech!) I'm a bit tired and can't properly bitch out the suggester right now, but rest assured I will launch an angry rant later. --– Nubis NWO 13:45, 12 August 2008 (BST)


IUNNO. 03:32, 12 August 2008 (BST)

A million new skills and stuff for something that's totally dupey already!?? Grrrrrh... --WanYao 05:30, 12 August 2008 (BST)

uh, the only similarity i see in that one is that they share a title. this is different in the sense that it would add the dimension of gameplay involving stealing bikes in the vein of pking or gking. most other vehicle suggestions make no mention of where the bike goes when not in use or where it comes from. it also makes bikes only useful for a different means of long-distance transportation other than free running with its own risks.--Ninja13 03:27 12 August 2008

It took me about 20 seconds to find this after reading your suggestion. At least look around before you post something! Way too complicated as well. --JaredTalk W! P! 16:56, 12 August 2008 (BST)

Bikes in various forms are suggested lots. As are car and APCs and even tanks. And even the occasional horse (wtf??). All of these are generally bad ideas that usually attempt in some way to get around barricade and Free Running issues. And usually are big buffs to survivors with no benefits or added fun for zombies. In the case of your suggestion, it's just plain overcomplicated and doesn't really add much of value to the UD experience. And adding several new skills is a bad idea, usually... because old players can buy them veryu easily, whereas it's just more crap to spend XPs on for newbies. And, on top of it all, this is rather out of genre... Sorry, mate, but this idea just isn't going to fly. --WanYao 17:34, 12 August 2008 (BST)

No vehicles. Ever. Here's why - zombies cannot be removed from a particular square (Forts being the two exceptions). Once a zombie is outside your safehouse, he isn't going away until he chooses to. I laugh whenever I read trenchie groups vowing to 'clear the zombies' from a suburb. You can't. The survivor counter to this is mobility. Survivors have Free-Running to enable them to get to the places a zombie can't easily reach, and Construction to make these places even less accessible. Effectively doubling a survivor's mobility is an enormous boost to the survivor cause, and something which will make the game even more unbalanced for zombies. In addition, a vehicle would allow survivors more daily AP to search up ammo, FAKs and syringes, making the game even less balanced. Unless you can come up with a suggestion that's fair for both survivors and zombies, you'll never get it to pass. This concept is unworkable. Nice shot at it, but vehicles will never pass voting. --Sir Bob Fortune RR 17:49, 12 August 2008 (BST)

Well Wan and Bob i was unaware that the game was perfectly balanced in the first place. When radios were put in the game my level 41 guy bought it up right away. Now my level six guy has not bought it because he has other things he needs like free-running and gun skills. By that logic adding any new skills is a bad idea because the high XP people will just buy it up. And as for the searching bonus, why would you spend tons of AP to fix a bike to have likely less AP later to search at your destination. Bob F you make a good point. If zombies were able to deal extra damage to survivors on bikes and damage is taken from falling off of them (in the case of popped tires). —The preceding unsigned comment was added by Ninja13 (talkcontribs) at an unknown time.

I never claimed the game was balanced. It isn't. It's skewed toward survivors as it is, which is why I would oppose a suggestion which would bring benefits only to survivors. I wouldn't think that allowing zombies to inflict extra damage on cycling survivors would do much for balance in practice. It would be extremely rare that a zombie encountered a survivor actually using a bicycle, and in the majority of such cases the survivor would move away faster than the zombie could follow. --Sir Bob Fortune RR 22:12, 12 August 2008 (BST)
Smarten up Mr. Niiiiiiiiiiiinja man. "By that logic adding any new skills is a bad idea because the high XP people will just buy it up" -- yeah ... that's EXACTLY the logic ... unless it's a very good skill idea, you have to balance what it does to newbies vs. those who snap it up as soon as it's implimented. In any event, others have explain the other reasons why this is a dumb suggestion. Now... go put that katana back in your trenchcoat Mr. Niiiiiiiiiinja and talk to me some other time. --WanYao 22:34, 12 August 2008 (BST)
Seriously, this idea is crap, and if you can't understand why then you're either not thinking or can't see the obvious damage ideas as unbalanced as this would do. Techercizer (Food) (TSoE) 23:10, 12 August 2008 (BST)

Glancing blow

Timestamp: Blake Firedancer T E RNL? P.I.S.I.T. 21:11, 11 August 2008 (BST)
Type: Skill
Scope: Survivors
Description: Adds a new military skill called Glancing Blow.

Essentially, it means that should you fire at a zombie with a pistol and miss, you have a 10% chance of only nicking them with the bullet. You don't deal the full 5 damage (4, if they've got a flak), instead only doing 1 damage, regardless if they have a flak or not.

This is under the belief that a standard pistol hit goes into the chestal area, while a 'glancing blow' would graze the shoulder, arm, knee or some other part.

Note that the odds for glancing blow are calculated only after it is established that the shot was in fact a miss. It's not a +10% hit chance at reduced damage.

For example, if the user has a 30% chance to hit with the pistol, there is a 7% chance to get a glancing blow and a 63% chance of missing outright.

Discussion (Glancing Blow)

Whats the point? Its a meaningless "badass" skill that just gives high level characters more XP for shooting at zombies. You'd need to miss with your pistol 40 times for it to amount to one pistol hit on a flaked zombie. Since full zombie HPs always divide by 4 (and 5) this does nothing to actually save you ammo; it just means you do more damage before killing them. SIM Core Map.png Swiers 21:22, 11 August 2008 (BST)

Or, more succinctly put: a pointless trenchcoating buff. --WanYao 22:26, 11 August 2008 (BST)

Seems incredibly unnecessary, it solves no problem Techercizer (Food) (TSoE) 21:27, 11 August 2008 (BST)

My guess is that you're not trying to fix the game, you're trying to add in something to improve realism. However, bullets in UD are not meant to be realistic. They do not ricochet, they never hit bystanders, and they do not hit fatal areas when shot at humans (as evidenced by the lack of internal bleeding). -- Galaxy125 22:58, 11 August 2008 (BST)

Gun buffs really aren't needed. --Sir Bob Fortune RR 23:19, 11 August 2008 (BST)



The Malton Black Market, a new twist on an old idea

Timestamp: User:Blackmarketmorphine09:57, 11 August 2008 (BST)
Type: trade system
Scope: primarily Consumer class.
Description: i propose a "black market" system that would allow "consumers" to sell items gathered to an automated "black market center". "non-consumer" players would then use XP to purchase a limited number of items.

combat and first aid are the primary sources of XP. at a low level players have a very low chance to hit with weapons and must guess at who might need healing. meaning that gaining XP is slow, costly in AP and often dangerous. i recognize that this is a normal part of "growing up" and suggest this as an alternate option for these non combat players to help supply others while gaining an assured benefit for there hard spent AP while at the same time creating a more believable game environment. at high levels a player can gain XP quite quickly, soon acquiring every skill they might want. leading to a build up of points with nothing on which to spend them. this has created a supply and demand opportunity that could add a fresh spin to a great game. i feel this would also serve to make the "consumer" more useful and interesting to play. as it stands, the consumer is an incomplete thought, a character that isn't very useful until it can buy combat or medical skills to effectively use all that neat stuff they are finding. How? as most players aren't online at the same time, one on one transactions would be next to impossible and fraught with zurging opportunities. however, "consumer" players could go to a "black market center" and sell there items for a small amount of XP. then other (non-consumer) players could go there and buy those items for an amount of XP. safely removing the corruptible human element. •for example: •SuperSearcher(consumer) - sells 1 pistol clip to the market for 2 XP. (costing him 1 AP to make the transaction) •WallyTheZedSlayer(military) - buys 1 pistol clip from the market for 10 XP. (costing him 5 AP to make the transaction) Supersearcher could use the clip to shoot zombies and might or might not gain XP, or sell it and be assured of a small profit. Wally could search for his ammo using his AP or buy it at the market and have a few more AP left to use it on zeds. •note: these costs are examples and may need revision purchases should cost slightly more XP than can be procured by using that item to discourage abuse. there is always a cost for convenience. it is usually high. the profit should be small and number of items purchased should be limited. it is possible this system could lean the balance of power a bit to the survivors, leading to high level players having more supplies and the AP to use them, and low level folk progressing with less danger of being killed. it also serves to balance against the zombie's lack of need to search for anything at all, leaving zeds to use all there AP to maul survivors and barricades, while survivors must search,fight,barricade etc. with the same number of actions. it is believable that people would set up a black market system, and i think this system could be a basis for proactive adaption, thanks for your consideration.

Discussion (The Malton Black Market)

Currency in Malton? It can't work because its just one of those things that would change the game from what its supposed to be. Seriously, I didn't choose Urban Dead over other games, just so I could repeat economics class. I played it because it was exactly the opposite, mindless, mathless(to a decent extent) drivel. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 10:17, 11 August 2008 (BST)

I hear you DDR, and it's a good point. i dont want to see UD get all full up with fancy book learnin' either. there is no need to develop a currency as such, just use what is already there that has been going to waste. btw there is no math involved in clicking a "buy that thing" button. more than anything i hoped to give the consumer a believable reason to exist. thanks for the comment. —The preceding unsigned comment was added by blackmarketmorphine (talkcontribs) at an unknown time.

i'm sorry but this is WAAAY too long and badly organised to read in full. get some o' dat b00k lernin' and come back a bit more organised and intelligible.

what i can with certainty from what i did read is that trade systems are a no-go. for lots of good reasons, including alt abuse. but it's also out of genre. and, this just benefits survivors. a lot. which is unfair. it's not THAT hard to level up, not really. FAK zombies in the street. or ask some people with diagnosis to tell you who needs healing. or go shooty, this is a great option if you're a military character. no, this spammy and abusable AND not needed. --WanYao 22:34, 11 August 2008 (BST)

Did you even read what you wrote up there? Why would any character spend XP (and AP) to buy an item to earn XP with? You would have to be buying an item that would guarantee you earn back at least 2x the XP you spent to get it. The only item it would make sense to buy would be a FAK since you never miss with those and always earn 5 XP (if you can use them). Bullets and ammo would be the worst things to buy because of how crappy the RNG is. The whole idea of selling items and in particular this system sucks.--– Nubis NWO 23:15, 11 August 2008 (BST)

firstly, yes the text formatting came out a total botch job.sorry, and thanks for the help i received.

  • 1. if you'll note,i was against the book learnin'.
  • 2.no, it is not needed, games aren't NEEDED. just desired, and sometimes revised. the purpose is to make the scene more believable, why have consumers with no commerce in a world where a black market would had been set up before the bodies were cold?
  • 3. the objective is NOT to buy items and mooch XP with them. the cost is the price of convenience vs. advancement. or in the case of high level folk who have a cubed trillion XP stacked sadly in stat screen, to use the fruits of there labor.
  • 4. i've read every trade suggestion in the archive, mine is not the most suck.;) thanks for the discussion in any case.--User:Blackmarketmorphine

Consumers refer to what the person did BEFORE. Same with all the classes. Not what they are now. My Scout does more healing and reviving than shooting or even scouting (though I like to RP that a bit). My Lab Assistant used to be a good little reviver and healer even after waking up in Malton, but not he shoots people when alive, eats them when dead. Point #2 is totally invalid. As for everything else... well... most of us do not think trading is a good addition to the game -- on top of being very unworkable in most situations... We don't to micromanage our bank accounts, we wanna eat brains and revive people. --WanYao 05:40, 12 August 2008 (BST)


Portable Transmitters

Timestamp: • LtZurSee slapped your nose with a newspaper for a heal from CORAM (0 seconds ago)AU 07:36, 11 August 2008 (BST)
Type: Item
Scope: Large Resource Point Clearers (I.E. Malls and Forts)
Description: Basically, this is a scaled down, man portable version of the Radio Transmitter that is installed into buildings.

The transmitter is basically a smaller version of the full scale one, with a smaller broadcast range (within four blocks of you, i.e. if you stand in the northwest corner of a fort it will reach the southeast corner, which is less then half a suburb) and a smaller encumberance.

I know that some sort of power option is required, so a portable battery would need to be plugged into the transmitter, draining a percentage of it's power with every broadcast. Power would be drained at a flat rate of either 10% or 20% per transmission (10 or 5 broadcasts respectively) and more then a single battery could be carried. A battery would already be pre-loaded into the transmitter, with either a random or 0% charge. Charge displays would be shown next to the battery for unloaded ones and next to the transmitter for loaded ones.

Encumberance Transmitter 15% Battery (unloaded) 5%

Find rates

Mall-:

No skills Transmiter 1% Battery 1.5%

Shopping (Tech stores) Transmiter 2.5% Battery 3.5%

Bargain Hunting Transmitter 5% Battery 7%

To charge the battery you must be in a building with a fully fueled (read not empty or almost empty) generators, as people would be more concerned with the maitinence of group items rather then a single person's battery. The recharge rate would be 5% per AP recharged inside the building. No action is required to start the charge. In order to load a fresh battery, simply click it and the old one will be placed in the inventory.

Discussion (Portable Transmitters)

Seems like an overcomplicated solution to a nonexistent problem. Just Know where a nearby Transmitter is. Techercizer (Food) (TSoE) 07:42, 11 August 2008 (BST)

It's for when people are clearing the larger RPs, and there hasn't been time to set up generators and radios, so people can continue to communicate long range. Another advantage is that a group's leader can be at the front, fighting, and see first hand what the hell is going on, and relay orders to his group members.--• LtZurSee slapped your nose with a newspaper for a heal from CORAM (0 seconds ago)AU 16:25, 11 August 2008 (BST)
Unneeded and overpowered. There are plenty of ways to do this, just start using your noodle. And plan and prepare and perhaps metagame. --WanYao 22:43, 11 August 2008 (BST)

Very similar in its effect to this. And a shorter ranged version of this. The only difference, the whole battery thing, is over-complicated and just nerfs search %ages. As does the radio itself. I just don't see any need for this... Except to allow you have the benefits of radios without the risks, i.e. RKing... To which I say, "No frikkin way!" --WanYao 07:48, 11 August 2008 (BST)

I know it looks like just a short range radio, but it does have it's uses. Also, RKing can kind of happen to them still, as knocking out a generator will remove the ability to charge the batteries. Also, the whole battery thing isn't that complicated, think pistols, except the clips are re-usable.--• LtZurSee slapped your nose with a newspaper for a heal from CORAM (0 seconds ago)AU 16:27, 11 August 2008 (BST)
why bother with the batteries at all, then? except, as i said, to try to get a loophole around the risks involved with setting up a radio... so, either you've got this suggestion with batteries -- which makes it pointlessly overcomplicated, and which is just way of having the benefits of radios (albeit it shorter-ranged, sure) without their associated costs. or you ditch the batteries -- in which case it's 100% dupe. no-win, both ways. --WanYao 22:37, 11 August 2008 (BST)

For another possible dupe, see Suggestion:20070711_Walkie_Talkie SIM Core Map.png Swiers 22:50, 11 August 2008 (BST)


Death penalty

Timestamp: Warioman 13:52, 10 August 2008 (BST)
Type: Death Modification
Scope: Survivors/Zombies in Malton
Description: I noticed that death in this game really is not a big deal. You can easily be revived for free and if you're a zombie...well you just lose 10 AP. So I thought that maybe when you die, you will lose experience and or skills you have learned as a real penalty. This could mean that you won't be able to learn all the skills as quickly. This could make the game longer for players because once you have acquired all the skills, there isn't too much more to do in the game. This could then also mean that even for the top players, that if they die, they may lose skills and would have to work again to get them back.

I don't know exact amounts of exp or skills you would lose and the game staff can decide that, but i just think that death isn't significant enough in this game( it is in Monroeville!).


Discussion(Death Penalty)

I think it's too much of a loss. I know how it could be explained, but it would be a huge turn off to dying, people would almost be afriad of fighting. Then we'd see an era of trenchies and squatters. The fact that it's only 10 AP to stand up for a zombie is balanced, they cant use items, stuff like that. This shakes the scales a bit too much for me. --RahrahCome join the #party!21:12, 10 August 2008 (BST)

Actually if you have Ankle Grab it's only 1 AP. (6 if Headshot), regardless, taking away player's skills will never pass (see Suggestions Dos and Do Nots under don't screw with other player's EXP). There was something like this in place with the old Headshot but it was removed because it sucked. I'm all for making it a tiny but tougher for zombies to stand back up, but harman survivors die enough and wait for revives enough as it is, not to mention that any change you add runs the risk of unbalancing the game. Techercizer (Food) (TSoE) 21:34, 10 August 2008 (BST)

Dupe of something that was intentionally changed to make the game better. See Headshot#List_of_Zombie_Hunter_skills and On Strike. Of course, survivors were never penalized in this manner... SIM Core Map.png Swiers 21:40, 10 August 2008 (BST)

This just makes the game totally unfun. Taking away people's hard earned XPs and skills = no fun at all. And the mere thought causes anxiety attacks amongst those who were around for the old headshot. BAD IDEA. --WanYao 21:43, 10 August 2008 (BST)

Here fucking here.--Insomniac By Choice 09:44, 11 August 2008 (BST)

You want a death penalty, play Monroeville. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:16, 10 August 2008 (BST)

This would make it next to impossible for new users, they would die and lose what little XP or skills they've earned.Shooty08 22:48, 10 August 2008 (BST)

It's about damn time survivors only suffered from this. The first skill you bought should be the first one you lose. Do it in that order. And make it so you lose the rest of that tree too! Let's make the game completely unplayable! But that would make being a PKer fun again! Shoot your enemies and make them (more) retarded !--The Malton Globetrotters #99 DCC SNACK STRONG 07:21, 11 August 2008 (BST)

There is so much wrong with this i'm not even going to bother. Also, before making suggestions about how boring the game is once you've leveled how about you actually level? You have obviously never stood up with all skills or you'd know ankle grab negates the 10ap cost.--xoxo 08:32, 11 August 2008 (BST)

You know, putting aside the rampant mockery here, do you think it could work out if when a level, say 40 or higher character dies, they lose a random skill? As in, that avoids griefing any new players, and at the same time gives veterans something to do with all that XP they have hanging around... -- Ashnazg 0734, 11 August 2008 (GMT)

This suggestion makes me murderous. ~AriedartinTalkA KS J abt all 09:14, 11 August 2008 (BST)

Zombie death is indeed meaningless. That's because players in this game are trying to tip the survivor/zombie percentage. Killing zombies does not make them alive again. That's why zombies kill, and survivors revive. -- Galaxy125 18:32, 11 August 2008 (BST)

i have to agree with the others, loss of XP by way of penalty would bother most folk. skills all the more. the cycle of death-undeath-revive-death is what keeps UD rolling unhindered. though, it would be nice to find a use for all that XP high level people have stacked up i don't think this is it.--Blackmarketmorphine 15:59, 12 August 2008 (BST)


Fleshlight

Timestamp: Insomniac By Choice 05:14, 10 August 2008 (BST)
Type: Item
Scope: Survivors
Description: You know, I thought about being quiet recently, but this idea just couldnt get out of my head. Anyway, a fleshlight should be added. They are found in drug stores at three percent and cinemas at one percent. Each use adds one HP to the player, but it can't be used again for two hours (unless the player has gone several days without using it).

Five percent encumbrance, lasts for two weeks before it stops working and needs to be cleaned or thrown away. After one month without cleaning, usage begins to decrease HP and cause nausea.

Even in a zombie apocalypse, people get lonely, and better they have an item for discreet sperm collection than be forced to take care of their needs hunched over in some dark corner.

Discussion (Fleshlight)

It's fine as is for Humorous, there's not much tweaking needed for that category anyway; However, if you were thinking of making this an actual suggestion then you have only slightly less issues then your idea does. Techercizer (Food) (TSoE) 05:29, 10 August 2008 (BST)

I agree, its good for humorous, but its not exactly an in-genre or useful suggestion. 1 HP isn't exactly useful, considering almost every attack does more than that.Shooty08 08:00, 10 August 2008 (BST)

Whoever posted this REALLY needs to get out more... I mean, hell, I have NO CLUE what he's getting at here... other than this is some kind of obscure sexual/masturbation innuendo. The fact that they pparently know what the fuck this is all about just proves to me: get out more. --WanYao 10:01, 10 August 2008 (BST)

I take offense to this. The innuendo isn't really obscure at all.--Insomniac By Choice 00:10, 11 August 2008 (BST)
Oh please! Of all the uptight stick in the ass virgin living in the basement mouthbreathing users on here you are trying to say you don't know what a fleshlight is? I bet you have a pet name for yours. --The Malton Globetrotters #99 DCC SNACK STRONG 07:23, 11 August 2008 (BST)

This suggestion creeps me out. --JaredTalk W! P! 16:04, 10 August 2008 (BST)

Good suggestion! The end needs to be changed from "...take care of their needs hunched over in some dark corner." to "...take care of their needs hunched over some mutilated corpse." -- Galaxy125 18:30, 11 August 2008 (BST)


Put profile IDs inside the actual profile!

Timestamp: WanYao 10:14, 9 August 2008 (BST)
Type: interface tweak
Scope: everyone
Description: There are many player tools (but coming to mind first are the DEM's revive request tool, the Rogues Gallery and MassContacts) that make use of the profile ID #. Now, I find it's a bit of a pain in the bum to cut and paste that # out of the URL box and into the tool. So why not just embed the ID # as a field directly into profile? It's not like it's s00per sekr!t info or anything, so let's make it easy to work with.

The benefit of this slacker friendly mod is it makes it a little easier for those non-metagamer types to use useful tools like the revive request thing or MassContacts... And IMO that's a good thing.

Discussion (put profile ids inside profiles)

I probably wouldn't vote keep on this (pretty much pointless), but I can make you a greasemonkey script that does this. --Midianian|T|T:S|C:RCS| 10:27, 9 August 2008 (BST)

Le sigh. You're totally missing the point of the suggestion... That point is to lessen the need for add ons etc. To make the game more user friendly. I use add ons etc., but that's because I'm cool with all that. Many people are not, or can't be arsed, and IMO that's ok, i understand that... So let's help them types a tad, why not? --WanYao 10:47, 9 August 2008 (BST)
Mmm, yeah. The mention of MassContacts kinda threw me off. But seriously, the only thing this this'll change is the place you have to double-click before pressing CTRL+C. --Midianian|T|T:S|C:RCS| 10:58, 9 August 2008 (BST)
In my browser, I have fiddle to isolate the #s before Ctrl-C-ing... It's a pain in the arse... Sure, this is a minor thing, I never said it wasn't... But IMO it's also a damn handy one, and I don't see any reason for the information not be displayed inside the profile. Especially since it's so widely used. Now, why on earth are you so stubbornly resisting something that is so minor, yet which makes playing the game a little bit easier and smoother? Streamlined interfaces FTW!! --WanYao 12:24, 9 August 2008 (BST)
Why? It's duplicating information for no good reason. Bandwidth. Sure it's a really small increase, but it's also a really small benefit. And, well, that's what you get for using inferior browsers! >:D However, if you'll look closely, I said that I probably wouldn't vote Keep, not that I'd Spam this into oblivion. I often abstain from voting in cases like this where I don't feel strongly either way. --Midianian|T|T:S|C:RCS| 12:54, 9 August 2008 (BST)
I use Firefox FTW. And, once again, seeing as this is part of your characters' information, like their name or XPs, why the fuck not have it be integrel to the profile? Anyway, can someone else other than Midianian and I comment on this, maybe? ;P --WanYao 16:04, 9 August 2008 (BST)
That's quite interesting, because I also use Firefox. --Midianian|T|T:S|C:RCS| 16:11, 9 August 2008 (BST)

I'd vote for it. --JaredTalk W! P! 16:31, 9 August 2008 (BST)

Stop being so fucking lazy. And get me a sammich, it's too far to the kitchen. ᚱᛁᚹᛖᚾ 17:16, 9 August 2008 (BST)

baaaaaaaaaw!! --WanYao 17:20, 9 August 2008 (BST)
WTFCentaurs? --RosslessnessWant a Location Image? 17:35, 9 August 2008 (BST)
Sudo get me a sammich? -- Galaxy125 18:27, 11 August 2008 (BST)

Wait a minute. I'm confused. You said this will be fornon-metagamer types to use useful tools like the revive request thing but isn't using revive requests metagaming? --– Nubis NWO 17:43, 9 August 2008 (BST)

And thats why he's a sysop.--RosslessnessWant a Location Image? 17:44, 9 August 2008 (BST)
Oh quit being petty and pedantic, nubis... I am referring to those who don't use IRC or forums for metagaming. There are, however, lots of people who use the wiki and use the DEM revive tool and stuff who don't use forums or IRC... THAT is to whom I referring, and you know it. Or... I'd expect you to know it. --WanYao 06:13, 10 August 2008 (BST)
Personally I count metagaming as using anything outside of http://www.urbandead.com with the exclusion of your own notes. Forums, IRC and DEM-Revive all interact with players outside of the game (any interaction in UD costs AP), the wiki is the blurry line because it is directly linked to UrbanDead via that handy little button... you know the one I mean! The wiki... while essential to UDs development is not necessary to play the game but allows people to find out information about whats going on ingame, there would be less meta-gaming if players actually talked in game.
Examples: In low Zed suburbs I scout and broadcast local sightings and have only recieved 1 'thank you' to date. When asking for local information when entering a new suburb I've had no replys (even in malls with +50 occupants. The only people who talk are low level newbies who have yet to discover the meta-gamers. This is probably why the hordes are better organised, they were forced to meta-game quicker because they only had mrh? and gibberish...
BTW I'm impartial on this suggestion --Kamikazie-Bunny 16:16, 10 August 2008 (BST)

Aye. ~AriedartinTalkA KS J abt all 07:06, 10 August 2008 (BST)

Ditto. BoboTalkClown 00:32, 11 August 2008 (BST)

You know... I really don't understand the incredible negativity towards an idea that is so minor, so simple, so straightforward and harmless -- yet which will make playing UD just a little, tiny big smoother and easier. However, given this level of irrational negativity, I suppose I'll just drop it... Anyone else wanna take it up, go nuts... --WanYao 22:51, 11 August 2008 (BST)

FWIW, this would be very easy to do with a Greasemonkey script. I'm not sure it would reall help for MassContacts, though, given that the whole point of masscontacts is to manipulate contacts that are already in yuor contacts list, or copy lists other people made that way. SIM Core Map.png Swiers

New use for Crowbar

Timestamp: Swizzler 06:47, 9 August 2008 (BST)
Type: Special Item, Improvement
Scope: Barracaded buildings, Items, Survivors
Description: So Your building suddenly collapses to zombies, your suprised, so you split. the building next to you, which you swear was EHB just 5 minuites eariler, you find out is ruined, as you fall to the ground, after running for what seems like forever you come accross a building, zombies hot on your tail. ITS EHB. you have 1AP left, what do you do? until this suggestion you could curl up into a ball and hope the zombies have mercy, but lucky for you, you have a crowbar! Best item for prying something open, like, a board off the barracaded building, just big enough for you to slip in! This uses up the crowbar, removing it from your inventory, and 2 damage (the crowbars standard damage) is done to the barracades, but your in temporary safety.--Swizzler 06:47, 9 August 2008 (BST)

Discussion New use for Crowbar

No. This is a bad idea. Let someone who's not up at 11 PM explain why, but everything about this idea is wrong. I'm not being mean, it's just a bad idea. Someone else want to list every protocol and standard he's breaking? Techercizer (Food) (TSoE) 06:50, 9 August 2008 (BST)

Crowbars already allow you to hit barricades at full percentage (rather than half like other weapons). The problem is, THAT is STILL inferior to the axe. Barricades are a VERY touch subject. Also, it would be good to understand how barricades work. What do you mean by "2 damage"? Barricades DON'T have hit points, they have levels. A successful barricade attack knocks off one level. With barricades, its "all or nothing". Basically speaking, if your going to go through barricades you have to tear them down.--Pesatyel 08:09, 9 August 2008 (BST)

this doesn't make any sense. first of all, you can ALWAYS free run into any un-ruined building from another building. always. crowbars don't do 2 damage to barricades, but only 1 level of damage-- if you hit. and... and... well, uhm, i'm just totally confused by this suggestion so i can't say anything else. --WanYao 09:53, 9 August 2008 (BST)

Despite the hilariously weird wording of this suggestion, I think I get what he's trying to say...he's saying that if you're stranded outside an EHB building, you can use a crowbar to instantly enter the building, taking the barricades down one level and losing the crowbar in the process. Personally I would say the idea is interesting, but would be unbalanced because of how easy the crowbar is to find...I would support it if it used an item with much lower find rate or if this caused crowbar find rates to go down. ^^ -- Ashnazg 0909, 9 August 2008 (GMT)

if that's what he wants then HELL NO!!! that's the price you pay for having such a powerful defence as barricades: possibly getting stuck outside. and trust me they ARE powerful. if overbarticading is problem, that's a problem of poor survivor coordination, and not an issue to ask the game engine to deal with for you... --WanYao 10:17, 9 August 2008 (BST)
What everyone above me said. Techercizer (Food) (TSoE) 19:27, 9 August 2008 (BST)

Huh. I still think this would be a good concept, but it needs to use an item with low find rates. I'm aware of the rare does not equal balanced argument, but the fact that it's a one-use thing will help balance that. Plus, it takes down a level of barricade, too. -- Ashnazg 0504, 10 August 2008 (GMT)

Ok, now I get it. What you're asking is to be able use a crowbar to make an emergency, once only entry point. No effen way. The zombies got your safehouse? You're low on APs and can't find some barricades to hide behind in time? Well, tough, suck it up. No, seriously... That's the (small) drawback to the immense defensive power of barricades: you might find yourself trapped outside if everything is overbarricaded. Deal. And if you do find yourself in this situation, you might want to think outside the barricade and resort to Hiding In Plain Sight. --WanYao 09:45, 10 August 2008 (BST)

Dude, it's not the crowbar's fault you couldn't get in. It's not the zombies' fault you couldn't get in. Let's put the blame where it belongs. The other survivors. They are the ones that must suffer, Detective Mills. They must pay. with their blood. Do it Detective Mills! Do it! Become WRATH! PK the motherfuckers and let Kevan sort them out. --The Malton Globetrotters #99 DCC SNACK STRONG 07:55, 11 August 2008 (BST)


Jail

Timestamp: Prv. Parker 03:21, 9 August 2008 (BST)
Type: Improvment
Scope: everyone
Description: Im gettin Really sick of PKers, And it occured to me that if the Police departments had a 'jail cell' you could stick the suspect pker in it, useing a majority vote system (involving all players in building, if the number of players inside is even and the votes a tie a revote will be cast but only after a 1 day waiting period). The prisoner would not be able to move or attack and he\she would loose his weapons, however players would be able to attack the prisoner. To help prevent abuse the player could have a chance to evade arrest and escape before being put in the cell. And incase pkers turn this into a shooting gallery, people could come in and free the prisoner with a lockpick (possible new item to be included) or crowbar. Cells could also be located in hospitals (Asylum) and forts (Brig). Or if a charicter has construction skill and a toolbox, a makeshift cell could be built. Makeshift cells would act as regular cells but the occupant would have a chance of braking out. The makeshift cells could also have a strength system like barricades, but with only 3 or 4 levels of strength (doesnot aply to prebuilt ones in hospitals forts or Police departments). Of course to have this all work you need handcuffs (new item) or rope (new item). The maximum occupents would be 2-4. The maximum time that the player would be stuck inside the cell would be 4 days. And there can be only 1 cell, asylum, brig, or makeshift cell in a building.

So, Good, Needs work, or out of the question?

Discussion (Jail)

PKers are people too, and the Malton police department (or what's left of it) has bigger issues than murderers. Namely, oh, I don't know.... The Massive horde of hungry zombies slaughtering the population? In addition, this violates Frequently Suggested in that Kevan has said he will neither discourage or encourage PKers. What's more, there's nothing stopping griefers from locking up every doctor, scientist, and newb without HTH in a jail cell and doing it over and over. This also violates Frequently Suggested in that it screws with others' AP. Techercizer (Food) (TSoE) 03:35, 9 August 2008 (BST)

This is a terrible idea. There isn't a need for a point by point critique because there is absolutely no merit to this suggestion at all. Even if i disregard your lack of respect for other players of the game, who have every right to PK if they choose; even if I ignore the fact that this breaks several of the "Do and Do nots"; even if I ignore that this also ignores the guidelines of a clear and well explained suggestion; even if I ignore that the entire suggestion is open to all kinds of abuse, and even if it was used in the way that you suggest there is no way for it to be implemented in any way, even if it was fair (which it is not); even if I ignore the multiple new items, actions, buildings, game mechanics, none of which are well explained or thought out.... even if I ignore that this is a huge run on sentence, its still a terrible idea. - tylerisfat 05:24, 9 August 2008 (BST)

Congratulations on setting a new standard in stupid ideas. --Papa Moloch 07:51, 9 August 2008 (BST)

you know what's pathetic? this has been suggested before... more than once. anyway, stop whinging about PKers. revives are easy to come by, and if PKing is a problem it's probably because you've acted like an asshat and pissed someone off. or else, get out of the forts or the NE corner wankfest malls and go where the zombies are. in any event, don't stay in the same place all the time, like all those silly trenchies with their advertised HQs, just begging to get either PKed or have their brains eaten up.... anyhoo, PKers, all said and done, are wussies and are TERRIFIED SHITLESS of zombies, so just go where the zombies are... ;P --WanYao 09:58, 9 August 2008 (BST)

but all seriousness aside, this is an atrocious idea and nothing but a griefing tool. feh... --WanYao 10:00, 9 August 2008 (BST)
Regardless of any other comments, this wouldn't work. PK'ers would simply not sleep in police stations. --RosslessnessWant a Location Image? 10:36, 9 August 2008 (BST)

Hahahahahaha, good one... Oh, wait, were you serious? Just so you know, PKers are actually controlled by real people behind their computers, and those real people wouldn't appreciate losing 4 days of gameplay very much. --JaredTalk W! P! 16:05, 9 August 2008 (BST)

Just whine to a Bounty Hunter. --Nny The Person 23:55, 9 August 2008 (BST)

LOL! This idea is hilarity. I can just imagine finis getting 30 alts in a building and 'voting' all the beavers and allies into the cell :P --xoxo 03:49, 10 August 2008 (BST)

POWER TO THE PKER will not approve of this... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:12, 10 August 2008 (BST)

Why not? It's not like this'd actually hurt PKers... ;) --Midianian|T|T:S|C:RCS| 23:46, 10 August 2008 (BST)
POWER TO THE PKER!!! This suggestion blows. --BoboTalkClown 00:35, 11 August 2008 (BST)

This suggestion is the reason I formed a lynch mob. I'm going to start tracking how many suggestions are duped during the month of August on the page in my sig. Anyone is welcome to contribute. --– Nubis NWO 02:35, 11 August 2008 (BST)


Reset Character V1.1

Timestamp: Kamikazie-Bunny 02:20, 7 August 2008 (BST)
Type: Prestige
Scope: All Players
Description: On the bottom of the skills page there would be a new button with a drop down box labelled:

"Reset as Civilian/Military/Scientist/Zombie"
Conformation will be required in the same style as Brain Rot

Clicking this box:
Removes all skills,
Empties the players inventory,
Changes the class of the player to what was specified,
Teleports you player to a radom location,
Resets AP to 50.

It does not:
Remove XP,
Reset player Level,
Remove 'paid' status.

Benefits:
Allows players to play from start their characters without having to use new names...
Allows for players to reach higher levels by resetting their skills and spending XP on them all over again.
Allows players to change class if they decide they do not like their current one early in the game.

Flaws:
Slightly harder to begin again as the character has no skills/items (stored XP should allow most characters to gain at least one skill).


Now I know lots of people will probably think along the lines of 'just create another character' or 'people with lots of XP can get to a really high level quickly' In response...

1) You do not have to reset your character if you don't want to.

2) If someone has earned enough XP to gain a high level, why not show it...

3) Every character must have a unique name, if you reuse an old name rather than discarding it, the character is not wasted and other players are more likely to get the name they want as opposed to the 473rd variant...

4) Every character created is saved somewhere as (to my knowledge) no characters are ever deleted no matter how old. Less characters uses less memory on the server...


Discussion (Reset CharacterV1.0)

I like this, as a noob I wasted a bunch of usernames on classes I ended up not liking. But it does need changes.

1.Reset XP--Every MMO has a level cap, sorry guy! Remove skills, items, ect. It should be like a brand new character, but, DO NOT reset AP (Zerg prevention).

2.Remove the random location--like many are saying teleporting out of a situation is a mighty handy thing.

3.Finish the reset through an email conformation, this would prevent something like the brain rot link, and also only allow a reset once ever 72 hours to prevent zergers

Change that stuff and you got my vote, I think you got yourself a mighty good suggestion. every suggestion I've made so far somebody has thought was unfair, but I think your getting some mighty positive feedback!--Swizzler 07:09, 9 August 2008 (BST)

as a noob I wasted a bunch of usernames on classes I ended up not liking. Oh noes! I just wasted the name Sgt. McBloodNDeath on a worthless consumer character!! My cop "Renegade Chuck Norris" is too lame to play! Now those totally awesome names I thought up will never have useful skills like every other maxed out character does eventually. --The Malton Globetrotters #99 DCC SNACK STRONG 08:13, 11 August 2008 (BST)


I'm trying to think of ways this is open to abuse... I suppose zergs could abuse the teleport function to get an alt where they want but it just prevents them creating more alts until they get one where they want so I suppose that is a good thing... Anyway I'm finally back, sorry if I missed anything special... comments suggestions... you know what to do. --Kamikazie-Bunny 02:27, 7 August 2008 (BST)

Why do we need this exactly? Can't people make a new account? Ioncannon11 03:30, 7 August 2008 (BST)

Isn't this basically a still sucky/same revision of my prestiege mode idea thats still on the page -.-'.....anyways this idea will be dubbed trenchcoaty by some, not to mention it's just basically playing a new character with a high level. --Diablor 04:11, 7 August 2008 (BST)

Sorry, nope. It's similar, though, but the idea had been discussed for the past month or so. I would support this suggestion, except I would rather you reset XP, not reset inventory, and reset levels. But that's just me. Keep in mind that fundamentally this would allow rotters to be non-rotters, so the MOB would never get behind it. -- Galaxy125 04:45, 7 August 2008 (BST)
It also resets everything else about the character... The reason I selected inventory loss over XP loss is because players could reset and maintain their flak-jack/toolkit/etc. --Kamikazie-Bunny 13:43, 7 August 2008 (BST)

there is no need for this whatsoever ... and it's open to so many forms of abuse that it's just not a good thing. --WanYao 08:38, 7 August 2008 (BST)

The only possible reason i can see for anyone needing this is if they bought teh rot and had 2nd thoughts. And if that did happen to you, sorry that name is GONE! Although if it has a lower case L in it's name simply try making a new character replacing the l with a capital I. Should look good as new ;) --xoxo 11:37, 7 August 2008 (BST)

It's probably just me but I think there's something quite sad about having to create a brand new character just because of one mistake, it's just wasting accounts... --Kamikazie-Bunny 13:43, 7 August 2008 (BST)
sometimes, when i'm bored, i just make interestingly named characters just so other people can't have them ;) --xoxo 13:47, 7 August 2008 (BST)
It's probably just me but I think there's something quite sad about thinking that you have to create a brand new character just because you bought Brain Rot, it's just wasting accounts... :P --Midianian|T|T:S|C:RCS| 14:56, 7 August 2008 (BST)
You can't accidentally buy Brain Rot. Do I have to post the screenshot of what happened when I took rot for a new alt??? Just to prove it to all yous who don't actually play zombies... --WanYao 19:09, 7 August 2008 (BST)
Here you go, kids: click here to see!!! And... yup, I got the Rot!! :D --WanYao 19:16, 7 August 2008 (BST)
But i fought he was joking... :( --xoxo 07:07, 8 August 2008 (BST)

I think this will encourage Ninja trenchcoating. Could a new level one character who has just started can reset anytime they want? Could they just appear, attack something and then teleport out of there like a ninja? This can cause greifing for absolutely no-body could catch a randomly teleporting level one character. And since the AP is reset to zero, could you play the game forever?--Kez0 11:54, 7 August 2008 (BST)

Good point on the teleporting-trench-ninja... although they would have no weapons and skills making them somewhat ineffective at combat... however if people want I'll remove the teleport and AP reset and could put a level limit (something low like 5) before you can restart.--Kamikazie-Bunny 13:43, 7 August 2008 (BST)
Create a whack of genny mules... zerg all over the city... autoscout all over the city... squat ruins all over the city... No. Way way too many ways to abuse this. --WanYao 19:19, 7 August 2008 (BST)

Although essentially a positive suggestion with a lot of support, it has a great deal of opposition due to the exploits with it. Why don't we a cap on how often you can tele, such as once every two months? And you need to get to at least level 30 before doing it. This would stop most of the zerg mercenary overlords (*Ahem FINIS Ahem*). Good luck pushing this baby through, bro; I'm votin keep fo sho Ioncannon11 20:26, 7 August 2008 (BST)

No, this is a bad idea. Even putting a cap on it, its still bad. There's plenty of reasons that are being pointed out, like the ninja-ing, but i still just think there's no reason for it. And can someone find a rule about this obnoxious colored giant font? - Tylerisfat 21:14, 7 August 2008 (BST)

for more info on Ioncannon's obnoxious font and rules concerning it, feel free to view his A/VB case on it, currently underway. Techercizer (Food) (TSoE) 21:15, 7 August 2008 (BST)

I like this idea, but think it should be reserved for high level players (35+), and should leave 10AP at most for the reset character to use, if any at all. I Am Sabbo 12:58, 8 August 2008 (BST)

Discussion (Reset CharacterV1.1)

New version now up for comments, minor changes that will have a major affect on preventing abuse (no tele/no AP reset/conformation required). I'm not sure about resetting the characters XP to 0 as starting as any class with no skills, items or XP would be very difficult, leaving the XP in place would allow them to use any stocked XP to buy a skill or two they might want/need. As for levels... that's up to you guys, it has no affect on gameplay but does allow people who view their profile to estimate how experienced they are at playing (memories of being called a noob and almost PK'd because I told a level 1 where the nearest safe house was unaware it was their 5th character...). --Kamikazie-Bunny 15:51, 10 August 2008 (BST)


Writing

Timestamp: Techercizer (Food) (TSoE) 18:28, 6 August 2008 (BST)
Type: A little something fun
Scope: everyone
Description: Okay, well A lot of suggestions are going around about how to make libraries more useful, well I thought that maybe having them contain stories would be nice. Think about it, Libraries have books, and without fantastically buffing them the only real allure of a libraries are the stories within. Now bear with me here, There's probably a few flaws that I didn't think of, but I'd like to see if this suggestion can be debugged and made workable.

What if books found within Libraries had actual stories? Now of course it would get pretty boring if there were about 10 or so stories to be found, so I suggest the following: When Inside a Library you can "Write a Story" for 5AP. This basically gives you about 200-300 letters of writing space in which to write information, a story, a joke...etc. You would then obtain the book you'd written, and have the option to "Replace on shelf" for 1 AP, allowing you to make that book one of the many that could be found by searchers on location Libraries would start out with a few preset books to get things going (stuff like the history of Malton or basic survival tips).

Now there would most likely be the occasional idiot who writes a porno or a long string of numbers to spam up the cue, but that's why after you're done reading a book, you can either "Replace it" "Destroy it" or "Keep it". Perhaps this could be simplified to automatically keeping the book, with the option to replace it or drop it (like a normal item, it would disappear). Books would not magically travel between libraries, they'd stay in the library they were placed in until removed and replaced in another location. Now I would like for there to be some zombie equivalent of this, but so far I'm having trouble cobbling it together. Would any of you feel like donating ideas?

New Info: I'm considering making Writing a skill, what do you guys think?

New Info: I'm also considering raising the cost to write a book to 10AP, opinions?

Discussion (Writing)

Yeah, I liked this when I thought of it at first, but imagine all the people who would shove their group's name or just write "PWND" Ioncannon11 18:30, 6 August 2008 (BST)

Then you could destroy that book Techercizer (Food) (TSoE) 18:33, 6 August 2008 (BST)
Plus, how many people will spend 6AP spamming the library every day? Maybe I should up the cost to 10AP.... Techercizer (Food) (TSoE) 18:34, 6 August 2008 (BST)
There are a lot of trenchies out there, and 4 AP won't make much of a difference. It's a solid idea, but destroying good books and spamming bad books is a by-product. —The preceding unsigned comment was added by Ioncannon11 (talkcontribs) at an unknown time.

Its not a bad idea. Perhaps some of the books could be preset, history of malton stuff, and others could be user written. Shooty08 20:53, 6 August 2008 (BST)

Hey, Yeah! That's a great idea. I'll put it in. Techercizer (Food) (TSoE) 21:04, 6 August 2008 (BST)
Okay, this suggestion will get WTFpwned faster than diablor can even come here and explain wtf WTFpwned wtfmeans. Ioncannon11 21:40, 6 August 2008 (BST)

I remember some kind of suggestion long ago that featured writable books but this is different enough to avoid a dupe, I like this idea anyways. You do need to limit the amount of books per library/building at least, that will prevent someone from overloading the library with books. You should increase the ap cost however to 10 imo. --Diablor 22:22, 6 August 2008 (BST)

This has been suggested a couple of times before. Searching the history is a pain in the ass and I don't have the time to right now, but look for printing press, leaflets, things like that.--Pesatyel 02:55, 7 August 2008 (BST)

You and I agree that something should be done with books/libraries to make them more interesting. It would be fairly easy to program this, too...but to prevent the page from getting too huge, why not put an XP cost on it, too? *winks* -- Galaxy125 04:39, 7 August 2008 (BST)

problem is, think about the kind of stuff people would write... ummm, no thank. and if someone did take the time to write something good, some jerk would destroy it. no, this is the kind of RP stuff that you do on your user page, or in a metagame forum or something. --WanYao 08:42, 7 August 2008 (BST)

Theres a problem here in that people could go round the libraries destroying every book. But then the Philisophe Knights would smite them :P --Rorybob 09:07, 7 August 2008 (BST)

True people would probably go around blowing up books, but then again people could probably go around making them too. And if you don't want a book destroyed you could always just hang on to it. Techercizer (Food) (TSoE) 17:31, 7 August 2008 (BST)
if you hang on to it, no one else can see it! no... this is stuff your userspace, not in-game, sorry. --WanYao 19:24, 7 August 2008 (BST)

Awesome idea!!! This MUST be implimented. --BoboTalkClown 00:38, 11 August 2008 (BST)


Flak Jacket Wear & Tear

Timestamp: Ioncannon11 11:00, 6 August 2008 (BST)
Type: Change
Scope: TEH H0L3 FUK1N C1TY
Description: Can flak jackets really withstand an unlimited amount of shots, all of which go through them and harm the wearer? It really wouldn't take long for it to become swiss cheese. I think flak jackets should You shoot at RockmeRockmeSexyJesus and puncture his flak jacket, causing X damage. The wearer would see 2girl1cup shot at your flak jacket, puncturing it and causing X damage. Flak jackets should be able to withstand 100 points of damage (20 pistol shots or 10 shotgun shots; or a combination). Almost nothing useful in Malton can be used forever, and why should flak jackets be any different?

Discussion (Flack Jacket Wear & Tear)

This suggestion does make some sense that flak jackets can't be used forever, so this is a good suggestion to raise. However I'm not sure if this would be suited over the existing flak jacket in the game. Making the flak jacket take damage would make people look around police stations every once in a while to find a new one. People don't really bother with flak jackets because you only need to find one and your all set. --Kez0 11:58, 6 August 2008 (BST)

It's true, but that's the change I want to make. When has it ever been "I found it, it lasts forever, great" in Malton? Ioncannon11 18:28, 6 August 2008 (BST)

It's 2 girls 1 cup and while i agree with this idea it is MEGA DUPE. Also the u8er pro zombie crowd point out (reasonably) that it makes flaks all but impossible for rotters, you may think that's a good thing but lotsa people don't.--xoxo 12:14, 6 August 2008 (BST)

It's a good idea. Flak Jacket could have a non visible status which decrease after each hit. Concerning rotters, they could be revived in a NT Building if they want. -- Bug MacLock 15:47, 6 August 2008 (BST)

Yeah, I like this, too because the "take-a-flak-and-put-it-on" strategy just makes it a bit too buffed up. Ioncannon11 15:52, 6 August 2008 (BST)

Toolboxes don't rust. Radios don't run out of batteries. Beer and wine bottles don't break when I jump out of the window. Yes, it's unrealistic that flaks last eternally, but that disbelief can be disregarded when you consider this is just a zombie simulation game. --Aeon17x 17:43, 6 August 2008 (BST)

Actually, toolboxes wouldn't rust if kept in a good condition, and radios depend the fuel cans of the genny. They can also be destroyed, but flak jackets are not. They're invincible, it seems. They need to be nullified somehow. Ioncannon11 18:28, 6 August 2008 (BST)
I'm assuming he meant these, not the transmitters. GPS units and mobile phones never run out of batteries either. --Midianian|T|T:S|C:RCS| 18:59, 6 August 2008 (BST)
Yeah, and how often does your cell phone last a zombie apocalypse without needing to be charged? Mine usually fails about 15 hours in. Techercizer (Food) (TSoE) 19:06, 6 August 2008 (BST)
Well, those are all generally useless items. When has something as useful and widely-used as a flak jacket been permanent? Ioncannon11 21:43, 6 August 2008 (BST)
So, only useful items should be treated realistically? You know, real guns don't last very long (or at least don't work properly) if you never clean them. It'd be so exiting to get all your guns jammed in the middle of a fight! --Midianian|T|T:S|C:RCS| 11:36, 7 August 2008 (BST)

Flak jacket suggestions never get through. It's a dupe anyways. --Diablor 21:56, 6 August 2008 (BST)

The problem with the flak jacket is the very nature of the item. Imagine YOU are in a city overrun with zombies and you decide to wear something protective. Are you going to wear something that protects you from zombies....or from other survivors with guns? In Urban Dead, flak jackets are ONLY for the latter and that makes NO sense to me. Why would I put on some body armor that doesn't protect me from THE ENEMY. And, yes, zombies ARE the enemy. Zombies are the ones who make use of flak jackets. They are the only ones who really need to (PKing is NOT that prevalent to require a survivor get a flak jacket to protect against it). And there lies the BIGGEST argument against flak jacket degradation. Zombies do not acquire them that easy (ie. they have to be revived). That makes little sense to me as well, but that is a player convention, NOT a genre one.--Pesatyel 03:01, 7 August 2008 (BST)

Like they said, it's a Dupe. That aside, you're not going to get anywhere unless you address the rotter-nerf aspect of disintegrating flak jackets. Luckily, to do so, you can reference suggestions in Peer Reviewed that already do the job: for example - Dead Flesh. That only leaves the problem of the flak jacket being only useful for survivor vs. survivor combat, and not vs. zombies, but hey - one thing at a time --Funt Solo QT Scotland flag.JPG 07:26, 7 August 2008 (BST)


Flashlight

  • Time : --Piskus99 07:21, 6 August 2008 (BST)
  • Type : new item
  • Scope : survivors
  • Description :you know, I thought about being quiet recently, but this idea just couldnt get out of my head. Anyway, a flashlight should be added. Not exactly a flashlight, those are too small, but the :bigger ones. Found in hardware stores/factories/warehouses , the flashlight would give light and allow repair or whatever needs light. Runs on batteries (found in the same location), for 60 hours, ( :unlike the generators' 120 ) .
Once you turn it on you cannon turn it off. The catch it that the player will carry it with himself. Once the player leaves the building, it becomes dark. It will be used as a "temporary generator", the only difference is that you carry it with you and it runs for 60 hours. I dont know if this is SPAM, but i dont see why this idea is bad. Maybe people will say "most of buildings have generators installed " , but this can be used if you decide to fix a building and see lots of zombies coming. If you had a generator set up, it would be wasted.

I am not sure how much space will it take. Maybe 10% ? 15%? One more thing im thinking about is when you enter a building with power and you have the flashlight on, it "freezes" and the time doesn't count. But that is just too complex for the game. Also, please tell me if this is a dupe and i will remove it. --Piskus99 07:23, 6 August 2008 (BST)

Discussion Flashlight

Well, it's not a bad idea. It really isn't. The problem with it is that it would defeat generators. People would horde up on flashlights when they need to repair buildings without the encumbrance consequence of a generator. It allows pk'ers to come into a dark building and negate its safety. It would be an al'right idea if we didn't have dark buildings, but I can't really see it as anything except a major survivor and pker buff, as well as almost completely rendering ruin useless. Ioncannon11 07:29, 6 August 2008 (BST)

  • Re: by --Piskus99 07:31, 6 August 2008 (BST) : Idk about the encumbrance thing.. Whats better, 10% or 15% ? The point is that it could be "mobile".

super dupe! Also flashlights belong at the Sandbox, real men use torches and the Sandpit--xoxo 08:16, 6 August 2008 (BST)

wait.. those pages dont say anything bout flashlights ... :/ --Piskus99 08:20, 6 August 2008 (BST)
Generators are so favorable to zombies as opposed to flashlights because, as I've already said, they're more cumbersome, require rare fuel cans (although this will require batteries as well) and that, once you put it up, it's not yours anymore and can be destroyed. Breaking generators is a pk'ers and zombie's first priority when entering any kind of building, except a dark one. This drastically lowers the search rates for survivors inside. If they can't destroy flashlights, then basically survivors have an amazing buff over zombies and pke'ers. Flashlights would also negate the dark buildings update. Ioncannon11 08:48, 6 August 2008 (BST)
Real men use handheld electric spotlights and enclosed areas containing finely divided rock and mineral particles! --Midianian|T|T:S|C:RCS| 16:21, 6 August 2008 (BST)

It's a dupe. Believe it. You might probably be looking through the current system of old suggestions. Make a trip to the older system. I bet you there's a flashlight suggestion in the old system. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:37, 6 August 2008 (BST)

This is at least the 3rd time i've seen a 'flashlight' suggestion on this page in 6 months. Also my sandpit thing was a sly reference to the fact that the real reason flashlights aren't in the game is because half of UD players call it a flashlight and half call it a torch, chaos could errupt!--xoxo 12:48, 6 August 2008 (BST)

What happens if player is killed ? What happens if a zed carries a flashlight ? - Bug MacLock 15:51, 6 August 2008 (BST)

It'd be super lol if a player's name in a building appeared emboldened or something if they were holding a turned on "flashlight" - it'd act like a beacon for zombies to attack, like powered buildings... and Jurassic Park...--Nallan (Talk) 04:48, 10 August 2008 (BST)


Seperate stores in malls

Timestamp: --Diablor 06:40, 6 August 2008 (BST)
Type: Change
Scope: Malls
Description: I had a thought of seperating stores in malls instead of having every mall block with all stores, like having different stores in different blocks of the mall, what do you guys think about it?

Discussion Seperate stores in malls

specialised clothing stores are in different mall squares at certain malls only. The key stuff (drug and gun) should be in every square or malls (which are already relatively easy for a large horde to compromise) would be made even easier as trenchies would spend all their time in the square with the gun store. In short, no.--xoxo 06:47, 6 August 2008 (BST)
Do trenchies actually spend that much barricading and how much % of actual survivors do trenchies make up? Just trying to figure out this so I can put it into thought in further suggestions and maybe this one.--Diablor 06:56, 6 August 2008 (BST)
Easily 65% of all survivors are trenchies. Ioncannon11 07:03, 6 August 2008 (BST)
In Pitneybank maybe, elsewhere not nearly that many. Try hanging out in a suburb without a mall or fort, trenchie populations are next to 0.--xoxo 08:18, 6 August 2008 (BST)
Dattru, but trenchies are everywhere. No suburb has 0% trenchies. Ioncannon11 08:48, 6 August 2008 (BST)
Hmmm...yeah probs true. 5% then? --xoxo 12:15, 6 August 2008 (BST)
yeah and ion would all know about trenchies. first hand, up close and personal.
But... that aside... this is actually a cool idea! I don't know if it could work, seeing as there aren't THAT many stores really... and some can be assumed to be large and spread across multiple sections/floors, like the JC Penny in Dawn of the Dead, if you need an example. But... worth considering... --WanYao 19:47, 6 August 2008 (BST)

I think this isn't a bad idea, as it would make barricades a top priority in malls even more so than now, and zeds would be able to target the stores one at a time. Ioncannon11 07:03, 6 August 2008 (BST)

What do I think about it? I think there's nothing to think about. I see no blueprint. ~AriedartinTalkA KS J abt all 16:36, 7 August 2008 (BST)


Electricity

Timestamp: Ioncannon11 04:12, 6 August 2008 (BST)
Type: Improvement
Scope: TEH HOLE FUCKIN CITY BABY
Description: Well, I was thinking about the power stations and it seems they're pretty much useless except as a free lunch for zeds. Now, in a real city and outbreak, certain suburbs would become much, much more populated than others. We've already seen this in Santlerville, Pitneybank, Dulston, Yagoton, and Buttonville. These suburbs are all big because of the NT/Mall locations inside of them and the subsequent flood of survivors into the areas. But the power stations are huge structures with almost no inhabitants. I propose we turn the lights back on. This means that, in the suburbs with the power stations, as long as every section of the station is powered, every building in the station's suburb gets free power as well. However, if even one corner is not lit, the lights are shut down.

Zombies, think about it: This would make the suburbs with the power stations a warzone. Survivors would get so much ammo, supplies, and etc, but there would be literally hundreds of zeds outside the station every day. And, when it falls, so does the suburb. Can you imagine how hotly contested these areas would become?

The new update would read: As the war rages on, intelligent survivors in their suburbs have developed an easy way to bring cheap electricity to their suburbs.

Or maybe we can just up the genny search rates in a station to 20% so they have some use after all. Ioncannon11 04:12, 6 August 2008 (BST)

Discussion (Electricity)

Your suggestion is about to get WTFpwned worse than all of mine combined. I am certain this is a dupe and even if it wasn't it would still be spaminated--Diablor 04:15, 6 August 2008 (BST)

It can't get anymore WTFpwned than yours... Ioncannon11 05:39, 6 August 2008 (BST)
XD--Diablor 06:42, 6 August 2008 (BST)
The wiki is harsh, pal. Ioncannon11 07:04, 6 August 2008 (BST)

As above, and from what I've seen and heard about Urban Dead, the survivors are more scared of each other than intelligent. It might work better if each section of the power station corresponded to a quadrant of the suburb it's in, but this suggestion doesn't seem like a good idea. Besides (as others have stated in previous discussions involving more advanced stuff, e.g. modding weapons), what makes you think any of the survivors have the skills to get a power station up and running? Shooty08 04:53, 6 August 2008 (BST)

Well, some electricians must've survived! Ioncannon11 05:39, 6 August 2008 (BST)

I would have to say it has less to do with intelligence and more to do with the quarantine. The power stations are not power plants, they just redirect power, which, one would assume, has been cut off by the external military forces. I think i might enjoy this, though, because even though it would be, basically, a survivor buff, it adds more buildings besides the forts that are contestable. However, this would weaken forts and malls quite a bit, because if everything is powered, there isn't such a need to pack inside malls. - Tylerisfat 04:58, 6 August 2008 (BST)

Exactly! That's my point. Ioncannon11 05:39, 6 August 2008 (BST)

Power Station stuff has been suggested mucho. And even the best of these ideas end up being either unworkable complex, or overpowered. This not as good as past suggestions, and is an overpowered survivor buff. Meh. --WanYao 05:02, 6 August 2008 (BST)

Hmmm, no not really. Are malls survivor buffs? If they weren't here already, you probably would kill every suggestion about them! Power stations are another super building like forts and malls that create even more heat between survivors and zombies. If you look at the suburbs the stations are in, they're generally low-profile areas. This update would thrust these burbs into the center of everything. Can you imagine how useful it would be to survivors? And all the hungry zeds and pk'ers who'd have a blast ruining it? Ioncannon11 05:39, 6 August 2008 (BST)
Free power for an entire suburb just by having one building functional is an overpowered survivor buff. What isn't obvious about that? --WanYao 05:59, 6 August 2008 (BST)
I disagree Wan. As there is nothing to be found in these buildings and they lack the "ZOMGZ ROLEPLAYING" of forts i doubt people would pack into them in they same way they do into other large buildings. Also people in a power station meatcading that is less people in other buildings. Ruin would still be possible and survivors seeing a powered building on the map could be tricked into slipping and getting injured. I think this idea would go nicely with the dark update.--xoxo 06:53, 6 August 2008 (BST)
Yep, it's for both survivors and zombies. This suggestion creates new land to fight over, provides survivors with a good place to restock and such, and the brahzzaz get lots of free meals. Ioncannon11 07:01, 6 August 2008 (BST)

Where would you get the multiple metric tons of fuel a power station burns each day? SIM Core Map.png Swiers 05:48, 6 August 2008 (BST)

I'm going with swiers on this one Techercizer (Food) (TSoE) 06:56, 6 August 2008 (BST)
Well, there must be external fuel stations somewhere and the fact that the military can still recon operations over Malton and maintains the resources and manpower necessary for the city quarantine to continue implies that, somewhere, somehow, a power-producing station must be burning. Why would the military shut off electricity to a city? The brahzzaz can't use it anyhow, and the last remaining survivors might be able to make good use out of it. Ioncannon11 07:01, 6 August 2008 (BST)
Downed power lines? Fires damaging wire insulation and substations? Simple passage of time without repair? All of these things will take out the power grid, and make it very dangerous to try and send power through it. The high voltage stuff a power plant puts out is not the sort of thing you want running around an unstable environment like Malton. SIM Core Map.png Swiers 07:20, 6 August 2008 (BST)
Many modern power lines lie below ground anyway. It's not dangerous at all for them to send power through it compared to setting up a quarantine around a zombie-infested city. If it ran underground, and the power stations were repaired (as part of the suggestions), there would be no problem routing the electricity necessary to power the stations' suburbs. The high volts released through the power grid need to get into a conductor before causing any considerable damage. Even if a downed power line hits a car, for example, it won't cause much damage to anything else except whatever is in the immediate vicinity. Ioncannon11 07:26, 6 August 2008 (BST)
The first thing a military force would do to a quarantined area that could be a signifigant threat (e.g. huge spread of zombie virus) would be cut off all supplies and comforts, even electricity. this type of quarantine is basically meant to wait until all the survivors and zeds are dead, and then move in and reclaim the area. Shooty08 21:07, 6 August 2008 (BST)
That's ridiculous. Electricity can be of great help to survivors, and they'd be fools to shut it off. Ioncannon11 03:32, 7 August 2008 (BST)

I've always thought something like this would be good for the game however the major concern (as Swiers addressed) is how unrealistic it is. If one genny can power a building it seems stupid that one placed in a power station can power half a suburb. I'd be willing to overlook this stuff because being 100% realistic is no good for anybody and it wouldn't matter anyway if fuel cans in these gennies lasted 24hrs instead of a week.--xoxo 06:53, 6 August 2008 (BST)

That sounds good. But, at 12 hours, it will display a message: The generator has under half of its fuel remaining. Ioncannon11 07:01, 6 August 2008 (BST)

A bunch of suggestions having to do with the powers stations have already been suggested before. And they've all been rejected. I should know. One of those suggestions was mine. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:35, 6 August 2008 (BST)

Do your homework. --Funt Solo QT Scotland flag.JPG 18:49, 7 August 2008 (BST)


Roadblocks

Timestamp: Tylerisfat 03:41, 6 August 2008 (BST)
Type: Strategic
Scope: Everyone
Description: This isn't really a suggestion yet, but i figured i bring it up. I didn't find anything in the old peer revied or anything, but has roadblocks been suggested or developed at all? It could be an interesting game mechanic, so long as they were much weaker then barricades. I'm thinking something along the lines of piles of rubble, that either take more AP to cross, or can be broken through with just a few AP cost. It might be a terrible idea, but my thought is that we weaken barricades to allow for road blocks.

Tell me the problems, people.

Discussion (Roadblocks)

Hmmm, well, this is pretty much external barricading and that's been suggested many times before. I don't think it's in PR suggestions, and I can't find a dupe, but the dupe squad (Wan Yao, grimch, karek, etc) will tell you all of the instances. I'm a big supporter of this, actually, and think it can be very useful. Roadblocks are a new way of looking at it.

What if you can find roadblocks in Police Departments (like the big NYPD ones; I see em every day) and set one up outside a building so that it would say "There is a dilapidated pre-outbreak roadblock set up in front of you. It is covered in yellow tape. You cannot enter the building from the outside." That is, until someone breaks it. It would take up 20% encumbrance and would be destroyed in four hits.

Perhaps it can be set up inside a building so that one can get inside a building, bur not use melee weapons against anyone inside until the roadblock is destroyed. Ioncannon11 04:01, 6 August 2008 (BST)

Actually, my thoughts were that it couldn't be used on a building square, only a street square, and it could possibly only be used in one compass direction. It would act like the fort walls, and just redirect around it, for the most part. It wouldn't be just another layer outside of barricades. - Tylerisfat 04:54, 6 August 2008 (BST)

It's a dupe (I assure, it's been suggested numerous times before) and pointless at that when you can just build a barricade. Less you change it ALOT. --Diablor 04:19, 6 August 2008 (BST)

Yeah, lots of external barricades and barbed wire etc etc suggestions have been put forward before. --WanYao 05:03, 6 August 2008 (BST)

Yes, its a dupe, but since nobody has said what the problem is, I will. The problem is that this is just a zombie AP nerf.--Pesatyel 05:22, 6 August 2008 (BST)

People, you're forgetting what he just said! It's for streets. It would be equally a survivor and zombie nerf. But I think it's pretty annoying unless some streets can just be destroyed. Ioncannon11 05:41, 6 August 2008 (BST)

How would this be bad for survivors? You would still be able to walk passed it....--xoxo 06:55, 6 August 2008 (BST)
It nerfs AP, as he said it's on streets. Ioncannon11 07:06, 6 August 2008 (BST)
It would get in everyones way. Zombies and People both would have to walk around it. Zombies could use the preexisting roadblocks to herd survivors, and survivors would set them up where ever they needed to re-direct zombie traffic. It's all well and good if its just terrible, i was just wondering if someone had suggested something as far as street blocking, not external barricading. - Tylerisfat 07:32, 6 August 2008 (BST)
No, it's an idea, but multiply it times 100. If a hundred people put roadblocks everywhere and zeds would have to painstakingly push their way through it, the game would get a lot less fun. Ioncannon11 10:54, 6 August 2008 (BST)
True, it affects survivors outside, but most survivors stay INSIDE and most acquire Free Running pretty quickly. Zombies will ALWAYS be affected by them, relative to survivors. Not to mention this would decimate newbie zombies. They already have to pay 2 AP per move.--Pesatyel 03:07, 7 August 2008 (BST)

There's stuff in P-reviewed and stuff in P-rejected. --Funt Solo QT Scotland flag.JPG 18:54, 7 August 2008 (BST)

And boy, is this looking worse and worse. Thanks for those links. - Tylerisfat 21:11, 7 August 2008 (BST)
Bah, limit it to the outside edge of suburbs and only in streets/open areas, destroyable in two hits at 75% chance (Im thinking just a crappy moveable roadblock, not a cement one) and for three AP (making it one extra Ap to get to the same square ethier way) it can be moved over (or a zombie can fall over) affecting lvl'ed zombies but doing something to help new zombies (3AP to get where it would take 4). It can be attacked or moved over from any adjacent square but as long as it is there you cannot move onto that square, and you can choose which square to move to from it, depending where it is. (ex. there is a roadblock to the NE, Options: attack it, fall over{move to southern square from roadblock}, fall over {move to eastern square from roadblock}, fall over {move to SE square from roadblock}). Thats not much but it would be a start.--G-Man 05:28, 9 August 2008 (BST)

Last Login Time Displayed

Now up for voting! The discussion that was previously here can be viewed on the talk page of the suggestion. --JaredTalk Aces C-Kids 17:21, 7 August 2008 (BST)


Throw 2

Voting time!

Don't delete the suggestion just because its gone up for voting. Some people don't get on that often and may have missed comments on the suggestion between when they last read it and when it went to vote.--Pesatyel 02:51, 7 August 2008 (BST)

Don't worry, I copy-pasted everything here to the Talk page for the suggestion. --Blake Firedancer T E RNL? P.I.S.I.T. 10:49, 8 August 2008 (BST)

Telescope

Timestamp: Blake Firedancer T E RNL? P.I.S.I.T. 04:06, 5 August 2008 (BST)
Type: Item
Scope: Survivors
Description: Essentially a more 'accurate' version of Binoculars, Telescopes could be used to spy on neighbouring districts.

The range would only be 2 blocks, though the effect would be more 'singular'. Using the telescope would bring up a 5x5 block map with the player's current location at the centre. Clicking on a block would give a description of that block, depending on its ruin state, powered state and barricade level.

You would get the ruin and barricade descriptions as if you were standing outside, e.g. Through the telescope, you notice that the building is loosely barricaded, and appears to have been ruined for several weeks.

As a telescope is somewhat larger than a pair of binoculars, it takes 8% encumberance, and must be deployed first for 2AP before use. It does not require power. Using it takes 2AP.

Also, as you do not need to plug it into anything, it can be undeployed for 2AP as well.

You would be able to find a telescope in schools. Find rates are, in accordance with the RNL system: 6/8/12. (6% for Ruined, 8% for Normal and 12% for Lit), and in Mall Sports Stores. Find rates are, in accordance with the RNL system: 4/6/10. (4% for Ruined, 6% for Normal and 10% for Lit)

X-ray properties removed


Discussion (Telescope)

So, basically, x-ray specs?--Pesatyel 05:22, 5 August 2008 (BST)

Wouldn't Telescopes allow you to see further then Binoculars? Techercizer (Food) (TSoE) 05:29, 5 August 2008 (BST)

Maybe i missed something, but i'm failing to see how using a telescope gives the user a telepathic notification of every individual in a large radius in all directions for only one AP. If the person is looking close enough to figure out how many people there are inside a barricade, really beat up, unmaintained building, its going to take more then one ap. However, don't think adding an AP cost will fix this, its still a really bad idea. don't see into buildings. - Tylerisfat 06:49, 5 August 2008 (BST)

No, just one building at a time. That's just to select which building to examine. --Blake Firedancer T E RNL? P.I.S.I.T. 11:16, 5 August 2008 (BST)
But you say that it shows status as if you were outside. how, from a distance, could i estimate how many people are inside if i cannot from directly outside of it? - Tylerisfat 11:32, 5 August 2008 (BST)
It shows the stats of the one building you have targeted as if you were right outside (that being the ruin level and barricade level). However, yes I do see that maybe having the ability to see people inside was a step too far. Yeah, I'll take it out. --Blake Firedancer T E RNL? P.I.S.I.T. 11:40, 5 August 2008 (BST)

Way overpowered, spam-o-licious survivor buff. Just stop it, Blake, PLEASE stop!!! This suggestion is a horrible buff that is based on being lazy and not fucking scouting. It's massive amounts of information for almost nothing. Get off your ass and do the work, then communicate it in a forum or on IRC. Or else shut up. In the words of Papa Moloch to diablor: "Fuck off". --WanYao 10:45, 5 August 2008 (BST)

While this is "in genre" (a la "dawn of the dead") it does seem to be a waste, since you can just walk to the area in question for fewer AP than setting up, using, and putting away your precious telescope. Shooty08 12:57, 5 August 2008 (BST)

Even with x-ray specs parts gone, this is still overpowered and pointless. Put your boots on and go scout for yourself. Binocs are useful enough, in a way they are already a kind of X-Ray vision, information for free. We do not need binocs on steroids. --WanYao 14:57, 5 August 2008 (BST)

It's al'right, a bit of power to survivors, but only for one block really. Oh wait...5x5...no, that's too much. 3x3 would be good, but any more is just too powerful. The idea would vastly improve coordination efforts even if used in a 3x3 grid. But maybe you could change it so that it can't be undeployed, as someone could steal another's telescope, and it would be like a generator. A zombie can ruin it for 5 XP.Ioncannon11 01:24, 6 August 2008 (BST)

Already in Reviewed. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 18:14, 5 August 2008 (BST)

Just because they have the same NAME doesn't make them the same suggestion. Granted I like the peer reviewed suggestion better, they are still NOT the same suggestion.--Pesatyel 03:37, 6 August 2008 (BST)
I'd like to keep the XY coordinate system and the fact that they can only be put up in tall buildings. But I think you should take that suggestion and make it also see the barricade level of a building. Ioncannon11 03:53, 6 August 2008 (BST)

Librarian

Timestamp: Blake Firedancer T E RNL? P.I.S.I.T. 06:40, 4 August 2008 (BST)
Type: Skill
Scope: Survivors
Description: Adds a new Civilian skill, called 'Librarian'. It allows you to use powered libraries to search for specific books. These books are not items, but rather work more like NecroTech network terminals.

By expending 10AP, you can grab a book from the shelf. There are 3 options:

  • Zombie Novel
  • NecroTech Handbook
  • Medical Dictionary
  • Combat Guide
  • Firearms Manual

Reading each of these decreases XP costs for certain skills. Each time you read the corresponding book, you lose 1XP from the cost of that books given skills.

  • Zombie Novel - Vigour Mortis (and all subskills of it)
  • NecroTech Handbook - NecroTech Employment (and all subskills of it)
  • Medical Dictionary - First Aid, Surgery, Diagnosis
  • Combat Guide - Hand to Hand Combat (and all subskills of it)
  • Firearms Manual - Basic Firearms Training, Pistol Training, Shotgun Training, Headshot

The cost can be reduced by a maximum of 5 XP if it costs 100 XP, and 10 XP if its cost is 150 XP. You cannot reduce the cost of class-beneficial skills. (75 XP)

Discussion (Librarian)

In the ap that you use for reading these books you could have gotten that much from using it for other stuff--Diablor 06:43, 4 August 2008 (BST)

Reading a book decreases the cost of a individual skill or the whole class of skills? - Tylerisfat 07:50, 4 August 2008 (BST)

I was thinking whole cast, but if it's too much it could be per skill. However, to balance with the AP cost, it would have to take individual skill down 5 XP per use each time. --Blake Firedancer T E RNL? P.I.S.I.T. 11:39, 4 August 2008 (BST)

Doesn't seem too useful unless you want to spend time to install a generator and read a book 5-10 times at the very start of a character's life. Shooty08 08:34, 4 August 2008 (BST)

Why read in a zombie apocalypse? Come on there's a whole city out there who wants to go into a library and read about installing a generator or killing a zombie when real life experience is readily available?--xoxo 09:53, 4 August 2008 (BST)

Lots of people read in a zombie apocalypse. --WanYao 01:02, 5 August 2008 (BST)

Why would I spend 100XP and numerous AP on reducing a few XP instead of grabbing the skill I want NOW?--Perne 10:55, 4 August 2008 (BST)

It's true. Techercizer (Food) (TSoE) 18:26, 4 August 2008 (BST)

Free / bonus XP for nothing is spam. Weird and out of genre skill / class is spam. Everthing about this spam. --WanYao 01:02, 5 August 2008 (BST)

Given the way XP works in the game, I don't think this would even work. The system would, basically, have to keep track of how much "bonus XP" is being used on which skills for EVERY player deciding to do this. Also, reading is a "no risk" XP acquisition method, that's why its gains are so low.--Pesatyel 05:26, 5 August 2008 (BST)

this really just encourages the cade and hide strategy that is considered to be broken according to genre. you are meant to keep moving, and this is only useful if you just sit with a full load of weaponry and wait for zombies to come in, and read to bleed off AP every day. - Tylerisfat 06:52, 5 August 2008 (BST)

I'm a librarian in real life and I find this skill rather inaccurate. =/
Although I agree with the sentiment, libraries should be more useful. Maybe have books as throwable objects? --Aeon17x 17:54, 6 August 2008 (BST)


Removal of Pinata Glitch

Timestamp: Conniving 05:15, 4 August 2008 (BST)
Type: Glitch Fix
Scope: Repairers
Description: Please, do not tell me that this glitch is an intended implementation on the developer's part. I get it, it must have been a laugh for those who pulled off such a trick, mind-boggling as it is within the context the game laws provide. However, how does this make it any fun for the person who wastes 40 AP with an ineffective melee weapon to try to bring the barricades to VSB++ in order to enter? This should not be endorsed in favor of game "balance", it throws logic out the window. You cannot free run into pinatas, and you still have to deal with anyone inside when you finally get it open. Why should players have to suffer this? It's not fair, it's just providing a good laugh for griefers.

Please, at least consider changing things so that ransacking a building destroying barricades. This wouldn't be abusable so much as the pinatas are, if a zombie is the only one in the building, what should they care if the building has a wall around it? Add the introduction of decaying buildings, and this glitch has gone too far, I feel. Enough. Conniving 05:15, 4 August 2008 (BST)

Discussion Removal of Pinata Glitch

Oh stop your whinging! Do you appreciate the coordination and/or just sheer blind luck involved to pinata a building that has any strategic value??? Didn't think so... Pinatas are a legitimate tactic. Suck it up and try coordinating better. Or bashing the cades as a zombie, it's more effective. And... you might see how hard lone zambahz have it vs. cades. --WanYao 05:26, 4 August 2008 (BST)

Why should players have to suffer this? The same reason zombies must suffer being unable to spray over offensive graffiti, bash uselessly at radio sets, get a revive every time they want to change clothes or radio frequencies, and speak in an (admittedly funny) garbled reduction of common speech. Survivors have all those fun things to do plus combat, zombies have Pinatas, killing, and singing. Deal with it. It's part of the game, and while you might mot like it, others do. Techercizer (Food) (TSoE) 05:57, 4 August 2008 (BST)
Kevan's been aware of this since Ruin was introduced, so that's what, approaching a year now? The fact that he hasn't changed it suggests that he's fine with how it is. Incidentally a pinata almost always costs a lot of AP to create, which balances it somewhat; besides which, this is one of the very few occasions in which the UD super-weapon which is the barricade works against survivor interests. Frankly, deal with it. --Papa Moloch 06:05, 4 August 2008 (BST)

The easiest way to make a pinata relies on pure survivor stupidity. so just play smarter and there will be no problems.--'BPTmz 06:36, 4 August 2008 (BST)

Getting rid of the barricades with any ransack would be a great zombie buff. 5 AP to blow away 17+ levels of barricade on every ruined large building corner, that will take survivors 35+ AP to rebuild? Zambah arggazzham!!!!
Also, pinatas largely HELP survivors in the long run (by which I mean still less than a week) because it generally takes less AP to bring it down to VSB++ than it would to build it up to that level. The temporary nuisance they cause is just that- temporary, and a mere nuisance. SIM Core Map.png Swiers 06:41, 4 August 2008 (BST)

Sorry buddy but all the people here see a survivor buff and don't bother to read it, they just enjoy getting out their frustration on anything pro-survivor. Oh and to help your argument, despite the fact that the ruin update has existed for a year, take in mind that there was another glitch that alot of people were using but no one told Kevan about it. Can't remember which one though--Diablor 06:46, 4 August 2008 (BST)

Oh don't be silly. We read the suggestions, unless its for sniper rifles. Its not frustration, its harsh criticism because this is a forum to iron out ideas, and theres no sense in pretending something is good when it isn't. - Tylerisfat 07:37, 4 August 2008 (BST)
Indeed, if you can't handle criticism then stop broken or protocol-violating ideas and learn about the suggestions system the soft way; by reading the articles and watching other suggestions. Techercizer (Food) (TSoE) 18:28, 4 August 2008 (BST)
Why did my query make people THIS angry? Conniving 19:03, 4 August 2008 (BST)
Because it's a broken one that wasn't well thought out, and I doubt that anyone here is actually angry, we're just exposing your suggestion's flaws in a tone that people are usually more receptive to. Techercizer (Food) (TSoE) 19:15, 4 August 2008 (BST)
No one is "angry". But your suggestion sucks b/c it screws over zombies and death cultists and shows a real lack of forethought and knowledge of the game. Such lack of forethought, combined with the fact that we have to address this spammy suggestion and waste our time and enery on it = kind of rude and inconsiderate on your part. Like, if you expect us to treat you seriously and be "nice", then put in the effort for your idea not to be ridiculous and sucky. Then we actually don't get "angry"... Anyway, its suckiness deserves harsh criticism. Period. Now, deal. --WanYao 01:06, 5 August 2008 (BST)
So, if pinatas couldn't be made at all, and someone suggested that there should be a way to put barricades over destroyed buildings to block players from getting in, would you advocate it? Conniving 06:02, 6 August 2008 (BST)

Scent Death and "Group: none"

Suggestion up for voting. Discussion archived on Suggestion talk:20080804 Scent Death and Hordes. SIM Core Map.png Swiers 19:58, 4 August 2008 (BST)