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.
  • With the advent of new game updates, users are requested to allow some time for the game and community to adjust to these changes before suggesting alterations.

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 replace the text shown here in red 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.

If you are adding a comment to a suggestion that has the deletion warning template please remove the {{SNRV|X}} at the top of the discussion section. This will show that there is active conversation again.

Please add new suggestions to the top of the list.




Suggestions

Save Monroeville

Timestamp: --Super Nweb 02:49, 17 October 2008 (BST)
Type: Monroeville
Scope: Monroeville Players
Description: Ok since Monroeville is the "Hardcore" urban dead why not make it last? It would play out like this, every two months Monroeville restarts. Basically everyone's characters reset to lvl 1 and all their skills and items removed. New characters can only be made within the first week of each round. Although to get new skills takes half the AP, (IE 100xp = 50xp, 75xp = 40xp, 150xp = 75xp) This would make the game more fast paced. The rules of perma-death, headshot is a perma kill, etc apply, if your character survives all the way to the end as either a human or zombie will get a badge that says "I survived Monroeville as a [insert human/zombie here] and all I got was a stupid badge". You would get another for each time you survived. This would make Monroeville an even more "Hardcore" game then before. --Super Nweb 02:49, 17 October 2008 (BST)

Discussion (Save Monroeville)

Instead of a badge how about a link from your profile to a list displaying you character's status for every quarantine. Otherwise it'll get cluttery after a few quarantines. I'm not sure about the half-xp cost idea; seems alright as it is now--Silisquish 03:29, 17 October 2008 (BST)

The badge idea is a last minute idea, maybe it just says 5x and then the badge. But the only reason half the cost of xp to buy skills is so that some people can level up above like level 20. Although you might have a point since your really only buying from one skill tree, human or zombie. Anyway I just don't want to see the awesome idea of Monroeville die. --Super Nweb 05:39, 17 October 2008 (BST)

Sounds alright i guess. Meh i don't care for Monroeville, Malton has all the action i need :D --xoxo 06:01, 17 October 2008 (BST)


Courthouses

Timestamp: A Big F'ing Dog 15:24, 16 October 2008 (BST)
Type: Building
Scope: City
Description: Malton is a big city so it makes sense it would have a few courthouses. Kevan could replace a handful of buildings around Malton with a courthouse. So the Kahn Building would become the Kahn Courthouse.

Inside they could contain a few logical items like mobile phones, newspapers, and books. People would also be able to loot artwork like in a museum but the pieces would have a legal/governmental theme. "A painting of a distinguished judge", "a bust of Artistotle", "a reproduction of the Magna Carta", "a blindfolded statue of justice", "the city flag of Malton", etc.

Available clothing could include judge's robes, police jackets, white shirts, ties, etc.

What do you think?

Discussion (Courthouses)

Can you guess what this link is to? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 16:05, 16 October 2008 (BST)

Do you think suggesting that it basically becomes like a museum makes it different enough? The flavor thing of the building itself is the same, and who cares about the items, but that kind of art is a new idea.--A Big F'ing Dog 04:52, 17 October 2008 (BST)
It's curious that the current suggestion system does not support revising PR'd suggestions. But if the suggestion system is a think tank for UD and Kevan, you would think we'd be able to better suggestions a posteriori, and to enable multiple possible implementations of a single suggestion depending upon need. -- Galaxy125 06:24, 17 October 2008 (BST)

Scavenger

Timestamp: JTR 12:04,16 October 2008 (BST)
Type: Skill
Scope: Survivors
Description: Civilian skill,players are allowed to search body's that have died weeks early that have not showed sighs of life or unlife.

Discussion (Scavenger)

FUCKING HUGE DUPE! read frequently suggested, then come back. --xoxo 07:04, 16 October 2008 (BST)

Searching dead bodies is a frequently suggested idea, the idea of only allowing it on long dead bodies is possibly new though and would be a significant enough difference to make a dupe arguable. However I suggest you search through the past suggestion to read why this will probably be killed anyway!--Honestmistake 11:51, 16 October 2008 (BST)

Yes i know it was going to die but i had to try and thanks i'll go look. --JTR 06:00, 16 October

Umm... most people stand up right on the next day. Aaand long dead bodies aren't shown as they idle out after a week. --Midianian|T|T:S|C:RCS| 12:01, 16 October 2008 (BST)

5 days i think.--xoxo 12:01, 16 October 2008 (BST)
Its something like that and this would obviously need to make a change in that arrangement... something like "there are 18 bodies here, 5 of them smell strange, 3 of them are obviously long dead" I can't be bothered searching the past versions (i reckon they are rejects) but the fact that you would be looting the body of a probably ex-player might make this worth consideration especially if it were tied to a chance of becoming infected as a balance. Most of those bodies are abandoned level 1's and this would be a zergers paradise if some limit was not included perhaps it only works for corpses over a certain level, no sense realism wise but gamewise it would avoid mass creation and abandonment of privates to provide easy ammo!--Honestmistake 12:08, 16 October 2008 (BST)
Lying dead on the ground is a strategy I don't think should be punishable by having your long-kept items stolen. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 04:29, 17 October 2008 (BST)

Advanced Diagnosis

Timestamp: Srdestructiveche 03:26, 16 October 2008 (BST)
Type: Skill
Scope: Survivors
Description: A sub-skill of surgery, players with this skill will know how to operate advanced hospital equipment and will be able to detect infection in a hospital with power.

Discussion (Advanced Diagnosis)

Why not just get whatever skill it is that lets you see infection? Some zombie one i think...--xoxo 04:43, 16 October 2008 (BST)

I don't think that carries over if you are a survivor. Linkthewindow Talk 06:45, 16 October 2008 (BST)
It doesn't but I am almost certain that this is a dupe anyway.--Honestmistake 11:52, 16 October 2008 (BST)
Oh yeah you're right it doesnt. Still you might as well just fak the ones on 29, 24 or lower, chances are they're infected and if they aren't they could do with a faking.--xoxo 12:03, 16 October 2008 (BST)

I'm under appreciated on this page. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 21:10, 16 October 2008 (BST)

hug?--Silisquish 03:37, 17 October 2008 (BST)

It's pretty rare for someone to have an infection and not have at least some HP missing.--William Told 21:18, 16 October 2008 (BST)

Yeah, so they get FAK-ed pretty quick anyway. This suggestion is a bit redundant :|. Besides, it's already a dupe. Linkthewindow Talk 21:40, 16 October 2008 (BST)

Suggestion

Timestamp: tylerisfat 08:36, 15 October 2008 (BST)
Type: New Character Class
Scope: Nubis
Description: This is a new character class. It is ferocious on all counts. The character is called Grimch. If you choose this class for your character, you have a entire different skill set. Available skills are Annoy, flame, stir drama, cause controversy (subset skill of stir drama). The skill that a Grimch will start with is called ‘crat power, and this power gives the Grimch the ability to have XP, HP, and AP at their will. Also, whenever the Grimch is faced with any other players, he has a drop down menu, which allows him to steal all their items, remove their clothing items and replace it with a patients gown, and remove all skills and xp. With an upgrade skill, the Grimch can delete the character at will. Also, a player playing as the Grimch has a text box which is as large as he wants, and it is broadcast to every player in the entire game, zombie or survivor, and its emailed to any players who are inactive.

Lastly, the only player who call kill a Grinch is himself. After offsetting the entire game for all of the other players for 2 hours, the player can commit suicide.

Discussion (Suggestion Name)

You forgot that the Kevan character class can outmaneuver Grimchs on all accounts, including their overwhelming sense of style :D --xoxo 08:56, 15 October 2008 (BST)

No, I didn't forget it... I'm just following the rules of not partnering suggestions. :) - tylerisfat 21:23, 15 October 2008 (BST)

Blood-curdling Scream

Timestamp: Midnight Reviver 04:58, 15 October 2008 (BST)
Type: Flavor text
Scope: Survivors low on HP, newbies looking for people to heal, baby-z's looking for a coup d'grace,
Description: I forgot if this was mentioned last year, but what about an announcement in buildings or on the street to the nearest 50 people when a human-player is brought down to 10 HP or less be it from a zombie attack, infection, or human attack?

This will paint a bullseye on the victim as someone that needs immediate healing (or eating for up-and-coming zombies). Alternatively, this also gives humans a slim chance to foil a parachute attempt, a possible PK attempt, or even help a dying survivor with a heal. This pop-up message will give people a chance to jump to someone's aid, save the dying player any AP cost to speak, and even reduce the number of IP hits it takes to heal someone in a crowded building (you can now heal a screaming person via the FAK drop-down menu instead of expanding the name list).

Discussion (Blood-curdling Scream)

Forgive me if i misunderstand, but this seems to do exactly what diagnosis already does. Furthermore i don't want my page spammed with "john let out a blood curdling scream" "john died" etc etc.--xoxo 07:46, 15 October 2008 (BST)

Dupe - Man i've always wanted to do that... --Iscariot but not really07:49, 15 October 2008 (BST)

How is this a dupe of Diagnosis? This actively notifies everyone present that someone is on low HP, a better dupe would be Feeding Drag as that notifies people that a survivor is on less than 13HP with an in game message!--Honestmistake 14:03, 15 October 2008 (BST)

People's hit points are an in game message. The message (the information of how many hit points they have) is restricted to certain people (purchasers of the skill) in the same way other in game messages are restricted (feeding groans not being available to people in buildings). You people should know by now to trust me when I say it's a dupe. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 14:11, 15 October 2008 (BST)
I do trust you, thats why I've started following your links. So far you have not dissapointed... I have not seen you make a valid dupe call yet ;)
The HP display is in game info but that is not the same as an in game event message, they are in fact fundamentally different. To argue this is not the case would be to argue that events like character death, body dumps, barricades falling and hell even taking damage are dupes as you already get notified of these things if you bother to look at the screen properly. I mean, well done for trying and everything but do you think you might be able to find a real dupe next time? --Honestmistake 14:23, 15 October 2008 (BST)
Tell you what, you put this up for voting and I'll remove it on the grounds of being a dupe of diagnosis and then you can take it to A/VB and we'll see who wins. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 14:45, 15 October 2008 (BST)
I'm not putting it up for voting... I'd wold vote kill because it would annoy me as a zed, be ignored by me as a survivor, be bloody useless to almost everyone outside of 2 or 3 very specific cases and in any event it is a partial Dupe of Feeding Drags message!--Honestmistake 14:53, 15 October 2008 (BST)
Iscariots right. Having Diagnosis means that you see the health of 50 people around you, on a street or in a building. The only difference is this would mean that it was free instead of a skill. It dupes the same effect but makes it available to all. Unless its supposed to be a new skill, which makes it the exact thing as diagnosis, but coming from the injured rather then those around. - tylerisfat 21:09, 15 October 2008 (BST)
Nowhere in the suggestion does it say it shows actual health. This suggestion gives an in game message that such and such a survivor has just reached 10HP (or less) By the time the players gets that info it could be several hours old and thus several hours out of date.... Hell most of the time the next entry on your log will probably be that he is dead! As far as I can see the suggestion is for a game mechanic change rather than a new skill.
Diagnose on the other hand is a skill and provides constant, up to date information on every survivor present. It does not give you some sort of alert in your log at any time and does not require a trigger event to function... These are pretty significant differences from the suggestion.
In comparison Feeding drag at least has some similarities. Most notably that it gives all players present a heads-up that a survivor is badly wounded. However that still isn't really a dupe because it operates in a totally different way, namely is triggered by an active players choice/action and is tells you the survivors rough HP's only because they are a function of the skill that triggers the notification. Go read the Dupe rules and tell me where I am wrong because if I am I would really like to stop having this argument.--Honestmistake 22:45, 15 October 2008 (BST)
I'm not saying they're exactly the same, but the serve the same purpose, that of identifying another players wounds. Why would someone need a skill to see how healthy they are if they don't need a skill to see that they dipped below a certain level? We're this in the game, it would significantly reduce the importance of diagnosis, as it serves the same purpose. - tylerisfat 22:59, 15 October 2008 (BST)
They really don't serve the same purpose at all. This would serve to annoy everyone (see Galaxy's comment below) whilst almost never being useful. Diagnosis on the otherhand is one of the most useful skills in the game given that it easily and unfailingly shows you who is hurt and how badly.--Honestmistake 11:59, 16 October 2008 (BST)
Bahaha HM/iscariot's exchange brought me the lulz. <3 talk:Sugg :D --xoxo 04:52, 16 October 2008 (BST)
I second that. --Honestmistake 11:58, 16 October 2008 (BST)

I can see it now. *shoot* *scream* *FAK* *shoot* *scream* *FAK* *shoot* *scream* *FAK* *shoot* *scream* *FAK* ad nauseum. Please, this isn't necessary. Survivors have wonderful in-game communication options, and need reasons to use them. -- Galaxy125 00:17, 16 October 2008 (BST)


Humorous (Humourous) Suggestions

Timestamp: Nubis NWO 11:45, 13 October 2008 (BST)
Type: Page Improvement
Scope: All Wiki Users
Description: This page is suffering from the dreaded internet affliction Serious Business. I think it is time that we allowed a special section on this page for a lost art known as "the Humourous Suggestion" - "alternate" spelling to show how wacky it could be) Perhaps a section below the top "new suggestions" that could be just for fun. Submitting a humorous suggestion to actual voting is still forbidden, but that is no reason to ban them all together.' This page needs to be a joy to visit. It should be a "neutral" place (not Pro-Zombie or Pro-Survivor) where we can actually be a community. I see that a lot of the users are quite witty and it would be nice to see that side expressed more. Maybe some of the humorous suggestions can even be fleshed out into articles so that the kids at ALiM aren't the only ones making Malton fun.

Perhaps if there was a place on here to goof off it would make conversations on the serious suggestions on more productive.--– Nubis NWO 11:45, 13 October 2008 (BST)

Discussion (Suggestion A/S/L)

Would anyone be interesting in making this place fun? Or should this page remain a potential troll cave?--– Nubis NWO 11:45, 13 October 2008 (BST)

Interesting, but I think this belongs in Category Talk:Suggestions, not here. Linkthewindow Talk 11:49, 13 October 2008 (BST)

And if anyone actually read that it would be. --– Nubis NWO 12:51, 13 October 2008 (BST)

I'm for this, although people can just submit their work to the humour sugg category then spam links across the wiki. For example this prime work of art by one of those kids over at ALiM ;)--xoxo 11:59, 13 October 2008 (BST)

I clicked that twice and it said bad title and didn't work. Then I took apart my mouse to make sure the clicker was working. When that still didn't work I rebooted, ran a diagnostic, and called tech support. I am on hold now waiting for Hajiminiheri to return and help me out. When he comes back I will tell you what I think about that link.--– Nubis NWO 12:54, 13 October 2008 (BST)
Link fix3d -- boxy talkteh rulz 13:03 13 October 2008 (BST)
Lol. I can't believe that Dr Crook guy thought I was even remotely serious. I was just a noob who didn't know humourous suggestions existed at this point. The best part was the people telling me how shit it was, thinking that I claimed some sort of pride in a suggestion that took me literally as long to write, as it takes for one to read. What a night. Peer pressure hey.--CyberRead240 13:29, 13 October 2008 (BST)
I loved that suggestion! That's the kind of thing I am talking about. It was fun to read. You shouldn't have put it up for voting, but still it would suck to lose an idea like that because you have no place to put it. --– Nubis NWO 14:28, 13 October 2008 (BST)

Given how dead the main suggestion page is these days I wouldn't be against putting humorus (sic) onto that page.... as long as it was marked as such and the votes got tallied into a category of their own.--Honestmistake 12:59, 13 October 2008 (BST)

Wat? So that people can ridicule other suggesters, that they take a dislike to, by using biting (read "insulting") satire, like the goons did on this page? Yeah, that was fun... not -- boxy talkteh rulz 13:03 13 October 2008 (BST)

You prefer the personal attacks in a serious suggestion? In the case of the goons it was just against one particular suggestion. They weren't making mocking suggestions of every user or in fact any other user. And that was a flame war from both sides - you did see the template war on Grim's talk page right? Since there was no section to put it in to mark it as "mocking/humor" it was looked at like a real suggestion and that also fueled the problem. If it had been in a humor section serious posters probably wouldn't have even given it the time of day.--– Nubis NWO 14:23, 13 October 2008 (BST)
Do I prefer personal attacks on serious suggestions? No. Do I want another avenue for personal attacks to be tacked on to the current suggestion system? Hell No! Of course it was a two way flame war... but rather one sided, and pathetic, and would have went away much quicker, and been far less ugly, if the goons hadn't been free to place multiple mock "suggestions" on this page (Talk:Suggestions) satirising the suggestions they didn't like. And you want to free the main suggestions system up to allow such stalking, bullying... unfunny humour? Sure, I think our current treatment of humourous suggestions is a bit over the top, but unless you can come up with a way to avoid the bullying, while allowing legitimately (at least in intent) humour, then I wouldn't like to see this introduced. The suggestions system is first and foremost intended to bring serious game improvements to Kevans attention, IMO, fun and participation come second. If people really wanted to read humourous suggestions, then the humourous suggestions section would be more popular than it is -- boxy talkteh rulz 14:50 13 October 2008 (BST)
Okay, good point about the real suggestion page but putting fun stuff on this page would be harmless. The current humourous section is rarely visited because people do not know it exists. I would say a rule to prevent the same person posting pointless, unfunny crap constantly would be needed... (perhaps even a 1 week posting ban for each suggestion voted as unfunny?) but this wiki needs a more light hearted atmosphere.--Honestmistake 14:57, 13 October 2008 (BST)
There isn't a restriction, here on Talk:Suggestions, on humourous suggestions, even pathetic, trolling ones, so I'm assuming Nubis is talking about opening up Category:Suggestions to humourous suggestion (and the problems associated with it). And quite frankly, for Nubis to suggest that there isn't enough fun in the suggestions section, when he openly supported (without actually ruling, check the link) that trolling is laughable. That goony invasion, fully supported by Grim and Nubis, where they insulted anyone they deemed stupid on Talk:Suggestions is one of the main reasons I gave up on this page as a bad joke. Talk:Suggestions was supposed to be a place to point newbies to, so they could make their (frankly) stupid suggestions where they wouldn't "offend" anyone without the patience to explain why, in a non-insulting manner, it was stupid. That was killed off by the "OMG, free speech" insulters -- boxy talkteh rulz 17:03 13 October 2008 (BST)
I was talking about making a section on this page that below it funny suggestions could go. That way when people look at the table of contents they can pick which type of suggestions they go to. The problem with the "trolling" suggestion was that this page has an insane OVERLY IMPORTANT ATTITUDE that it quite frankly doesn't deserve nor live up to. The reason I even made this a suggestion is because I knew if I just made a header for it someone would come along and spout out about how this page is SERIOUS and that humorous suggestions are only going to be trolling suggestions even though the link above is clearly not trolling and is quite funny. (link in J3D's comment)
No, I didn't rule on the goon suggestion because 1. it was funny in context, 2. I try to avoid appearing too biased for the goons so I step out of some situations involving them, and 3. we do have a little thing called free speech here and it would be great if there was actually a place to practice it.
This page SHOULD NOT be a place to point newbies. Newbies are the WORST people to have contribute to a game since they are NEW to it. That's why this page is littered with GUNS, AMMO, SNIPERS, NIGHT VISION/X-RAY and VEHICLES. Maybe if there was a section making fun of those types of suggestions and newbies knew it was mocking them they wouldn't make them in earnest so often.
And let's be honest, the nailgun to break skylights on dark buildings is just as ridiculous as horses or overkilling a dead body. --– Nubis NWO 01:10, 14 October 2008 (BST)
Of course this is the page to point newbies to. Face the fact that newbies are going to want to make suggestions before they understand the game dynamics fully. It's human nature. That's what this page is for, to keep them off Category:Current Suggestions, and give us somewhere to point them to where they should be able to get rational reasons why their noobish suggestions arn't workable or desirable. Anyone who can't handle having to constantly explain why crucifixes should be useless, just like in real life, shouldn't bother with this page. Making a special section for humourous suggestions on this page is not desirable, because they are already allowed. Oh, and that goonie suggestion wasn't funny, because the context was that they'd already made about half a dozen mocking nailgun suggestions beforehand. It was just bullying bullshite -- boxy talkteh rulz 11:03 14 October 2008 (BST)

I'm actually a huge fan of how few suggestions are on this page and the voting page right now. I'm a huge fan of people actually thinking about what they're posting. And I'm a huge fan of comedy, but go find it somewhere else. This is a wiki, not a comedy club. the point is not for your entertainment, but to provide a community concerned with improving, documenting, and teaching about the game. The suggestions page is not a place for laughs, and the only reason the humorous suggestion page exists is so people respect the serious page. We don't need to encourage it. - tylerisfat 03:47, 14 October 2008 (BST)

People don't respect this as a serious suggestion page. If they did they would take the time to read the SD/DN or the Frequently Suggested page. It's clear by all of the suggestions that are repeated that they don't. Iscariot is constantly finding dupes that show many posters don't bother to even look. Wan is repeating himself constantly explaining why many of these ideas fail (and have failed in the past) Grim even had a template to address many of these crappy suggestions.
Part of being a community is having fun since this is a wiki about a game. Let's look at the last few improvements Kevan actually added to the game. Did they come from here? Did someone suggest dark buildings on here? Or that ruined buildings were harder to repair? And if someone had suggested the latter do you think the survivor biased wiki would have moved it into peer reviewed? What about all of the suggestions that are in peer review that aren't implemented?
If this wiki is just for information and teaching then all of the user pages, group pages, ALiM, discussion pages, and so on should be removed (as metagaming is not really the game - hence meta). The only informative pages relating directly to the game are ones on items, skills, search rates, and the map. Let's face it. This is a very simple game.
Most of the location pages wouldn't exist in their current form since realistically most of the content on them doesn't apply to the real game. Why outlaw humor on just this part of the wiki? I think some of you are confusing this page with actual active in voting suggestions. This page is not a dry run for voting. Dumb humorous suggestions would be ignored as much as dumb serious suggestions and would naturally cycle off.
However the RARR RARRR THIS IS A SERIOUS PAGE attitude drives away many users. It also fuels the "trolling" because of the attitude that everything on this page is destined to be added to the game. As we can see that isn't the case. Maybe if we lighten up the attitude on this page it can spread to the rest of the wiki.--– Nubis NWO 04:18, 14 October 2008 (BST)
Lighten up what attitude? Humourous suggestions are allowed, even if there isn't a section for them. It seems that most people are confused what you are suggesting here. There's a difference between posting funny stuff here, and on Category:Current Suggestions -- boxy talkteh rulz 11:03 14 October 2008 (BST)
Humourous suggestions are allowed on this page. Putting them up for voting breaches the suggestions guidelines and results in a VB escalation for the idiot responsible. The reason many of the users of this page are called trolls by the sysop team is because we are tired of having to repeat ourselves again and again and again and again. I could probably write a list of responses today that I could use over the next month, the cycle is that predictable. We could of course update Frequently Suggested, but no fucker reads previous suggestions and they certainly don't read FS. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 13:14, 14 October 2008 (BST)
For the record, I don't consider you, Wan or DCC trolls on this page for the sheer fact that I do actually read what you guys say instead of just jumping to the conclusion that it is a personal attack and that you guys don't understand the immense genius of the poster. I was even tracking some of the new "Frequently Suggested" suggestions for a while. You are right, we do need to update the list though.--– Nubis NWO 14:26, 14 October 2008 (BST)
"For the record, I don't consider you, Wan or DCC trolls on this page" - Really? Quod erat demonstrandum. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 14:39, 14 October 2008 (BST)
Thats pretty funny. - tylerisfat 19:35, 14 October 2008 (BST)

Just face it: people don't come here to read humorous suggestions. Putting humorous suggestions here is just going to annoy people, people that might otherwise have reacted differently to them. It's also going to make the size-problems worse. No, I think a better solution would be to increase the visibility of humorous suggestions in some other way. --Midianian|T|T:S|C:RCS| 08:02, 14 October 2008 (BST)

Yeah maybe if the stardard of humourous suggestions improved 2 Cool would be inclined to spam the link around the wiki...--xoxo 11:15, 14 October 2008 (BST)
I dunno, can they fit it on that insane nav template? You may need to have a note that the bar is best viewed in 18300 x 24500 resolution with a gajillion colors enabled. Pretty soon loading a page with that bar on it will flash tan all users because of how big and bright it is.--– Nubis NWO 14:34, 14 October 2008 (BST)

The problem isn't community reception, it's the lack of leeway the system has before it fails. Creating a new and separate system won't help, it'll just create new and exciting problems and create a division where people will go to the new system as it would be 'nicer' for their feedback and then put it into the main system. This page will become redundant and the problems won't be fixed. There needs to be a different approach. If I ever get around to writing my massive policy project I have a few ideas for fixing this. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 13:04, 14 October 2008 (BST)

Nubis, I'm not sure what your point is. Do you want this to be taken seriously? Because humorous suggestions won't help that for shit. Or do you want it to just go down the tubes? Why do we need to make it inviting? If people have any good idea's, we work it out, and if they don't, then why have them here? - tylerisfat 19:48, 14 October 2008 (BST)


Building Inspection

Timestamp: Blake Firedancer T E RNL? P.I.S.I.T. 06:10, 13 October 2008 (BST)
Type: Skill.
Scope: Survivors.
Description: Sub-skill of Construction.

After many years of working on the job site/months of struggling against the hordes, you've developed a sixth sense as to which objects in a room are load-bearing, and which are not.

As such, you can now tell how many objects used in the barricades around the city are actually useful to the barricade.

Essentially, you now get a count as to what level the barricades are at, by counting the number of objects used in them. For instance, a Very Strong Barricade 2+ has 10 objects in it.

Discussion (Building Inspection)

In other words, this allows survivors to tell if their buildings are at VSB or VSB+2. This would aid in barricading, as it would remove the ~6 AP spent barricading then removing the barricades if the building needs to remain an entry point. However, this drawback is the only drawback to increased barricading, and should not be removed. -- Galaxy125 06:19, 13 October 2008 (BST)

Justification doesn't really make sense. And the purpose served is not really needed. - tylerisfat 08:49, 13 October 2008 (BST)

dupe... and fog of war aka uncertainty is part of the game. also unneeded survivor buff. meh. --WanYao 10:28, 13 October 2008 (BST)

So, basically, you want survivors to be able to tell exactly how strong a barricade level is. No. Barricades are already pretty powerful for survivors. Knowing the exact level would make it too easy. As for "justification", I like that you tried, but I have a counter to it. When you build a barricade, you don't stack stuff in a single stack in front of the door. You PILE it in front of the door. That means there will be stuff hidden from view. A desk by the door has stuff put on top AND up against it AND on the sides so that you can't see it with all the other stuff, for example. In other words, you won't be able to get an accurate count. At least not without moving stuff, which defeats the purpose.--Pesatyel 10:40, 13 October 2008 (BST)

NRV.png S.F.S.T.!!
This suggestion has been duped to death and/or we are tired of seeing it. You should read the SD/DN and the Frequently Suggested List many times. STOP POSTING!

FGSFDS ᚱᛁᚹᛖᚾ 10:44, 13 October 2008 (BST)


Flavor Text Indicating Who Brings Barricades From VSB To HB

Timestamp: Silisquish 04:57, 13 October 2008 (BST)
Type: Improvement
Scope: Survivors
Description: Overbarricading to keep survivors stranded outside in the streets or more commonly to prevent survivor access to certain buildings in forts (infirmaries, armouries) is a tactic used by some combat revived zombies and death cultists. But there is no way to tell who has done these acts. We can tell when a human working against the survivor cause brings down the last of the barricades or destroys a generator or radio transmitter, but we can't tell who has overbarricaded a building. It seems oddly inconsistent that this is left out.

Furthermore, PK'ers and frequent GK/RK'ers can earn themselves a bad reputation for their acts, but overcaders remain anonymous; those that panic after seeing a lone zombie lurching towards their building or simply don't know about their suburb's barricade policy can't be warned directly, and those that repeatedly overbarricade for malicious purposes can do so with little fear of punishment. Getting stuck in the streets after your entry point has been overcaded can be just as bad as someone destroying the generator in your favourite resource building.

Therefore I propose that when someone brings the barricade up from very strongly barricaded to heavily barricaded, making the building unenterable from the outside, that a flavour text appear indicating that he has heavily barricaded the building. Something along the lines of, Player has heavily barricaded the building.

Zombies would be able to see this message, but if they're already in the building it's because the cades are down and whoever brings them to HB is likely to be the same person that began rebuilding the barricades in the first place. If he isn't, that's probably because the original builder got eaten and the cades got smashed back down to nothing again. This is assuming the barricader will stay in the same building the zombies are attacking; most would use their last ap to escape

Flavor Text Indicating Who Brings Barricades From VSB To HB

Dupe, several times. Uncertainty and the need to keep vigilant are generally considered to be fundamental to Urban Dead's play style. ᚱᛁᚹᛖᚾ 05:10, 13 October 2008 (BST)

One of those said exactly what I said (only they said it better), so it is in fact a dupe --Silisquish 19:25, 13 October 2008 (BST)

dupe-o-rific excuse for more trenchoatery.... meh... --WanYao 10:28, 13 October 2008 (BST)

There is also this already in Peer Review.--Pesatyel 10:45, 13 October 2008 (BST)

That's not the same --Silisquish 19:25, 13 October 2008 (BST)
I didn't say it was, but it is RELATED. I had to reread the suggestion to find out WHAT was being suggested through all the blather.--Pesatyel 02:38, 14 October 2008 (BST)

It doesn't matter to zombies who takes it to what level. The issue for zombies is who is building it up period. (Also, barricade policies are a metagaming issue. You can't hold all players accountable to them.)--– Nubis NWO 11:00, 13 October 2008 (BST)

I used the barricade policy as an example; if someone in a building wants it as an entry point, another doesn't since it would show who caded to HB there would be a confrontation there. But that's just a side effect mostly this idea was to bring overcading as a pro-zombie tactic on equal footing as smashing gennies/etc.--Silisquish 19:53, 13 October 2008 (BST)

Barricade policies are pointless as the majority of players don't look at them and even if they did they are usually out dated or a point of contention between different groups. TBH this does make sense from a logical standpoint but its just not going to be popular.... anyway it's also a dupe!--Honestmistake 15:02, 13 October 2008 (BST)


Barricade Decay

Timestamp: KOOKY 12:09, 11 October 2008 (BST)
Type: Improvement.
Scope: Barricades.
Description: Change In Game Mechanic.

RP Reason: Barricades in dark buildings that are not constantly repaired by survivors decay over time.

This would mean that every 12 hours all barricades in dark buildings would lose one level of barricade, eg go from Very Heavily Barricade to Heavily Barricaded. This is deliberately quite a big gap to create the atomosphere of survivors desperately trying to maintain barricades. Whilst since it only effects dark buildings, (Banks, Cinemas, Clubs and Fort Armouries) and then only if they have no generator it wont be cripperling to survivors.


Discussion (Barricade Decay)

No! Epic Survivor Nerf!--Mianthadore 13:20, 11 October 2008 (BST)]

Look, first of all please don't respond like that again, it is hardly constructive. Secondly, of course it is a change, however I think it is a good change, yes it will make UD harder for survivors, that is the point, but hard does not equal bad. Hard often equals funner. If you think that UD should be easy, and that playing a survivor should be easy then I believe you are wrong. Personally I have the best time playing a survivor when its about 60% red and orange suburbs, and even though of course being a survivor I want 'Every last zed dead', as a player I couldn't think of anything worse. --KOOKY 13:50, 11 October 2008 (BST)

Interesting idea, but dark buildings are quite uncommon. I don't think it's a survivor nerf as EHB-VSB in 24 hours isn't THAT bad (and thats assuming no-one is recading,) and dark buildings are a massive nerf for zombies anyway. Linkthewindow Talk 22:28, 11 October 2008 (BST)

It would be EHB-HB in 24 hours. -- kooks 11 October 2008 (BST)

Why? why would this happen? If it takes the zombies doing something to cause the building to become ransacked and ruined, then why should it require to effort for the cades to start collapsing? no thank you. - tylerisfat 23:53, 11 October 2008 (BST)

I don't quite understand your response. But if you are saying it is not realistic, well that is abit silly, considering this is a game about zombies..and that it is entirely realistic that barricades would collapse if not looked after properly. -- kooks 11 October 2008 (BST)
  • yawn* the "zombie's aren't real" counterargument is bullshit. WITHIN THE CONTEXT of the game, zombies ARE real. And Maltron is SET IN THE REAL WORLD, therefore the mechanics of reality ARE REAL. And, no, it is NOT "entirely realistic" that barricades would collapse on their own.--Pesatyel 00:18, 13 October 2008 (BST)
Yeah. What pesatyel says sums it up. And Kooks, what i was saying is... this suggestion doesn't make sense, within the context of the game in place. The things that give the game its structure does not lend itself to the barricades just collapsing. Your suggesting that within a 12 hour period that things skillfully constructed just spontaneously start collapsing, regardless of how much effort that it currently takes zombies to knock those same barricades down. Thus, this suggestion is crap, thats all there is too it. You can argue the specifics of "Its not that much, its a reasonable set of numbers" or whatever, but it still plainly doesn't make sense, nor does it aide or add to any game play. So it will not pass, nor should it pass. Its not even workable. - tylerisfat 08:43, 13 October 2008 (BST)

Allowing barricades to decay fully isn't realistic, as the vending machines, chairs, desks, etc. will still be there and would need to be moved out of the way. However, the game already contains the idea that barricades contain "levels." If barricaded above VSB+2, then survivors can't enter, and all that jazz. This suggestion stands a greater likelihood of passing if barricade decay was restricted to a certain level. Like, from the upper area of Barricade...decays go to the minimum barricade level of their strength at a rate of a level per 12 hours. -- Galaxy125 20:35, 12 October 2008 (BST)

Mmm, good point, I thought about whether there should be a minimum point where it stops decaying, perhaps QSB +2. I'm not really concerned with it passing, I would prefer it to be a good suggestion, rather than "dumbed down" so that it passes. --kooks 12 October 2008 (BST)
Just to clarify, "Dark Decay (Galaxy125's change)" would reduce VSB+2 to VSB (or EHB+2 to EHB, or LiB+2 to LiB) in 24 hours in dark buildings, but no further decay. Loosely barricaded dark buildings would not decay. EHB+4 would go to EHB in 48 hours. In terms of flavor, this would be because the darkness of the buildings prevents the materials from being stacked in a stable manner unless the constructor puts on the "final touches" which bring it up to the next strength level. Like, a nail or two in the right place. The point of this would be simply to help balance the dark building survivor buff. -- Galaxy125 01:44, 13 October 2008 (BST)
Oh, and although no hard data exists on barricading in dark buildings (at least in the wiki), we can extrapolate that (if the building remains dark prior to rebarricading) rebarricading up to EHB+2 from EHB would require at least 10 AP, on average. From VHB to VHB+2 would require at least 5 AP. From HB to HB+2 would require at least 3 AP, on average. Et cetera. So implementing my change would punish survivors who keep dark buildings at EHB more heavily than those who keep them at VSB. -- Galaxy125 01:44, 13 October 2008 (BST)

Not quite an "EPIC SURVIFOR NERV," but nerf-y enough to not have a chance at passing--/~Rakuen~\Talk Domo.gif I Still Love Grim 20:42, 12 October 2008 (BST)

I don't really understand whats wrong with it being nerf-y. It also isn't anywhere as nerf-y as I would like it to be, ideally I would like to see decay effecting all buildings from levels say ehb-vsb. However, since it only effects dark buildings it only effects four building types, and only if they don't have a generator. --kooks 12 October 2008 (BST)

Think about it this way, how often does the stuff on your bookshelf, for example, just "fall over" of its own accord? It doesn't. SOMETHING has to cause it to fall. The point of the Construction skill is that you are knowledgeable in HOW to stack crap so it DOESN'T fall apart. Otherwise any asshole could do it without a skill (hmmm....). If stacked objects are left unnattended for a prolong time...they will stay stacked UNLESS they physically deteriorate (organic matter decomposing, metal material rusting, etc.). And I might add that the Construction skill already compensatates for "weakness" whe building the barricade (above VS).--Pesatyel 00:18, 13 October 2008 (BST)

Put it this way, Malton has been quarantined for two years, its incredible that there are still beds, chairs and other objects left in Malton, after all when a barricade is destroyed persumably so is the furniture, does IKIA airdrop furniture into Malton? Anyway, it doesn't need to be 100% realistic, it just needs to be realistic enough so that you can suspend your disbelief, which was what I was getting at with my earlier comment about zombies. Does it really take six or so shotgun blasts to kill someone? No. Does it take around 17 axe blows to kill someone? No. Does it matter? No. --Kooks 16:53, 13 October 2008 (BST)

not needed... addresses no problem or "hole" ... feh. --WanYao 10:29, 13 October 2008 (BST)

Its clearly marked as an improvement, designed to you know, improve UD.--Kooks 16:53, 13 October 2008 (BST)

Zombies don't really care about dark buildings because of their nerfy-ness and because they aren't resource buildings that need to be held. If you are going to make barricades decay naturally then where is the incentive for zombies to play? I know that attacking barricades sucks, but if they can stand around and let them rot why even bother wasting the AP to attack them? As Wan ^^^. P.S. statements like Look, first of all please don't respond like that again, it is hardly constructive. usually invite more "non constructive" comments because people realize it bothers you. --– Nubis NWO 11:09, 13 October 2008 (BST)

It isn't so much designed at zombies as it is designed at survivors, it is mean to make it harder for survivors to keep the barricades up.--Kooks 16:53, 13 October 2008 (BST)
Yes, but it is lowering the cades on pointless buildings. Buildings that no one really cares about.--– Nubis NWO 01:16, 14 October 2008 (BST)
And what the hell suburbs are you looking at? Tapton? In the real thick of things, barricades barely do there job as is, in attempting to retake suburbs. Even with highly mobile, highly connected strikes it is nearly impossible to stay alive in one suburb for more then a day or two. Adding this is would just be an annoyance, and thats all. - tylerisfat 03:22, 14 October 2008 (BST)

Focused Search

Timestamp: Blake Firedancer T E RNL? P.I.S.I.T. 10:22, 8 October 2008 (BST)
Type: Skill
Scope: Survivors
Description: Sub-skill of Bargain Hunting.

If a survivor has Focused Search, a new button and expandable menu appear in the interface. The expandable menu lists every item available in the game.

Clicking the button searches the building/area for the item specified in the menu. You have a 1.2x chance of finding that item, compared to the regular find rate. However, you cannot find any other item other than the one specified.

If you find the item, you get a message: "You succeed in finding [item]"
If you don't find the item, you get the message: "You search for [item], but end up empty-handed."
If the area you are in does not contain the item, 25% of the time, you get the message: "You search for [item], but end up empty-handed. There must not be any in this location"

If this is too over-powered, I could change it so that you have to be already holding one of the item in order to search for one.

Discussion (Focused Search)

NRV.png WARNING
This suggestion has no active conversation. It is marked for deletion in 5 days.

--– Nubis NWO 11:24, 13 October 2008 (BST)

It's a dupe. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 13:48, 8 October 2008 (BST)

Sounds familiar but could you provide a link? Its all too easy to call dupe without due cause. --Honestmistake 18:01, 8 October 2008 (BST)
Remember who you're talking to. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 19:14, 8 October 2008 (BST)
It was because it was you that I asked for a link :D The skill you link lowers your chance to find said item (god knows why?) while this raises it at the expense of not finding anything else. How is dropping the chance of finding something you don't want the same as raising the chance of finding something you do? Calling "Dupe" on everything is not at all helpful... especially given the quality of some of your recent links.--Honestmistake 20:26, 8 October 2008 (BST)
If it failed whilst lowering the search odds, do you really think it will fly when you increase those odds? Also the same base mechanic change is behind it, individual numbers do not matter in the dupe system, otherwise we'd have to Spam every single rocket launcher. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 20:42, 8 October 2008 (BST)
I do not think for even a second that this will fly... that is very far from it being a dupe though. A dupe must be almost identical in mechanics and intent for it to be valid and this is neither of those things. Just because ideas share a similar theme does not make them DUPES... if it did every suggestion involving zombies would be a dupe as zombies are frequently involved in suggestions for this "Zombie Apocalypse" game. Numbers do matter when looking for dupes... if 1 suggestion says increase such and such a number by 5 and the other says reduce it by 5 they are clearly not the same. Hell a suggestion which says increase all Axe attacks by 10% is not necessarily the same as one that says increase axe attacks by 10% in certain circumstances. A dupe is not in a name or theme it is in the detail!--Honestmistake 00:29, 9 October 2008 (BST)

That said this is still a strong kill because it just amounts to a 20% boost to the find rate of FAKS in hospitals and Needles in NT's with no real draw back!--Honestmistake 00:31, 9 October 2008 (BST)

God no. Search rates are great right now, they don't need a boost or pollution. Just leave them alone. I think the idea behind the search is you are going through piles of 3 year old rubbish looking for anything, and you might come up with anything. Thinking harder about a particular object or already having one (the worst part of this suggestion) would do nothing to increase that. Please, try to find a balance between realism and game play, not just one or the other. - tylerisfat 21:16, 8 October 2008 (BST)

No. I've been having great search rates and this just isn't necessary. --William Told 01:21, 9 October 2008 (BST)

First of all, you can already decide what you can find where. Secondly, this is overpowered. Imagine if you NEVER had to leave the mall to find a syringe or FAK or fuel or generators or ammo. WITH an improved search chance?--Pesatyel 02:46, 9 October 2008 (BST)

It doesn't change where objects are found. You can do a 'focused search' in a mall as often as you want, you'll never find a syringe. --Blake Firedancer T E RNL? P.I.S.I.T. 03:49, 9 October 2008 (BST)
That's not how I read it:
  • if a survivor has Focused Search, a new button and expandable menu appear in the interface. The expandable menu lists every item available in the game. Clicking the button searches the building/area for the item specified in the menu.--Pesatyel 07:58, 9 October 2008 (BST)
That means you can search anywhere for an item. It doesn't mean you can find it. 1.2x 0% is still 0%. --Blake Firedancer T E RNL? P.I.S.I.T. 10:13, 9 October 2008 (BST)
The find rate is dependent on the BUILDING not the items found within. Unless I'm mistaken HOW it works. If you search in a hospital, you have a chance of finding an item, if you find it then you figure if it is a FAK or newspaper. Regardless, what I'm tring to say is probably moot, but I'll say it anyway. You need to be more clear in the suggestion.--Pesatyel 01:54, 10 October 2008 (BST)


Awww, Blake. You are like the little kid that tries so hard to be cool. I am rooting for you little buddy! I know you can do it. The coolness is deep inside you. Maybe you should try a focused search to get to it? --Globetrotters Icon.png #99 DCC 06:43, 9 October 2008 (BST)

This is already in the game. Yep. Really, it is. Just go to a different building and you get boosts to searching certain items and have a decreased chance to find other items. Or get Shopping and click the different shops in a mall. --Midianian|T|T:S|C:RCS| 09:58, 9 October 2008 (BST)

There isn't too much to be added here. If you want better search rates, get shopping. Better search rates still? Then bargain hunting. No boost is needed over that, especially for some things thats a 1:2 chance of finding the item (Mall Drugstores/FAKs.) As said, no boost is needed. Besides, this is a zombie apocalypse. Are you really going to spend a few minutes focusing on one think while ignoring everything else? More likely, you would do a general sweep of the area. Linkthewindow Talk 13:28, 9 October 2008 (BST)

There in lies a central problem with the game. Unfortunately THAT wasn't what Blake was trying to fix. But I'll say this much, while this IS a zombie apolypse, the inhabitants have been trapped for, what 3 years now? I think they have adjust beyond "general sweeps".--Pesatyel 01:57, 10 October 2008 (BST)

Also, Kevan constantly adjusts search rates to balance out zombies and survivors. A skill just isn't necessary.--William Told 21:59, 9 October 2008 (BST)

still overpowered rehash of zombielord's suggestion. --WanYao 07:18, 10 October 2008 (BST)


Fires

Timestamp: --Target Practice 03:00, 7 October 2008 (BST)
Type: Event
Scope: All buildings
Description: Generators are usually full of fairly combustible fuel. There are a lot of stupid people around, and a lot of live ammunition. Sooner or later, it's going to happen.

Firstly, let me state that I am aware that this has been suggested and met with varying degrees of success before, and I'm looking to improve on those ideas. To save the dupetrolls some effort finding the links, here's the best of the bunch: Suggestions/8th-Nov-2005#Fire.21
Now, the idea is, whenever a generator is destroyed, there is a small (let's say 5% for starters) chance it will ignite and catch fire. The fire causes the following effects:

blinding smoke - the thick black smoke from the fire makes it difficult to see, giving -50% to hit and 50% search penalties to all inside the building until the fire is extinguished.
fire damage - if a fire burns for 24 hours, the building suffers fire damage and basically becomes a ruin, albeit with slightly different text for flavour purposes: - "you are inside the xxxx building - it has been gutted by fire, and the charred remains of [whatever the building is likely to have contained] cover the floor." or something to that effect.
If this happens, any barricades that were up are destroyed, regardless of level (to stop people creating pinatas too easily), as well as any decorations that may have been up. To clarify, once the fire has burned for 24 hours, the building becomes an empty ruin, just with different flavour text.

I've resisted the temptation to add any kind of 'burn' damage to anyone inside the building, as I know that will get this idea shot down faster than a Blackhawk over Basra. There will also be some kind of flavour text that is shown when outside the building to indicate a fire: "you are outside the xxxx building - [normal building description] - thick black smoke is pouring from the missing windows, and a strong burning smell fills the air"
Survivors who are in the building at the time a fire breaks out have a 'charred' or 'singed' modifier to any clothes they are wearing, eg: "X is wearing a blood-spattered leather jacket, a charred and bloodstained green t-shirt, and a singed pair of jeans"
In order to stop fires nerfing survivors and turning GKing into a mall griefer's wet dream, fires can be extinguished with the new item 'fire extinguisher' (surprise surprise!), which can be found in fire stations (8-10%), warehouses (2-3%), auto repair shops (2-3%), and mall hardware stores (5-6%). The fire extinguisher has a 16% encumbrance penalty, and can be used five times before expiry. It can be used as a makeshift weapon, and has the same to hit percentages as a toolbox. (25% with h2h combat, 2 damage.) When used on a fire, there is a 30% chance of extinguishing the blaze - the user sees the text: "You aim the extinguisher at the blaze and pull the trigger - the fire dies away, leaving only glowing embers" -this uses 5AP. If the attempt fails, the message "you aim the extinguisher at the blaze and and pull the trigger, but the fire continues to burn." - this also uses both 5AP and one of the extinguisher's uses.
That's pretty much it - I know there's a lot of text there, but I wanted to provide enough detail to prove I'd actually thought this through and show that it could genuinely be an interesting game event. Plus it would actually give a point to GKing other than being a minor inconvenience/annoyance.

Discussion (Fires)

Nice idea, but I have a few problems. Firstly, at a 5% hit rate, this is just a minor inconvenience for survivors. Assuming a generator at a target is attacked once a day (a fairly liberal estimate for most buildings, fairly conservative for TRP's) that means that you would be lucky to start one blaze a fortnight. Maybe up it to around 10%?

Also, 16 weight is quite a bit-and in real life, a fire extinguisher is not likely to take up a huge amount of space (Sure, there are big ones, but you would think that you would loot a small one?) I'm all for the five shots per extinguisher, but having a hit rate of 30% is too little. Ether up the hit rate to around ~50%, or add a skill that brings it up (firefighting?) Like the flavor text though.

Finally, how do these behave in large buildings? If someone starts a fire in a NW corner of a mall, does it spread to the other corners? Linkthewindow 08:11, 7 October 2008 (BST)

Cheers for the feedback, it's appreciated.
Firstly, the fairly low chance of a fire starting is intentional. As someone said in the discussion for one of the previous incarnations of this suggestion, this game is about humans fighting zombies in an abandoned city, not humans fighting fires in an abandoned city - I want fires to be infrequent enough to be an interesting event that will require fairly prompt action from the affected survivors rather than a genuine threat or pain in the ass to them. Plus, I'm guessing if there was one every 20 minutes, it would quickly get irritating.
As for the fire extinguisher, once again, that heavy encumbrance is deliberate. In an urban zombie infestation, a fire extinguisher is not going to be among the first things you'd be looking to carry around with you, and I quite like the idea of survivors having to frantically search for a fire extinguisher to stop their HQ from burning to the ground. However, as with anything in the suggestion, if enough people disagree with it, I'm willing to change it. The success percentage is perhaps a touch on the low side, but I initially went with 50% and rejected it as I felt it was a bit too high. Maybe middle ground at 40% (or perhaps even modify the 'Axe Proficiency' skill to be some kind of 'Firefighter' skill as you suggested, which would encompass both a higher hit rate with the axe AND the higher success rate with the fire extinguisher.)
With regards to your last point, I'm actually quite embarrassed to admit that I hadn't thought of that - I think in practice, this is representing relatively small fires, and as malls are fairly popular targets for GKers, GKing a mall could become a genuine tactic for PKers/death cultists - think about it - if you destroy the generator and it catches fire, the zeds outside can bring down the barricades, pour into the building knowing that the survivors are going to have to spend twice as much AP to evict them, then wait for either someone to fix it or for the building to fall into ruin, before launching their own attacks on the survivors at normal hit percentages. Perhaps if a corner of a mall burns for 24 hours (and hence becomes a ruin), then the fire could spread to the adjacent corners of the building, as if the survivors inside are dumb/selfish enough to let a fire burn for 24 hours without doing anything about it, then they deserve everything they get.
As I said, I really appreciate the constructive feedback. I've altered the suggestion a little (basically clarifying what happens when the building becomes a ruin), and will probably look at taking on board a couple of your ideas when I revise this after a few more suggestions. --Target Practice 08:58, 7 October 2008 (BST)

honestly, i think just the cade part is a strong enough penalty, and having to carry that big of an awkward fire extinguisher is even harsher. adding anything else is just auto-spam crap. - tylerisfat 05:25, 8 October 2008 (BST)

Okay, probably a good point, and that's now two people that have suggested the Extinguisher is a bit heavy - how about 8% encumbrance? As it stands right now, how would you vote? --Target Practice 06:13, 8 October 2008 (BST)
I would vote kill. I pretty much hate any suggestion that suggests a new item, new game effect, and huge penalties that will drastically change seige situations. - tylerisfat 21:19, 8 October 2008 (BST)

Malton has already felt the fury of a Great Fire --xoxo 05:58, 8 October 2008 (BST)

Fire!...-FIRE! 08:19, 9 October 2008 (BST)

Subtle. Nice. --– Nubis NWO 11:23, 13 October 2008 (BST)
- "Firstly, let me state that I am aware that this has been suggested and met with varying degrees of success before, and I'm looking to improve on those ideas. To save the dupetrolls some effort finding the links, here's the best of the bunch: Suggestions/8th-Nov-2005#Fire.21" - that was the same one I linked to. ;) --Target Practice 15:40, 9 October 2008 (BST)
So anyone who uses the dupe system as intended is a troll according to you? I'm seeing your future....I'm seeing none of your suggestions ever making peer reviewed.... -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 15:45, 9 October 2008 (BST)
No, the users who consistently reject everything they don't like as a dupe or spam without even reading the suggestion are trolls. Admittedly this is a suggestion regarding fires, but if you read the two suggestions, they're not even remotely similar in execution. --Target Practice 15:53, 9 October 2008 (BST)
I'm a dupetroll...? 04:31, 11 October 2008 (BST)
Yeah! How dare you use the rules set in place to prevent stupid, useless suggestions! We are all unique and special snowflakes, so coddle us now! - tylerisfat 23:50, 11 October 2008 (BST)

WTF? if it's a dupe, it's a dupe. deal with it.--xoxo 05:49, 11 October 2008 (BST)

But the fact is that it's NOT a dupe. I don't particularly like the suggestion, but nothing close to it has been suggested before. --Jen 02:07, 13 October 2008 (BST)
How exactly is it a dupe though? Whilst it is a suggestion regarding fires, if you bother to read the other suggestions regarding fire, you'll find this has next to nothing in common with them apart from probably the word 'fire' and likely the fire extinguisher item. Just because an idea has been shot down (or even peer reviewed) in one incarnation, should that mean that all future ideas in that area, no matter how different to the original, should be automatic dupes? Of course not, but that's what some people seem to be getting at here. I have no problem with any of my suggestions being called 'dupe' if they genuinely are, as there's a hell of a lot of suggestions on here, and no-one (excluding possibly Iscariot) has enough free time on their hands to have read every single one. --Target Practice 13:45, 14 October 2008 (BST)
It's nothing to do with having free time, it's about respecting the system enough to actually read through the archives and then remembering what you've read. If I had any free time to give to this wiki we'd have a load of draconian policies passing. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 13:52, 14 October 2008 (BST)
Not intended as an insult there - was more along the lines of a tip of the hat to the number of suggestions you've read, or at least managed to find in the archives. Anyhow, let's be honest - dupe or no dupe, this one is now pretty much dead in the water, so I won't waste any more time revising or submitting it. -Target Practice 14:03, 14 October 2008 (BST)
The question you should ask is, hey, this suggestion is some form has been suggested, and no one liked it. I have some idea's along the same concept. Then put it here. And if we still say its a dupe, that means we, as people seperate from your ideas and without your own generousity to your genius, will decide whether its a dupe. If we see it as the same, even if you see a HUGE difference, probably means that the only reason you see it that way is because its your idea. I'd be willing to bet that a die hard fan of N'Sync can rage for hours about how different they are from the Backstreet Boys, but from an outside observer, they both suck equal. Does that make since? - tylerisfat 19:45, 14 October 2008 (BST)

"Ignore this Voice"

Timestamp: SIM Core Map.png Swiers 19:52, 5 October 2008 (BST)
Type: improvement
Scope: radios / radio broadcasts
Description: Net to every radio broadcast and speech, there would be a button that says "Ignore this Voice". The code for the button would contain an "encrypted" version of the broadcaster's user ID, or other reference that the server could use but which would NOT reveal the broadcasters ID. Clicking the button would ad that user ID to a list stored on the server for your character; if an ID is on this list, you never hear radio broadcasts or speech from that character. As a player, you would never be able to see this list. The list would have a limited length (50 voices or so) and adding new voices "to the top" would bump old ones of the bottom. In your settings, you would have the option to have the list active (ignoring those voices & their broadcasts), inactive (listening to all voices & broadcasts you can normally hear), or to clear the list completely as you change your settings.

Discussion ("Ignore this Voice")

So if i'm ignoring a player its as if they aren't even talking? - tylerisfat 22:30, 5 October 2008 (BST)

Yep. It would have exactly the same effect as the "ignore contact" setting in the contacts list, except the character is not a contact, and you don't even need to know who they are- just that anything said by that voice isn't worth listening to. SIM Core Map.png Swiers 23:06, 5 October 2008 (BST)

Heck, why not? The only problem with this is what if you meet the player later on, become friends, and never realize that you have them radio-blocked? Perhaps there should be a (player-set) expiry. Spam which is obviously coming from the same person could be set to dodge this. Linkthewindow 23:14, 5 October 2008 (BST)

In order for this idea to work it would need to be kept very simple so i'm against Link's expiry etc. Also, the people you wanna block are douche bag's who spend all their ap spamming the radio (speaking of which is real gamer still at his lulz?) so it's not really an issue anyway. I quite like the idea assuming it's logistically possible. Although you should only be able to ignore them over the radio, if they talk to you in person you shouldn't be aware that it's the same person and should hear their comments as normal (explantion = people sound dif on the radio or whatever).--xoxo 00:39, 6 October 2008 (BST)

Yeah... we need this. --WanYao 20:12, 6 October 2008 (BST)

Wan's right, bring this on somehow. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 05:54, 8 October 2008 (BST)

Are you going to submit this Swiers? It's been a while. Linkthewindow Talk 22:30, 11 October 2008 (BST)

This is a good idea --A Big F'ing Dog 18:27, 15 October 2008 (BST)



Suggestions up for voting

Door and Barricade Buttons Switch Places

Suggestion is up for voting. Discussion moved to Suggestion talk:20081008 Door and Barricade Buttons Switch Places. --Midianian|T|T:S|C:RCS| 09:52, 8 October 2008 (BST)

Wear and Tear

Suggestion is up for voting. Discussion moved to Suggestion talk:20081008 Wear and Tear.--RosslessnessWant a Location Image? 18:41, 8 October 2008 (BST)

Useless use for the Crucifix

Suggestion is up for voting. Discussion moved to the Talk page. Linkthewindow Talk 11:19, 17 October 2008 (BST) Note: This was William Told's suggestion. He forgot update this section and move the talk across, so I did it for him.