Suggestion:20090326 Putrification: Difference between revisions

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#:a tiny chance of being infected when taking either of 2 actions (one of which is easily avoided) is hardly ridiculously unbalanced. The main purpose of this skill was always to lessen the abusive nature of unwanted rotter revives while attacking NT's. --[[User:Honestmistake|Honestmistake]] 08:16, 30 March 2009 (BST)
#:a tiny chance of being infected when taking either of 2 actions (one of which is easily avoided) is hardly ridiculously unbalanced. The main purpose of this skill was always to lessen the abusive nature of unwanted rotter revives while attacking NT's. --[[User:Honestmistake|Honestmistake]] 08:16, 30 March 2009 (BST)
#::My big problem (though you have fixed the whole "warning" and "infection" parts of the skill, making it much more evened out) is that zombies don't need yet another way to make combat reviving difficult.  While I'm not the type of player that encourages combat revives, I think that the Brain Rot functions well enough to prevent unwanted revives.  If a zed wants to remain a zombie, then maybe it should stay away from NecroTech facilities; otherwise, it's fair game.  As I said earlier, this is no longer as unbalanced as it was previously (I don't care how small the chance of infection was; it's still crappy), but I think that having revives available only in powered Necrotech Facilities is already enough to ensure zombie status.  I can understand the frustration of a revive essentially being an "instant kill" to a zed, but NT's are arguably the most important buildings in Malton, so I think combat revives are fair game. [[User:Fujiko Mine|Fujiko Mine]] 08:35, 7 April 2009 (BST)
#::My big problem (though you have fixed the whole "warning" and "infection" parts of the skill, making it much more evened out) is that zombies don't need yet another way to make combat reviving difficult.  While I'm not the type of player that encourages combat revives, I think that the Brain Rot functions well enough to prevent unwanted revives.  If a zed wants to remain a zombie, then maybe it should stay away from NecroTech facilities; otherwise, it's fair game.  As I said earlier, this is no longer as unbalanced as it was previously (I don't care how small the chance of infection was; it's still crappy), but I think that having revives available only in powered Necrotech Facilities is already enough to ensure zombie status.  I can understand the frustration of a revive essentially being an "instant kill" to a zed, but NT's are arguably the most important buildings in Malton, so I think combat revives are fair game. [[User:Fujiko Mine|Fujiko Mine]] 08:35, 7 April 2009 (BST)
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Revision as of 17:01, 19 April 2009

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20090326 Putrification

Honestmistake 10:35, 26 March 2009 (UTC)

Suggestion type
Zombie skill

Suggestion scope
Zombies with the rot who really dislike revives. Pre req skill is "Flesh Rot"

Suggestion description
The body is now so far gone with rot that even in a powered NT it often takes more than a single syringe to revive, not only that but prolonged contact with this walking cadaver risks infection! However the advanced decomposition may be noticeable to those nearby

Because of the advanced state of purification that this body has reached it has become harder to successfully reinvigorate, even inside a powered NT revives will fail 50% of the time. Revive Attempts & Body Dumps have a 1% chance to spread infection (as if bitten) Due to the advanced state of decomposition the body of those rotters may give warning to those nearby, The areas description will include a note of how many zombies smell particularly rotten. IE: "there are two zombies here, one of them smells worse than normal"

  • Many did not like the idea that scans and (particularly) attacks could also result in the infection which is exactly why they are no longer included.
  • A lot of people did not like the idea of no warning. This is now included and there is always the potential for a later medical or NT skill to further identify those with advanced rot (as well as possibly negate the infection chances!)

Contributors: Thanks go to Zombie Lord for his enthusiasm in pushing this


Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.


Keep Votes

  1. Keep My vote obviously goes here. --Honestmistake 10:41, 26 March 2009 (UTC)
  2. Keep - As a rotter I like the idea. What's wrong with putting a little trepidation into combat reviving in a NT building? :-) --Roorgh 16:56, 26 March 2009 (UTC)

Kill Votes

  1. Strong Kill - Better then the original (skill toggle = big no-no,) but I still don't really like my idea as it nerfs combat revives even more. They aren't perfect (you might revive a spy,) and if used stupidly, the costs can easily outweigh the benefits. That said, I have my biases (both groups combat revive liberally.) Linkthewindow  Talk  11:37, 26 March 2009 (UTC)
    well it does only Nerf combat revives against rotters and it should be remembered that they were never possible until the powered revive update nerfed the poor dedicated rotters ability to fight in NT's.--Honestmistake 11:58, 26 March 2009 (UTC)
  2. Kill - I simply don't think this has a place in the game. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 11:49, 26 March 2009 (UTC)
  3. Kill The primacy of the zombie bite for infecting people is zombie cannon. Also, seems unfair. Why should a zombie get to make a free attack just for dying in a building? --A Big F'ing Dog 16:09, 26 March 2009 (UTC)
    Its not cannon, many genres show the zombie virus spread by contact or even just breathing. In any event infection in this game is not the same as the cause of zombiehood, its just caused by poor hygiene. Also; its not a free attack for dying... its a (very small) risk survivors take if they want to remove the corpse... --Honestmistake 16:13, 26 March 2009 (UTC)
  4. Kill - The revive nerf is unwarranted, especially considering it's 10AP for failure. Assuming RNG is perfect, that's 20AP to revive on average, +1AP for DNA extraction +1-3AP for a HP check (if deemed necessary). On top of that, it takes a certain building type, a skill, an item, a generator and a measure of coordination to complete a combat revive run. It takes one 100XP skill to become immune to any syringe, except in that instance I've showed you. Nope. --  AHLGTG THE END IS NIGH! 16:58, 26 March 2009 (UTC)
  5. Kill - If a brain rotted zombie doesn't want to be revived, it shouldn't enter powered NecroTech facilities. --LaosOman 19:25, 26 March 2009 (UTC)
    rotter revives were introduced to benefit rotters who may change their minds (or just want to pick up a few new cross over skills) I don't think the mechanic was ever really intended to give survivors a new and devastating weapon to defend the single most important buildings in the game.--Honestmistake 00:01, 27 March 2009 (UTC)
  6. Kill - As above this only makes it harder for those that want to be revived, even if there are not many. Rogueboy 19:34, 26 March 2009 (UTC)
  7. Kill - I like the idea of revives failing because of the utter deviousness, but I do not care for the auto-attack infection part. --ZsL 20:18, 26 March 2009 (UTC)
  8. Kill - As LaosOman, except I'd say "if they didn't want to risk being revived", I do like the risk of infection for physically handling the corpse though. --Kamikazie-Bunny 20:28, 26 March 2009 (UTC)
  9. Kill - As I said before, I like the idea of a zombie so rotten that it may require more than one needle to revive, but this should happen naturally; say, if it goes a certain period of time without being revived (or something like that). The infection part is never going to fly. --Paddy DignamIS DEAD 01:57, 27 March 2009 (UTC)
  10. I dunno, it only costs 1 AP to avoid getting revived. And a "warning" is irrelevant when you don't get to avoid the ones that have this.--Pesatyel 04:18, 27 March 2009 (UTC)
  11. Kill - As above. --Private Mark 07:06, 28 March 2009 (UTC)
  12. Kill - Infection should not be possible without spending the AP to actually bite the target. No free infection for you! --Maverick Talk - OBR Praise Knowledge! 404 18:01, 28 March 2009 (UTC)

Spam/Dupe Votes

  1. Spam - Automatic attacks, traps, and "free" actions like infecting someone with no AP cost is spam. --Giles Sednik CAPDSWA 22:05, 27 March 2009 (UTC)
  2. Spam -As Giles. 3R 22:32, 27 March 2009 (UTC)
  3. Spam - Thirding Giles here. Giving someone an infection without having to spend the AP to bite them? Come on. Brain Rot and Flesh Rot are enough; this skill would just make things ridiculously unbalanced. Fujiko Mine 01:45, 30 March 2009 (BST)
    a tiny chance of being infected when taking either of 2 actions (one of which is easily avoided) is hardly ridiculously unbalanced. The main purpose of this skill was always to lessen the abusive nature of unwanted rotter revives while attacking NT's. --Honestmistake 08:16, 30 March 2009 (BST)
    My big problem (though you have fixed the whole "warning" and "infection" parts of the skill, making it much more evened out) is that zombies don't need yet another way to make combat reviving difficult. While I'm not the type of player that encourages combat revives, I think that the Brain Rot functions well enough to prevent unwanted revives. If a zed wants to remain a zombie, then maybe it should stay away from NecroTech facilities; otherwise, it's fair game. As I said earlier, this is no longer as unbalanced as it was previously (I don't care how small the chance of infection was; it's still crappy), but I think that having revives available only in powered Necrotech Facilities is already enough to ensure zombie status. I can understand the frustration of a revive essentially being an "instant kill" to a zed, but NT's are arguably the most important buildings in Malton, so I think combat revives are fair game. Fujiko Mine 08:35, 7 April 2009 (BST)