Suggestion:20090409 NT Ruins Ruin Rotter Revives: Difference between revisions

From The Urban Dead Wiki
Jump to navigationJump to search
Line 59: Line 59:
#'''Kill''' - i understand your frustration, however, combat reviving is there to balance against the ?rise exploit, also the power of rotters to clog the revive ques at RPs is powerful enough, after all it takes just shy of 62 AP to kill a zed with a pistol (including searching, reloading, misses and hits against flesh rot) and just over 18 AP to revive a zed (including searching and using) thus a rotter outside of an NT cost 3.5 revives (or only 2 if the other zeds in the que kill him).--[[User:Jamoecw|Jamoecw]] 13:56, 10 April 2009 (BST)
#'''Kill''' - i understand your frustration, however, combat reviving is there to balance against the ?rise exploit, also the power of rotters to clog the revive ques at RPs is powerful enough, after all it takes just shy of 62 AP to kill a zed with a pistol (including searching, reloading, misses and hits against flesh rot) and just over 18 AP to revive a zed (including searching and using) thus a rotter outside of an NT cost 3.5 revives (or only 2 if the other zeds in the que kill him).--[[User:Jamoecw|Jamoecw]] 13:56, 10 April 2009 (BST)
#'''Kill''' - Unneeded and unbalanced. Also, as Calista. Plus, it's unfair to people who want to run a rotted survivor in a red/gray zone. Combat revives are part of unlife, and are easily dealt with via the nearest window. Player-versus-player games work best when no side can "win". It's all about balance. --{{User:Violet B/sig}} 15:06, 10 April 2009 (BST)
#'''Kill''' - Unneeded and unbalanced. Also, as Calista. Plus, it's unfair to people who want to run a rotted survivor in a red/gray zone. Combat revives are part of unlife, and are easily dealt with via the nearest window. Player-versus-player games work best when no side can "win". It's all about balance. --{{User:Violet B/sig}} 15:06, 10 April 2009 (BST)
#'''Kill''' - While I appreciate the appeal to logic, you can't force the game to make complete sense. We've all been running on a universal suspension of disbelief since Day 1, that's half the fun. --[[User:Pickmansmodel|Pickmansmodel]] 15:25, 10 April 2009 (BST)


'''Spam/Dupe Votes'''
'''Spam/Dupe Votes'''

Revision as of 14:25, 10 April 2009


Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing


20090409 NT Ruins Ruin Rotter Revives

Stepdown 19:51, 9 April 2009 (BST)

Suggestion type
Improvement - Buildings

Suggestion scope
Brain rotted zombies inside ruined NT buildings

Suggestion description
You are inside a ruined NT Building. The NecroTech logo is set in the wall behind the front desk, and doors open onto powered-down computer rooms and laboratories. The laboratories have been ruined, with broken equipment smashed to the floor. A thin layer of dust covers the debris. The floor is flecked with dried blood.

At the moment simply installing a generator in a ruined NT building allows you to revive a brain rotted zombie. I would suggest that a powered NT building would also need to have the laboratories and equipment required to revive a rotter in tact as well as a power source, it would seem more believable to me that you would need to repair the building before you would be able to revive a zombie.

My suggestion is that zombies with brain rot cannot be revived within a ruined NT building.


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 - It is currently nearly impossible for zombies to hold an NT building due to combat reviving. This change would force humans to fight the rotters rather than revive if they want an NT building back. --M4rduK 20:19, 9 April 2009 (BST)
  2. Keep - Equipment functioning in a ruined building never made any sense anyways. --Johnny Bass 20:44, 9 April 2009 (BST)
  3. Keep - As Johnny Bass. --Papa Moloch 20:59, 9 April 2009 (BST)
  4. Keep - The title is a rather good alliteration. The suggestion attached to it isn't bad either. -- Cheese 21:22, 9 April 2009 (BST)
  5. Keep - It is strongly recommended that voters justify their vote. Keywords = "Strongly" "Recommend"--Mr. Angel, Help needed? 21:30, 9 April 2009 (BST)
  6. Keep - Shy author finally votes --Stepdown 23:34, 9 April 2009 (BST)
  7. Keep - Tired of magic kill button survivors get in powered NTs. --Bob Boberton TF / DW 00:04, 10 April 2009 (BST)
  8. Keep - It nerfs nothing (survivors can still kill zombies how Kevan intended), yet removes an annoyance to those that wish to play as a zombie. --Roorgh 00:33, 10 April 2009 (BST)
  9. Keep - Whaaaat? I thought this was already the case. Now I must make it happen! >=[ DANCEDANCEREVOLUTION (TALK | CONTRIBS) OFFLINE 02:56, 10 April 2009 (BST)
  10. Keep - Fair and balanced. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 03:28, 10 April 2009 (BST)
  11. Keep - "Ruined" implies things don't work.--Necrofeelinya 04:26, 10 April 2009 (BST)
  12. Keep - It fights combat reviving, but not in some sort of ridiculously overpowered way, and it makes sense that reviving a zombie with brain rot would need both power and organized equipment. Even as a survivor, I really like this idea. --Fujiko Mine 06:21, 10 April 2009 (BST)
  13. Keep - No zombie at full AP can take down 5 survivors so why should a survivor be able to potentially bring down 5 zombies? It balances the One-Survivor-Powerhouse. Furthermore, brain cells are incapable of repair. We start out with a finite amount and lose them steadily in our lifetime. Brain Rot essentially accelerates this process and turns a functioning being into a quasi-sentient zombie. It is inconceivable to think injecting a serum would reverse this because it is not a disease but a natural process. --DTangent 11:16, 10 April 2009 (BST)


Kill Votes

  1. Kill with fire I am strongly against any type of suggestion that makes brainrot even easier. If you don't want to be revived then purchase the rot and keep clear from NT's. It honestly isn't that hard.--Thadeous Oakley 20:02, 9 April 2009 (BST)
  2. Kill Nope not needed. --mo ヽ(´ー`)ノ MCM MOB DB 20:18, 9 April 2009 (BST)
  3. Kill As Oakley -- Conner Martel 20:54, 9 April 2009 (BST)
  4. Kill - As I explained on DS, I don't think this would be more believable than the current situation. Also, I like being Combat Revived in ruined NTs. --Midianian¦T¦DS¦SP¦ 21:48, 9 April 2009 (BST)
  5. grudging kill While I do so hate my rotter being revived i feel this is pretty harsh on those folk who rotter revives were invented for (rotters who change their mind) at most it should be a chance the revive fails rather than a blanket ban. In any event I still find actual combat revives while trying to clear the building to be the real problem!--Honestmistake 23:18, 9 April 2009 (BST)
  6. Kill with fire - per the other kill voters, especially Thad and Mid. Linkthewindow  Talk  00:02, 10 April 2009 (BST)
  7. Kill - It's hard enough now to keep a rot revive point open, plus this little loophole makes a zombie end-game almost impossible -- boxy talkteh rulz 02:04 10 April 2009 (BST)
  8. Kill - As per the other kill votes it's just not needed if the lights are on the machinery should work, ruin should be structural not functional. --MoonShine 08:29, 10 April 2009 (BST)
    Re: - If the laboratories have been ruined, with broken equipment smashed to the floor then this is very much functional, the suggestion is that the NT should be treated like a normal building in this case. The argument against this in discussion didn't convince many --Stepdown 11:18, 10 April 2009 (BST)
  9. Kill - Thats the risk a zombie takes by staying in a NT. --Pvt human 08:32, 10 April 2009 (BST)
  10. Kill - It's harmful to rotters who actually want to be revived and the genny is portable. When the lights go out in a real hospital or house, portable gennies are frequently used to provide power after natural disasters or power failures. Ruin doesn't mean the bldg can't be used at all, if it were, ruin would be permanent. It would also facilitate griefing certain zombie groups who simply want to camp in Necrotech buildings. *cough* Extinction *cough* --Calista griffin 08:42, 10 April 2009 (BST)
    Re: - This doesn't suggest the building couldn't be used at all, you would still be able to search through the rubble and smashed equipment for useful equipment like syringes. The difference is that as the laboratories and equipment that differentiate the NT from a normal building has been smashed, I can't see why rotter revives are treated differently. As I mentioned in discussion, not sure how holding NT buildings constitutes griefing either. --Stepdown 12:58, 10 April 2009 (BST)
  11. Kill - Same as the above, really. The ruins are structural rather than functional, so would have no affect on using a needle, in my opinion. -S Aline 09:04, 10 April 2009 (BST)
  12. Kill - There are game balance reasons why this wasn't done and should never be done. --Karekmaps?! 10:38, 10 April 2009 (BST)
  13. Kill - i understand your frustration, however, combat reviving is there to balance against the ?rise exploit, also the power of rotters to clog the revive ques at RPs is powerful enough, after all it takes just shy of 62 AP to kill a zed with a pistol (including searching, reloading, misses and hits against flesh rot) and just over 18 AP to revive a zed (including searching and using) thus a rotter outside of an NT cost 3.5 revives (or only 2 if the other zeds in the que kill him).--Jamoecw 13:56, 10 April 2009 (BST)
  14. Kill - Unneeded and unbalanced. Also, as Calista. Plus, it's unfair to people who want to run a rotted survivor in a red/gray zone. Combat revives are part of unlife, and are easily dealt with via the nearest window. Player-versus-player games work best when no side can "win". It's all about balance. --Violet Begonia Dean MCM MOB 15:06, 10 April 2009 (BST)
  15. Kill - While I appreciate the appeal to logic, you can't force the game to make complete sense. We've all been running on a universal suspension of disbelief since Day 1, that's half the fun. --Pickmansmodel 15:25, 10 April 2009 (BST)

Spam/Dupe Votes




Voting Rules
Current Suggestions

Advice to Suggesters

  1. Adding options to your suggestion is not good practice. Others will not vote on the options, only the main body; please don't ask them to do so.
  2. Once you have posted your suggestion, it is considered complete. Altering the suggestion mechanics after voting has begun nullifies existing votes, and is considered an abuse of the suggestions system. Doing so will result in your suggestion being removed from the voting system to removed suggestions, where you can work out the details and resubmit later if you desire. It is preferred that you remove your own suggestion and resubmit a new version with changes, if changes are needed.
  3. "Notes" added for clarification purposes, and correcting spelling/typos are permitted. When considering adding a clarification note, it is often better for all parties involved, for the author to remove the suggestion and resubmit it with the clarification included for the voters who have already placed their votes.

Advice to Voters

  1. You are voting on Suggestions, not Users. The text of your vote should not personally attack or denigrate the user who has submitted it... no matter how ridiculous the idea. Flaming and/or Trolling will not be tolerated.
  2. Before voting please read the Suggestions Dos and Do Nots and Frequently Suggested Ideas Page to read about concepts that have been generally considered unworkable in the past. You do not need to follow the guidelines on these pages but they are worth consideration before casting a vote.
  3. One vote per user. No exceptions. You cannot use multiple wiki accounts to vote on a suggestion.
  4. To Vote, use the [edit] button at the top of the voting section, then enter your vote in the the proper format to the end of the relevant section (keep/kill/spam).
  5. It is strongly recommended that voters (especially in the kill/spam sections) justify their vote to help others understand the reason they disagree. Feedback helps new suggesters get a feel for what the community does and does not want included in Urban Dead, and a deeper understanding of the balance needed for a workable suggestion.
  6. Votes must include a signature in order to be considered valid votes. To sign a vote, use --~~~~. Please remember to sign your votes! Unsigned votes will be deleted after 30 minutes or when found.
  7. Each Suggestion will be open to voting for two (2) weeks, measured from the suggestion's Timestamp, unless it is a Dupe or Spam. If, at the end of that time, there are two thirds (2/3) more Keep votes than Kill votes, the Suggestion will be moved to the Peer Reviewed Suggestions page. Otherwise, the Suggestion will be moved to the Peer Rejected Suggestions page.
Rules for Discussions

Votes are NOT the place to discuss Suggestions. This page and archived suggestion pages only to be used for the Suggesting and subsequent Voting of these suggestions. If you wish to discuss the suggestion or vote here, please use this page's Talk page (Suggestion talk:20090409 NT Ruins Ruin Rotter Revives). Suggestions do not have to be submitted in order to discuss them. Developing Suggestions can be used to workshop possible suggestions before they are submitted.

Valid Votes
  • Keep, for Suggestions that you believe have merit.
  • Kill, for Suggestions that you believe do not have merit. If you need to discuss a rule fix, use the discussion page.
  • Spam, for the most ridiculous suggestions.
Suggestions can be removed with Spam votes as described on the cycling suggestions page. If the criterion described there are not fulfilled, the suggestion must remain for the whole two weeks.
Spam votes are not a "strong kill", they are simply here to prevent the utterly ridiculous from clogging up the system. If you do not like the idea, and it's not some crazy uber power or something else ridiculous, VOTE KILL, NOT SPAM. Spam votes will be counted as Kill when votes are tallied.
  • Dupe, for Suggestions that are exact or very close duplicates of previous suggestions. For a Dupe vote to be valid, a link must be provided to the original suggestion.
Dupe votes can be used to remove suggestions as described on the cycling suggestions page. Dupe votes will not be counted when votes are tallied.
  • Humourous, for suggestions that are obviously intended to be satirical, or of comedic value only.}}
Suggestions can be removed with Humourous votes as described on the cycling suggestions page. If the criterion described there are not fulfilled, the suggestion must remain for the whole two weeks.
Invalid Votes
  • Server Load and Programming Complexity are NOT very good Kill reasons. You are voting on the merit of the suggestion and whether or not you think it belongs in the game. Server load/complexity issues are up to Kevan to decide.
  • X should be implemented first is not a valid reason for a vote. You are voting on the merit of THIS suggestion, not how it compares to others.
  • Votes that do not have reasoning behind them are invalid. You MUST justify your vote.
Comments
  • Re may be used to comment on a vote. Only the original author and the person being REd can comment. Comments are restricted to a single comment per vote, and it is expected that Re comments be as short as possible. Reing every kill vote is considered abuse of the Re comment. A Re does not count as a vote, and any subsequent discussion not part of the Re comment should be held on the discussion page if there is any extended commenting.
  • Note is used by System Operators to invalidate trolling-based votes. Only Sysops may remove troll-based votes and they do so with a strikeout <s></s> in order to preserve the trolling removal for posterity. The voter may contest the strikeout with the Sysop that struck their vote out on the discussion page. Only a System Operator may remove a strikeout.
All Caps

Try to avoid YELLING, writing in bold, or using italics, except when emphasizing a point which has escaped other voters.

VOTING EXAMPLES

Keep Votes

  1. Keep - I am the author and I am allowed to vote once on my own suggestions. --MrSuggester 05:01, 11 Nov 2005 (GMT)
  2. Keep - Best. Suggestion. Evar. --Bob_Zombie 04:01, 11 Nov 2005 (GMT)
  3. Keep - Good sugestion. no signature --FakeSuggester 07:39, 15 Nov 2005 (GMT)

Kill Votes

  1. Kill - This is a terrible idea, but you can totally fix it up. --NegativeGal 06:01, 12 Nov 2005 (GMT)
    • Re - Please be more specific about how to fix it on the discussion page. --MrSuggester 14:01, 12 Nov 2005 (GMT)
      • Re - Sure, I have detailed my proposed fixes here. --NegativeGal 23:38, 12 Nov 2005 (GMT)
  2. Kill - You will eat my poopie and love it! --PooEater 11:12, 13 Nov 2005 (GMT)
    • Note - Inane vote removed. Defend in discussion. --DaModerator 11:13, 13 Nov 2005 (GMT)

Spam/Dupe Votes

  1. Spam - Kung Fu CB Mama on Wheels is an inappropriate Survivor Class. --NoFunAtAll 09:01, 12 Nov 2005 (GMT)
  2. Dupe - Duplicate Suggestion --AnotherSuggester 05:01, 14 Nov 2005 (GMT)