Suggestions/11th-Nov-2005

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
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11th November, 2005

Disabling Shot

Timestamp: 01:34, 11 Nov 2005 (GMT)
Type: Zombie Hunter Skill
Scope: Survivors
Description: This skill is available after purchasing headshot; if a zombie is killed by a survivor who has the skill, it takes them 15 AP to stand up when they log back on, regardless of their own skills (i.e., it negates Ankle Grab). This would only be a momentary disability, only affects the zombie killed, and only affects it when it stands up immediately after being killed (i.e., if it was killed again by someone who didn't have the skill, the amount of AP needed to stand would be what it usually is). Obviously, this skill is designed to combat ankle grab so that high level zombies can be slowed down (currently, there is no way to slow down a high level zombie--standing up take 1 AP, and they can't be revivified. So, how do you stop them?). The amount of AP it takes to stand up can also be changed, if 15 would be considered "unbalanced."

Votes

  • Spam - This is a duplicate suggestion. See Last rites, above (in nov 8th section). The only difference is this is more poweful, compared to a suggestion that is being voted off for being too powerful... I won't delete, in case someone has a suggestion, but Spam vote seems rightMcArrowni 15:26, 11 Nov 2005 (GMT)
  • Kill - Ankle Grab is overpowered, but destroying it entirely is a bit much, I guess. Maybe it could add 5 AP to the stand-up AP cost, resulting in 15 AP for non-Ankle Grabbers and 6 AP for zombies with the skill? --Arcibi 15:53, 11 Nov 2005 (GMT)
  • Kill - Yeah, if it added 5 AP to standing, I'd be behind it. That's what my own suggestion "Beheading" did.. It's on the rejected page. -- Amazing 17:20, 11 Nov 2005 (GMT)
  • KEEP Try to resuggest this with a cooler name so it gets better votes. seems like only the survivor haters are voting on this one. They dont care about the game just their own class.--GodofGames 02:06, 12 Nov 2005 (GMT)
  • Spam - Similar to other suggestions that really aren't faring well. Bentley Foss 18:24, 12 Nov 2005 (GMT)
  • Kill - Do not negate other skills, penalize them instead. If this just added +5 AP to getting up (making normal zombies spend 15AP and ankle grabbers 6AP), then I'd vote keep. Shouldn't require Headshot. --Squashua 20:10, 14 Nov 2005 (GMT)
  • Spam, Renaming and buffing up a skill that has allready been submited (and is failing) is the TRUE CORE of what kind of a suggestion should be given a spam vote. --Spellbinder 21:27, 14 Nov 2005 (GMT)
  • Spam - Absurdly powerful. --Dickie Fux 18:56, 21 Nov 2005 (GMT)

Edit Profile

Timestamp: 01:50, 11 Nov 2005 (GMT)
Type: Profile
Scope: All
Description: Allow user to

(1) Edit/Change web-site registered for profile
(2) Edit/Change Real Name registered for profile
(3) Edit/Change E-Mail registered with profile (possibly requiring check with own e-mail).
These are server-side issues that are not gameplay-related.

Votes

  • Keep Can't really argue with this one, and it seems like Kevan wouldn't have to do much coding, as I am wary to suggest things which would keep him from making in-game changes. --SprngHlJn 02:25, 11 Nov 2005 (GMT)
  • Keep sounds natural --McArrowni 14:07, 11 Nov 2005 (GMT)
  • Keep - What they said. It'd just be nice.--Arathen 18:31, 11 Nov 2005 (GMT)
  • Keep - Yeah! I'd really like to see this too. --Biscuit 20:49, 11 Nov 2005 (GMT)
  • Keep It is a bit odd that this wasn't done alongside the recent character profile change. MorthBabid 00:45, 12 Nov 2005 (GMT)
  • Keep -- Yes please! :) -pinkgothic 13:57, 13 Nov 2005 (GMT)
  • Keep - My own suggestion. --Squashua 20:08, 14 Nov 2005 (GMT)
  • Keep, simple and usefull.--Spellbinder 21:28, 14 Nov 2005 (GMT)
  • Keep - Not urgent, but a good idea. --Dickie Fux 18:57, 21 Nov 2005 (GMT)
  • Keep -- should have been implemented. --Nov 10:45, 23 Nov 2005 (GMT)

Endurance

Timestamp: 02:34, 11 Nov 2005 (GMT)
Type: Skill
Scope: Civilian, affects all
Description: The AP version of bodybuilding. Max AP becomes 60 instead of 50. Could be very useful, and would affect both humans and zombies.

Votes

  • Kill Bleccchhhh. AP suggestion again. --Shadowstar 02:51, 11 Nov 2005 (GMT)
  • Kill, Death! --Lucero Capell 03:36, 11 Nov 2005 (GMT)
  • Kill, because +10AP is too much. Also, I personnaly dislike human skills that affect zombies: (read: that zombies need) --McArrowni 14:07, 11 Nov 2005 (GMT)
  • Kill - Too powerful, and we have enough human skills that benifit zombies as-is.
  • Kill - NEVER EVER mess with APs. Pollux 21:37, 11 Nov 2005 (GMT)
  • KEEP makes sense. A human learns how to use their time better and through training can work harder and longer. Zombies really should get less ap than a survivor anyway since their rotting and braindead.--GodofGames 02:08, 12 Nov 2005 (GMT)
  • Kill - Kevan doesn't want to modify AP any time soon for a reason. Bentley Foss 18:22, 12 Nov 2005 (GMT)
  • Keep -- I don't see the harm in this. It's not like someone is getting more AP (which I would oppose). -pinkgothic 14:00, 13 Nov 2005 (GMT)
  • Kill - There is a sensible reason for the 50 limitation - it puts everyone on the same, level field. APs are not an attribute of a character; they are a universal constant. Instead of giving out more APs, find ways to reduce/enhance the AP Cost of actions. --Squashua 20:13, 14 Nov 2005 (GMT)
  • Kill, uh... pinkgothic? are you sure you read that right? I'll just assume you read that wrong. *does the AP dance* --Spellbinder 21:29, 14 Nov 2005 (GMT)
  • Kill - Even though it doesn't increase AP regen rate, it would probably unbalance things more than seems immediately obvious. --Dickie Fux 19:00, 21 Nov 2005 (GMT)
  • Kill -- I don't see the need for this. --Nov 10:47, 23 Nov 2005 (GMT)

Disarm

Timestamp: 07:35, 11 Nov 2005 (GMT)
Type: Skill or Action
Scope: Zombies
Description: Instead of inflicting damage, a zombie making a successful melee attack knocks a random item out of the victim's inventory. Motivation is to give zombies an alternate means of neutralizing survivors besides killing them (which has little effect if defenders are well-stocked with NT syringes). Disarming survivors would deprive them of defensive consumables (NT syringes, First-Aid Kits, ammo), melee weapons (for which many melee fighters do not carry a backup) and, to a lesser degree, guns. Max To Hit percentage no more than 25%, probably closer to 15-20% (20% would be the equilibrium point where zombies would spend as many APs disarming as a non-Bargain Hunting survivor spent searching). If implemented as a skill, place under Vigor Mortis tree. Disarm would have a base 5-10% To Hit plus 10% from Vigor Mortis giving the target 15-20% To Hit. If implemented as a basic action, same base 5-10% To Hit. Death Grip bonus is not applicable. Known issues: survivors may keep a full inventory of junk to make it harder to lose their important items.

Votes

  • Kill, Multiple reasons. I don't think zombies are smart enough to go for weapons rather than the sweet, tender flesh. And I think it becomes too easy to screw up people's inventory... it takes a lot of AP to search for all that. --McArrowni 14:10, 11 Nov 2005 (GMT)
  • Kill - Just simply should not be implemented. --Bcrogers 19:32, 11 Nov 2005 (GMT)
  • Kill - I happen to like my inventory. Also, I don't like the RP part of this suggestion--Milo 20:01, 11 Nov 2005 (GMT)
  • KILL overpowered this idea will never go anywhere keep dreaming zombie lover!--GodofGames 02:09, 12 Nov 2005 (GMT)
  • Re, If you think the To Hit percentage is too high, then say so. The point is to screw up people's inventories, but the zombies are also taking a lot of AP for a chance of hitting something important. And 4 of my 5 (non-interacting) characters are humans, thankyouverymuch. --Jgf 02:55, 12 Nov 2005 (GMT)
  • Kill - As it's written, zombies could attack and destroy the Flak Jackets of Brain Rot zombies. That's not good. Plus, I don't like the idea of screwing with anyone's inventory. Bentley Foss 18:14, 12 Nov 2005 (GMT)
  • Kill - I would prefer to see a chance of weapons breaking or taking damage upon their own usage; a reliability factor. --Squashua 20:14, 14 Nov 2005 (GMT)
  • Spam , i could have SWORN that somebody submited this earlyer...--Spellbinder 21:31, 14 Nov 2005 (GMT)
  • Kill - There should be a small chance of something like this to happen whenever a melee attack occurs against anyone, but it doesn't make sense as a separate zombie attack. --Dickie Fux 19:03, 21 Nov 2005 (GMT)
  • Kill -- How is Kevan going to guarantee that it's going to be a weapon? Might require an entire rewrite of the game to adopt this. --Nov 10:48, 23 Nov 2005 (GMT)

Booby Trap

Timestamp: 10:41, 11 Nov 2005 (GMT)
Type: Skill & Action
Scope: Survivors, Defensive
Description: A character with the Booby Trap skill can use two items to Booby Trap a building against zombie intrusion. It only takes 1 AP to set up a Booby Trap. Survivors are smart and wary enough to avoid setting Booby Traps off, but no zombie can avoid a trap. The first zombie to enter a booby trapped building suffers an automatic attack. The numbers would need to be carefully thought out methinks. Dangerous enough to slow a zombie advance, not weak enough to make it worthless and not strong enough to make it overpowered. Perhaps an automatic hit of moderately severe damage? (5-15 or so?) Any extra suggestions would not be shunned.

Votes

  • Kill Poorly developped, and I'm not sure I like the design either. So I use two newspaper for an automatic hit of pistol or higher strenght on whomever tries to get in my safehouse? Then stack 'em up? This does a good job of making non-organized zombie strikes totaly pointless. And by non-organized zombie strikes, I mean any attack where the zombies don't all come online at once. --McArrowni 14:14, 11 Nov 2005 (GMT)
  • Kill RE: Perhaps if each building was limited to one Booby Trap and you required a weapon of some sort as one of the items? Just a thought. Won't work as it is. --Kulatu 20:48, 11 Nov 2005 (GMT)
  • Kill WAY WAY too powerful.... --Carfan7 00:22, 12 Nov 2005 (GMT)
  • Keep In real life people have land mines and claymores. Its not overbalanced they just dont like it because they primarily are zombies and hate on survivor ideas that make sense. this probably will be implemented. --GodofGames 02:12, 12 Nov 2005 (GMT)
  • Kill - Multiple reasons. It's more server bbookkeeping to check every time anyone enters a building. As it's written, survivors could put hundreds of traps on top of one another and negate any zombie assaults. Besides, half the fun of the game is the danger than comes with not being 100% certain that your safehouse will remain that way during the night. Bentley Foss 18:19, 12 Nov 2005 (GMT)
  • Kill, Bentley is my hero.--Spellbinder 21:51, 14 Nov 2005 (GMT)
  • Kill - Concept could be worth merit if more well-thought-out. Sorry, not up to providing my own recommendations for this. --Squashua 03:17, 15 Nov 2005 (GMT)
  • Kill - Borderline spam. Way too powerful, especially with humans immune to it. --Dickie Fux 19:06, 21 Nov 2005 (GMT)
  • Kill -- What everyone said. --Nov 11:54, 23 Nov 2005 (GMT)

Riot gun

Timestamp: 11.30, 11 Nov 2005 (GMT)
Type: weapon
Scope: A means to help escape zombies that give chase
Description: Police officers in riot situations are often issued with old M79 grenade launchers and given low velocity rubber baton rounds to fire from them. Using one of these is identical to a giant single barrel shotgun, so no new skilled needed. The effect is to only do 1 or 2 points of damage, but it also knocks the target down, giving the human a chance to run for it whilst the zombie (or PKer) is getting up.

In response to the votes. When i say it knocks them down its exactly the same if you had killed them to an extent, they look like a dead body and thus cannot be attacked, you get no XP for flooring them and they lose no XP from the headshot skill. The only thing they have to do is stand up again. As to it not fitting, just about every police department worldwide maintains similar equipment and if a zombie plague occured i feel they'd try anything to stop the undead. Plus there is the matter of paniced civilians trying to escape and efforts to control them, in case they are infected. But hey, just a suggestion, it was hardly ever meant as a developed product or engineered concept, since everyones vision of a zombie infested city is going to vary

Votes

  • Kill The way this game works, knocking a zombie down in one turn is the same as killing him in one turn. While I like the idea, especially against PKers who wouldn't need to be killed, I don't think it quite fits. --Shadowstar 12:07, 11 Nov 2005 (GMT)
  • Kill Poorly developed. See shadowstar's comment. --McArrowni 14:16, 11 Nov 2005 (GMT)
  • Kill Unless a 'knocked over' status is added, this is pretty much insta kill as Shadowstar said. --Zark the Damned 17:01, 11 Nov 2005 (GMT)
  • Kill - Agreed. My vote is a "Keep," though, if there IS a knocked down status added. --Bcrogers 19:27, 11 Nov 2005 (GMT)
  • Kill - As a zombie, I would love getting knocked down (no headshot!) As a human, I would never do it. XP is the only reason to kill, really (delivering headshots doesn't count anymore.)--Milo 20:04, 11 Nov 2005 (GMT)
  • Kill, gotta go gotta go gotta go right now! --Spellbinder 21:52, 14 Nov 2005 (GMT)
  • Keep - I could see this being used against a mob of zombies or for clearing a room of zombies (knock them all down, maybe kill one, then dump them all out the window). There is definate merit in this idea; it's just quite sad that a lot of the Kill voters don't seem to look further into an ability than the writing that comprises it, nor do they seem to read too many of the other votes. --Squashua 03:20, 15 Nov 2005 (GMT)
  • Keep - Should do no damage, earn no XP as suggested, and have no option to reload, i.e. single-use weapon of last resort. --Dickie Fux 19:11, 21 Nov 2005 (GMT)

Zombie Classes

Timestamp: 11:47, 11 Nov 2005 (GMT)
Type: New Classes
Scope: New Zombies
Description: Instead of only having "Zombie" as a choice, I think it would be better to give a choice as to what type of player you are. Perhaps current zombie could be renamed "Combat Zombie", due to Vigor Mortis adding to its attack. Other types could be "Fast Zombie", which gives the zombie Lurching Gait as a starting skill, or possibly "Tough Zombie", which would start with the Human skill Bodybuilding, or some new zombie equivelent skill allowing more than the base hitpoints. There are more possibilities, I am just throwing some out there. If you have any, put them in your vote!

Votes

  • Keep I like the idea for more variation in the Zombie Menace, although I think rather than having multiple classes, Zombies should just start with 100xp so they can buy any skill. --Zark the Damned 11:54, 11 Nov 2005 (GMT)
  • Keep Er.... might be too much freedom for just getting 100xp to buy any skill, but I do like the idea of having different classes of zombies. --Shadowstar 12:05, 11 Nov 2005 (GMT)
  • Kill/Change I disagree. Zombies are part of an amorphous mob, the living dead. They are intended to be just that. While having the choice between different initial skills does sound good, I'd rather not see any name attached to them. We are all zombies. --Haploid 13:05, 11 Nov 2005 (GMT)
  • Keep I agree. IMO it's no wonder the zombies are outnumbered, with 3 TYPES of human classes, and 1 zombie class. --McArrowni 14:19, 11 Nov 2005 (GMT)
  • Keep - Different body builds would make some skills come easier than others, meaning this is a good idea. --Bcrogers 19:25, 11 Nov 2005 (GMT)
  • Keep I like it. The Zombies are way outnumbered by Survivors and we need some kind of way to help attract players to the Zombie part of the game. The Survivors aren't going to see any difference in the Amorphous Mob, but the Zombies will have some more variety in how they start out. I know that I for one would love to start out with Lurching Gait, it takes FOREVER to get somewhere as a newbie zombie. Have a list of potential zombie classes: --Kulatu 20:53, 11 Nov 2004 (GMT)
    • Combat Zombie - Starts with Vigour Mortis.
    • Hastened Zombie - Starts with Lurching Gait.
    • Hunting Zombie - Starts with Scent Fear.
    • Devouring Zombie - Starts with Digestion.
    • Rotting Zombie - Starts with Brain Rot.
      • RE - This would be a bad option, as it would punish noobs and prevent them from getting flak jackets. Scyld
    • Sentient Zombie - Starts with Memories of Life.
    • Burly Zombie - Starts with Body Building.
  • Keep/Change I'd like to note that we'd have to make it so each zombie player class at least had 'Vigor Mortis' or another attack-based skill to start off, otherwise the ability-limited zombies would have quite a hard time leveling up. This might make things redundant, however, as noted above by Hap. MorthBabid 00:43, 12 Nov 2005 (GMT)
  • SPAM Zombies are rotting meatbags they are lucky to get any bonus at all. they should get penalties for playing as a lesser character that is not on even ground with survivors. --GodofGames 02:13, 12 Nov 2005 (GMT)
  • Keep While I don't agree on giving zombies the chance for 70 HP, I agree that they deserve more starting classes. It would make them look more preferable as a starting class as well a helping balence the game out a bit, since they only have one starting class while humans have about 6 to choose from. However, perhaps they could use a cooler-sounding name than just "fast" or "tough" for the other classes? --Volke 07:19, 12 Nov 2005 (GMT)
    • RE - I just created a few example zombie classes up above. If anybody likes them. Eh. --Kulatu, 09:38, 12 Nov 2005 (GMT)
  • RE-Are you suggesting that everyone in this world has the exact same body type? The skills i was refering to had to deal with what type of person the zombie was before they died. Lurching Gait and Bodybuilding are quite easily things that could be carried over from life to death. Runners and, well, bodybuilders and things along those lines. Seems quite fesable to me.-Vladmyre 15:06, 14 Nov 2005 (GMT)
  • Kill - there is nothing wrong with giving a starting zombie player an edge, but I would prefer that this suggestion be resubmitted as separate , better defined classes than a simple "Zombie Classes" suggestion. Hey PooBear, all of the Zombie Skills in this game defy logic; we're just looking at keeping the scores even. Don't like the skills? Don't play the game. Enough with the negativity, people. Be supportive or shut up. --Squashua 03:24, 15 Nov 2005 (GMT)
  • KEEP - I don't see what's up with voting SPAM for this. You don't like it because it goes againt your conception of the game, and therefore it's trash and the poster was doing it for spam? Lesser characters? Well, without zombies, there is no zombie game. Really. So why should they be meatbags? Give them some more playability. Monstah 19:37, 17 Nov 2005 (GMT)
  • Keep - For all the reasons stated above. --Snikers 16:00, 20 Nov 2005 (GMT)
  • Keep - If starting zombies get a skill (Vigor Mortis), I don't see why that couldn't be changed to include a few other options. --Dickie Fux 19:16, 21 Nov 2005 (GMT)

Lucy Davis

Timestamp: 16:00, 11 Nov 2005 (GMT)
Type: New Skill
Scope: Survivor
Description: Named after the tactic employed by the wonderful Lucy Davis in "Shaun of the Dead" (and thus obviously in need of a better name), survivors could blend in with the zombie horde, appearing as zombies. The survivor would spend 1AP getting the ruse up (i.e., smearing her face and clothes with blood, limbering up), and for the next 45APs, would appear on everybody's map as a zombie (because the blood takes awhile to fade away). The pseudo-zombie could make no attacks during these 45APs (45 so the survivor could have a chance to get inside a building after the effect wears off, a la mark II syringes), but could certainly be the target of other survivors' aggression (as well as an XP seeking zombie). The purpose of this skill would be to cross an area filled with zombies (e.g., my main character's in a kushy place right now, but a change of scenery keeps the game fresh. She would have a hard time of it going any direction right now, it'd be pure luck her staying in a building she'd have to leave wide open to avoid suspicion). Pseudo-survivor COULD open and close doors, but not attack barricades. Would be a subset of the free-running skill. Accepts that this may be too much coding for too little affect, but I prefer the smaller, subtler changes to the "TEH H4XX0RZ cuts through your body with a chainsaw and dumps gasoline all over it." [Edit by author: 23:04, 12 Nov 2005 (GMT): When disguised, one cannot search, talk, heal or revive, either.] --SprngHlJn

Votes

  • Keep, but I think it would be better as a civilian skill. Jirtan 16:35, 11 Nov 2005 (GMT)
  • Keep, Name need s rework.. but then.. i like the idea.. also adds to the risk of getting yourself killed by a zombie hunter :)--Adrian 17:57, 11 Nov 2005 (GMT)
  • Kill I know the movie was funny, but it was funny because it was STUPID! This skill would just wind up in just getting your character killed by some gun-ho survivor with a shotgun. NO hiding or disguises. It ruins the flow of the game. What's next? Zombies disguised as survivors? To get across an area full of zombies, just run. If you have free running, which you require for this skill, it's already a LOT easier.--Nimbalo 18:44, 11 Nov 2005 (GMT)
  • Kill Not only is that a BAD idea it's also unrealistic. Zombies don't take how you look and attack you based on that. You actually have to be dead before they stop attacking you. ALIENwolve 19:11, 11 Nov 2005 (GMT)
  • Kill, There is a case being made for zombies using senses other than sight to determine targets. Besides, this goes one more step towards omnipotence. --McArrowni 19:16, 11 Nov 2005 (GMT)
  • Keep - However, if you're attacked, your reaction would ruin the disguise. Also, you should be able to attack, but as soon as you do, you ruin the disguise. If you're on someone's contact list, and come in contact with them, they ruin the disguise. Only makes sense if you slip in with a zombie mob, let your AP regenerate, then run off. Still useful, as a civilian skill. --Bcrogers 19:22, 11 Nov 2005 (GMT)
  • Kill It was my understanding that zombies can sense the living anyway. --Vellin 20:49, 11 Nov 2005 (GMT)
  • Kill I agree; the zombies in our little game have 'Scent' abilities. This is another case of a neat thematic idea that'd be fun, but just doesn't fit into the game. :( MorthBabid 00:40, 12 Nov 2005 (GMT)
  • Kill Zombies in this game seem to be smarter than your average zombie since they can open doors without breaking them down as well as smell the flesh of the living. Unlike in that comedy, they would not fall for such a cheap disguise. Even moreso if we consider the fact that every zombie is a whole other player, who also wouldn't fall for such a cheap trick.--Volke 07:15, 12 Nov 2005 (GMT)
  • Keep Wow, I thought my hardcore characters thing would generate this big a response. I can agree it's a bit thematic, although I've seen more than just SotD do this, and zombies can't seem to hear bullets being fired on the same block (and what does a virus smell like?). As to free running, sometimes streets and parks stop you, but I can see you guys' points. BTW, thanks for keeping it civil, I'm waiting for GodofGames to vote. I also edited that you can't search or do pretty much anything but move. --SprngHlJn 23:04, 12 Nov 2005 (GMT)
  • Kill - Something like this keeps getting submitted as Camouflage. As I've stated earlier, I like the idea of disguising as a zombie, whether it be Shaun of the Dead style or The Walking Dead comic book style (where the heroes cover themselves with entrails and guts, tricking the zombies until it starts to rain). I'm not crazy about this implementation of the concept, and would prefer "Camouflage" to be a Zombie Hunter level skill based on the idea of Zombie reactivity: Zombie moves into a square with a Zombie Hunter with camoflague, there is a 20% chance that the Zombie Hunter shows up as a Zombie; or something like that. --Squashua 03:30, 15 Nov 2005 (GMT)
  • Keep - Well-balanced, but may not be all that necessary. Of course, neither is tagging. --Dickie Fux 19:20, 21 Nov 2005 (GMT)

Grim Renewal

Timestamp: 16:36, 11 Nov 2005 (GMT)
Type: Skill)
Scope: Zombies (with Brain Rot)
Description: A subskill of Brain Rot. The parasitic Virus (or whatever it is according to the background) that empowers the Zombie to rise from the dead goes into overdrive, actively repairing the Zombie while it still lives. A Zombie with this skill regenerates 1HP every half hour (at the same time it gains its AP for the half hour).

Reasoning: Zombies currently have no way of healing damage other than the unreliable Bite/Digestion and random Survivors using First Aid kits. This would force survivors to concentrate on taking a Zombie down, rather than dinging it for a few points then retreating. Possibly limit this skill to Zombies over 10th level.

Votes

  • Kill - If it was so good at healing them, it would turn them back into humans. (Note: there was an unsigned (thus worthless) vote here before that I took my idea from) --Bcrogers 19:22, 11 Nov 2005 (GMT)
  • Kill - Zeds do have a way to heal. It's called "stand up", and is either 5 HP/AP, or 50 HP/AP, depending on one's preference for ankles. This would only end up hurting lowbie survivors that can't get a full 50 dmg in on one zed. --Frobozz 19:53, 11 Nov 2005 (GMT)
  • Kill - Most of the arguments I've heard for this kind of idea are to protect low-mid levels from headshot... and this wouldn't even do that. What would be the point for high level zombies with brain rot? --Shadowstar 23:46, 11 Nov 2005 (GMT)
  • Kill - Ankle Grab is the most reliable way for a zombie to heal. Scyld
  • Kill, Wo wo wo worthless!--Spellbinder 22:00, 14 Nov 2005 (GMT)
  • Kill - Ankle Grab is not very reliable as it might be the cause of an XP-losing Headshot. Zombies need some way to heal HP without hte potential massive XP loss, but this is, sadly, not it. --Squashua 03:33, 15 Nov 2005 (GMT)
  • Kill - Nice idea, but too strong. Maybe a point every two or three hours, to a max of 30 or 35 HP. --Dickie Fux 19:23, 21 Nov 2005 (GMT)

Practical Chemistry

Timestamp: 16:53, 11 Nov 2005 (GMT)
Type: Weapon/Skill
Scope: Survivor (Scientist)
Description:

A survivor with this skill can use 1 AP to combine a fuel can, a wine or beer bottle, and a newspaper into a molotov cocktail. When the firebomb is used on a zombie mob, it damages multiple targets. Starting from the top of the stack, each zombie has a 50% chance of taking 4 damage, until 5 zombies have been hit, or there aren't any more zombies in the mob. The accuracy is not improved by any existing combat skills.

It would take a lot of AP to make even one firebomb. Assuming 20% search success, that's 5 AP for the bottle, 5 AP for the fuel, and we'll assume 0 AP for newspapers, since support types get them while searching for FAKs at hospitals. Then there's 1 to assemble it, and 1 to throw it. Against huge mobs, that's up to 1.67 damage per AP. Against lone zombies, a measly 0.17 damage per AP. For comparison purposes, a shotgun hit requires 5 AP for 1 shell, 1 AP to load, and 1 AP to fire, 65% chance to hit, for 0.93 damage/AP (0.74 vs flak); a pistol hit requires 0.83 AP for 1 round, 0.17 AP to load, and 1 AP to fire, 65% chance to hit, for 1.63 damage/AP (1.30 vs flak). The major advantage of the shotgun is that most of the AP are used and recovered before firing the weapon, and the firebomb shares this advantage.

Considering that it is only worth the AP spent against mobs 6 or larger, it is a purely defensive weapon. There is currently no effective defense against a coordinated horde of attacking zombies beyond running away and just waiting for the zeds to get bored and move on. Also, there is no use for some of the objects that turn up in a search.


Votes

  • Keep - Yes, I vote for myself. It isn't unbalancing, and it gives scientists a reason to search buildings besides hospitals, malls, and NT buildings. --Frobozz 16:53, 11 Nov 2005 (GMT)
    • Also addresses the "Where's the fire?" question. --Frobozz 16:57, 11 Nov 2005 (GMT)
  • Keep - I like it. It does give more depth to the scientist, and it really would only be useful to them, and they certainly need some defense. And newspapers need SOME use, for gods sake. -Vladmyre 17:25, 11 Nov 2005 (GMT)
  • Keep - Not much else to say. This is a good idea. (Note: I edited ^ because they forgot to put the "keep" prefix, hope that's okay.) --Bcrogers 19:10, 11 Nov 2005 (GMT)
  • Keep This is interesting and useful. But I don't think it's practical science to put some newspaper into a fuel can, light it, and toss. ALIENwolve 19:12, 11 Nov 2005 (GMT)
  • Keep - I don't know that a Fuel Can is the best answer...seems like you'd be more likely to blow yourself up using that. Maybe limited to just Wine & Beer? Just a thought. It'd certainly make newspapers and wine more useful. --Kulatu 20:56, 11 Nov 2005 (GMT)
    • Wine and beer don't contain enough alcohol to burn well. Besides that, you need the fuel can to keep the AP cost in line with the damage.
  • Keep Great! Really balanced too. --Carfan7 00:31, 12 Nov 2005 (GMT)
  • Keep/Change That's quite an impressive idea...but I can't help think about the PK possibilities. Couldn't player killers use this skill to firebomb a large group of survivors? Perhaps adjusting any XP benifits from this type of damage should be considered to prevent that. MorthBabid 00:37, 12 Nov 2005 (GMT)
  • KEEP This should only target high level zombies though so the low level ones still get a chance to get xp in horde attacks. much like how zombies target high level humans. --GodofGames 02:16, 12 Nov 2005 (GMT)
  • Keep I've been wracking my brain to figure out why this wouldn't work, but the only thing I can think of is it might require some serious coding (but then again, I have no idea, because my knowledge of coding is inferior to my knowledge of the human nervous system, which I no nothing about.) I do agree that kills this way should not equal headshots, both from a balance standpoint as well as a realistic one. --SprngHlJn 23:15, 12 Nov 2005
  • Keep/Re - It sorta looks like what I have here, so I'll support it. --Fixen 03:10, 13 Nov 2005 (GMT)
  • Keep - Self-explanation helps aid argument for Keep vote. Also, results of such could be combined with the "Fire!" proposal. :-) --Squashua 03:37, 15 Nov 2005 (GMT)
  • KEEP - so beautiful it makes me want to cry... --Thorbrian 11:44, 16 Nov 2005 (GMT-8)
  • Keep - Really nice. Even as a zombie player, I don't think I can complain about this. --Dickie Fux 19:29, 21 Nov 2005 (GMT)
  • Keep - It's nice but I have reservations about this... could end up being a white elephant. --Nov 15:34, 23 Nov 2005 (GMT)

Guard

Timestamp: -- 18:04, 11 Nov 2005 (GMT) by Adrian
Type: Action/Skill
Scope: Survivors (military)
Description: Allows a fighter to turn into guard mode. (Already suggested this before the wipe); A person may give his last 10AP to go on guard mode, at this time he will automatically fire back if zombies attack him, with the strongest weapon he has; however no ability to change cartrages. Will make more sense than just wasting the 10AP

Votes

  • Kill - If you want to guard, keep 10 AP around and check the server every hour or so. This might be better implemented as an automated e-mail to the address on your account if you are wounded after an hour of idle time, which consumes 1 AP. -- Frobozz 18:38, 11 Nov 2005 (GMT)
  • Keep Great proactical idea that makes sense. makes sense since zombies are brain dead dumbies and people are concious and smart unlike the bafoonery of zombies. --GodofGames 22:44, 12 Nov 2005 (GMT)
  • Note - Strikeout votes below were obviously meant for Engineer Suggestion. --Squashua 03:43, 15 Nov 2005 (GMT)
  • Kill - How would they gain XP? Noone would play this class. --Bcrogers 19:05, 11 Nov 2005 (GMT)
  • no vote - Interesting idea, but an Engineer class sounds like it would be Science, instead of Civilian or Military. --Arcibi 20:05, 11 Nov 2005 (GMT)
  • Keep - A very interesting idea, but they have no way of gaining experience early on. Then again, the same could theoretically be said for the scout and consumer, yet they can manage to get by...I vote yea. NOTE: The creator failed to keep the vote lines. I fixed it for him/her. --Kulatu 20:59, 11 Nov 2005 (GMT)
  • Spam Accidental double-post? See below. MorthBabid 00:34, 12 Nov 2005 (GMT)
  • Kill - It says, Skill not class, that being said I don't particually like the Idea of people being able to do things on auto when there not in. A zombie horde attacking while your gone and you not being able to do anything is a part of this game that should be accepted. --VanillaCube
  • Kill as a skill, 10ap to go on autoattack mode sounds way to overly complex, and negates part of the thrill of the game--Spellbinder 22:06, 14 Nov 2005 (GMT)
  • Keep - Makes sense as an action. --Squashua 03:39, 15 Nov 2005 (GMT)
  • Kill - Turning your character into a temporary NPC is lame. If you want to play, then play. --Dickie Fux 19:31, 21 Nov 2005 (GMT)
  • Kill -- Sounds confusing to me. --Nov 15:35, 23 Nov 2005 (GMT)

Mob Leader

Timestamp: 19:28, 11 Nov 2005 (GMT)
Type: Skill (Zombie Elite), prereqs. Death Rattle, lvl 10+
Scope: Zombies
Description:

People killed by a zombie elite with the Mob Leader skill experience a mindless compulsion to follow. The bodies stand up with 1 hp and stay in the same space as the zombie elite, indistinguishable from any other zombie, until one of the following happens:

  • The fresh corpse logs in and clicks "stand up", and re-animates as normal, after spending the necessary AP.
  • The corpse follower is knocked down, and stays as a corpse in that square.
  • The corpse follower is revivified, and falls prone (but alive) in that square.
  • The corpse follower has been inactive for 5 days. He falls down and disappears.
  • The zombie elite is knocked down. All of his corpse followers also collapse.
Corpse followers do not lose XP from headshots, nor is there an XP bonus for knocking them down.

The follower is not especially inconvenienced by this. He may be displaced some distance from his former mob/safehouse, but will be closer to a semi-organized zombie mob. The zombie elite gains a sort of "chaff cloud" that allows him to strike more often before getting hit. Survivors may waste valuable shotgun rounds and syringes on 1 hp decoys instead of hitting the real threat. This would also give an roleplay reason for ZK--mob leaders want to recruit for their own mob.

In addition to abghmnrz, mob leaders may also use the letters dluv while rattling.


Votes

  • Keep - Voting for my own suggestion. --Frobozz 19:28, 11 Nov 2005 (GMT)
  • Keep At least at first glance, this seems fine--there is a bit of potential for griefing, since a Mob Leader could kill someone, lead them away, and the next time they woke up kill them again and lead them away again, but then again, it'd take a lot of effort to find them again. It doesn't really add that much power, since the zeds can be knocked down with one hit and it'd be hard for any one mob leader to accumulate very many followers--if a bunch of mob leaders all congregated with all their followers, the ratio of read zeds to dummies would still be the same. One problem--where in the namelist for attacks would these dummies fall? They'd obviously almost always all be inactive longer than their creator, which means you'd have to kill every single dummy before you could start attacking the leader, when what you'd really want is to have a random chance--so maybe they'd have to get an active flag every time the leader does anything. how does the namelist work when two people were last active at the same time anyway?--'STER 20:33, 11 Nov 2005 (GMT)
  • Keep - I must be hallucinating. No one can do a "zombie gathers horde" skill right... it's been proven impossible on the other suggestion page... And yet, here is this suggestion, laughing at our past experiences... --McArrowni 01:19, 12 Nov 2005 (GMT)
  • KILL Makes no sense at all try again, zombie hordes are for players who cant play on their own and rely on others and forcing others to do so will make everyone stop playing. --GodofGames 02:19, 12 Nov 2005 (GMT)
  • Kill Yeah, this is officially overpowering zombie elites. Abuse of it is too easy since it would be an excellent way to take on the big survivor groups and take the slain members far away from their bases and revive points. Plus, as someone said, other elites could just kill the weak minions and continue to move them as far from their origin point as possible. I don't know about you, but I think that the RRF is powerful enough as it is...--Volke 07:10, 12 Nov 2005 (GMT)
  • Kill - I would hate being a follower.--Milo 14:51, 12 Nov 2005 (GMT)
  • Kill As above. Free will is even more sacrosanct than anything else in a game. Slicer 21:55, 12 Nov 2005 (GMT)
  • Kill, Terrible idea that will destroy the piint of playing a game if players are forced to carry out actions against their will. I look forward to seeing this person rejected for making this idea. They should be reporting for abusing this wiki by posting this kind of dribble.--Boron 23:55, 12 Nov 2005 (GMT)
    • Re In response to the free will objections, no one is forced to do anything except change locations. Once you log in and stand up you are no longer a follower. Survivors can already chuck you out of a building if you die inside one, and that isn't considered a violation of free will.
  • Keep - One could eliminate the "Stand Up" cost altogether, since the followers are likely standing up. --Squashua 03:47, 15 Nov 2005 (GMT)
  • Kill - Well-balanced and well thought out, but thematically weak; zombies don't follow other zombies, they follow flesh. Also, probably hard to code, and maybe a server-buster. --Dickie Fux 19:37, 21 Nov 2005 (GMT)
  • Kill -- Sounds too complicate for Kevan to bother adapting. --Nov 15:37, 23 Nov 2005 (GMT)

Clock

Timestamp: 19:39, 11 Nov 2005 (GMT)
Type: Interface Enhancement
Scope: Universal Gameplay
Description: Include a time stamp at the top of the page whenever it loads. This will allow for easy comparison with the time stamps on the list of events that happened since your last turn. Most people don't have their computer clock set to GMT, and it's nice to know how long ago that guy came running through your hideout shouting "run for your lives!"

Votes

  • Keep - It would be simple to impliment and would make life just a little easier.--Jstoller 19:39, 11 Nov 2005 (GMT)
  • Keep - Also a presumably trivial code change. --Frobozz 19:47, 11 Nov 2005 (GMT)
  • Keep - Its ok, no point in not keeping it, however it seems kinda sad that there are people out there that can't calculate from GMT... --Vellin 20:51, 11 Nov 2005 (GMT)
    • Re: It has nothing to do with whether or not we CAN calculate GMT. Why make players use unnecessary math when it's so easy to simplify things?--Jstoller 21:55, 11 Nov 2005 (GMT)
      • RE: I wasn't saying its not good idea, just voicing a personal opinion. --Vellin 23:28, 11 Nov 2005 (GMT)
  • Keep - I see no reason not to. --Kulatu 23:45, 11 Nov 2005 (GMT)
  • Keep - I guess. --McArrowni 01:25, 12 Nov 2005 (GMT)
  • Keep - Let's show a little enthusiasm here, people! --SprngHlJn
  • Keep - meh, allright --Spellbinder 22:09, 14 Nov 2005 (GMT)
  • Keep - How about, instead of a timestamp, keeping track of the "local time" in the user profile? That way, all time can be displayed based on the modifier set on the user's profile? Boo, GMT. :-) --Squashua 03:50, 15 Nov 2005 (GMT)
    • RE: I thought of that as well and would love to see it implemented as well as the time stamp, but it would require more server resources. The time stamp is easy. --Jstoller 04:52, 17 Nov 2005 (GMT)
  • Keep - Simple and useful. Nice. --Dickie Fux 19:39, 21 Nov 2005 (GMT)
  • Keep -- Nice one. --Nov 15:38, 23 Nov 2005 (GMT)
  • Keep -- This or program the game to offset the times according to your system settings, like some discussion groups do. --Rolland CW 9:17, 25 Nov 2005 (GMT)

Refresh Button

Timestamp: Jstoller 19:44, 11 Nov 2005 (GMT)
Type: Interface Enhancement
Scope: Universal Gameplay
Description: Add a button to refresh the display. This would eliminate the problem of reposting form data when you hit the browser's refresh button. It adds a great deal of convenience with negligible effort.

Votes

  • Keep - Because I'd be using it right now if it was there.--Jstoller 19:44, 11 Nov 2005 (GMT)
  • Kill All you need to do is click on your profile and then back to the city. After that, you CAN refresh as much as you want. Not necessary.--Insomniac By Choice 19:47, 11 Nov 2005 (GMT)
    • Re: Yes, but why require two clicks when you only need one? Especialy when the modification is so trivial to implement. It's a small change which makes the interface more intuitive to use. When I first started playing, I wasted many AP because it wasn't clear how the whole refresh thing works. Clicking over to a completely different page to refresh my screen is not intuitive, or efficient.--Jstoller 20:34, 11 Nov 2005 (GMT)
      • Re: Two clicks for the first one, F5 for everyone after that. It's not an unreasonable hassle for players and to a point helps limit the impulse to needlessly refresh a page, using up server hits without realizing it. To summarize: it's not that difficult, but just difficult enough to discourage refresh whores. And yes, that makes total sense.--Insomniac By Choice
  • Kill Or just click in the address bar and hit enter. --Frobozz 19:49, 11 Nov 2005 (GMT)
    • Re: Again, yes, but that is not intuitive either. See my comment above. --Jstoller 20:34, 11 Nov 2005 (GMT)
  • Kill ^ does that work? I kinda doubt it...--Milo 20:06, 11 Nov 2005 (GMT)
    • It works as long as the address is for map.cgi, and you are using Firefox. --Frobozz 20:11, 11 Nov 2005 (GMT)
      • However, note that lots of actions make it something else.cgi, and it'd only take one click rather than two, so this wouldn't be completely useless. Still not really needed though.--'STER 20:35, 11 Nov 2005 (GMT)
  • Keep Well now I'll stop spending useless AP, thanks. But a Refresh would have spared having to find out here. Which by the way looks frequented by about 25 or so people. Of the thousands playing the game I'd bet most others are as naive as I was and would benifit greatly. --bbrraaiinnss 20:52, 11 Nov 2005 (GMT)
  • Keep - A "do nothing" form post such as this would be nice. --Squashua 03:52, 15 Nov 2005 (GMT)
  • Keep - Why not make the interface easier to understand? --Dickie Fux 19:42, 21 Nov 2005 (GMT)
  • Keep -- Sounds good. --Nov 15:39, 23 Nov 2005 (GMT)

Scent Death

Timestamp: 20:13, 11 Nov 2005 (GMT)~
Type: Skill
Scope: Zombie
Description: Your sense of smell has been finely honed. This skill shows you the position of the nearest group of five or more zombies.

Votes

  • Keep/Change I like the core idea, but for some reason the whole 'zombie interaction' theme seems more like a memories of life subskill. I'm assuming this is a sent subskill from the name, right? MorthBabid 21:33, 11 Nov 2005 (GMT)
  • Keep - Zombies need to be able to end up in hordes without OOC organisation. --McArrowni 01:27, 12 Nov 2005 (GMT)
  • Spam - Why not just give out xray specs if you think you can see through walls. --GodofGames 01:35, 12 Nov 2005 (GMT)
  • Keep - ^Um, zombies already can "see through walls" with scent trail.--Milo 14:29, 12 Nov 2005 (GMT)
  • Spam, Giving zombies magical abilities will never happen. This is supposed to be somewhat real and allowing them to have this ESP or whatever it is is pure junk. --Boron 23:59, 12 Nov 2005 (GMT)
  • Keep Obviously not magical or ESP to any thinking person. I think this idea has promise and can become useful, but as opposed to scent, perhaps it could be a general combination of senses that allow you to find your brethern. Like "Seek Death". Just my opinion, nothing more. :) -- Amazing 00:03, 13 Nov 2005 (GMT)
  • Spam - This would overload the server and zombies dont have built in GPS. --PooBear 19:08, 13 Nov 2005 (GMT)
  • Kill, If this works like some kind of flare, then just imagain the amount of spam that will pop up on your screen. If not, how were you suggesting it be done? or were you going to let someone ELSE do all the coding and the... well... thinking?!?! Is it really so hard? THINK, then suggest. THINK, then suggest--Spellbinder 22:13, 14 Nov 2005 (GMT)
  • Kill - I will change this to Keep if you solidify the implemenatation of your proposal and notify me. I do not know how the standard Scent tracking works, so I would not know how this would actually work. --Squashua 03:54, 15 Nov 2005 (GMT)
  • Kill - I keep writing this: zombies do not follow zombies, they follow flesh. Change to Scent Life: Locate nearest group of 5 or more survivors, within 5x5 block/building radius. --Dickie Fux 19:45, 21 Nov 2005 (GMT)

Mortician

Timestamp: 21:39, 11 Nov 2005 (GMT)
Type: Class
Scope: Survivors
Description: A scientific class to help round it out. The Mortician starts with Diagnosis as a skill, his/her experience with dead bodies allowing him to easily recognize the difference between a badly wounded survivor and a slightly wounded survivor. The Mortician starts with a Knife (same stats as Kitchen Knife) and a book. Start message may read something like: "You were one of the first to realize the severe threat that faced Malton. Working a late shift at the local hospital, you were conducting an autopsy of a corpse with mysterious bite wounds. You aren't sure how you got out alive or how it happened, but after the corpse struggled to life and lurched towards you, you grabbed your equipment and ran as fast as you could into the night." While unable to gain much experience early on, a Mortician who manages to gain access to a Hospital would become very useful thanks to his early ability to heal the wounded instead of the healthy.

Votes

  • Keep - Voting for my own. I would say keep this ONLY if First Aid is modified to grant more XP for more HP healed. Otherwise it may grow overpowered when a Mortician will gain XP faster than a Doctor when healing. --Kulatu 21:40, 11 Nov 2005 (GMT)
  • Keep - BUFF SCIENCE. I think this is worthy of consideration. I do think the flavor of the suggestion is strange but thats just me. PS: They actually do have an emergency source of XP if they cant find a hospital since all science classes can gain XP from reading books. I dont know if this was intentional but it works out well. Also, is the knife really neccesary other than as a RP device? Kevan doesn't seem to like giving classes lots of starting gear. --Zaruthustra 22:12, 11 Nov 2005 (GMT)
    • - The book was intentionally made to serve as emergency XP if a hospital was unavailable. The Knife...well, I suppose it isn't truly necessary, but it makes sense that with zombies running all over the place, he'd try to grab something. The flavour of the suggestion is odd, and if anybody has a better idea for a similar class, I'd be all ears. Also, I personally fail to see 2 items as lots of starting gear...all the classes thus far start with no more than 2 items. Just a comment. --Kulatu 23:40, 11 Nov 2005 (GMT)
  • Kill - I don't really think survivors need more classes until after zombies get some. If anything, change the doctor class to start with diagnosis, and give him a FAK and a newspaper to start. --Frobozz 22:34, 11 Nov 2005 (GMT)
  • Kill - While I think the Science path could use another class, this just isn't it. It's not very thematic, and the class doesn't have a very high chance of survival on their own. All other classes can at least defend themselves or generate a high level of XP/item finds very quickly. The Engineer class suggestion is a better example of this. MorthBabid 02:01, 12 Nov 2005 (GMT)
  • KEEP Dont vote kill because you dont think they need a class vote kill if you dont like the idea. Yhour votes dont count anyway and should be deleted by the person who amde the suggestion since your not voting kill on the idea just the fact that it exists. --GodofGames 02:21, 12 Nov 2005 (GMT)
  • Keep, great suggestion. --LibrarianBrent 05:21, 12 Nov 2005 (GMT)
  • Keep - flavorful --Milo 14:48, 12 Nov 2005 (GMT)
  • Kill i feel it is unnecessary. If you give doctor to start with diagnosis, this whole class would become a doctor clone. --AllStarZ 16:22, 12 Nov 2005 (GMT)
  • Kill Wrong answer, frobozz. you are not suppost to whine and vote just because zombies have few choices. your suppost to be voting on weather or not the IDEA has merrit, not bitch about how zombies are underpowered. As for me, Allstar nailed it. Really, this is just a doctor clone. --Spellbinder 22:16, 14 Nov 2005 (GMT)
  • Keep - Nothing wrong with this, but having had pre-exposure to many dead bodies over the years, maybe you could drop the "book" or "knife" and instead give this guy a Zombie Skill to start out with (in the event he gets killed and is able to use it). --Squashua 03:56, 15 Nov 2005 (GMT)
  • Keep - Nice, subtle variety. Change name to Medical Examiner; morticians don't perform autopsies, and Mortician would be a good name for a different class. --Dickie Fux 19:54, 21 Nov 2005 (GMT)
  • Kill -- I agree with Frobozz, survivors don't need more classes. --Nov 15:41, 23 Nov 2005 (GMT)

More Events

Timestamp: 22:41, 11 Nov 2005 (GMT)
Type: Gameplay Enhancement
Scope: Universal Gameplay
Description: Increase the events listed under "Since your last turn." For instance, include entrances and exits: "A zombie walks in the door," or "Larry climbs in over the barricade," or for those using Free Running, "Curly climbs out a second story window." Then there's things like "The door rattles for a moment," if a zombie unsuccessfully tries to enter a closed building, and "You hear crashing noises outside," if someone is attacking your barricade.

Another way to increase the tension is if there are say 6 or more characters (zombies or survivors) outside the building you're in, the location description could include something like "you hear movement outside." Likewise, if there are lots of people in the building you're standing outside of, you might be told "You hear movement in the building." They could be friends or foes, you won't know till you step inside, but it helps set the scene. After all, no group of people can be that quiet.

There are other events that are deserving of description, but this is a good start. More suggestions are welcome. I know this will require more server resources, but it greatly enhances the feel of the game and improves RP.

Votes

  • Keep - Anything that makes the game more immersive is good in my book, and this is just an extension of an existing feature. Besides, if you were actually in the city yourself, these are all things you would notice.--Jstoller 22:39, 11 Nov 2005 (GMT)
  • Kill Eeeeh. Its not a bad idea, but I think the pros are not outweighed by the server load and the potential for massive spamming. --Zaruthustra 22:46, 11 Nov 2005 (GMT)
  • Kill/Change It isn't a bad idea, but the spam would just be ridiculous. Maybe save it for exceptionally important events such as large numbers of people in buildings, gunfire while you're away, people dying in your block, barricades losing enough pieces of barricade to change the text, etc etc etc. --Kulatu 23:43, 11 Nov 2005 (GMT)
  • Kill, Sorry, but I'm going to have to agree with Zaruthustra here. Not a bad idea, it's not hard to see the potential for mass flooding. -Lucero Capell 00:07, 12 Nov 2005 (GMT)
  • Keep - Because the way this is worded, you don't have to use all of those. I'd only like the "you hear noises outside" one, and maybe some of the most important ones, unless my event page suggestion goes through. (shameless plug!). Otherwise too much stuff on the main page. --McArrowni 01:34, 12 Nov 2005 (GMT)
  • Keep/Change The listed actions were obviously just suggestions. I think the intent of this is toward more high-level events. But if you were 'sleeping'/'dazed' during it, how would you know that it still happened in the logical sense? MorthBabid 02:04, 12 Nov 2005 (GMT)
  • Keep As general a suggestion as this is, there's not much you can complain about it other than that fact. However, as others have said, it could lead to an information overload. Consider then just "Blank, blank, and blank entered since your last turn", "Blank and blank were killed", "Barricades were successfully attacked x times", etc. If you can lump all the information under one category, it might be possible, but you have to remember how much is going on in the game that would have to be kept track of. That's quite a sensory overload.--Insomniac By Choice 10:20, 12 Nov 2005 (GMT)
  • Keep - would be nice to have extra stuff to read on startup. I get so lonely until the server changes hit. :-) --Squashua 03:57, 15 Nov 2005 (GMT)
  • Kill - I'm torn because I really do think you need to know more about what actually happened when you were logged out, but this suggestion is too general for me to evaluate. I vote kill because I fear the unknown. Thorbrian 7:50, 17 Nov 2005 (GMT)
  • Keep* - Well, there is potential for spam, but if only the important messages are filtered, it's a really useful idea. By the way, do you see flares if they are used as weapon? That might be a great source of spam. Monstah 19:57, 17 Nov 2005 (GMT)
  • Kill - Not much interested in wading through 800 lines of description everytime I log on inside a mall. --Snikers 16:09, 20 Nov 2005 (GMT)
  • Keep - Just don't let the same message appear a thousand times. I especially like the "You hear a sound outside" message. --Dickie Fux 19:58, 21 Nov 2005 (GMT)
  • Keep - What Dickie Fux said. --Nov 15:43, 23 Nov 2005 (GMT)

Sight Zombies

Timestamp: 23:32, 11 Nov 2005 (GMT)
Type: Survivor ability
Scope: Survivors
Description: By peering out the windows of buildings, and listening carefully, survivors would be able to get a vague idea of how many zombies are in their immediate one-block area. However, the higher the barricade levels, the less exact this skill becomes. It could be something like 80-90% accurate with no barricades (since you could just peek out the window and see) but it would drop by, say, 10% with each level of barricading. Zombie numbers would be expressed in vague terms, such as this: [10-20 zombies outside].

Votes

  • Keep Voting for my own. This skill makes sense in-game since survivors milling around inside a building would naturally keep tabs on how large the horde outside was getting, but they wouldn't necessarily be able to see every zombie when they looked out. --Ethan Frome 23:32, 11 Nov 2005 (GMT)
  • KEEP I dont see why people cant look out windows it shouldnt have to be a skill but it needs to be done. make zombies in the area around you visible it makes sense without unbalancing the game in the survivors favor. --GodofGames 02:22, 12 Nov 2005 (GMT)
  • Keep The idea has been around for a long time, but that's a good way of executing it. There is the issue of which class it would be for (since it seems natural for Scout, but that already has free running) but I still like this. Functional and realistic.--Insomniac By Choice 10:11, 12 Nov 2005 (GMT)
  • Kill - If you want to see how many zombies are outside, go outside. It's nothing personal, it's just simpler that way. This is extra code to accomplish something that already exists. There are many more vital skills to buy with your XP. Bentley Foss 18:56, 12 Nov 2005 (GMT)
    • Re - Actually, the whole purpose of the Suggestions page IS to judge ideas. Those of us who are programmers can also point out why certain ideas are not feasible. For example, someone might suggest a "Reload your gun" button, but it'll never happen. Why? A method to do this already exists. Adding new ways to do the same old things just causes problems and is development time better spent on new features. My apologies to violating the "Only the original author can Re" rule. But seriously, somebody had to point this out. Bentley Foss 11:39, 13 Nov 2005 (GMT)
  • Kill - this skill has already been proposed and it's called Rooftop Access. --Seagull Flock 14:42, 13 Nov 2005 (GMT)
  • Kill its 2 ap. Go outside, go inside. And bentley, don't worry. He's really one M away from proving to everybody what kind of poster he really is. --Spellbinder 22:21, 14 Nov 2005 (GMT)
  • Kill I just cant see this as a skill. Either you can see outside the building or you cant, and apparently we have to spend to AP to "look outside". Please play nice. --bbrraaiinnss 22:27, 14 Nov 2005 (GMT)
  • Keep - You can't just go outside and look if you're barricaded in. Of course, the "Go to Roof" Suggestion also has merit. --Squashua 03:58, 15 Nov 2005 (GMT)
  • Kill - This should just be a part of the info given in the room description. "There may be a zombie outside." "There are a few zombies outside." "There is a horde of zombies outside." --Dickie Fux 20:04, 21 Nov 2005 (GMT)
  • Keep -- I like this one, especially since it has a built in error which is realistic. --Nov 15:44, 23 Nov 2005 (GMT)

Cannibalize

Timestamp: 23:54, 11 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Requires the Digestion skill. A zombie may use cannibalize on a dead body to regain 5 HP, assuming that body has not already been devoured today by another zombie or yourself. This only costs 1 AP and does not affect the corpse's ability to stand up in any way.

Votes

  • Kill, Sorry, but bodies are too easy to come across. --Lucero Capell 00:15, 12 Nov 2005 (GMT)
  • Kill Interesting, but it might need a high chance of failure to work due to the above point...but if that was the case most zombies would (and do) just feed on fellow zombies if they're that desperate for HP. This is a case where the theme is cool, but the execution in the game wouldn't quite work. :( MorthBabid 00:28, 12 Nov 2005 (GMT)
  • Kill - I agree with the above. Bentley Foss 19:00, 12 Nov 2005 (GMT)
  • Kill - Stupid idea! Why not try thinking about your idea instead of posting this repugnant trash on the wiki. Zombies feeding off another dead zombie would mean their eating dead issue and somehow getting nutrition from it why dont they just eat eachother to begin with afterall they are stupid. GodofGames 22:46, 12 Nov 2005 (GMT)
  • Kill Turning every dead body into a FAK is a bit absurd. Maybe if it only gave back 2 health or had a %chance of failure it'd be ok. --Zark the Damned 16:10, 14 Nov 2005 (GMT)
  • Kill Im suprised people even post suggestions anymore. I'm too afraid Godof will think I'm stupid! --bbrraaiinnss 22:34, 14 Nov 2005 (GMT)
  • Kill - First off, enough with this obnoxious banter in the voting arena. Second, I'm not voting Keep not because I agree with you all, but I would recommend the bonus be lowered; 1 AP spent eating should equal a 50% chance of gaining 1 HP back. That would make this suggestion more balanced and in-line with the "APs spent searching for a First Aid Kit, XP spent on Diagnosis to figure out who's hurt, AP spent finding someone who's hurt, and XP gained for healing said person" that the Survivors have to go through. Plus, the only way for a Zombie to heal itself is to die and come back, which costs 1-10 AP plus potential massive XP loss for a headshot. --Squashua 04:00, 15 Nov 2005 (GMT)
  • Kill - I don't think it's necessary. It's easier to stand up again. I also don't think zombies eat dead bodies. --Dickie Fux 20:06, 21 Nov 2005 (GMT)
  • Kill -- what everyone else said. --Nov 15:45, 23 Nov 2005 (GMT)