Suggestions/13th-Dec-2006

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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.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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Antique muskets/Museum change

Suggestion moved to the talk page as it was edited after voting began.--Gage 04:19, 13 December 2006 (UTC)


Auditorium Effect

Timestamp: MrAushvitz Canadianflag-sm.jpg 04:07, 13 December 2006 (UTC)
Type: Building Feature ~ Addition
Scope: Some buildings speaking is heard by up to 75 people!
Description: Auditorium Rules

Hardly relevant or even needed, but it makes some buildings interesting defense-wise and RP-wise.

In the following buildings spoken messages are received by up to 75 listeners: Church, Cathedral, Arena, Cinema, Museum, Library

  • Yes, instead of heard by 50 people, these buildings it's up to 75 people can heard what is said (by a human OR a zombie!) "And over here we have a rare dinosaur skeleton.."

Why?

Ahhh... well you say "I'm infected" chances are everyone in the overpacked safehouse hears you. Or if you just got zombified you say "Mrh?" and manybe someone revived you before you get blown to bits.. and of course churches and cathedrals now you can really, really preach!

The rationale for this added building feature is, well, better acoustics! (For libraries, well actually they have good acoustics too.. but they don't want better acoustics but it just works out that way "Shhhh...")

These are generally not good resource buildings, so what the hell?

Keep Votes

  1. Author Keep - I was going to include schools, but some schools suck for acoustics, even in their gym or auditorium.. kids make up for it by yelling louder. MrAushvitz Canadianflag-sm.jpg 04:07, 13 December 2006 (UTC)
  2. Keep The speech limit is incredibly inconvenient. I know it's needed to prevent horrible lag but a few minor exceptions would be nice. --Jon Pyre 04:45, 13 December 2006 (UTC)
  3. Looks okay. Glad you didn't include malls, heh.--Pesatyel 05:06, 13 December 2006 (UTC)
  4. Sounds good to me. Of course, those buildings are rare to be more than fifty. Most hang out in-around malls and other resources. -Mark 05:32, 13 December 2006 (UTC)
  5. Keep - Seems fine to me. Although this might have little use.--Mr yawn Scotland flag.JPG 06:22, 13 December 2006 (UTC)
  6. Keep - Nutritious, delicious, tastes just like flavor.--J Muller 06:55, 13 December 2006 (UTC)
  7. Keep - Nice flavor, low powered change... nice. Cinemas, libraries and museums are often used as safehouses. (But... shhh... don't tell the zombies!)--Nosimplehiway 13:13, 13 December 2006 (UTC)
  8. Keep - As Jon Pyre. --IrradiatedCorpse 15:31, 13 December 2006 (UTC)
  9. keep If equipment restrictions got eliminated, I'd like to have this one in peer reviewed in anticipation of that day. Asheets 17:46, 13 December 2006 (UTC)
  10. Keep - I agree with Funt. Make a special skill for it. --Wikidead 05:49, 14 December 2006 (UTC)
  11. Keep - Suggestion guidelines state that server load or programming complexity are not good kill reasons because those issues are up to Kevan. The suggestions page is supposed to be about what we think would be good in the game, not about whether or not it can actually be done. That said, this is a great idea with no actual drawbacks other than the one mentioned. --Reaper with no name TJ! 19:27, 22 December 2006 (UTC)
  12. Keep - As Jon Pyre Arainach 06:59, 26 December 2006 (UTC)

Kill Votes

  1. Kill - What, without any special skill or item? Pah, I say - PAH! --Funt Solo Scotland flag.JPG 09:21, 13 December 2006 (UTC)
  2. Kill - Mabye if this were a skill, called something like "Acting techniques"? --Joe O'Wood TALKCONTRIBSUD 22:09, 13 December 2006 (UTC)
  3. I'd prefer a skill -- there are already some in PR. --ExplodingFerret 00:29, 14 December 2006 (UTC)
  4. Kill - Not needed. It makes sense, and probably wouldn't overload the servers, but there are at least a dozen other suggestions I'd rather see first. (Like chainsaws!) --Uncle Bill 01:21, 14 December 2006 (UTC)
  5. Kill - As noted below by Marie, 50 was set as a limit to cope with the amount of work the server can handle. I vote kill and not spam, because it doesn't fit the guidelines of being a spam vote. --Zombie slay3r 09:05, 14 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - The reason the talk to 50 people rule was added because the server couldn't cope with everyone hearing everything in big buildings. If the servers could now cope don't you think Kevan would take the rule away? --MarieThe Grove 16:04, 13 December 2006 (UTC)
  2. Spamtastic - While I like this suggestion's flavour, I say "no thank you". There are suggestions in the same vein as this one in Peer Reviewed which do not open the way to the server becoming overloaded. –Xoid MTFU! 18:12, 13 December 2006 (UTC)

Hunting Skill

Timestamp: Jon Pyre 05:18, 13 December 2006 (UTC)
Type: Skill
Scope: Survivors
Description: Hunting would be a skill used by those facing enemies they witness killing anyone or destroying equipment. Part of a hunter's required abilities is to be able to tell how tired their quarry is. It can mean the difference between someone easily running away or attacking you, and being able to corner them when they're weary.

The zombie hunter skill Hunting (working title for now) would give you an estimate of how much AP a person has at the time they commit a violent act. 21+ AP would give no message. If someone has 11-20 AP remaining they are marked as "tired". 6-10 AP would mark them as fatigued. 0-5AP would show up as exhausted.

This skill would have two purposes. First it'd let you know how dangerous a zombie that just attacked you or someone else is. This wouldn't provide a tactical bonus really since you can't select the zombie with the most AP to attack. Maybe you might be willing to sleep in a safehouse if the only zombie inside had just 1AP but that's about it.

The other purpose is to determine whether it's even worth searching for a PKer/GKer. If the person that just killed your bud or smashed your genny had five or fewer AP, sure it's worth looking. 10AP...maybe it'd be worth looking. You might have a 50/50 chance of finding them if not actually having enough AP left to attack. If they could have moved up to 20 spaces away it's probably not worth looking. More than 20 certainly not.

So it doesn't actually make hunting PKers easier. It doesn't tell you where they are or which way they went. It just lets you know how large your search area could be, and let's you determine whether it's too big to even make the attempt. This skill should be useful both to determine the threat from a zombie and the maximum possible distance a PKer has gone.

  • Clarification: This only shows up when you witness a violent action. You might see "A zombie killed Fred (tired)" or "Bill destroyed the generator (tired). It doesn't show up next to people's names like diagnosis does. It's only coupled with violent actions.

Keep Votes

  1. Keep Doesn't help you fight better, doesn't help you find someone better, just lets you know whether it's worth even trying. --Jon Pyre 05:28, 13 December 2006 (UTC)
  2. I'll need to give it some thought overnight, but it sounds promising. --ExplodingFerret 05:56, 13 December 2006 (UTC)
  3. Keep - Excellent. And as for Gage... well, here comes the asshole bus, look who's driving today.--J Muller 06:52, 13 December 2006 (UTC)
  4. Keep - Gage, "You are voting on Suggestions, not Users"(Voting section). Also, I'm reaching the stage where I vote against you on principle. P.s. I like this idea--Gene Splicer 09:56, 13 December 2006 (UTC)
  5. Keep - holy zombie Jebus, guys, it's in the FAQ: "Spam is not a Strong Kill." Stop trying to use it as such. This is good - I can see some tweaks, but a good overall idea. --RSquared 15:10, 13 December 2006 (UTC)
  6. Keep - Maybe not a zombie hunter skill but I like the idea of it :) --MarieThe Grove 16:05, 13 December 2006 (UTC)
    • Re I suppose it'd work as a simple military skill. But consider that it is directly useful when judging the threat posed by the zombie that just ate your friend it seemed appropriate. Plus it seems silly to have an entirely seperate category of skills with just one skill in it. --Jon Pyre 16:32, 13 December 2006 (UTC)
  7. Why Not? Waluigi Freak 99 18:17, 14 December 2006 (UTC)
  8. Keep Anything that reduces the 'super invisible ninja stealthy assasin' effect is good in my book. You want to be a ninja assasin? Then sweat a bit about it.Bluetigers 04:08, 25 December 2006 (UTC)

Kill Votes

  1. Kill - Invasion of privacy and a bit unbalancing. You also didn't specify enough details, such as the event someone has negative AP, what categories this skill falls under, whether you can do this to dead bodies in your contacts list, etc... --Wikidead 06:08, 13 December 2006 (UTC)
    • Re This would show up only on violent actions. So you might see "Bill destroyed the generator (tired)." It wouldn't tell you anything about someone if you just saw them, making the contact list and whether they're alive or dead irrelevant. And negative AP would also be exhausted. --Jon Pyre 06:24, 13 December 2006 (UTC)
      • Re: I'm still not convinced. Does it give the person's current AP value or at the time of the crime? Also, in response your comment to Nosimplehiway, negative AP is still possible, but I guess that would be irrelevant now, huh? --Wikidead 23:34, 13 December 2006 (UTC)
  2. Kill - It still needs work, like the negative AP thing. Also, would it work for someone who was a survivor at the time of the violent event, but a zombie now? Quite a real possibility if there is a PKer in the safehouse. That said, this is NOT spam, and deserves to be voted on by some folks who do not check the urban dead wiki every hour on the hour. It is not, near as I can tell a significant duplicate. It is not hugely unbalancing or hugely stupid. Just because Gage and Jon are having some kind of weird little spat does not make this spam. If this one winds up in spam, well, the system is broke.--Nosimplehiway 13:29, 13 December 2006 (UTC)
    • Re Wait a second, I just realized...Negative AP would never be an issue. This only shows how much AP someone had when they killed someone or destroyed someone. Since attacking is a 1AP action they'd never have less than 0AP! So negative AP wouldn't ever need to be shown with this. --Jon Pyre 16:20, 13 December 2006 (UTC)
  3. kill I think not knowing the AP the other guy has is the chance you have to take if you try to take retribution or not. Plus, the bad guy can always hunt you down later. Asheets 19:10, 13 December 2006 (UTC)
  4. I just don't like it. BBM 22:01, 13 December 2006 (UTC)
  5. Kill - I like it, but not how extensive and specific the levels are. I would prefer only the 'exhausted' teir. --IrradiatedCorpse 01:26, 14 December 2006 (UTC)
  6. Kill - I just don't see this as being very helpful. I also don't view this as being a zombie hunter skill either; it isn't totally ridiculous so I have to go with kill. --Zombie slay3r 09:14, 14 December 2006 (UTC)
  7. Kill - Knowing how much AP someone has is bad, even if it was only when they attacked you. --Reaper with no name TJ! 19:33, 22 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - Jesus Christ Pyre. Get off it. This suggestion is stupid. Why the fuck is it a "zombie hunter" skill? This skill is for PKers. Here comes the clue bus Pyre, last stop is you.--Gage 06:18, 13 December 2006 (UTC)
    • Re It's useful both against zombies and enemy survivors. I think I detail why. And why would a zombie hunter have skills against enemy survivors? Cause they're just badasses in general, that's why. --Jesus Christ Pyre 06:28, 13 December 2006 (UTC)
  2. Spam - As Gage--Mr yawn Scotland flag.JPG 06:25, 13 December 2006 (UTC)
  3. Spoon - Because Gage is the mayor of my pants--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 08:06, 13 December 2006 (UTC)
  4. People Radar - You could mathematically guarantee that you'd find your attacker with this skill, or not. It's way too powerful and doesn't really make sense. "I was stabbed in my sleep - but I had a dream that the attacker looked tired enough to only have 10AP, an abstract concept that also came to me in my dream." --Funt Solo Scotland flag.JPG 09:24, 13 December 2006 (UTC)
    [discussion moved to discussion page --Funt Solo Scotland flag.JPG 09:08, 14 December 2006 (UTC)]
  5. Spam - Again with the whining. I hereby dub thee Sir Jon Pyre of the Broken Record. --Grim s-Mod U! 14:20, 13 December 2006 (UTC)
    • Re Grim, I'm just submitting something to address an unbalanced aspect of the game. I remember back when you kept saying that zombies were underpowered. I didn't call you a broken record. I respected your opinion (which I more or less agreed with then) and voted keep or kill on your suggestions without accusing you of whining which many other users did. If anybody is being a broken record I'd say it's my spam voters who have no justification beyond "Whining" or "I like PKing". I at least try to change to address people's comments. People complained that tracking made no logical sense. This does. I'm not going to stop making these suggestions and maybe if you pointed out what you disliked with the suggestion rather than the suggestor I could eventually develop something agreeable to everyone.--Jon Pyre 16:08, 13 December 2006 (UTC)
      • Re - The overwhelming majority of my suggestions are in peer reviewed. Comparing my suggestions to address the then blatant imbalance between zombies and humans to your quite unneccessary PK greif skills is completely invalid. In any case, the notification of everyone in the area when a person kills someone or breaks something is more than enough to compensate for any percieved problems in PKing, because if anyone in the building actually gave a shit, instead of sitting on their arse doing nothing, you would have upwards of 50 people looking for and shooting the person dead. The "problem" is not imbalance, but survivor apathy. If skills are introduced which make hunting more easy, more and more people will do it, and it will end in a survivor on survivor bloodbath, as person X kills person Y then runs to building Z where person A finds him and shoots him, alerting the occupants of building Z to the killing by person A, who then track down and kill person A in building B alerting their occupants. Soon it all snowballs. This kind of thing wont stop or balance PKing, it will allow it to snowball out of control by getting more and more people involved in it. --Grim s-Mod U! 00:03, 14 December 2006 (UTC)
  6. If anything is whining, it's "I don't like PKing" or "OMG, my suggestion sucks, yet people are voting SPAM! What were they thinking?!". This one can die in a fire. –Xoid MTFU! 17:17, 13 December 2006 (UTC)
    • dupe I think this replicates stuff already in the game. As a human, I can already see how many HP various folks have, and as a zed I can see if humans are infected or draggable. Asheets 17:49, 13 December 2006 (UTC) Jon let me know that I misread the suggestion. Asheets 19:10, 13 December 2006 (UTC)
    • Re This doesn't show HP. It presents an estimate of AP. --Jon Pyre 18:10, 13 December 2006 (UTC)
  7. Spam -- Blast it! What is it with you and PK hating? It doesn't make any sense anyway, how do you tell that a zombie is tired? They generally just shamble towards you anyway. You can't tell if a survivor who just commited an offensive act is tired as they are running off adrenaline and would seem all hyped up. So no, and I am fed up with anti-PK skills that don't make any sense, and before you argue that I am just whining because I like PKing: I dont have a PK character and the reason I am tired of this is that it is an extension of your tracker skill that was also unrealistic. -- Whitehouse 19:04, 13 December 2006 (UTC)
    • Re I suppose the zombie isn't moving as much, or moving more slowly. And while it might be difficult to tell if someone is tired that's why this requires a skill. It's just a matter of being able to read people. --Jon Pyre 19:31, 13 December 2006 (UTC)

Pistol Whip

Spaminated with 8/10 Spam votes.--Gage 18:36, 13 December 2006 (UTC)


Antique musket/museum change/new skill/flavor

Mod Spaminated.--Gage 18:36, 13 December 2006 (UTC)


Broadcast Block

Timestamp: Conndrakamod TDHPD CFT 17:23, 13 December 2006 (UTC)
Type: Game Mechanic Tweak
Scope: Effectivly Humans
Description: Although the change to be able to ignore individuals on your contact list is great there are at least two individuals whom are using Alts to get around the "Ignore this Contact" tab. Therefore I suggest that a measure to block any given broadcaster that is using a radio in an assinine fashion. Although I would love to have profiles included in the broadcast (in some fashion) I would simply be happy with a "Block this User" Button so that the griefing tripe could simply be ignored. The Suggestion is for Kevan to implement whichever of the two options is easier to code and implement.

Keep Votes

  1. Author Vote- Lets get rid of the opportunity for griefers to circumvent the new system for ignoring BS filled players. Conndrakamod TDHPD CFT 17:23, 13 December 2006 (UTC)
  2. Keep Hmmm...in addition to block also have "block IP address"? Sounds good. --Jon Pyre 17:34, 13 December 2006 (UTC)
  3. Keep Could be useful. --The Surgeon General 23:30, 13 December 2006 (UTC)

Kill Votes

  1. WTFCENTAURS - Well, not quite that bad, but not far from it. This has the potential to nerf anonymity, period. For something that is oft-touted as a MMORPG, that is counter-productive. –Xoid MTFU! 18:14, 13 December 2006 (UTC)
    RE If the crap had stayed in charachter I wouldn't have been making this suggestion...But dude has gone on to my private LJ and is relating information that neither has impact or significance in-game. Conndrakamod TDHPD CFT 19:15, 13 December 2006 (UTC)
  2. Kill - As Xoid has already mentioned, nerfs anonymity. And the Jon Pyre's "block IP address," I was thinking that to block IP wouldn't be so bad, but then I realized that would nerf anonymity even more. Sorry, Conndraka, but live with the spam; maybe a feature will be implemented that blocks all radio messages except specified allies. --Wikidead 23:48, 13 December 2006 (UTC)
  3. Kill - The idea behind this suggestion makes sense, but I think it counteractive (or is it counterintuitive?) to the anonymity that the radio brodcassts are supposed to have. The suggestion isn't totally insane, so I'll vote kill. Additionally, I fixed some spelling errors in the description. Sorry, I couldn't help myself. --Zombie slay3r 09:24, 14 December 2006 (UTC)

Spam/Dupe Votes

  1. Two People are annoying you on the radio, then? --Funt Solo Scotland flag.JPG 18:35, 13 December 2006 (UTC)
    Re its more than anoying. Dude is broadcasting real world crap, making light of my wife leaving me et al. Conndrakamod TDHPD CFT 19:15, 13 December 2006 (UTC)
    Re - It doesn't sound like an issue that can be solved with alterations to a game. I know it's easy for me to say, but I would try my best to either ignore them or to avoid them. They're clearly not worth any more of your time and effort than you've already spent on them. --Funt Solo Scotland flag.JPG 20:04, 13 December 2006 (UTC)
  2. Spam - Have you considered just scrolling past what they say?--Mr yawn Scotland flag.JPG 19:02, 13 December 2006 (UTC)
    RE Yea But some of the crap being spouted goes way beyond the usual radiogaga. Conndrakamod TDHPD CFT 19:15, 13 December 2006 (UTC)
  3. Spam - you would have to be able to see the blocks to unblock them if you made a mistake, no? That nerfs radio anonymity. IP addresses Jon? Fuck no.--Gage 19:05, 13 December 2006 (UTC)
    an Unblock all broadcasters would solve that issue.-- Conndrakamod TDHPD CFT 19:15, 13 December 2006 (UTC)
  4. Spam - How would this help? If some guys going round blabbing about your personal life a. he must be a very sad person and b. you blocking it and not reading it isn't going to stop him broadcasting it out- you just can't see it. And suggesting banning people from communication isn't the answer... --MarieThe Grove 20:15, 13 December 2006 (UTC)
  5. Spam - Deal with it. You blocking it will not stop them from broadcasting.--J Muller 00:02, 14 December 2006 (UTC)
  6. If they came and attacked you, would you come make a suggestion so that you be able to choose to be invulnerable to them? So why must something in the game be changed just because they annoy you with words, not bullets? an if they're using alts, ignore both alts for christ sake, or avoid radios, or move to another suburb, or use a browser addon that blocks radio traffic completely, or anything that doesn't mean I have to bother voting on these asinine suggestions. --ExplodingFerret 00:35, 14 December 2006 (UTC)

Memorize Scent

Timestamp: Swiers 19:09, 13 December 2006 (UTC)
Type: Skill
Scope: Zombies
Description: Memorize Scent would be a new zombie skill that would have Scent Trail as a pre-requisite.

Memorize Scent would be a new type of zombie "attack", costing 1AP to use, with a 100% chance of success but doing no damage. It would be selected in a manner similar to Feeding Drag or any other attack, and would only work against targets that the zombie had established a grip on via a claw attack with Tangling Grasp. The target of the Memorize Scent attack would (of course) receive notice of the attack, something along the lines of "A zombie attacker clutches at your clothing, inhales deeply, and lets out a snarl of rage; the creature has memorized your scent!"

The next time the zombie player who used Memorize Scent logged on (i.e. after the zombie was logged off to recover AP's or whatever, then logged back in) s/he would receive a notice about the Memorize Scented target's location, just if the target of the Memorize Scent had attacked the zombie while the zombie player was logged off. Only one target at a time could be so affected by any single zombie; if the Zombie used a Memorize Scent attack on another character, they would receive notice about that character, and not about the first.

If the zombie was killed, it would receive no notice about the target of Memorize Scent (or any other Scent Trails) when they next logged in- the “tracking” ability works just as the current Scent Trail, with all the same limitations. Likewise, the user would only ever receive one report as to the target's location- just as with normal Scent Trail effect, they could not track them multiple times by logging out and then logging back on. Also, use of Memorize Scent would block gathering any information with Scent Trail in the normal way; if the zombie had a scent memorized, they would not recive reports on the locations of survivors that attack or scan them while they are logged out.

(I'm not sure what happens if the target of Scent Trail is killed, but this would also remain the same for Memorize Scent, so it may well be the Memorize Scent attack is wasted if the target gets killed before you get a report about the targets location. Also, I don't think Scent Trail normally works for tracking zombies, and the skill doesn't seem worth it for inanimate objects, so using a "scent trail" attack on those things would result in a "no can do" sort of message. Any new effects for "scent trail" are more complex to implement than I'd want to work up a suggestion for- this is intended solely to make the current "scent trail" a bit more actively useful.)

Italicized text added as editorials per comments- they do seem improvements. --Swiers 21:47, 13 December 2006 (UTC)

Keep Votes

  1. Keep - I ran this one past the Resensitized board without any objections, so I don't feel bad about making an author's "keep" vote on the basis that people would try to use it in real time combat, but it wouldn't have any broader effect on balance. --Swiers 19:29, 13 December 2006 (UTC)
  2. Keep - I like it.--Gage 20:07, 13 December 2006 (UTC)
  3. Keep... reluctantly. It is a fun idea, increasing survivor fear in the game knowing that one particular zombie is looking for you. The reluctant part comes in with it being a 100% effective attack. All attacks should have a chance of failure, and yes, this is an attack.--Nosimplehiway 20:53, 13 December 2006 (UTC)
    Re How about if it could ONLY be used after you'd grabbed the victim, per "tangling grasp"? That would eliminate the "sure thing" of memorizing a scent with your last AP, and make it a bit more in-line with Feeding Drag, in that both "hit" 100%, but would have certain pre-requisites. It also gives the target a chance to run away after being grabbed, but before getting tracked. (I liked this notion enough, I went ahead and added it.) --Swiers 21:42, 13 December 2006 (UTC)
  4. I like the idea of a zombie stalking his selected prey. -- BzAli 21:56, 13 December 2006 (UTC)
  5. Keep - I like it too. --IrradiatedCorpse 23:24, 13 December 2006 (UTC)
  6. Keep - Very neat idea. --Zap 16:28, 14 December 2006 (UTC)

Kill Votes

  1. Kill -- Not because this isn't a well designed skill; Indeed, its quite interesting. But killed in terms of flavor. Classically? Zombies don't have vendettas or really care about who they feed upon; It's all just human meat! This skill seems to break that flavor, and could be potentially abused en mass. --MorthBabid 19:26, 13 December 2006 (UTC)
    Re - How could it be "abused en mass"? I think such a claim requires justification, given that I've included specific effects to prevent massive usage. As to flavor, I think of it as the zombies following their food as it runs away after the zombie makes an attack. Not all attacks result in kills, but currently Scent Trail helps not a bit with those. Instead it is ONLY usable to stage a "vendetta" on people who mess with a logged out zombie, and NOT for following people who the zombie has chosen to eat. Which goes more against the "flavor?" --Swiers 19:37, 13 December 2006 (UTC)
  2. kill This seems to be similar in mechanics to knowing if someone on your contact list is within a couple of blocks of you. I'm not sure I like that. Asheets 21:36, 13 December 2006 (UTC)
  3. Kill Seems a bit unfair to attack someone and know where their safehouse is when you log in two days later. --Jon Pyre 21:42, 13 December 2006 (UTC)
  4. Kill - I like it, but it feels a bit... unholy... --Wikidead 23:37, 13 December 2006 (UTC)
  5. This isn't implementable. Firstly, the game can't reasonably tell if you've logged in. You just hit map.cgi with the right credentials in your cookies. If you're logged out and you hit map.cgi, you get a login dialog, and if you fill that in; the next page can't with any ease or security work out that you're logging in. If you use the proper login page, it *might* be able to look at the HTTP-referer, but that's abusable and rubbish. For the same reason (but affecting your suggestion in a different way), some people never actually logout or login, like me. I just visit map.cgi and everything works. However, there's one obvious way I can think of in which you can Change this suggestion: once a scent is acquired, a button appears (called 'Track' or something). You can use it once and it disappears (likewise if you die, or they die, or whatever other circumstances you want, it disappears or fails to work). --ExplodingFerret 00:42, 14 December 2006 (UTC)
    Re I don't understand the tech lingo, but I do play a zombie character, and I do get Scent Trail messages. Is it really that hard to just replace all the normal scent trail messages with messages about the target of Memorize Scent instead? [Though having to use the "track" button to activate the scent trail might not be a bad option- it would reduce server load (and message spam) and clicking it could cost an AP, which would make tracking a moving target much harder.] --Swiers 02:14, 14 December 2006 (UTC)
  6. Kill - It is sort of a good idea, but I think that it gives too much power to the zombies. The suggestion isn't out of control, so I'll go w/ kill. --Zombie slay3r 09:36, 14 December 2006 (UTC)
  7. Could use a bit of work. It should be LESS powerful than Scent Trail.--Pesatyel 04:59, 15 December 2006 (UTC)
    • Re Scent Trail is a pre-requisite skill for this. Why would buying a second skill result in a WEAKER effect? Anyhow, Scent Trail allows tracking multiple survivors; this only allows one. Seems less powerful to me, don't honestly see how it can be any weaker and actually still ever function. --Swiers 00:28, 16 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - This is will go unused for them ost part as zombies usually die every night (noth of my currently zombified characters do), it is also pointless to follow these trails, as the survivor could be miles away behind barricades you'd never bring down surrounded by other survivors.--Mr yawn Scotland flag.JPG 19:48, 13 December 2006 (UTC)
    Re - If its just "mostly unused", couldn't you vote keep? LOTS of skills are "mostly unused". Anyhow, it seems you are saying "Scent Trail" is useless, as none of those complaints are specific to "Memorize Scent", they all stem from the mechanics of "Scent Trail". If true, then it would seem the best move is to improve "Scent Trail"- which this helps to do. But I would disagree- my CRF zombie gets a scent trail report about every third day, and when he does it is ALWAYS useful, at least as metagame info. Also, the survivors usually only go a few blocks, and Scent Trail has a max range of 10 blocks anyhow- they can't be "miles away". If you do find them surrounded by heavy barricades and other survivors- let your buddies know, thats what groups and groans are for! --Swiers 19:59, 13 December 2006 (UTC)
  2. Spam - the Resensitized board, eh? Well, that's a glowing brand of endorsement. Or completely meaningless. That aside - wrong flavour: Not really in the mood for brains just now, I'll just sniff this one for later. --Funt Solo Scotland flag.JPG 20:09, 13 December 2006 (UTC)
    Re You could also characterize "Feeding Drag" as "this one's hurt already, I'll toss them aside." For any skill to have flavor, the player needs to role play it, and this is very easy to role play. --Swiers
    Re - Feeding Drag is I'll drag you out of your hidey hole and eat ya. Tell you what, balance this with tracker bullets for survivors, and you've got yourself a keep. Or how about, if you're focussed on one survivor, you don't get to use Scent Trail on any other survivor that has contact with you. Or there's a chance of failure. Something, anything, to make this not what it is - an uber zombie buff. --Funt Solo Scotland flag.JPG 21:00, 13 December 2006 (UTC)
    Re - I can't balance it with tracer bullets; linked suggestions are not allowed. As it stands, you can only use Memorize Scent on one target, but I don't see any problem with use of Memorize Scent also preventing the zombie from getting other use from Scent Trail. Would that net a "keep"? Anyhow, given how rarely it would grant new info, I'm not seeing any "uber buff". (This seemed a reasonable limit on a zombies brain power, so I added the effect.) --Swiers 21:34, 13 December 2006 (UTC)
    Re - Linking to other suggestions isn't allowed - making linked (ie a suggestion for two skills at once) is allowed. Double re-ing isn't, because that's what the discussion page is for. --Funt Solo Scotland flag.JPG 22:20, 13 December 2006 (UTC)
    probably illegal RE: when was the last time anyone dragged someone outside and then finished them off? It doesn't happen people do it to annoy survivors and 'feed' noob zeds! that said it still doesn't work for me and is SPAM in its current form! --Honestmistake 01:14, 14 December 2006 (UTC)
    If you know the rules, follow them--Gage 06:57, 14 December 2006 (UTC)
  3. Spam - You're not following me home... --MarieThe Grove 20:17, 13 December 2006 (UTC)
    Re Scent Trail already lets me follow you home. Chances are if I'm able to attack you (which the skill would require) I'm already IN your home... And no, its not any more "permenant" than Scent Trail. As I wrote quite clearly in the suggestion, it just allows the use of scent trail in a new circumstance (against a survivor the zombie attacks, vs the other way around); all the current limits for scent trail would apply. --Swiers 21:34, 13 December 2006 (UTC)
    But scent trail runs out in 5 blocks or whatever this si more permanant. --MarieThe Grove 16:06, 14 December 2006 (UTC)
  4. Spam - As Funt.--J Muller 00:00, 14 December 2006 (UTC)
    Spam -I'm confused and I honestly don't see how this is DIFFERENT from Scent Trail.--Pesatyel 04:26, 14 December 2006 (UTC)
    • Re Scent trail currently lets zombies track survivors who attack (or otherwise contact) the zombie, and that's it- the SURVIVOR must initiate the contact. This would upgrade it to allow zombies to track a single survivor that the zombie had chosen to attack- IE, the ZOMBIE could initiate the contact. The difference is minor, but signifigant in that it makes Scent Trail pro-actively useful, rather than simply a defense mechanism. --Swiers 18:40, 14 December 2006 (UTC)
    See how EASILY you were able to sum up the ENTIRE suggestion in an RE?--Pesatyel 04:59, 15 December 2006 (UTC)

Scoped Pistol

Timestamp: Kanadian 22:36, 13 December 2006 (UTC)
Type: New Firearm.
Scope: Survivors.
Description: Essentially, a pistol which trades some firepower for increased aimming ability.
  • Damage: 4 points (3 vs Flak Jacket*) See related skills.
  • Base accuracy: 15%
  • Capacity: 6 rounds from Pistol Clip
  • Location: Mall Gun store (1%), Armory (2%)

Related skills: Identical to normal pistol, but has a unique skill availbile in the military tree after Advanced Pistol training.

  • Marksman: When using a scoped pistol, a survivor can accurately target exposed parts of the body, bypassing the damage reduction of Flak Jackets. (This would make the scoped Pistol superior to the normal one in taking down armored targets. It’s a bit harder to find and an extra 75-150 EXP to use the feature, so why not?)

A slightly weaker alternative to the Pistol for those who just can’t stand missing their targets with their hard-found ammo. The basic Pistol should still outdamage it on average against unarmored targets. A small drop-down menu on the Pistol Clips in your inventory could be added to choose which type of Pistol to load.

Keep Votes

  1. Keep - I think its a reasonable enough idea. Not game-breaking, but it could come in handy. --Kanadian 22:39, 13 December 2006 (UTC)
  2. Keep - Well, I like it. I'd like to see other changes first, but this will generally improve game play and flavor.--I am 00:14, 18 December 2006 (UTC)

Kill Votes

  1. Kill - I may be wrong, but it looks like the effect is just to (slightly) nerf flak jackets. Which IMO, the game does NOT need. None of my survivors use guns, but they seem very popular already, so why would we need better ones? --Swiers 23:10, 13 December 2006 (UTC)
  2. Kill - Personally, I wouldn't want a "scoped pistol." It adds unneeded complexity to the game. --Wikidead 23:40, 13 December 2006 (UTC)
  3. Kill - So at the highest skill level, this has the same damage as a Pistol against people with Flak Jackets, but for more accuracy? This sounds more like a PKer's wet dream than anything else.--J Muller 23:59, 13 December 2006 (UTC)
  4. Kill- How is this necessary? And how would scoping a pistol decrease it's firepower?--Grigori 00:31, 14 December 2006 (UTC)
  5. Kill- Another gun? Meh. If you are going to bother to add a new weapon make it a truly new weapon with added flavor.--Nosimplehiway 04:10, 14 December 2006 (UTC)
  6. Kill - I really like the idea of a scoped pistol to add accuracy but lower damage, but I think this would work better if the scope was its own item that you could use to attach to the pistol. You would have to find the scope first and then attach it to a pistol to reap its benefits. It would be easier to manage than a new weapon and skill. --Zombie slay3r 09:42, 14 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - Overpowered in unskilled hands. This type of pistol is more than twice as effective in average damage per shot as the regular pistol before firearm skills are applied. --IrradiatedCorpse 23:05, 13 December 2006 (UTC)
  2. Spam - Erm, no. I paid for advanced pistol training, thank yew. --Joe O'Wood TALKCONTRIBSUD 00:02, 14 December 2006 (UTC)
  3. Spam - Ditto. --Pollux 00:35, 14 December 2006 (UTC)
  4. Overpowered in completely unskilled hands, overpowered in completely skilled hands, makes the flak jacket more complicated, too similar to existing weapons, better new weapons exist in PR, etc. And saying "oh, but it's rare, so that's OK" doesn't cut it... if you put it somewhere where people already search, they're *going* to pick it up, and they're *going* to use it, and since it uses the pistol ammo, they're going to use it against *all* FJ'ed targets. --ExplodingFerret 00:48, 14 December 2006 (UTC)
  5. Spam -So, basically, it is just like a regular pistol with 75% to hit (instead of 65%) and 1 less damage? And the Flak Jacket would NOT reduce the damage to "3". The reason the flak jacket reduces damage is because the bullets are going THROUGH it. If anything, the "skill" would do MORE damage since your ignoring the jacket and going for a more vital target (and don't expect THAT to pass...).--Pesatyel 04:34, 14 December 2006 (UTC)
  6. Spam - As others.--Mr yawn Scotland flag.JPG 08:41, 14 December 2006 (UTC)
  7. Spam - It makes PKing too easy. I like the challenge. - CthulhuFhtagn 00:28, 15 December 2006 (UTC)