Suggestions/14th-Apr-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.
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Power Search

Timestamp: 00:10, 14 April 2006 (BST)
Type: improvement
Scope: Searching
Description: About
You search multiple times by pressing one button.

Mechanics

You spend your remaing AP+1 searching.
You have 40 AP remaining, you press the power search button, you waste 41 AP searching.
Each AP spent searching counts as a server hit.


A new button is addead to the UD interface. Power Search. No skill needed to use it. This button is disabled if there is any zombie in the same square as you are.
by pressing the button, the game asks if you wish to perform the power search. It explains you what Power Search does, and asks which section of the mall you want to search (if available).
System Message: Power Search will waste all your remaining AP plus 1
doing searches. Do you want to power search this building ?

[button:Yes]
System Message: Power Search will waste all your remaining AP plus 1
doing searches. Which section of the mall do you wish to power search ?

[button:Gun Store] [button:Drugstore] ...


The game stores all items found in your inventory, even if you find more itens than you can carry.
After you regain AP to move, the game checks if you have more itens than you can carry. If you have, you cant do anything but drop itens and reload weapons until you have 50 itens or less.
System Message: You have 57 itens, you have to drop 7 itens so you can 
move again. (Shotguns, Pistols and Generators counts as two itens) If you 
have spare ammo, you can reload your guns.

Closing notes

  • This reduces server load, as the game wont have to check how many people is there in a building after each search attempt. It will only have to calculate the X searchs made by the user, and send him to -1 AP.
  • Since the survivor is at -1AP, he will have to stay in the same place until he gets at least 2 AP. This means this ability will only be used in zombie-free buildings, not in places where zmobies and harmanz are fighting while some were searching.

Votes

  1. Keep. Author's vote. --hagnat t o w 00:10, 14 April 2006 (BST)
  2. Keep - Borderline Kill, but ok. --TheTeeHeeMonster 00:13, 14 April 2006 (BST)
  3. Kill I wouldn't use it because there's a good chance I'd just waste a bunch of AP by finding items over my maximum item limit. I'd support it though if it used up your AP until it hit the max limit. There's nothing game breaking about this suggestion, I just suspect few would use it for the same reason I wouldn't. --Jon Pyre 00:15, 14 April 2006 (BST)
  4. Keep - I see Jon's point but I expect folks would learn to use this only when their inventory is almost completely empty anyway. Thus it might not get used much, but once in a while it would save some clicking. Search X Times is probably the more generally-useful implementation. --John Ember 02:19, 14 April 2006 (BST)
  5. Keep - Best one yet! It is disabled if a zombie is in the same square as you are, well slap me upside the head with some frozen horseshit, that solves the entire combat related search problem right there cuz if you're next to a PK dude, and you blow all your AP searching, well he gets the drop on you. It involves risk, but saves you hassles in return. Balanced, fair, sexy, saves on the server, booyah. Winner, we have a winner! --MrAushvitz 02:20, 14 April 2006 (BST)
  6. Kill-- Really bad suggestion. First off Why use up All AP thats useless, too much waste. repeat items will be obtaind all at once and no way of droping them because your "sleeping". 2ndly not all people run their AP downt to zero. I play down to 26 and then about 10-12 hours later run it back down to 26, so people that play more then once /day or want to store "emergency" AP will never use it. if I have 39 AP ,Why do i have to do 39 searches what if i want to do 10 searches? or 5 or 14? That would save server load too and id have some flexability. 3rdly what is the point of penilizing a player for doing it. AP doesnt represent time in any way. if someone wants to do 40 searches down to zero then they are gonna do it and not have to go into -1AP. Dont mess with my AP! where did you come up with that, you cant spend AP you dont have first of all, you cant keep attacking until your at - 50 and then wait 2 days after you log off until you play again ( like i would do tonight becuase i'm going away for the weekend) Vote does not have signiture, remove strikeout when signed (four tilds) - Jedaz 04:32, 14 April 2006 (BST)
  7. Kill - Horible useless and unflexable suggestion. Resubmit with a "Search __ times" or " search blank times and improve the chance of item X" Thats a search suggestion worth voting for. --Kirk Howell 02:56, 14 April 2006 (BST)
  8. Kill Sorry. I like the idea, but "Search X Times" Is way better. Mattiator 03:04, 14 April 2006 (BST)
  9. Kill So its an idea to give PKers infinate shotguns is what you're saying? --Zaruthustra-Mod 03:11, 14 April 2006 (BST)
  10. Kill - Just not an effective method of easing server load with respect to searches. There have been better suggestions than this, and they've been killed. --Cyberbob240CDF 03:18, 14 April 2006 (BST)
  11. Kill - Very close. Make it "Search X times," but make it cost one extra AP. As it is, I'm close to a "Keep."--Wifey 04:09, 14 April 2006 (BST)
  12. Keep - Since you can't shoot or anything until you go back down to the inventory limit, I think this is quite ok --McArrowni 04:27, 14 April 2006 (BST)
  13. Keep - This doesn't unfairly advantage anyone in any way. It's pointless in a seige situation but good to collect items when you are waiting for something to happen - Jedaz 04:33, 14 April 2006 (BST)
  14. Kill - I am not a fan of search multiple times suggestions. Search manually, if you must search at all. --Grim s 05:21, 14 April 2006 (BST)
  15. Keep - I could use this searching for fuel and generators. --Spraycan Willy MalTel 06:23, 14 April 2006 (BST)
  16. Keep - Ah why not? Though I'd prefere to see it as a skill. -- DavidMalfisto 12:20, 14 April 2006 (BST)
  17. Kill - I don't like having to spend all AP when using Power Search. I doubt that many people would use this feature. G F J 12:39, 14 April 2006 (BST)
  18. Kill - Why waste all APs+1, if you can simply search how many times you want, and then do other things? I think that this will be a feature not used too often. --Abi79 AB 15:06, 14 April 2006 (BST)
  19. Kill - I don't like that you get to keep your inventory intact and search even though you're filled up. It's probably abusable from some point of view where a character already has a full inventory and does this bonus-search to get 80+ items total and then pick and choose what he/she wants to keep. If you want to search, you should have an empty slot in your inventory. Timid Dan 16:55, 14 April 2006 (BST)
    Author Comment: I believe sometimes i dont make myself understandable, even in my own language. For that, i am sorry. Allow me to note 5 extra notes to this suggestion.
    First: This suggestion is for those who have a huge ammount of AP that they want to spend doing searches AND nothing else for there rest of the day. If you want to search, and then go someplace else, you would use the normal search, not the Power Searcg.
    Second: You will make AP+1 seaches, not AP only. If you have 40 AP, you will make 41 searches. This was done in order to keep the survivor in the same place for a short period of time, so he wouldnt just stock his inventory full of goodies and leave to somewhere safer, leaving strategic buildings (like PDs and Hospitals) nearly empty.
    Third: The problem with the whole search X times thing is that you can spend 30 AP insta-searching and stay with 20 AP left to do something else, like shooting that zombie who is the same building you just insta-searched. These kind of suggestions destroy the chances of any zombie to attack the survivor while he was doing that same 30 sarches (and 30 AP is enough to kill a full health survivor sometimes). Search X times is like the survivor made one search action (in real time), leaving only a few seconds for any online zombie to attack him.
    Fourth: i decided to leave that part where you can have more itens than you can carry because, while normaly searching, you drop itens that you dont want, or reload weapons you are carrying. So, you would get a chance to decide what to keep and what to leave behind after the power search.
    Fifth: how many times did you went to a mall and spent all you AP searching ? How many days did you spent in the same building looking for generators ? How many choose to search for, instead to craft, revivification srynges ? Searching can be a real pain in the ass for the ones who do it, and is surely a pain in the ass for the server. This suggestion will make things easier for those who dont have the time (as in playing while working) to make all the 666 searches he wanted to.
    --hagnat tw 19:09, 14 April 2006 (BST)
  20. Keep-I will concede that there are some valid concerns over creating a temporary overflow inventory, but since you can't move (although can you do anything else?), the abuse is limited. I keep seeing people suggesting "Search X times" as a alternative to this option, but I think they might be missing the point. The reason that this suggestion doesn't overbalance is precise because it makes you use up all your AP (+1)! Normally, any multiAP action has the inherent problem that it allows one side an adavantage since they get to do things more "quickly", for less server hits. For example, let's say the game has a "Search 10 times" button. A survivor, low on ammo, runs into the Mall Gun Store. Normally, the zombies would get to put quite a dent into the barricades while the survivor searches, since they get an action for every action the survivor uses looking for ammo. But with a "Search 10 times" button, they'd get 2-3 hits in ,since the survivor would only need about two server-hits to do an effective search (20 APs should be enough to find enough ammo), before the survivor re-emerges, guns-ablazing. You can still choose how much AP to use, by doing all your important actions beforehand and running it down to your desired amount before using the PS. This just enacts a "penalty box" of a half hour (which allows a lot of server-hits for the zombies), thus preventing abuse. I'd use it from time to time.--Xavier06 19:42, 14 April 2006 (BST)
  21. Kill - I like Search X more. Mainly because it doesn't suck up all your AP. Velkrin 21:13, 14 April 2006 (BST)
  22. Kill - Primarily, I don't like the idea of getting to pick and choose what you keep. If you search 40 times, you should just automatically NOT "find" those items that go over your inventory limit (even if the search was sucessful). And, if I read the suggestion right (including the response to Timid Dan) I don't see how this is better than "Search X Times" when one can enter a building do stuff then search (where as "Search X Times" one can enter the building search THEN do stuff). As others pointed out, there is no point to using it (especially since the pick and choose is overpowered).--Pesatyel 01:38, 15 April 2006 (BST)
  23. Keep- For all the same reasons as Xavier06 --Rozozag 20:10, 22 April 2006 (BST)
  24. keep - I wish this was in the game now --Legom7 18:39, 24 April 2006 (BST)

Scent Exhaustion

Timestamp: 00:42, 14 April 2006 (BST)
Type: New skill
Scope: Zombies
Description: A skill under Scent Fear, it marks any survivor with less that 10 AP with a circumflex (^) on the mini-map. It would be somewhat akin to knowing if a survivor is asleep or not. Since only the characters that have been idle longest (and thus have recharged more AP) would be visible on the map, this is more useful for a zombie who is chasing an active human outdoors. This skill's effects would not carry over once the player is revived.

Votes

  1. Keep - Author vote. --TheTeeHeeMonster 00:42, 14 April 2006 (BST)
  2. Keep FTW! --hagnat t o w 00:46, 14 April 2006 (BST)
  3. Keep - Wow, I can't believe I've never seen this suggested before. Yes, this has to happen. --John Ember 02:20, 14 April 2006 (BST)
  4. Keep - Oooooooooo, good one! Just like how hyenas sense the weak and finish them off, and they definately use mob tactics! Get yer ass inside fast! --MrAushvitz 02:24, 14 April 2006 (BST)
  5. Keep - Good one. --Cinnibar 02:55, 14 April 2006 (BST)
  6. Keep - I like the idea. Mattiator 03:00, 14 April 2006 (BST)
  7. Spam -- totaly unballanced, defeats the point of baricades, prays on players that Arnt even playing at the moment and can't defend themselves or run away. OK so any sleeping character.... And that means the server has to check Every single persons AP every single time the zed takes a step or does an action.....DO you guys think thats gonna cause any lag? How about all humans get a skill that can track Zed AP so we know who to headshot and take out of action for the day. Don't think you would like that would you?Edit: After thinking about it for a while i belive i would vote keep if it only worked on players Outdoors.That way it ads some scare to any player running low, and is good flavor and fun. But sencing sleepers inside is too powerful because prettymuch every safehouse would be represented by at least one player sleeping. --Kirk Howell 03:04, 14 April 2006 (BST)
    • Re - First, the entire game is zombies preying on survivors who aren't playing at the time, and vice versa. Second, server stress is not a valid reason for a "Kill." That's Kevan's call, not yours. Third, where does it say that you can see into buildings with this? Fourth, how much time does a survivor spend outside, anyways?--Wifey 04:40, 14 April 2006 (BST) Only authors can "Re".--The General W! Mod 20:04, 16 April 2006 (BST)
      • Notice - Wifey, you are not the author. Only author's get to "Re" votes. --Pinpoint 07:59, 14 April 2006 (BST)
    • Re - It would only be useful for people outdoors, or the four or so longest-idle people in a building (the ones who show up on the mini-map, who would most likely have recharged beyond 10 AP.) You didn't read the suggestion the right. This doesn't say if they are logged in or not, just if they have under 10 AP. --TheTeeHeeMonster 14:39, 14 April 2006 (BST)
  8. Keep - For some reason I am SURE that I have already voted on this one... It's confusing the hell outta me. BuncyTheFrog Talk GBP 04:30, 14 April 2006 (BST)
  9. Keep - I like it.--Wifey 04:36, 14 April 2006 (BST)
  10. Keep - This is a great idea! --Norcross 04:47, 14 April 2006 (BST)
  11. Kill - I don't realy see this as being benifical for Zombies. Why would anyone need to know the opponents AP staus? It's as simple as the survivor being on or not, if they are you'll know, if they are offline then you won't be attacked. Previously you use to be able to know the opponets AP just by looking at their profile but that was taken advantage of so Kevin too away that feature. - Jedaz 04:51, 14 April 2006 (BST)
    • Re - You just contradicted yourself. First you ask "how is this useful?" Then you say that it used to be possible, but it was abused. Make up your mind. Is it broken or useless?--Wifey 05:02, 14 April 2006 (BST) Only authors are allowed to "Re".--The General W! Mod 20:08, 16 April 2006 (BST)
      • Notice - Wifey, please stop blatantly ignoring the rules of the suggestion page. If you don't know what we're talking about by now... --Pinpoint 08:09, 14 April 2006 (BST)
    • Re - Correct me if I'm wrong, but wasn't HP also displayed in the profile? I seem to remember a skill or two introduced to tell someone's HP... What were they called? This doesn't tell you the exact AP, just if they're under 10 or not. They could be a 9 and about to recharge in a second, or they could be at 0 and won't have any more for half an hour. It's just like Scent Fear, but for AP. --TheTeeHeeMonster 14:39, 14 April 2006 (BST)
      • Re - Yeah you are right, I think I may have got the AP and HP mixed... any way I still don't think it's useful. I see what you are trying to do but it won't add any advantage for Zombies. The Scents were a combat boost realy because they let you know who could be killed easiest but I don't see this helping Zombies in a similar way. - Jedaz 16:08, 14 April 2006 (BST)
  12. Kill I don't know about this one. It seems to penalize players based on their hours of availability...I'd hate living in a certain time zone to make you a more appealing target. --Jon Pyre 05:25, 14 April 2006 (BST)
    • Re - Once again, if you're in a building and able to be displayed on the mini map, chances are you're either a) almost completely alone, b) well-rested with high AP, or c) going to be attacked first anyway. This is mainly for tracking survivors who are outside. --TheTeeHeeMonster 14:39, 14 April 2006 (BST)
    • Re Then you should suggest a version of this that only works outside. It makes sense too, if it's based off scent you can probably smell a sweaty tired running survivor than one sitting in a chair. --Jon Pyre 18:04, 14 April 2006 (BST)
  13. Keep - I like it --ramby T--W! - SGP 09:22, 14 April 2006 (BST)
  14. Kill - Dear god no! The amount of times I've run myself to exhaustion just to avoid being picked off by a Z with Scent Trail and been saved by moving just one space away half an hour later is beyond counting. This makes Scent Trail far too powerful - kill the Z your fighting then get mobbed or make a run for it and get hunted down, what kind of choice is that! Now if the skill carried over to survivors, this would definately be a keeper. DavidMalfisto 12:24, 14 April 2006 (BST)
    • Re - First off, this isn't Scent Trail, it's just on the same skill tree. And it's your own damn fault for being stuck out there. If you didn't plan well enough before your little zombie safari, then you deserve to get stuck outside. Running outside into a horde to kill a zombie and then getting attacked and killed yourself is a logical series of events. It's a Darwinian process - the dumb and weak get picked off while the smarter ones live. --TheTeeHeeMonster 14:39, 14 April 2006 (BST)
  15. Keep - Awesome idea. This is exactly the type of interesting skill that zombies want to have. It isn't combat related, it doesn't give barricade-smashing uberability, it's just a simple addition to the scent tree. I love it. Timid Dan 14:22, 14 April 2006 (BST)
  16. Keep - Munchy, munchy--Mookiemookie 15:07, 14 April 2006 (BST)
  17. Keep - why not.--Cah51o 16:02, 14 April 2006 (BST)
  18. Keep - Brilliant. MaulMachine 16:05, 14 April 2006 (BST)
  19. Keep - Thematic, balanced and easy to implement. I'm surprised it's not a dupe! --Sindai 16:52, 14 April 2006 (BST)
  20. Kill Balenced!? If anything, this is one of the most unbalenced skills I've ever seen! This makies it impossible for zombies to be at risk when feeding since they will ALWAYS choose to eat those who are currently low on AP! Even if survivors were given a counterpart to it, I don't like that something like this will punish people for not being online 24/7 and keep more than 10 AP at all times to run if detected! Its a lot harder to play as a survivor right now, even if you ignore the recent revive nerf, so I'd say the game is pretty balenced right now. --Volke 17:32, 14 April 2006 (BST)
    • Comment Actually, what zombies would use it for is to kill the person with the most AP. That way they don't need to worry about the present survivors attacking them, they're all probably going to be away for a day. That's why I don't like it, it's based on when a person can play in real life. --Jon Pyre 18:30, 14 April 2006 (BST) "Comment" is not valid.--The General W! Mod 20:08, 16 April 2006 (BST)
  21. Keep - Sounds neat to me. --Nihilus 19:01, 14 April 2006 (BST)
  22. Keep -Seems mostly harmless. Like the rest of the zombie tracking/coordination skills, it seems like it helps but it doesn't dominate. As for whether it would cause server lag, I'm not sure but then again that's not a valid justification anyway.--Xavier06 19:15, 14 April 2006 (BST)
  23. Keep -Sounds fun--John the baker 20:20, 14 April 2006 (BST)
  24. Keep - Balanced skills get a keep. - CthulhuFhtagn 20:29, 14 April 2006 (BST)
  25. Keep - Dont see why not --Grim s 20:39, 14 April 2006 (BST)
  26. Keep -New skills are always good.--ShadowScope 20:45, 14 April 2006 (BST)
  27. Keep - I was going to vote kill since survivors can't use it, but then I realized not every skill has to crossover (even if this one is appropriate) and it would probably ruin zombie anonymity.--Pesatyel 02:40, 15 April 2006 (BST)
  28. Keep - Nice Dickus Maximus 05:24, 20 April 2006 (BST)
  29. Keep - I like it Lyoko is Cool 09:05, 20 April 2006 (BST)
  30. Tally - 23 Keep's 4 Kills 1 Spam

Fire Zombie

Spaminated with 12 Spam votes out of 16 total. Non-genre, overpowered, editing suggestion mid-vote. --Brizth W! 10:28, 14

    • Re - I'm reworking this suggestion at the moment to make it more fair... Mattiator 19:08, 15 April 2006 (BST)

April 2006 (BST)


NT Tagger Pistol

Spaminated by it's own author! With 100000000000000000000000 Spam votes out of 18 total. Needs a lot of work, simplification, and even then, maybe not needed, yet. Intended to be: radio tacking darts used to keep track of zombies on NecroNet. --MrAushvitz 00:26, 15 April 2006 (BST)


Looting: A Balanced Search X Times Suggestion

Timestamp: 05:40, 14 April 2006 (BST)
Type: Skill
Scope: Survivors, Civilian
Description: An ability to enter in a number to search multiple times with a single click (costing 1 AP and 1 IP hit per search of course) would save server load and save players' time. There have multiple suggestions along these lines, but they've always run against the issue that if a zombie broke into a mall/Police Station survivors could rapidly search up a bunch of ammunition to blast them out. Here's a simple solution: implement search X times but simply prevent the multiple search option from working if there's a zombie present. If you try to search more than once when there's a zombie in the building with you you'd just perform one search, spend just one AP, and get a message: "You can't take your time searching when a zombie is in the building!" I feel this is simple solution that doesn't allow the server load/time saving aspect of the Search X Times improvement to provide an in-game benefit besides convenience. Oh, and I think making the ability a Bargain Hunting subskill called "Looting" would work flavor-wise.

Votes

  1. Keep Author vote. Saves player's real world time, saves the server from extra clicks, and doesn't let this convenience be exploited to rapidly save your safehouse from a zombie. Besides, after performing multiple searches you wouldn't have much AP to attack with anyways. The attack exploit issue was a minor problem to begin with but I think this fixes it. --Jon Pyre 05:43, 14 April 2006 (BST)
  2. Dupe - Whats the point when we alredy have Search X Times in the peer reviwed? - Jedaz 05:57, 14 April 2006 (BST)
    • Re Because I'm trying to be helpful and suggest whatever improvements I can. Just because we like a concept doesn't mean we should stop thinking how to improve it. --Jon Pyre 06:04, 14 April 2006 (BST)
  3. Keep - His is very similar, but a bit different. This one however avoids the #1 problem with the 1st, we should vote on it, methinks. There should be a cop/millitary skill that makes your character counts as a zombie to interfere with looting (kidding, kidding) --MrAushvitz 06:02, 14 April 2006 (BST)
  4. Keep - Nice cleanup. Now with more flavor. --Spraycan Willy MalTel 06:36, 14 April 2006 (BST)
  5. Kill - Oh dear, i cant rapid search in the same building as the zombie, ill free run to the PD next door, rapid search there, then come back and gun it down before it can finish its meal! No. Real time, searching is balanced by its slow pace. --Grim s 06:45, 14 April 2006 (BST)
    • Re So the zombie will face a survivor with depleted AP both from searching and from travel back and forth. As I said, it's a pretty minor problem to begin with. Considering the benefits in convenience and server load reduction I think that concern is pretty trivial. Especially considering how rare it usually is to come on as a zombie is actually feeding. --Jon Pyre 07:03, 14 April 2006 (BST)
    • Discussion moved to talk page. --Brizth W! 15:32, 14 April 2006 (BST)
  6. Kill G F J 11:25, 14 April 2006 (BST) Votes that do not have reasoning behind them are invalid. You must justify your vote. Sorry if only mods are supposed to do this. DavidMalfisto 12:43, 14 April 2006 (BST)
  7. Kill - I like the idea of it being a skill. I like the idea of rapid searching, but for Grim's reasons I gotta vote kill. Now a suggestion that uses all of your AP+1 prevents that and so gets my vote (see above) DavidMalfisto 12:44, 14 April 2006 (BST)
  8. Kill It isn't a complete Dupe, but still,.. I prefer searching in realtime. This option/skill would certainly Buff the Survivors a bit too much. Like the examples stated above: During a Mall Siege there's bound to be a breach. With that many survivors it's hard as it is for the zombie horde outside. What if several players defending would do stacked Searching for FAK's and what not.. That way Mall Sieges would become impossible for the Zeds. It's hard enough for them now. ( this coming from a mainly Survivor Player ) --Vykos 12:49, 14 April 2006 (BST)
    • re Once the building is breached multiple searches would be off. With large buildings perhaps if any square is occpied by a zed it'd deactive multiple searches in all of them. --Jon Pyre 13:39, 14 April 2006 (BST)
  9. Kill - While it'd be nice to reduce server load, I still see exploitation issues where zombies get the short end of the stick in real-time combat. If zombies had an "attack X times", sure... I'm sorta on the fence anyway. I almost want to vote keep. Timid Dan 15:42, 14 April 2006 (BST)
    • Re I think the harm to zombies would be minimal, and whatever extremely slight "Oh, the survivor can spend 20 AP and get two pistol clips right away" kind of nerf it causes is well worth the amount of server load this could save. It's mind boggling, it would probably cut down on total hit count by 25%! At least! 20,000 survivors each clicking 40 times less each day! It's totally worth it! Server load is often used as a kill reason, in this case it should be a keep reason! Besides, searching isn't combat, you'd still have to fight 1 AP at a time. This small change would cut down on Urban Dead's cost, on lag time, it's just really really really good. --Jon Pyre 18:26, 14 April 2006 (BST)
  10. Kill - no automation.--Cah51o 16:13, 14 April 2006 (BST)
    • Re It's not automated any more than manufacturing a syringe is. You have to control your character, it isn't automatic. --Jon Pyre 17:32, 14 April 2006 (BST)
  11. Dupe - The difference between this and Search X Times is negligible. Thanks for thinking of the zombies, but as Grim points out, even with this limitation survivors will find ways to rapidly grab their ammo. Whether or not that's a bad thing is immaterial because Search X Times is already peer reviewed. --John Ember 18:50, 14 April 2006 (BST)
  12. Kill -The fact that it is a skill and that a zombie in the same building (though not if its just in the same square) almost fixes this idea, but I'm voting it down for the same reasons I outlined above in my vote for "Power Search". Zombies just outside wouldn't affect the Looter, but the Looter would surely affect the zombies outside. Yes, yes, they still have to spend the AP for the multisearch, but they get the advantage of doing it faster. The zombies outside would barely get a scratch in before the Looters emerge from the Mall, armed to the teeth...--Xavier06 20:04, 14 April 2006 (BST)
    • Re Why would I want to attack zombies outside? The only reason to attack a zombie outdoors is to level up. The 6AP headshot isn't worth the 25AP plus ammunition spent. There's no rush when the zombie isn't in the building. --Jon Pyre 21:26, 14 April 2006 (BST)
  13. Kill - and while you at it, why don't you make a skill that will let my zombie take down barricades in one click. or let my survivor "shoot X times." This game is full of tedious time consuming things. but they are there for a reason.--Bermudez 22:14, 14 April 2006 (BST)
  14. Kill I understand the kill reasonings, but what about a minimum number one has to use for the skill as well? And what about if the person "begins" searching when a zombie enters? With the syringe, you click the button and 20 AP is deducted. With this would it be "search 10 times" with 10 AP deducted automatically, or would it be that the next 10 interactions are searches (ie. the computer hitting the "search" button for you)...does that make sense?--Pesatyel 02:47, 15 April 2006 (BST)

Phones Could Use a Ring

Withdrawn by author. I didn't know they had rings, I probably checked right after I got the call. --Jon Pyre 15:07, 14 April 2006 (BST)


Burn Zombies

Spam with 8 out 12. The general idea of burning zombies was not well received. And try to keep your suggestions shorter than two and half pages. --Brizth W! 16:18, 14 April 2006 (BST)


Defensive Crouch

Timestamp: 20:13, 14 April 2006 (BST)
Type: Skill
Scope: Survivors
Description: Summary: Military skill under Free Running. When inside a building, a survivor with this skill may invoke Defensive Crouch for the cost of 6 AP. This puts them into a defensive posture and causes them to "stay alert." While in a defensive crouch, any firearm attacks against the survivor are diminished by 20%. Melee and zombie attacks are unaffected. However, a symbol appears next to the survivor's name to indicate that they are in a state of extra readiness:

PlayerName(!)

Thus, an attacker can decide for himself whether the survivor is worth attacking in spite of the accuracy penalty.

Net effect: At max skills and with sufficient ammo, it takes (on average) 23 AP to kill a flak jacketed, bodybuilt target with a pistol. With a shotgun, it takes 12 AP. Given the Defensive Crouch accuracy penalty of -20%, it would take 33 AP with a pistol and 18 with a shotgun. So, the survivor is expending 6 AP to force his killer to spend an extra 6 to 10 AP.

As the AP balance thus does not too heavily favor the target, the attacker has a counter in the form of seeing the target's defensive status, and there is no benefit against melee weapons or zombie attacks, I think this is a reasonably limited counter to attacks by other survivors.

(Note that AP is not a unit of time or indicator of difficulty but an indicator of how valuable the action is.)

Edit for clarification: The player is considered to have moved out of the defensive crouch upon taking any action besides speaking.

Votes

  1. Keep - Author vote. --John Ember 20:13, 14 April 2006 (BST)
  2. Kill - Pkers already have it hard, this just makes it harder for us to Pk higher level people and will result in us carrying out our little hobbies on newbies. --Grim s 20:18, 14 April 2006 (BST)
  3. Kill - As written this is a permenant accuracy deduction. Tell me how long it lasts for and I might reconsider.--The General 21:01, 14 April 2006 (BST)
    • Re - Sorry. See clarification note. --John Ember 21:16, 14 April 2006 (BST)
  4. Kill - Think of the poor PKs. Velkrin 21:06, 14 April 2006 (BST)
    • Re - I actually did. One of the problems with previous PK counter suggestions is that the PK has no counter-counter, so to speak. With this suggestion, the PKer (or bounty hunter) can see if the target is in a crouch and counter it by waiting till a more opportune time. --John Ember 21:21, 14 April 2006 (BST)
  5. Kill - Pkers have it hard --xbehave 21:09, 14 April 2006 (BST)
  6. Keep But I don't think it works flavor wise. Just call the skill "Guard", I'm not sure what crouching is supposed to do. Oh those poor PKers, spending 20 something AP to kill a person and then effortlessly running away to avoid all consequence. How will they ever make it? And it's obvious how long it should last: until the player's next action. --Jon Pyre 21:23, 14 April 2006 (BST)
  7. Kill - I'm crouching. This makes me easier to see and harder to hit? DavidMalfisto 21:48, 14 April 2006 (BST)
    • Re - It's a defensive stance. I called it a "posture" in the suggestion, so no one needs to get hung up on the suggestion name. You're on the alert, watching for someone to pull out a gun. If they walk up to you and whip out a knife, it's too late to get out of the way. And I think it's easy IRL to tell when someone is reclining against the wall, relaxing, and when someone seems alert and ready for action. --John Ember 22:09, 14 April 2006 (BST)
  8. Kill - Oh no!!! We can't do anything that might offend the PKers!!! They are the heart of the game, after all - nothing that helps us stupid, evil, zombie-killing survivors from the sacred PK paragons of goodness can ever be allowed!!! (plus, this suggestion just isn't effective. I would buy it anyway to blow the extra 75XP, but I would never use it). --Norcross 22:17, 14 April 2006 (BST)
  9. Keep One time... in the millitary (not band camp.) I was the only one who ever shot (or even saw) the sergeant. Yes, it works for me should be named defensive cover but it's the same thing. Doesn't hurt zombies, just people shootin' at ya while yer not taking actions, costs AP just to do it. Millitary skill, doesn't prevent the up close and personal close combat knife fight.. so it is definately in genre, well done! Humans should have maybe one anti-human attack skill, especially gun related. It's just needed. Defensive cover, I'm behind a wooden crate, go ahead shoot me your bullets might come close but not make it through, hence I'm harder to hit. --MrAushvitz 22:18, 14 April 2006 (BST)
  10. Kill - It just doesn't work logistically. Also, PKers has it hard enough.--Bermudez 22:24, 14 April 2006 (BST)
  11. Keep - PKers might have it hard, but in most cases this shoudn't hinder them too much. Keeping in mind that not everyone will want to waste 6 APs per day for a threat that will most likely not be there, you have to know someone is after you for this to be of use. Paranoid people would just end up penalizing themselves, not PKers --McArrowni 01:47, 15 April 2006 (BST)
  12. Kill Where are all the "automatic defenses" kill votes?--Mookiemookie 02:12, 15 April 2006 (BST)
    • Re - Except it's not automatic. The user must invoke it and expend AP on it. It will only be used when the player thinks he is being targeted and considers the AP cost justifiable. Plus, automatic defenses are typically understood to be hidden from others. You don't know someone is using one until you start whiffing on them like mad. This one includes an obvious indicator. --John Ember 03:05, 15 April 2006 (BST)
  13. Kill Boohoo, poor PKers! Problem is, PKers will just switch to axes instead. Make it so that melee weapon attacks are -10% (or something) as well.--Pesatyel 02:56, 15 April 2006 (BST)
    • Re - Against a bodybuilder, an axe takes on average 50 AP to kill. Those odds aren't so good, unless you want to go to sleep with your deed plastered across the screen of every other player in the room. --John Ember 03:05, 15 April 2006 (BST)
  14. Kill - I don't like it. The only ones who would bother to buy the skill are high-level survivors with way too much XP on their hands. And those are the people who might need some "motivation" in form of PKing, it would be too boring otherwise. Also, "defensive crouch" doesn't really make sense if you consider that you'll get the message "You fall asleep" when you run out of AP. Must be kinda unconfortable to sleep while crouching. -Craw 03:12, 15 April 2006 (BST)
  15. Kill - Unnecessary detail/specialization. Tokakeke 03:16, 15 April 2006 (BST)
  16. Keep - It's a good suggestion that takes thought to use properly. Definitely not an "automatic defense". Tokakeke, what the heck does your kill reason mean? Is that even a valid kill reason? --Pinpoint 04:51, 15 April 2006 (BST)
You are not the one to decide that. Not only are the reasons above valid, this really doesn't make any sense in the level of detail when compared to anything else in UD. That and who'd buy it? Tokakeke 05:21, 15 April 2006 (BST)

Military Radio

Withdrawn by author for rework. Mattiator 21:11, 14 April 2006 (BST)


Flare Six-Shot

Thanks For Your support, but I'm withdrawing my suggestion for rework. Mattiator 19:06, 15 April 2006 (BST)


Wrench

Timestamp: 20:36, 14 April 2006 (BST)
Type: weapon
Scope: zombies and survivors
Description: This is an item for flavour. A wrench can be found in junkyards, warehouses, hardware shops, and especialy in auto shops. It can be used by zombies and is affected by my peer reviewed "Blunt Weapon Training". It regularily does 2 damage at 15% chance to hit. the higher damage ratio is offset by that it is the hardest to find of all blunt weapons, but it still is common.

Votes

  1. Keep Author Vote. Mattiator 20:36, 14 April 2006 (BST)
  2. Kill We don't need new weapons. Especially useless new weapons. DavidMalfisto 21:50, 14 April 2006 (BST)
  3. Kill You could make the argument that more flavor items are needed, but flavor weapons? We're good. --Zaruthustra-Mod 21:53, 14 April 2006 (BST)
  4. Kill - Just call your crowbar a wrench if you want. There's no need to have separate listing for wrenches, crowbars, hammers, etc. any more than we need to differentiate between 9mm, .45, and .357 pistols. --Norcross 22:22, 14 April 2006 (BST)
  5. Kill - The last thing we need is a useless weapon that will nerf our search rates for good stuff like Generators and Spray Cans.--Bermudez 22:30, 14 April 2006 (BST)
  6. Keep Because even if it is a "weapon" (and not a bad one, try stiffing a mechanic with the bill sometime), it can be later used or required as a prerequisite for all sorts of stuff (like fixing those power stations.) Keep, keep, keep. Vote spam and you're admitting you suck more than Mr Aushvitz.... --MrAushvitz 22:42, 14 April 2006 (BST)
  7. Kill - The peer-reviewed is reserved for the best, or at least inovative ideas. I woudn't care if this was implemented, so I'd rather not dilute that page --McArrowni 02:10, 15 April 2006 (BST)
  8. Kill - Pretty much worthless.--Mookiemookie 02:21, 15 April 2006 (BST)
  9. Kill - Even though your other suggestion is peer-reviewed, we can't count on it making it into the game and thus it's not relevant to this suggestion. I'd rather see more uses for existing blunt objects. --John Ember 02:57, 15 April 2006 (BST)
  10. Kill -Completely unnecessary. What would be better is things that make the current weapons different.--Pesatyel 03:37, 15 April 2006 (BST)
  11. Kill -Weapons aren't for flavor; Weapons are for killing...--Xavier06 13:39, 15 April 2006 (BST)

Dropping

Withdrawn by Author for rework. soon to be resubmitted Mattiator 19:04, 15 April 2006 (BST)


Talking "Packages"

Timestamp: 22:34, 14 April 2006 (BST)
Type: Improvement
Scope: Survivors
Description: We all know how it takes 1 AP to say a single sentence. My thought was that instead of having one sentence per AP, you could "buy" a set of three to five "sentences" for one AP. The actual number can be left to Kevan. (By the way, it's great knowing you're back there.) So instead of having it be 'Say: ____________' it would be 'Say (You have _ left): ____________'. And after you are out, 'Buy _ messages'.
  Just my opinion, so vote below.

Votes

  1. Keep Aha, purchasing message lines of text based on so many chatacters per AP. Makes very good sense, and it won't be a problem like search x times suggestions (in theory.) There should be a max character limit (like 5x the normal talk for 5 AP) to prevent spam. I think what he's going for here is several lines of unbroken message text.. like a paragraph or a few lines rather than 1 sentence. But yes, WTF not? Say something dirty.... --MrAushvitz 22:50, 14 April 2006 (BST)
  2. Kill Doesn't really make sense to me. DavidMalfisto 00:23, 15 April 2006 (BST)
  3. Kill - I would vote WTF, but I'm afraid I'd get some snaggletoothed golden boy hounding my ass about it. Repost in Coherent. --Undeadinator 00:34, 15 April 2006 (BST)
  4. Kill- But I'd vote keep if the AP cost were equal to what the sentences would cost anyway. Then it would just be an AP battery for speech use, and that'd be okay (albeit just as strange). Strike that. There's really no way you could make me vote Keep for this. --John Ember 02:05, 15 April 2006 (BST)
  5. Kill Is that english or a bunch of words picked at random and strung together? I do not understand.--Mookiemookie 02:17, 15 April 2006 (BST)
  6. Kill I'd vote dupe, but I can't open the pages I'd need to search through. I believe the author wants to be able pay 1 AP for the ability to speak 3 to 5 times later on. I believe there was an earlier version killed because it would make too much spam. --McArrowni 02:24, 15 April 2006 (BST)
  7. Kill Huh? --Zaruthustra-Mod 03:29, 15 April 2006 (BST)
  8. Kill - The 'Buy One, Get One Free' coupons were effectively hosed when the power stations went offline. (Besides, Malton doesn't have supermarkets. Strange, but true.) --Gene W! - Talk 09:50, 15 April 2006 (BST)

Baseball Bats, Length of Pipe, and Crowbars

Timestamp: 23:13, 14 April 2006 (BST)
Type: Another use for these 2 weapons
Scope: Another use for these 2 weapons
Description: This may seem barely worth doing, but it gives these 2 weapons a reason to be kept in your inventory if possible. And it's something about the crowbar I think needs to be taken down a notch (believe it or not.)

Baseball Bat & Length Of Pipe

  • I think these 2 weapons (to give them something they're effective at) should BOTH deal double damage whenever used to damage a piece of equipment (like a portable generator.) This double damage (meaning 2 successes instead of 1 like other weapons) only applies to equipment (currently the only one in game is the portable generator.) This bonus does not apply to barricades (even though equipment is treated like a barricade.)

Baseball bats and pipes are just perfectly suited for smashing expensive metal pieces of equipment, and should be useful as such. The fire axe is good for it too, but it's high to hit rate is more than enough (it tend to get stuck inside while yer smashing, the bat you can wreck it faster if ya know what you're doin')

Crowbar

  • I don't have a problem with this as a hand weapon, a good but short reach skull cracker, but.. I agree it is better suited for doing double damage on barricades (doesn't do more damage, just takes them apart from the building faster!) This weapon already has a useful function in the game (everyone is carrying one, just in case, right?) BUT, I think that crowbars should not deal double damage to equipment! Just barricades.

In this manner crowbars would be good for "getting in" but if you're going for that generator, you need a decent bat, lead pipe, or be real good with a fire axe. ("Get out of the way with that crowbar son, lemmie show ya how to smash something!")

It may seem pointless, but if you think about it.. finding or keeping one of these items can be more useful at times. If you don't think they're useful even after this modification, don't keep them, but people who agree they could be more "fun" this way should be free to choose to do so.

Votes

  1. Keep Short and sweet, I apologize for my long ideas. I will get my girlfriend to beat me for my insolence. --MrAushvitz 23:13, 14 April 2006 (BST)
  2. Kill Do we really need to help out GKers? They're already a pretty huge pain in the ass. --Zaruthustra-Mod 23:19, 14 April 2006 (BST)
  3. Kill - What zar said.--Bermudez 00:20, 15 April 2006 (BST)
  4. Kill - Yeah we really don't need to help GKers. DavidMalfisto 00:25, 15 April 2006 (BST)
    • Re I understand everyone's concerns. My intention is not to help kill generators, just to make 2 items better at it, while disallowing 1 item from doing it. Technically the end result is the same people will destroy generators with bats and lead pipes rather than a crowbar (currently).. it just makes more sense in game if they do it with these 2 weapons instead of the 3rd. Won't really change anything, just how they are used will make more sense. --MrAushvitz 00:58, 15 April 2006 (BST)
      • RE So in fact you wish to change the game, taking up coding time, so that GKers change the weapon they use to attack generators for one with 5% higher accuracy? Sorry, still voting Kill. DavidMalfisto 11:08, 15 April 2006 (BST)
  5. Kill - It's not like generators are armor-plated as it is. --John Ember 02:04, 15 April 2006 (BST)
  6. Kill - This is NOT the way to make the items more useful.--Pesatyel 04:04, 15 April 2006 (BST)
  7. Kill - See above. Velkrin 05:02, 15 April 2006 (BST)
  8. Kill - "Puh-lease." --Gene W! - Talk 09:53, 15 April 2006 (BST)
  9. Kill - This is worthless. Generators do not have hit points. Whenever you attack one, there is a 20% chance it is destroyed. I'm beginning to doubt that you even play the game - CthulhuFhtagn 00:42, 16 April 2006 (BST)

Cell Tower Attack

Withdrawn by Author for rework. Mattiator 19:09, 15 April 2006 (BST)