Suggestions/14th-Dec-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.
  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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14th December, 2005

VOTING ENDS: 28th-Dec-2005

Blow to the jaw

Timestamp: 04:23, 14 Dec 2005 (GMT)
Type: Skill
Scope: Zombie hunters
Description: This skill would cost 100XP and it would be in the zombie hunter branch of the skills tree. This skill would increase punch accuracy by 15%* and increase damage dealt by them by 1*. Heres whats cool: A zombie hit by this would be unable to use their bite for a set amount of time or until they used a certain amount of AP*(*open to suggestions) Please give it some good thought. Also, if this has been suggested before, im already sorry.

Votes

  • Keep - I love the idea. It adds a bit of flavor and shows the harshness a zombie hunter has. One thing i would suggest is a 2.5 percent chance of breaking(dislocating really) the jaw and not allowing use of bite for 10ap instead of automatic bite paralysis for just landing a punch. Also, there should be an equal chance that the zombie hunter cuts his fist on the zombie's teeth, causing damage AND infection if the zombie has infectious bite. --Trayton 04:34, 14 Dec 2005 (GMT)
  • Kill - Disabling skills temporarily == bad. Read the rules, people. Bentley Foss 04:46, 14 Dec 2005 (GMT)
  • Kill - Don't mess with other people's skills. --VoidDragon 04:48, 14 Dec 2005 (GMT)
  • Keep - This adds great RP potential but... now is not the time to add new anti-zombie skills. Rhialto 04:51, 14 Dec 2005 (GMT)
  • Kill - This is a stupid idea... anti zombie infection tooth punchers. And the sudden flow of voters has biased me. I lost my place in reverting spam. --ALIENwolve 05:06, 14 Dec 2005 (GMT)
  • Kill - Yes, let's get rid of the zombies' only possible way to heal, as well as the only way to really cause any sort of worry to upper level survivors! — g026r 05:15, 14 Dec 2005 (GMT)
  • Kill - Yes, humans need to be EVEN MORE effective against the impotent zombie "threat" --Grim s 12:05, 14 Dec 2005 (GMT)
  • Kill - Ditto --Falk 12:06, 14 Dec 2005 (GMT)
  • Kill - Jirtan 14:32, 14 Dec 2005 (GMT)
  • Kill - Don't mess with other people's skills. --Daxx 14:44, 14 Dec 2005 (GMT)
  • Kill - See Daxx's response. It's fine to counter abilities, but not disable them. --Drakkenmaw 16:31, 14 Dec 2005 (GMT)
  • Kill - you had me up until the part you thought was cool. the first part of your suggestion was good flavor wise - fun to use roll playing, but not as or more powerful than an axe attack or gun shot. the "cool" part however gets my cool kill vote. --Firemanstan 19:41, 14 Dec 2005 (GMT)
  • Kill - First part is fine, second is not. --Basher 20:12, 14 Dec 2005 (GMT)
  • Kill - Interesting, but the zombies don't need it any more difficult right now. --George Kelly 20:43, 14 Dec 2005 (GMT)
  • Kill - I don't really like the mechanics of this suggestion. --Penance 22:28, 14 Dec 2005 (GMT)
  • Kill - I like the adding % to punch, but let's not cripple the zombies even more. Dickus Maximus 00:50, 15 Dec 2005 (GMT)
  • Kill NO skills that try to use the excess XP of high level users. get OVER it people!--Spellbinder 01:01, 15 Dec 2005 (GMT)
  • Kill - Yes, let's take away the zombie's most effective attack by giving the survivors, who haven't ever lost XP unless they died at some point and got headshot, anew skill that everyone will have in two days. AllStarZ 19:43, 14 Dec 2005 (GMT) 9:39, 24 Dec 2005 (GMT)

Billboards

Timestamp: 04:34, 14 Dec 2005 (GMT)
Type: Cool thing.
Scope: Survivors mostly.
Description: Who rules this Suburb? YOU rule this Suburb. Why? Because you spraypainted your name, a slogan, or anything else your heart desires on a billboard, holmes!

Billboards are all over any given city, and Malton is no different. These would only be located on SOME streets. (IE: Avenues, Lanes, etc. where there is no building, just open road.) They wouldn't be on EVERY street, but the right amount. ;)

The billboard would either be attatched to the area description, or would be below the Graffiti message depending on which would create less 'spamminess'.

How do you do spraypaint a billboard? Well, if you have a spray can, you would see an additional button next to the current graffiti box and button which would read: "Climb Billboard."

Let's say you see a billboard like this: There is a billboard depicting a small dog and a can of Arfo dog food.

You enter your message: "I am Amazing and I am so great, love me." and click "Climb billboard".

Upon successfully doing this you would get the message: You climb the billboard and paint your message before carefully descending back to steady ground.

Then whenever someone comes by they will see: There is a billboard depicting a small dog and a can of Arfo dog food. Somebody has spray painted a word balloon above the dog containing the words I am Amazing and I am so great, love me.

For flavor's sake, there could be several different types of Billboards throughout the city that have different images that display your message differently. (This is already ingame since you can paint a Theatre's marquee, etc.)

But what's the down side, you ask? Well.. if you don't succeed in painting your message (based on a certain percentage for failure to be determined by Kevan if implimented) you would see: You climb the billboard.. but lose your footing about halfway up. You attempt to keep a grip on the ladder but end up plummetting to the Earth below. at which point you take about 5 or 10 damage for being stupid enough to fall off.

This would be especially useful for player groups, either zombie or human, who want to establish their dominance. Picture this: There is a billboard depicting a bikini-clad supermodel holding a can of mandarin oranges. Above her head someone has spray painted the words Church of the Resurrection wants you!

There could theoretically be an XP bonus for players with the Tagging skill.

Votes

  • Kill, interesting, yet tagging already exists and this would add pointless complexity. --LibrarianBrent 04:48, 14 Dec 2005 (GMT)
  • Kill - I will only vote for this if zombies can fling themselves to their deaths from the billboards. This will give them a guaranteed barricade-free place to do this during battles, when most high-rises are boarded shut. Bentley Foss 04:57, 14 Dec 2005 (GMT)
  • Keep I guess I'm the only one who thinks this is cool and a logical extension of whats already in the game. Could even just make it exactly like the marquees, whenever you spray a street it appears on a billboard. --Zaruthustra 07:26, 14 Dec 2005 (GMT)
  • Kill - We have tagging. A waste of ressources. Falk 12:07, 14 Dec 2005 (GMT)
  • Keep - More flavor, more ways to get XP, and something that's a logical extension of something in-game (as Zaruthustra said)? Me likey. KEEP!. --John Taggart 13:53, 14 Dec 2005 (GMT)
  • Killl --Fullemtaled 13:56, 14 Dec 2005 (GMT)
  • Kill - Good idea, but climbing the billboard shouldn't be linked to tagging. I recommend making a climb action for billboards, once climbed, you can use the spray action, jump off like you would a multi-story building, or climb down (similar to exit building). --VoidDragon 15:52, 14 Dec 2005 (GMT)
  • Kill - I agree with VoidDragon - this needs a revision before I'll vote *Keep on it. Billboards could potentially be a good place to hide for newcomers to the game, and a small present to the zombies as far as unbarricadable "suicide stations." With those as options, I don't want to see this as just another spot to purely tag. --Drakkenmaw 16:42, 14 Dec 2005 (GMT)
  • Kill We already have Tagging. Thats what I said for the bulletin board idea. I think this is just plain redundant. Also, you risk falling off and taking off a good chunk of your hp with you, which is not usually worth the xp gain, unless its higher than normal tagging xp gain. AllStarZ 19:08, 14 Dec 2005 (GMT)
  • Kill - I'm getting sick of the supposedly funny grafitti already; I don't want any more. --Dickie Fux 19:11, 14 Dec 2005 (GMT)
  • Keep - im a big fan of graffiti in real life, so im going to vote keep on this for its flavor. some of the kill voters have a point about it not really adding anything to the game - but im gonna vote keep cause of the tag flavor factor. as i see it, if it adds to much needless complexity to the game - Kevan will smite it with his mighty sword... or just ignore it, whatever. --Firemanstan 19:50, 14 Dec 2005 (GMT)
  • Kill - Because I'm already sick and tired of reading the retarded things people spray paint. --Basher 20:16, 14 Dec 2005 (GMT)
  • Keep - Author Vote. Wanted to point out that someone ran through and deleted all my responces from this suggestion. You know who you are, genius. Way to go against the guidelines. -- Amazing 01:50, 15 Dec 2005 (GMT)
  • Keep - I like it, its simple and good RP, and for all people that are tired of reading grafitti.....just look under it, its like one line long big woop. --Mr. Mcdoogles 02:53, 15 Dec 2005 (GMT)
  • Keep - I like it. Makes the tagging skill more useful. And more tags can exist at once. Sometimes, I want to tag a place, but don't want to cover another's clever message. --Tereseth 9:45, 24 Dec 2005 (GMT)

Crucifix Use #4021

Timestamp: 06:23, 14 Dec 2005 (GMT)
Type: Item Usage
Scope: Survivors
Description: Players with the Crucifix item would have the ability to hang it on a wall inside any given building. This particular suggestion doesn't have an actual benefit, but think of it as a flavorful item version of graffiti. Zombies (and survivors if they want) have the option of attacking a hung crucifix at which point they would tear it off the wall and effectively destroy the item as one would destroy a barricade. (but with one blow)

If anyone can think of a (realistic, useful, balanced) benefit to hanging the crucifix, please feel free to place it in your vote text and this may be amended. As of right now this is a flavor change in the vein of newspapers and other such items that do not give or take anything from your character.

Votes

  • Kill pointless. --LibrarianBrent 06:37, 14 Dec 2005 (GMT)
    • Re: Newspapers. Graffiti w/o tagging. Crucifixes currently. That's all I have to say. -- Amazing 06:50, 14 Dec 2005 (GMT)
  • Keep pointless yes, foolish yes, awesome yes, tasty yes, logical yes.. the yeses have it -- P0p0 06:45, 14 Dec 2005 (GMT)
  • Keep - Serves no real purpose except for flavor. It makes a usless item a little less useless. - Jedaz 07:14, 14 Dec 2005 (GMT)
  • Keep - And, just for fun, and with equally little game effect, allow players to hang them upside down. Rhialto 08:56, 14 Dec 2005 (GMT)
  • Kill - Nothin but spam. --Grim s 12:07, 14 Dec 2005 (GMT)
    • Re: We don't want to know what you had for lunch! :X Edit: Don't edit author responces. -- Amazing 18:05, 14 Dec 2005 (GMT)
  • Keep - What Rhialto said. (Mainly because I'd love to see an upside-down cruifix in, say . . . a church.) --John Taggart 13:56, 14 Dec 2005 (GMT)
  • Keep - Would add some flavor --Lord Evans 15:57, 14 Dec 2005 (GMT)
  • Keep - Would be a nice touch of realism. If this game were a real event, then there would be some that still held faith and would place the cross up. Of course, we'd also have to have the Star of David and others to make it fully real . . . Speaking of which . . . Why are there only Catholic churches? Where are the Synagogues and such?EDIT: Christ, I always forget the namestamp. --Zacharias Cross 16:27, 14 Dec 2005 (GMT)
    • Re - England is primarily Protestant/Catholic/Athiest. Most religous buildings (ie. Synagogues, mosques etc) are usually only found in very large cities such as Manchester and London. Just so ya know. -- Andrew McM 17:33, 14 Dec 2005 (GMT)
      • Re: To moderators: Even though this wasn't an author responce, I don't see the harm in it. Okay, someone edited my words here, probably by mistake. No MORE non-author responces. -- Amazing 18:07, 14 Dec 2005 (GMT)
  • Keep - This gives crucifixes a use. Why is this good, you ask? Why, because it might stem the tide of crucifix related zombie killer suggestions that make no sense. And... whoever you are above me, good question! Now, sign your vote... --Shadowstar 16:16, 14 Dec 2005 (GMT)
  • Keep - I will always vote yes for suggestions like this. More flavour is never bad. --Drakkenmaw 16:45, 14 Dec 2005 (GMT)
  • Keep - This is the only crucifix suggestion I've yet seen that's in any way worthwhile. Adds a nice bit of flavor. And yes, I'd love to be able to hang them upside-down. X1M43 18:52, 14 Dec 2005 (GMT)
  • Keep - Nice bit of flavor. Similar to the museum exhibit suggestions that popped up a week ago or so. --Dickie Fux 19:13, 14 Dec 2005 (GMT)
  • Keep - Why not? Flavour is good. --Basher 20:18, 14 Dec 2005 (GMT)
  • Keep One of your better suggestions Amazing. Could serve to designate outposts for various groups. AllStarZ 20:20, 14 Dec 2005 (GMT)
  • Keep - I like it. I want to be able to use the crucifix. --George Kelly 20:49, 14 Dec 2005 (GMT)
  • Keep - A use of what would normally be a waste of inventory space. --Penance 22:51, 14 Dec 2005 (GMT)
  • Keep - Only if it summons the power of God to automatically attack zeds ;) Mikm 23:57, 14 Dec 2005 (GMT)
  • Keep - Good idea, I like the upside down part too, and yea, their should be other religous sybols, like stars and what not, including one of them big fat buddhas! Who wouldnt want the big man chillin in their hideout?. --Mr. Mcdoogles 02:56, 15 Dec 2005 (GMT)
  • Keep - I've been hanging onto a crucifix just in case something pointless yet fun like this is implemented.--Arathen 03:17, 16 Dec 2005 (GMT)
  • Keep Though I'd also like to see some other holy icons. Eh. --LouisB3 02:01, 17 Dec 2005 (GMT)
  • Keep -Best Crucifix suggestion to date. --Matthew-Stewart 02:15, 17 Dec 2005 (GMT)
  • Keep - Authorish vote. I agree that it should be able to be posted upside-down, and further symbols should be added at some date. Even a "nothing" item for Atheists! (kidding, kidding) -- Amazing 06:23, 20 Dec 2005 (GMT)
  • Keep - Nice flavour. Maybe some groups might start using it as a symbol in their safehouses? Other symbols might be nice, too. --Omega2 17:23, 23 Dec 2005 (GMT)
  • Keep -Queer Jew could go around placing menoras and stars of David --Tereseth 9:48, 24 Dec 2005 (GMT)

Sharpened Claws

Timestamp: 06:34, 14 Dec 2005 (GMT)
Type: Zombie Skill
Scope: Zombies
Description: A new Skill for zombies which allows them a % chance to shred through Flak jackets of survivors (or zombies if they so choose) and Deal normal damage instead of reduced Damage.

I was thinking i fairly large percent, Maybe 10, but thats something for Kevan, same with The Jacket, which need not be destroyed, just penetrated, however that is all up to kevan as well if he would like the jacket to remain (as with the not affecting player inventory Rule), I'm not a Zed player myself, but i figured it might help with some balance issues.(that and the idea made me giddy)

Name is not set in stone or anything, i just thought it Fit

Votes

  • Kill, pointless since zombies aren't affected by flak jackets. --LibrarianBrent 06:38, 14 Dec 2005 (GMT)
  • Kill See brent, also I think you hurt the wiki formatting on the page with this, not sure. --Zaruthustra 07:28, 14 Dec 2005 (GMT)
  • Kill - No zombie attack is affected by flak jackets anyway, so no point. Rhialto 08:48, 14 Dec 2005 (GMT)
  • Kill - Bulletproof vests don't stop sharp edge objects in real life. They only stop bullets. Eddo36 09:58, 14 Dec 2005 (GMT)
  • kill - Are we sure this isn't a duplicate suggestion? Anyway what they said. --Thelabrat 11:39, 14 Dec 2005 (GMT)
  • Kill - Flak Jackets don't affect zombie attacks. Sorry Bub. --Daxx 14:42, 14 Dec 2005 (GMT)
  • Kill - Claws do 4 damage. Flak jackets only start stopping damage at 5. Hence, flak jackets are only useful for Zeds vs Firearms, and Survivors vs Death Cultists / PK'ers. --VoidDragon 15:53, 14 Dec 2005 (GMT)
  • Kill - yep, pointless. All you'll end up doing is stopping zombies who want to keep the jackets into the afterlife from keeping them. --Shadowstar 16:17, 14 Dec 2005 (GMT)
  • Kill - Godsend to ZKers, and a help to no one else. --Drakkenmaw 16:46, 14 Dec 2005 (GMT)
  • Kill --Dickie Fux 19:15, 14 Dec 2005 (GMT)
  • Kill - same reasons as everyone else... --Firemanstan 20:01, 14 Dec 2005 (GMT)
  • Kill - Pointless. Yep. --George Kelly 20:50, 14 Dec 2005 (GMT)
  • Kill - It could help PKers by helping them do full damage with ranged weapons.That's not much but still potentially dangerous. -Penance 22:52, 14 Dec 2005 (GMT)
  • Killing spree--Spellbinder 01:09, 15 Dec 2005 (GMT)

Athelete Zombie

...AND 3 SPAM VOTES HAVE IT... SPAMINATED --Pyrinoc 16:04, 14 Dec 2005 (GMT)

  • Also known as duplicate, original here (already passed peer review) --Brizth 16:39, 14 Dec 2005 (GMT)

Spam Votes Modified

5 Spam votes. ERASED. --Zacharias Cross 16:08, 14 Dec 2005 (GMT)

There was a non author keep vote on this suggestion, and under the rules, it therefore had to stay the full two weeks. --Grim s 17:54, 14 Dec 2005 (GMT)

But.. but.. why start following the rules now?? (I'm on your side. heh) Edit: Stop striking out what you disagree with. -- Amazing 18:08, 14 Dec 2005 (GMT)
  • Hi guys. I went into the history and read the description. Your Suggestion was not unreasonable, but it was in the wrong place and therefore warranted Spam votes and deletion. This section is for Suggestions to the Urban Dead *GAME*, not the voting/wiki process. Use the Discussion page for that sort of thing. Zacharias Cross was justified in deleting it, but he was wrong in not stating a proper reason for deletion. My recommendation, which could go on the discussion page, but would not be seen, to all is as follows:
  1. Something is Spaminated - PUT A SENTENCE DOWN TO EXPLAIN WHY. BE POLITE. QUOTE A VOTE OR TWO.
  2. Something is Deleted/Humorous - BE POLITE NO MATTER HOW RIDICULOUS THE SUGGESTION WAS.
  3. Something is Duplicate - BE BRIEF AND PROVIDE A LINK TO THE DUPLICATE.

In fact, I'm adding the above to the template. --Squashua 19:42, 14 Dec 2005 (GMT)


Note to those interested in the usage and future of the Spam vote:

Please head to the talk page, where discussion about the Spam vote (and the possible introduction of a new Dupe vote) is being held, for more information and talk about this topic.


Let The Beer Flow! (Working Pubs)

Timestamp: 12:06, 14 Dec 2005 (GMT)
Type: Building Improvement
Scope: Applies to all Pubs in Malton
Description: Currently, there is no real reason to defend a pub, as no benefits are gained through remaining in the building. So, I suggest that if a generator is moved into a pub and successfully operated, the pub can assume to have it's cooling facilities back online, and therefore all bottles of wine and bottles of beer drank whilst standing in the said pub add 2HP as oppose to just 1HP.

Basically, the amount healed from consuming alcohol increases from 1HP to 2HP when standing inside a pub with a working generator. This gives pubs a purpose, gives survivors a new reason for defending a building and doesn't unbalance the game.

I appreciate this is only a small suggestion, but apart from not being a bad idea it would also just give The Qubs mission of setting up Qubs Pubs actual game play effect as oppose to simply being a fun idea.

Votes

  • Keep - Author's vote. I think this is a good idea not only because it gives pubs more of a purpose, but also generally adds more real-life-esque fun to the game. -BauulBen 12:06, 14 Dec 2005 (GMT)
  • Keep - Only realy voting for this due to flavor resons. I geuss a cold drink is more refreshing than a warm one :P - Jedaz 12:18, 14 Dec 2005 (GMT)
  • Keep Nice flavour. Also, are you thinking what I'm thinking?-- Andrew McM 12:42, 14 Dec 2005 (GMT)
  • Keep - Mmm, booze . . . --John Taggart 14:00, 14 Dec 2005 (GMT)
  • Keep - Jirtan 14:37, 14 Dec 2005 (GMT)
  • Keep - Flavour is good, and it's not going to upset the game. I imagine it wouldn't take too much work to implement. --Daxx 14:40, 14 Dec 2005 (GMT)
  • Keep - Hey, this was my idea Ben! But its a damn good one! Maybe you could have a new 'Cocktail' skill that pushes it up to 3HP healed? Consumer class could start with that skill. -Chalor Sutton 15:26, 14 Dec 2005 (GMT)
  • Keep --Lord Evans 16:03, 14 Dec 2005 (GMT)
  • Keep -- They have those little peanuts!--Zacharias Cross 16:14, 14 Dec 2005 (GMT)
  • Keep - non-damaging, a little pointless, might get some survivors out of malls... sure, why not. --Shadowstar 16:19, 14 Dec 2005 (GMT)
  • Keep - It may be the Apocalypse, but God help anyone who can't even find a cool brew. --Drakkenmaw 16:48, 14 Dec 2005 (GMT)
  • Keep - Of course you can heal to full health by getting drunk! But it's funny, and non-game-breaking, so I'm in. --Hexedian 16:49, 14 Dec 2005 (GMT)
  • Keep To The Winchester!!--bbrraaiinnss 17:06 Dec 14 2005
    • Re - Perhaps add 5% chance 'Don't Stop Me Now' by Queen starts blaring out of the jukebox and attracts all the zombies in the area to the front door.  :-D -BauulBen 19:23, 14 Dec 2005 (GMT)
  • Keep - love the flavor. And for 1 AP, you can pass the time by throwing darts or cheering for your favorite football team. --Arcibi 17:54, 14 Dec 2005 (GMT)
  • Keep - insert witty Shaun of the Dead reference here X1M43 18:58, 14 Dec 2005 (GMT)
  • Keep Excellent. Let us proceed with the consuming of cold alcoholic beverages. --AllStarZ 19:11, 14 Dec 2005 (GMT)
  • Keep --Dickie Fux 19:17, 14 Dec 2005 (GMT)
  • Keep - So say we all. Neat idea, hurrah for more generator uses! -CWD 19:20, 14 Dec 2005 (GMT)
  • Keep - fantastic idea but would it be too much work to make it cost more and more APs for each drink to represent getting completely trolleyed and spending half your time recycling the beer?--Blzbob 19:34, 14 Dec 2005 (GMT)
    • Re - Still keep but just had a thought; would it be unreasonable for pubs without generators to serve warm beer which could heal zombies with memories of life? --Blzbob 20:02, 14 Dec 2005 (GMT) (Never, ever, vote twice. It's confusing if you want to work out votes at a glance. Use an Re ((like what I did)) or, if there is a discussion relating to the skill put it in there. -- Andrew McM 20:10, 14 Dec 2005 (GMT))
  • Keep - Let's just hope this doesn't bring new patients to hospitals for drinking too much... --ALIENwolve 19:34, 14 Dec 2005 (GMT)
  • Keep - Meh. A chance to heal 2HP drinking whatever beer/wine/etc you do find probably still isn't worth it. But, hey, better than only 1HP... still better off just going to a hospital. --Zarquon 19:47, 14 Dec 2005 (GMT)
  • Keep - crap-in-a-hat! thats a damn fine idea, though i wouldnt mind it healing 3 hp. so much flavor im getting drunk off just the thought of it. nice work. --Firemanstan 20:12, 14 Dec 2005 (GMT)
  • Keep - Okay. --Basher 20:20, 14 Dec 2005 (GMT)
  • Keep - Sure, why not? --George Kelly 20:52, 14 Dec 2005 (GMT)
  • Keep - "Who the hell put Queen on?!" "It's on random!" --Kulatu 21:29, 14 Dec 2005 (GMT)
  • Keep - I'd love to get hammered in a online game. --Penance 23:02, 14 Dec 2005 (GMT)
  • Kill I am no mindless sheep!--Spellbinder 01:16, 15 Dec 2005 (GMT)
  • Keep -mhmmmmmm alcohol mhmmmm = great RP, good use for pubs. --Mr. Mcdoogles 03:03, 15 Dec 2005 (GMT)
  • Keep - This is definitely not needed and wouldn't improve the game in any significant way. That said, I'm not going to argue against beer. --Jon Pyre 07:23, 15 Dec 2005 (GMT)
  • Keep - Why not? Pubs should be more fun to stay in than they are. --Vair 12:47, 15 Dec 2005 (GMT)
  • Keep - lmfao, why not? It sounds fun, even if I don't think I'd drink a whole lot. Eh, if you're going to have your first beer, may as well be a cold one, no?--Arathen 03:06, 16 Dec 2005 (GMT)
  • Keep Finally, a flavorful candidate for an HQ. --LouisB3 01:59, 17 Dec 2005 (GMT)
  • Keep - YEAH LET'S GET DRUNK!!!! --Tereseth 9:52, 24 Dec 2005 (GMT)

Change Headshot

Timestamp: 13:56, 14 Dec 2005 (GMT)
Type: skill/balance change/improvement
Scope: Changes headshot skill
Description: Change the headshot skill from its current implementation. Instead of taking away XP, killing a zombie with a headshot would require the zombie to spend the full 10AP cost to stand up, regardless of whether they have the ankle-grab skill. This would have a one time effect, all subsequent non-headshot zombie deaths will be able to stand up for the normal 1AP cost if they posess the ankle-grab skill. This would be beneficial in several ways:
  • Balances the effects of ankle grab.
  • Allows lower level lone zombie characters the ability to preserve XP earlier in the game, making lone zombie play more compelling
  • Allows survivors the ability to at least slow down the rate of advance of an offensive horde.

(Note: The 10AP cost could be changed to 5AP, or some other number, at Kevans discretion if balance is considered an issue.)

Votes

  • Keep - It was my idea, how did you think I was going to vote? Delphius 13:56, 14 Dec 2005 (GMT)
    • Clarification - I never suggested that it would kill the ankle grab skill, simply reduce its usefulness after being headshot. I dont see how this is any different than VoidDragons suggestion. Arent we both talking about the same exact thing? Nobody would be losing a skill. Although it does appear that since the same thing has been essentially already posted, that I shouldnt have reposted it... I had not realized.
  • Keep - This is aq much more logical way for Headshot to work. Plus, it makes it less of a griefer skill. --John Taggart 14:03, 14 Dec 2005 (GMT)
  • Keep - As long as it adds no ap if you don't have ankle grab that seems fine. XP is hard to come by and I hate losing it all.--Fullemtaled 14:04, 14 Dec 2005 (GMT)
  • Kill - Why make one skill to delete another skill? This is the same as removing ankle grab from implementation since you know every suvivor will take headshot. Also zombie hordes are supposed to be relentless. You aren't meant to slow them down and hold them at bay and all that. You don't kill zombies in order to stun them and drain their AP. You kill them to throw them outside. If there are too many you run. Hence it is a survival game instead of a defend the castle game. --Jon Pyre 14:19, 14 Dec 2005 (GMT)
  • Kill - Cancelling existing skills is bad. Jirtan 14:37, 14 Dec 2005 (GMT)
  • Kill - This has been suggested before (note, for reference - on the forums). Also, cancelling out skills is bad. --Daxx 14:39, 14 Dec 2005 (GMT)
  • Kill - As above, and I'm sure I've seen it before - someone wanna confirm and spaminate? --RSquared 14:40, 14 Dec 2005 (GMT)
  • Kill - Hasn't quite been done this way before. My suggestion and Headshot Weakens Ankle Grab - Nov 13 both modify the stand-up cost for zeds who got headshotted, but not by flat-out negating Ankle Grab. --VoidDragon 15:28, 14 Dec 2005 (GMT)
  • Kill - not that I think it's a bad idea, but people would rather have an XP drain than an AP drain. *shrug* --Shadowstar 16:20, 14 Dec 2005 (GMT)
  • Kill - Perfect counterbalance to an enemy skill? Of course this makes sense! --Hexedian 16:46, 14 Dec 2005 (GMT)
  • Kill - As a maxed zombie, I value my AP more than my XP. I'd rather not see the equivalent to a permanent reduction in my ability to act in any day. --Drakkenmaw 16:50, 14 Dec 2005 (GMT)
  • Kill - I nearly voted spam on this because it was so retarded. Ankle grab is the only reason zombies are even holding thier own at thier tiny, decimated level at the moment. Nerfing it is a horrible, horrible idea. --Grim s 17:57, 14 Dec 2005 (GMT)
  • Kill So still, can anyone tell me how come a .38 to the head would make you more tired rather than more retarded? And besides, AP is more valuable than XP because you need AP to get more XP. Losing 40 XP to a Headshot while offline is okay because with your total 50 AP, you can gain that back and more if and/or when you find a prey. AllStarZ 19:15, 14 Dec 2005 (GMT)

RE Damn, you must get INCREDIBLY lucky if you get 40 XP each time you use 50 AP. BTW, zombies usually only get 35 ap these days. --Tereseth 9:57, 24 Dec 2005 (GMT)

  • Kill - This is effectively removing Ankle Grab. --Basher 20:23, 14 Dec 2005 (GMT)
  • Kill - there are better headshot modification suggestions out there. i dont see why anyone would want to "ballance" ankle grab - i play with and against both species, and ankle grab is not even in the same league as the amount of grief caused by headshots. and no to cancelling existing skills. --Firemanstan 20:26, 14 Dec 2005 (GMT)
  • Kill - Headshot as implemented is a terrible idea which should be promptly removed from the game, but this is even worse. As has been repeatedly pointed out, the fundamental imbalance in the game is survivors' tremendous AP-efficiency advantage over zombies. This merely exacerbates that imbalance, essentially giving survivors a further 25% advantage in the AP department. --Centerfire 21:43, 14 Dec 2005 (GMT)
  • Kill - Please, don't nerf Ankle Grab. Please. --Seagull Flock 08:58, 15 Dec 2005 (GMT)
  • Kill - So headshot doesn't affect zombies without Ankle Grab? --Pesatyel 04:18, 19 Dec 2005 (GMT)
  • Kill - Don't delete ankle grab. Make headshot happen at random, (5%?) and only cause a single ap damage or two, without killing the zed. --Tereseth 9:55, 24 Dec 2005 (GMT)

Trauma attack

With a total of 3 spam votes . . . Auf wiedersehen! --Zacharias Cross 16:09, 14 Dec 2005 (GMT)

  • For duplicate suggestions, please provide the link to original. --Brizth 16:33, 14 Dec 2005 (GMT)

Threat Recognition

Timestamp: 14:49, 14 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: A subskill of Memories of Life. You've grown intelligent to understand the concept of danger and seek to avoid injury. You are more perceptive and can sense which enemies are planning to attack you rather than flee. This ability allows zombies to tell which suvivors have 50% or more of their inventory taken up by guns and ammunition by flagging those suvivors's names. Maybe (H) for hostile or (D) for danger? Whatever, suggest some letters of your own. Plays up on the zombie ability to recognize individual humans.

Votes

  • Kill - Think "realism". In real life, there would be no way to tell what a person was carrying in a bag (as I'd assume someone wouldn't be carrying multiple firearms and other items soley in their hands). Though this would make a handy skill, it just simply wouldn't be realistic enough.--Zacharias Cross 16:14, 14 Dec 2005 (GMT)
  • Keep - Because I don't argue "realism" in a zombie game - --Fullemtaled 16:19, 14 Dec 2005 (GMT)
  • Kill - I don't see how this would be terribly useful. You can already tell who's more hostile by checking the character's skillset. --Pyrinoc 16:29, 14 Dec 2005 (GMT)
  • Kill - I was oigionally going to vote keep, but then i got to thinking about, and this just seems like a great way to target newbs and noncoms.--Zeek 16:46, 14 Dec 2005 (GMT)
  • Kill - There are too many flags and other clutter on the game page already. If you want to tell who's dangerous, look for who has Headshot. --Drakkenmaw 16:53, 14 Dec 2005 (GMT)
  • Kill Nuh uh. No X-ray vision for zombies, unless they develop a super strain that can see in the dark as well and fly like a flying squirrel. AllStarZ 19:17, 14 Dec 2005 (GMT)
  • Kill --Dickie Fux 19:19, 14 Dec 2005 (GMT)
  • Kill - What Drakkenmaw said. --Basher 20:24, 14 Dec 2005 (GMT)
  • Kill - what??? you think zombies arent realistic??? boy are you in trouble when the class 3 hits (see: "the zombie survival guide: complete protection from the living dead") ;p. but realistic or not, i think this idea is bad. --Firemanstan 20:33, 14 Dec 2005 (GMT)
    • Re - I think you would be able to tell if someone had 14 shotguns strapped to their back but I'm not going to argue that. Notice I never say the zombies can see the guns they have but that they can simply tell which ones are better prepared to handle them based on their behavior. Someone loaded with guns & ammo is going to act differently than someone unarmed or with a simple melee weapon. This lets the zombie sense the threat the way a dog can sense hostility in a person. No X-Ray vision here people. This skill would be very useful. A zombie breaks into a safehouse and has a choice of five people to attack. One of them has enough ammunition to kill them with fewer than 10 AP, the others would need to spend most of their AP to kill a single zombie. They would obviously want to kill that person first. Everybody gets headshot. Everybody gets firearm skills. The only thing those skills tells you is who has been playing UD longer. Between people of similar skills there's no way to select a target other than whose name you dislike most. THIS WOULD PROTECT NEWBIES! Zombies would attack more powerful players who have lots of guns, not the level 1 necrotech scientist! A person's combat ability is as great as how many bullets they can fire. This would make zombies more powerful by giving them extremely useful information. --Jon Pyre 22:28, 14 Dec 2005 (GMT)
  • Kill - Detailed and very well explained idea, but somehow not necessary, as a quick look at the survivor's profile does already provide you enough information to target dangerous headshooters or constructors. --Seagull Flock 09:33, 15 Dec 2005 (GMT)
  • Kill - I'M not taking headshot, but the Advanced firearms, axe, and techie skills are a bit of a giveaway anyway. As is being level 17.--Arathen 03:01, 16 Dec 2005 (GMT)
  • Keep -i am agree with some condition. first the dude who have this skill will not reconize the type of gun but, they will reconize for exemple, bob23 has a treat.ie: in the floor is 111,111, bob13. bob 13 will e mrket by a special ign or color. and nNO this is not a real big treat for survivor, since a zombie hunter level 23 with 60 hp with a full loaded shutgun isnt not in danger when against a level 5 anyway. this skill will be more a defensive tool, think about it . --spetznaz21 20:31, 25 Dec 2005 (GMT)

Break it down!

Timestamp: 16:40, 14 Dec 2005 (GMT)
Type: Altered Mechanic
Scope: Low level zombies
Description: Allows any zombie to smash open any door at cost of a pre-defined amount of ap (5?). It is listed as "wide open" as though it had been left that way by a zombie with Memories Of Life, and can be closed by any survivor in the exact same way.


As it is, getting xp as a low level zombie is a major pain in the ass. Your best chance currently is to find your self some other, higher level zombies to hang out with, preferably a nice big hoard. They can draw fire, and more importantly, open your doors for you.

But what if you happen to spawn in an area with few other zombies? Then you have to wander the streets at a cost of two ap per move, hoping to come across some poor newb who doesn�t get how the game work yet. Or you can resort to zk�ing whatever other poor roters you may come across, which ends up making you vary unpopular among your fellow stinking corpses. Either way, whatever little xp you gain during the day could easily be lost by getting headshot while you sleep (or whatever zombies do).

My solution to this is quite simply that zombies should be able to spend some ap "smashing open" doors. In this way, low level zombies would have at least some degree of independence, in that they would be able to access buildings on their own to get at the tasty human filling inside, or even hide in vacant ones while they sleep. This would have the secondary effect of reducing the indispensability of Memories Of Life, but it would still be useful in that it would save a good amount of valuable ap.

Options:

  • Variable AP Cost: Doors of different buildings could require different amounts of ap to break. down (ex: Banks: 6, Pubs: 4, PDs: 5)

Votes

  • Keep - Sounds good to me - --Fullemtaled 16:46, 14 Dec 2005 (GMT)
  • Keep - I see nothing wrong with it. --Drakkenmaw 16:55, 14 Dec 2005 (GMT)
  • Keep - Absolfriggin'lutely. --RSquared 17:43, 14 Dec 2005 (GMT)
  • Keep - It is a great idea --Lord Evans 17:45, 14 Dec 2005 (GMT)
  • Keep - This is actually a very good idea, depending on the amount of AP required (probably the higher the better, we don't want to make MoL a redundant skill here). --Daxx 17:52, 14 Dec 2005 (GMT)
  • Kill Hmmm, I on the fence with this. It just kind of makes it way too easy to stall getting memories of life if you can just bust in. Maybe make destroying doors like desotroying barricades? Give them 2 cade points or something and make the zeds beat it down. Either that or give well known safe houses like PDs, malls, and hospitals a HUGE ap variable. --Zaruthustra 18:14, 14 Dec 2005 (GMT)
  • Keep - I like this idea. But Zaruthustra brings up a good point. Different buildings should have different values. A PD would require more AP; a warehouse, perhaps less. X1M43 19:05, 14 Dec 2005 (GMT)
  • Keep - You are talking about unbarricaded, 'doors secured', buildings, right? Good idea.--WibbleBRAINS 19:07, 14 Dec 2005 (GMT)
  • Keep - Maybe something like generators, as in only 20%-40% percent (or whatever) change to smash the door in. Of course the AP cost should be lower in such case. --Brizth 19:11, 14 Dec 2005 (GMT) edit: Why the name change? WTF is a Sapper Zombie?! (It was called "Break it down!") --Brizth 20:05, 14 Dec 2005 (GMT) edit2: I changed the name back to original, as it seems that it wasn't the original author Zeek who changed it to "Sapper Zombie!", but someone called Eddo36. And people were complaining. --Brizth 23:10, 14 Dec 2005 (GMT)
  • Keep - Could also work for less AP and a chance to hit, rather than 5 AP and a guaranteed open. Either would work. --Dickie Fux 19:22, 14 Dec 2005 (GMT)
  • Keep - Very good idea, though I think it might be done better like breaking down a barricade--e.g. you have x% chance of bashing in the doors.--Declan 20:17, 14 Dec 2005 (GMT)
  • Keep - Makes sense. --Basher 20:25, 14 Dec 2005 (GMT)
  • Keep - if the name really is "sapper zombie" though, I'll kill it. --Shadowstar 20:40, 14 Dec 2005 (GMT)
  • Keep - i agree with Dickie Fux, Declan, and the others with similar comments. oh yeah, and what Shadowstar said. --Firemanstan 20:42, 14 Dec 2005 (GMT)
  • Keep - Just... don't ever say the word "sapper" again. --ALIENwolve 21:26, 14 Dec 2005 (GMT)
  • Keep - Great idea, goes some way to reduce the impossibility of playing a new zombie character. Either that, or as others have said, add an extra two 'cade points on to knock down the door. Ruzkin
  • Keep - I know how frustrating it is to get Xp as a low level zombie, so thats why I'm voting keep. - Jedaz 02:06, 15 Dec 2005 (GMT)
  • Keep - good idea, though maybe the actual cost can be different, or theres a probality of knocking it down. --Mr. Mcdoogles 03:06, 15 Dec 2005 (GMT)
  • Kill - Nerfs memories of life.--The General 19:01, 19 Dec 2005 (GMT)
  • Keep - We NEED this. Not enough zombies as it is, fewer with memories of life. Besides, they still gotta get past the barricades. --Tereseth 10:01, 24 Dec 2005 (GMT)

Subway Tunnels, version 2

Timestamp: 16:51, 14 Dec 2005 (GMT)
Type: Improvement
Scope: Everyone
Description: Original idea:

Train station tunnels would have underground passages leading to one another. There would be set directions to get from one station to the next (perhaps the large map of the city could be updated to show these paths). On the in-game map you would see just the buildings you can pass under. All other buildings would be shaded out.

Generators could be set up in a station that would power the lights within the tunnel. Each generator would power the neighborhood subway lighting system (or certain number of surrounding blocks). There would be some kind of indicator when you go into the tunnel to show how much energy is left for the lights (“The lights are at 100%”, “The lights are at 50%.”, etc.). When the lights go out, the in-game map goes black, except for N, S, E, and W indicators. You wouldn’t even be able to see if there were other players around you except, perhaps, by sound. The player could still move but this would force both zombie and survivor classes to diligently take note of where they are and be able to get themselves out using the city map or guessing (“You move further into the tunnel.”, “You’ve bumped against a wall.”). Since there would be, essentially, only two directions you could end up, through trial and error or map reading ability, a player could eventually find their way out.

Zombies with Scent Trail would be able to traverse the tunnels in complete darkness, as their maps would not go black. I would suggest that an equal survivor skill or a flashlight be created so survivors wouldn’t get totally stuck in the dark.

The Tweak:

�Recent files found in various NecroTech buildings have alluded to a partnership between the Military and NecroTech. According to these papers, both organizations knew that an outbreak was inevitable and a series of contingency plans were established. One such plan was the construction of underground NecroTech/Military safe houses accessible only through various subway tunnels.�

Although there may be multiple subways tunnels in each neighborhood, only one subway tunnel (per neighborhood) would contain a safe house. These safe houses would allow players to find any of the following: weapons, ammo, flak jackets, flare guns, GPS units, first aid kits, syringes and DNA Extractors. Also housed there would be a NecroNet computer, the only place in Malton to find such a device.

The door to the safe house may be barricaded but the actual tunnel could not. If the door were heavily barricaded, there would be no possible way to get in without breaking it down (even if you have Free Running).

(NOTE: Search percentage removed due to peer suggestion.)

Votes

  • Keep - Author vote. --Herbalbert 16:53, 14 Dec 2005 (GMT)
  • Kill - over powered to the max - --Fullemtaled 16:56, 14 Dec 2005 (GMT)

Keep - Vote changed due to alteration in suggestion. *Kill - A 50% chance to find anything is just too high, especially since it would allow spending 10AP to get in and out of the tunnels while still finding about 15 items. Your "bait" is, basically, just too good. --Drakkenmaw 17:02/18:13, 14 Dec 2005 (GMT)

    • Re - What would you suggest it gets knocked down to?. --Herbalbert 17:08, 14 Dec 2005 (GMT)
  • Keep - Love this suggestion... so much... but hopes you tweak the finding rate down to get more support...--Ringseed2 17:53, 14 Dec 2005 (GMT)
  • Keep - But, there was nothing wrong with the original suggestion, and that's still going through the process, isn't it?--WibbleBRAINS 19:10, 14 Dec 2005 (GMT)
    • Re - Version 1 still has yet to close. But people brought to my attention that there would have to be a good reason to go down there. So... --Herbalbert 20:18, 14 Dec 2005 (GMT)
  • Keep - I like it. Eddo36 19:15, 14 Dec 2005 (GMT)
  • Keep - When I first read this, I thought the NecroNet computers would be a feature of the safehouse, not an item you could carry; I like that better than a separate item, but the basic gist is good. --Dickie Fux 19:27, 14 Dec 2005 (GMT)
    • Re - I suppose it could go either way. Just depends on what everyone thinks is better.--Herbalbert 20:18, 14 Dec 2005 (GMT)
  • Kill --Basher 20:26, 14 Dec 2005 (GMT)
  • Keep --ALIENwolve 21:25, 14 Dec 2005 (GMT)
  • Keep - i really really like this idea. it would add a new dimension of terror to the game - and as it is suggested, would be a little easier for zombies (with scent trail) and thus new survivor players could avoid it and play on the streets, and those who are feeling the game is getting too easy for survivors can have a place to go for more excitement. nice work. --Firemanstan 21:26, 14 Dec 2005 (GMT)
  • Keep - I really liked the first idea and I really like this one as well. --Kulatu 21:31, 14 Dec 2005 (GMT)
  • Keep - I second Kulatu's statment. -- LS 19:34, 14 DEC 2005 (EST)
  • Keep - I like it. --Seagull Flock 09:50, 15 Dec 2005 (GMT)
  • Keep - It's good for me. --Mr. Mcdoogles 03:26, 18 Dec 2005 (GMT)
  • Keep - I actually really really like this suggestion. Kevin, please implement this.--The General 11:13, 21 Dec 2005 (GMT)
  • Keep -This MAY actually be better than the sewer ideas...zombies would probably wrk to keep arts of the subways black so they would have at least a vestige of safety. But take out the safehouse part. --Tereseth 10:06, 24 Dec 2005 (GMT)

Brain Rot Skill Tree

SPAM: DUPLICATE SUGGESTION -- Link to original is being located. --Zacharias Cross 01:47, 15 Dec 2005 (GMT) Seems to me that it wasn't found... --Brizth 11:45, 16 Dec 2005 (GMT)

Timestamp: Dec 14, 2005
Type: Skills
Scope: Zombies
Description: Brain Rot currently is not very useful, the zombie population is going down rapidly, and headshot makes mid-level zombie advancement impossible; I think these three problems can be solved in one fell swoop. The solution is to add two new skills to the Brain Rot tree. The first, Decayed Brains (requires Brain Rot), would reduce the amount of XP lost from a headshot by a certain amount (possibly half). The second, Empty Skull (requires Decayed Brains), would eliminate the XP loss from a headshot, or at least reduce it significantly (enough so that being headshot at mid-level wouldn't completely stop you levelling). These skills would encourage Zombies to make a commitment to staying undead and would hopefully bring the Zombie/Survivor ratio into balance.

Votes

  • Spam - I've seen this before on an previous suggestion page, the skill tree was the same, and even the name was the same Empty Skull, read the !@#%& previous suggestions page you [content remaove for those who oppose to insults involving {content removed for being too sugestive of the earlier content removed} and overall nastyness]!!!! --Mr NoName 00:34, 15 Dec 2005 (GMT)
  • Spam - You're negating a player's skill by eliminating XP loss, which is not a good idea.--Declan 00:42, 15 Dec 2005 (GMT)
  • Spam- once the first one is found, this will be deleated and a link to the orginal will be provied. on a personal note, please please please read the previous days suggestions--Spellbinder 00:54, 15 Dec 2005 (GMT)
  • Kill - Skills whose sole purpose is to counter another skill generally don't get kept. Rhialto 00:57, 15 Dec 2005 (GMT)
  • Spam - HEY ZACHARIAS CROSS! You forgot to remove the suggestion after 3 spams. --ThunderJoe 02:09, 15 Dec 2005 (GMT)
    • RE: Actually, I didn't. If you look, I edited the top of this suggestion before your comment was made. I can not remove it until the link is found, as duplicate was the over-ruling reason for spam-removal.--Zacharias Cross 03:26, 15 Dec 2005 (GMT)
  • Kill - IMO, there are already better suggestions against headshot.--Brizth 11:45, 16 Dec 2005 (GMT)
  • Kill - Well I can't find the dupe either but I did find this which I like better. --Thelabrat 14:22, 16 Dec 2005 (GMT)