Suggestions/14th-Jan-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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Self-Defense

Timestamp: 07:56, 14 Jan 2006 (GMT)
Type: Skill
Scope: Suvivors
Description: This is a PK notification skill which would do the following: When attacked you don't just lay still. Since you aren't spending AP and thus can't perform any real action you wouldn't actually dodge blows or fight back, it'd just make it harder for someone to kill you covertly. When killed by another human the people in that location would get this message: "There is a scuffle as [victim name] is killed by [pker name]. Since PKing is not overly common this should not result in spam, and this would only result after a death. What's an extra line of text once in a while if it informs you of a killer in your midst? This would be useful because if a player is attacked and killed they wouldn't be able to warn the other people in their safehouse about the threat. While it is true there are PK forum bounty lists it is a hassle to post screenshots to prove guilt, and the players that are the likely next victims will probably not read the forums. PKing is in the game and it makes sense for the ability to exist, but not for the perpetrators to be invisible while they commit their crime. This would be a skill for every suvivor that wants to guarantee their killer does not go free.

Votes
Votes here

  1. Keep - I like it, would the skill be on its own or under i.e. bodybuilding? -- Norminator 2 10:15, 14 Jan 2006 (GMT)
    • Re I don't think it needs to be tied to bodybuilding. You don't need to pump iron in order to defend yourself. --Jon Pyre 18:36, 14 Jan 2006 (GMT)
  2. Keep - But with the comment that this shouldn't even be a skill, it should be inate. If I can see a flare going up 8 blocks north and 5 blocks west of me when I'm asleep, if I can hear a loud and low growing coming from a far off distance when I'm passed out, I can sure as hell here and see the guy next to me getting killed. It should also apply to ZK'ing. (You see a zombie take a lethal bite out of another zombie!). Again, this should not even be a skill. It's also handy in that anybody who doesn't know about the draconian PK list can have their murderer reported by witnesses instead of taking revenge himself and getting PKd in his own right as a stupid form of forum self-fellating justice. Shambling Pete 14:00, 14 Jan 2006 (GMT)
    • RE: I don't think this allows you to see, but to be seen i.e. you struggle (due to this skill) which becomes noticed. Kinda like how commandos can kill in their sleep if they're being attacked. -- Norminator 2 14:19, 14 Jan 2006 (GMT)
    • RE: Awwww, it would ruin the fun of PKers? Damn. --S Kruger
  3. Keep - Useful, and doesn't unbalance anything. - Asrathe 15:35, 14 Jan 2006 (GMT)
  4. Kill - I don't think that it's fair to PKers. It would unbalance the game to those who play as pkers and zkers. There isn't a rule against Pking, some people like to roleplay criminals in the game. Even though I hated it when I got pk'd by MarvinB, I think that it should really be allowed and that this would unbalance the game. --Poodge 16:17, 14 Jan 2006 (GMT)
    • Re - Reeeeeal slick namedropping there, sport. For �25 I can make sure he is never heard of again. -- Andrew McM 16:20, 14 Jan 2006 (GMT)
  5. Keep - You know what, I actually like this. I like the idea of a skill being involved as well, because it shows that you have enough training/presence of mind/etc. to sense the danger and try to defend yourself (you scuffle, you make noise, etc.) instead of being caught unawares (such as one without this skill would be). The notification message is simple and direct. (I don't like the notion that this should apply to zombies, though.) I like this one. Bentley Foss 16:58, 14 Jan 2006 (GMT)
  6. Keep - I like it... it's simple, it makes sense, and doesn't mess with the fundamentals of the game. As to Poodge, the game is not about PKing. It's not strictly outlawed, but cutting your XP gains in half are a pretty clear way of saying that it's not encouraged. Besides, if we're talking the realism of having criminals in the world, it's realistic that others would notice such criminal acts taking place within feet of them. --Intx13 17:10, 14 Jan 2006 (GMT) EDIT: I assume this doesn't apply to zombies, right? Since they can't see eachother's names anyway. Also, I don't like it being a skill... PK'ers will just attack the low level characters without this skill, which will drive many new players to frustration. Still a keep though. --Intx13 17:13, 14 Jan 2006 (GMT)
  7. Keep - Skill or not (better not), something like this should be introduced into the game. In fact and any all combat should at least have a kill notifier of some sort. -- S Kruger
  8. Keep --Lord Evans 18:01, 14 Jan 2006 (GMT)
  9. Keep - I sure as heck would notice if the guy sitting next to me in the hospital suddenly was shot in the head. It makes sense, at least something like "You hear a bloodcurdling scream echo through the halls of the hospital." when someone dies, or something.--Hamelin 18:08, 14 Jan 2006 (GMT)
  10. Keep Heres 5 pounds Andrew. Thats all I'm giving. Anyways good idea, but shouldn't it expand to fit deaths by zombies? Also Hamelin, when a human person gets shot through the head, they usually don't have enough time to scream :). AllStarZ 19:13, 14 Jan 2006 (GMT)
  11. Kill - i like this peer reviewed suggestion better, as it requires the person hearing the kill to have the skill (and specifically increases the roll play favor of the policeman class). but i like the scream flavor of your suggestion - i think it's brilliant. my only reservation is that pkers would simply not target those with the self defense skill... which is why i can't vote keep on yours. however, if you changed it from skill to innate, i'll change mine to keep. --Firemanstan 19:41, 14 Jan 2006 (GMT)
  12. Keep - Very useful. --Felix Fitzpatrick 22:25, 14 Jan 2006 (GMT)
  13. Keep - it may be the beer talking, but sign me up son!--krupintupple 21:47, 14 Jan 2006 (EST)
  14. Keep - Thank you, I've wanted something like this so bad. I remember hiding in a barricaded building, and randomly 3 zombies appeared the next day. turned out someone was PK'ing, but noone noticed because the players just dissappear, like they left. needless to say i died very soon after. --Hyp3r 03:33, 15 Jan 2006 (GMT)
  15. Keep - --Kcold 05:07, 15 Jan 2006 (GMT)
  16. Keep - doesn't do any harm. I would like to notice who might be on a murderous rampage inside my safe house. --Natural Life 09:06, 15 Jan 2006 (GMT)
  17. Keep - The idea is good. I like it. The name is flawed tho, perhaps something like "Nightwatch" I dont know. good job tho.--Uncle Willy 18:42, 15 Jan 2006 (GMT)
  18. Keep - I always thought that was a bit weird that we couldn't witness such events. This would also encourage the killer not to remain in the same area as the person he just killed...as few should realistically want to. This would actually add some thrill to PKing, perhaps. Excellent idea, I suggest adding it to the Military skill tree! --MorthBabid 00:29, 16 Jan 2006 (GMT)
  19. Keep - Fuck PKers. Keep this. Coreyo 20:57, 16 Jan 2006 (GMT)
  20. Keep - Death to PK'ers! --The Fifth Horseman 15:37, 16 Jan 2006 (GMT)
  21. Keep - I hate PKers and I want everyone around me to know they are PKers. --TheBigT 22:59, 16 Jan 2006 (GMT)
  22. Keep - I would like to know if a PKer was near me. -- InfernalGeneral 02:18, 18 Jan 2006 (GMT)
  23. Keep - It's all been said already. Pkers - bad. Knowing where they are - good. --Salicyclic 14:26, 18 Jan 2006 (GMT)
    Keep - Kill the PKers! --Mr NoName 20:38, 31 Jan 2006 (GMT) - Voted after deadline. Same with all of his other votes below. Velkrin 20:21, 21 May 2006 (BST)
    • Final Tally - 21 Keep, 2 Kill, 0 Spam - 20:21, 21 May 2006 (BST)

Tally Guy Note - Has been Implemented


Military Rank

Timestamp: 08:23, 14 Jan 2006 (GMT)
Type: Skill/fort improvement
Scope: Suvivors, Military
Description: Many have expressed the sentiment that the forts should be more defendable. It makes sense they would be being military installations but currently they're less defendable than a mall. Not only that, they're less defendable than pretty much any building you could mention, the reason being the armory cannot be reached by free running due to the open ground that surrounds it. To leave and pick up, say first-aid kits, and return is impossible unless the fort is kept only very strongly barricaded which makes defending it quite difficult considering how tempting a target they are. Here's my suggestion to make the forts a more defendable site. A skill called Military Rank that would allow survivors to enter a fort regardless of how heavily it was barricaded, perhaps giving them a message upon entering like "You unscrew a hatch and enter through an underground passage." This would make the forts far far more defendable without really making them much more powerful than the average police station (which also yields ammunition and can be reached via free running when heavily barricaded). There is a precedent players would be able to get promotions through skills (Necrotech Employment) and a Civilian or Science player getting Military Rank isn't any less realistic.

Votes

  1. Keep - At the moment there doesn't seem to be much point to forts, and I like the flavour of this one. -- Norminator 2 10:17, 14 Jan 2006 (GMT)
  2. Keep - Forts that are actually fortified? Should have been done long ago. --VoidDragon 14:21, 14 Jan 2006 (GMT)
  3. Keep - I like this one, it makes sense. - Whitehouse 14:25, 14 Jan 2006 (GMT)
  4. Kill - Sorry, but I would prefer if the forts had surrounding walls around it. -- Andrew McM 16:09, 14 Jan 2006 (GMT)
  5. Keep - Seems good to me. Is this skill a subskill of free-running? or a seperate skill? I think of it as being a subskill, but that's just me. --Intx13 17:16, 14 Jan 2006 (GMT)
    • Re It could be under free running but I don't think it really has to. This isn't the same as leaping from roof to roof, it's just knowing (and having authority to access) alternate entrances than the front door. --Jon Pyre 18:47, 14 Jan 2006 (GMT)
  6. Keep --Lord Evans 18:03, 14 Jan 2006 (GMT)
  7. Keep Wow. I LOVE it. MaulMachine 19:45, 14 Jan 2006 (GMT)
  8. Keep - 1, 2, 3 peer reviewed suggestions are all better IMO. but i think yours is a viable option too, assuming that the others may be difficult to implement. one way or another, forts need to be made cooler. i was so disappointed the first (and last) time i went to a fort.. --Firemanstan 19:53, 14 Jan 2006 (GMT)
  9. Keep - Keep keep KEEP!--The General 21:07, 14 Jan 2006 (GMT)
  10. Keep - Forts DEFINATLY need a use, and it is unfair that they are harder to defend then the average hospital. -=Benpage26 21:14, 14 Jan 2006 (GMT)
  11. Keep - I cant beleive Im voting keep on a suggestion as significant as this... But its good! --Jak Rhee 21:26, 14 Jan 2006 (GMT)
  12. Keep Also limits the amount of zombie spies that can enter, considering that either the only people that can enter are either very dedicated zombie spies or those dedicated to defense of the fort. AllStarZ 21:49, 14 Jan 2006 (GMT)
  13. Keep - Gotta have a use for them forts. --Felix Fitzpatrick 22:29, 14 Jan 2006 (GMT)
  14. Keep - Yes. Oh yes. --Zaknrfama 22:53, 14 Jan 2006 (GMT)
  15. Keep - lookin good. my partially naked girlie friend agrees. --krupintupple 21:47, 14 Jan 2006 (EST)
  16. Keep - Cop class players should have this for PDs. Firefighters for Stations. Scientists for NT buildings. I'd support this MORE as a basic right of the Class you chose to play, but I still support it anyway! -- Amazing 02:50, 15 Jan 2006 (GMT)
  17. Keep - you have my vote anyways --Kcold 05:05, 15 Jan 2006 (GMT)
  18. Keep - Rename the skill, though, as it just sounds kind of weird. FireballX301 06:58, 15 Jan 2006 (GMT)
  19. Keep- I love it! I'm currently fighting in fort Peryyn and I don't like how the fort was set up either Drogmir 08:30, 15 Jan 2006 (GMT)
  20. Keep - Excellent idea. Perhaps if the building must be powered as well to allow this skill to function, it would keep things in balance. As in, the 'ID Network' would have to be powered for your command to do anything. This would allow zombies to still be a threat. --MorthBabid 00:34, 16 Jan 2006 (GMT)
  21. Keep - but could we make it that having this skill gives you a rank attached to your name? If it's a military rank skill, it makes sense, and would just look cool. --Marianne Wells 13.22, 16 Jan 2006 (GMT)
  22. Keep - But as said above, make minor equivalents for other classes (PD's, Hospitals, NT bldgs). --The Fifth Horseman 15:44, 16 Jan 2006 (GMT)
  23. Keep - Ooh! Coreyo 20:59, 16 Jan 2006 (GMT)
  24. Keep - I must say this is a great suggestion since it really doesn't add much and it won't make it any harder for zombies to get in. The only thing that would worry me is the game lag because some people might just flock to the fort because it is a fort and you know they want to be cool and go there. Other than that it is a keep and I still vote keep anyway lol. --TheBigT 23:03, 16 Jan 2006 (GMT)
  25. Keep - It is confusing how being a ranked military officer could help you find a secret passage. --Penance 9:29, 24 Jan 2006 (GMT)
    Keep - This could lead to a new class! --Mr NoName 20:39, 31 Jan 2006 (GMT)
    • Final Tally - 24 Keep, 1 Kill, 0 Spam - 20:31, 21 May 2006 (BST)

GPS Ally Tracking

Timestamp: 08:50, 14 Jan 2006 (GMT)
Type: Improvement
Scope: GPS Units
Description: GPS units are not very useful currently. I kept one for a while but discarded it after realizing that it telling where I was didn't do much good. I already know where I am. There have been past suggestions to allow allies to use GPS units to inform each other of their location but those have always had problems, often allowing anyone to track you down including those with possibly nefarious intentions. Here's a system I think would work:

In your contact list there would be a clickable box to "Allow GPS Tracking" next to each name. There would also be another column that would display the coordinates of every contact of yours that has allowed GPS tracking for you in their own contact list. If your contact does not allow tracking for you the coordinates column in your contact list would be blank next to their name. You would only be able to track and be tracked if both parties had a GPS unit on them. If someone drops their GPS unit your coordinates column would be blank for them even if they were allowing GPS tracking for you. You would abe able to see people's location if they were dead as long as they kept a GPS unit on them. This change would make GPS units useful, allowing you to find out the position of any willing ally by consulting your contact list.

Votes

  1. Kill - I don't think that this is good, because in real life GPS units don't tell you where other gps units are. I also think that you can just use a cell phone to tell someone your gps coordinates. --Poodge 16:19, 14 Jan 2006 (GMT)
  2. Keep - I think it's a good idea. It's information we want to share. Would it be more realistic to say like that these GPS units connect into Cell Phones? It's a stretch to say that any phone you find might be compatable with any gps system you find, but I think that would be a neat addition, that if you have a gps and a cell phone, you can connect them together, and if there's an active tower in the area you can brodcast your location, for no cost, to your other friends who have done the same. Even better, make a zombie equivilent somehow, (maybe something even so contrived as like searching through a graveyard to find a special piece of zombie flesh, or something, that your friends can sniff out) so it's a fair split on both sides.--Hamelin 17:37, 14 Jan 2006 (GMT)
  3. Dupe - Seen this before. Scenario: *Open mobile for 1AP* *Call for 1AP* "Yo, where does your GPS say you are?" *Other guy costing two AP* "34,25" --ALIENwolve 17:46, 14 Jan 2006 (GMT)
    • Re Let me address all three of you at once. First off Poodge and Hamelin: GPS units operate by communicating back and forth with a satellite. The satellite keeps track of the unit's position and often displays a LCD map with the GPS unit's position at center. The positions of other GPS Units being tracked can be displayed as green dots on the map so you can see where you are in position to other friendly units. It makes sense you could authorize (and unauthorize) other units to see your position through the interface of your GPS unit. In real life a GPS unit isn't usually just a tiny display like a digital clock that gives your x,y coordinates, it has buttons and features. ALIENwolve: as I say in the suggestion there have been previous suggestions to allow GPS ally tracking. However what this suggestion is doing is putting forth a way of using your contact list to both select who gets to track you, and to find out the location of your allies. That alone makes it a non-Dupe. Now it's true that cell phones exist but this allows you to browse through ALL your contacts without phoning all 12 dozen of them to see if any are close by. Cell phones allow you to plan to meet with specific people. This lets you see who is would be worth dropping by if you want to take shelter in their safehouse or check up on them. Cell phones would require a great deal of AP spent because you'd have to ask all of your contacts and then all of them would have to reply. That could potentially take several days. Also cell phones are dependant on phone masts, making it impossible to locate someone in an overrrun suburb. GPS units using a satellite instead would still allow you to find an ally hiding in, say, Ridleybank. --Jon Pyre 18:00, 14 Jan 2006 (GMT)
  4. Keep --Lord Evans 18:06, 14 Jan 2006 (GMT)
  5. Kill - A GPS tells you where it is, not where you are or your friends, or anybody. it locates itself via satellite, and displays the location on the screen so you know where it is and if you're holding it(which you probably are if you're looking at it) it will tell you where you are too. A GPS doesnt tell you where your girlfriend is or your dog. A GPS is not a tracking device, it is a location device.--Uncle Willy 18:51, 14 Jan 2006 (GMT)
    • Re If the satellite knows where one GPS unit is it knows where all the ones its tracking are. Showing where other GPS units are is simple. How do you think the army keeps track of the position of all its planes, units, and ships? They use a global positioning system so everyone knows where everyone else is. --Jon Pyre 19:08, 14 Jan 2006 (GMT)
  6. KEEP - THey are GPS Units that you find in a "Necrotech" building, who is to say they dont have added features such as locating other such units, This makes sense and I like it! DarthMortis 17:05, 14 Jan 2006
  7. Keep Kill - gps =/= tracking devise. if you suggest a new item with the function you describe - i'd vote keep. if you want to make gps units more usefull - maybe something along the lines of being able to type in a coordinate and have it read something like 'the coordinates you request are X south, X east'. it would make the gps unit more valuable (saving time from scouring maps of malton for directions), but still keep them what they are - gps units. --Firemanstan 20:03, 14 Jan 2006 (GMT) after further consideration, and noting the information in your reply(s) - have changed vote to keep. --Firemanstan 17:52, 22 Jan 2006 (GMT)
    • Re I quote from the wikipedia article on GPS: "The primary military purposes are to allow improved command and control of forces through improved locational awareness". The GPS satellite system was made for this purpose. The US also lets their satellite network be used for civilian purposes too. The GPS Units that merely tell your own position are dumbed down versions to aid drivers, hikers, pilots, and sailors. GPS units are tracking devices. They can give you the precise position of anyone using the system. --Jon Pyre 20:32, 14 Jan 2006 (GMT)
  8. Kill If you can find them in a tech store, they're prolly the dumbed down versions. Besides that, commanders usually have access to those and those with military permission. I hardly think that any normal person in Malton can have access to the ability to track other GPS Units via satellite. Besides, it requires more equipment than just a handheld device. AllStarZ 21:11, 14 Jan 2006 (GMT)
    • Re Not necessarily. I'm sure you can buy (and steal from stores) high end models that allow private individuals to coordinate the position of different people and things. It does require more than a handheld device: a satellite, which is already above Malton. All a GPS Unit is is a transmitter that sends a signal to a satellite and receives a location back. The satellite can easily display the location of other GPS signals as well.
  9. Kill - Lately I've got the feeling that you're concentrating on working out ways to make humans to plan and co-ordinate better. I think that you're on the right track with that, unfortunatly this isn't the way to do it for above reasons and for the fact that I don't really think that the location of the person matters much.--Vista 21:19, 14 Jan 2006 (GMT)
  10. Keep - I'm going to vote keep because I like the mechanics. But the flavor is just wrong, GPS units don't communicate back to satellites, or in other words, satellites don't know the location or the number of GPS receivers that are listening to them. Military equipment might be different, but I don't think there's that many of those available. So in short, satellites send, receivers... well, receive. But still, a keep from me. --Brizth 23:12, 14 Jan 2006 (GMT)
    • Re The GPS unit sends out a signal that is picked up by at least 4 satellites. These satellites triangulate the position of the signal and send the result back to the sender. --Jon Pyre 23:43, 14 Jan 2006 (GMT)
  11. Keep - There are plenty of things in the game that are "unrealistic" and this is a relatively simple way of making an item more useful than it currently is.--Pesatyel 10:12, 15 Jan 2006 (GMT)
    • Re Powering a phone mast with a portable generator is pretty unrealistic. Or discovering someone's name by scanning their animated corpse's DNA. This is something that actually exists. --Jon Pyre 18:51, 15 Jan 2006 (GMT)
  12. Keep - The idea could be expanded upon, but it is Keep-worthy. --Daednabru 05:26, 17 Jan 2006 (GMT)
  13. Keep I hope more people vote for this. This hardly pushes the boundaries of belief even if it does not exist (which I believe it does) and pushes it far less than other things in Urban Dead. It would make GPS units useful and allow you to post your location so any ally could check it and rendezvous with you. --Jon Pyre 07:09, 17 Jan 2006 (GMT)
  14. Keep This might take quite a bit of coding...but it'd be useful. While I still think metagaming might be a better idea, the idea of networked GPS Units is interesting. Could help people who need revives, as well. --MorthBabid 09:45, 18 Jan 2006 (GMT)
  15. Kill - A real gps functions by listening to 3 different satellites that emit a signal, and measuring the time-lapse between those signals. Then the unit does the math to figure out where you are. That's the bare-bones of the system. If you want to track other gps units, you have to allow for those units to then report their location to a central authority on the ground, those gps units are not strong enough transmitters to reach all the way up to the satellite. As it stands, with cell phones (capable of sending that signal to the Central Authority) and the gps (that has the info that needs to be sent) as separate items, the suggestion doesn't reasonably stand. Maybe if there was some sort of equipment upgrade, combining the 2 units, or perhaps a "software upgrade" that made the phones and gps units compatible, and thus able to function cooperatively, it would work very well. Such as, while within range of a powered cell antenna, and in possession of both a phone and gps, then you could get info on who in your contact list was currently located where, in that suburb. Perhaps it costs 2 AP's, because such an action requires the char to activate the option on both the phone and gps. - Serpico 02:22, 26 Jan 2006 (GMT)
    Kill - GPS phone is much much beter. --Mr NoName 23:24, 31 Jan 2006 (GMT)
    • Final Tally - 9 Keep, 5 Kill, 1 No Link Dupe - 20:31, 21 May 2006 (BST)

mini server

Timestamp: 10:00, 14 Jan 2006 (GMT)
Type: Sales
Scope: The Game Itself
Description: I have turned on a few friends of mine to Urban Dead, and we enjoy the day-to-day quickplay style. (It's a great timewaster for work!) However, there's a general concensus that 1) We're not fans of the limited AP and, 2) We're selfish bastards and want a select group of players. (This is no offense to any other players out there. I've met some cool ones in game.) But, instead of trying to get the game for thousands to change for a few, how about the option to buy a private version of the game to facilite the tastes of those few?

What I am suggesting is a miniature version of Urban Dead that is stylized for the game play of a few hundred characters instead of thousands. Arbitrarily, I would suggest a mini-map of four neighborhoods, each the regular 10x10 grid size. The main feature would be customizitions of the game. The admin can change AP, maximum hits per IP address, number of characters per user, XP costs, weapon chances, etc, according to his group's tastes. This would also have the secondary benefit of saving bandwidth for the original Urban Dead site.

I would be more than willing to spend $50 or more for such a program I can add to my website, and dedicate to just friends. If a buddy wanted to build their own survivor group or zombie horde, fine. If I wanted, as an admin, to make axes do more damage, sure. Ultimately, we would be able to cater the game to our tastes, as others could do with their own version of the game.

A secondary suggestion is to sell the Mini Urban Dead game for cheap (or free), but anyone who wants to play must donate to Urban Dead, and get a key code to play on another server. Whether the first or latter option, this would help assure money continues to make its way to the creators.

Votes

  1. Kill - Nice idea, but I think it's fun as it is. -- Norminator 2 10:19, 14 Jan 2006 (GMT)
    • RE: That would entirely be your choice. But this suggestion is for those who would like the game in a slightly different format, but don't want to have to hawk their ideas ad nauseum to an already swamped developer. --Greylon
  2. Keep - I'll keep but only because I want to say, wouldn't it be a better idea to email this to Kevan or just go to him directly? --Qwako 11:42, 14 Jan 2006 (GMT)
  3. Kill - Not because it is an overly bad idea but Qwako has a point, would it not be simpler to e-mail kevin on this one? --Etherdrifter 12:50, 14 Jan 2006 (GMT)
  4. spam - this is the suggestions pages for the game itself, what you propose isn't as much a chance in the game itself, but the devolpment of a spinoff game. which in itself might be a very good idea, but this just isn't the place for suggestion it. going directly to kevan might be a better idea. I do like the idea and especially the fact that changes could be beta tested first there. but it doesn't change anything in the game itself.--Vista 13:13, 14 Jan 2006 (GMT)
  5. Spam - I agree with Vista. - Asrathe 15:40, 14 Jan 2006 (GMT)
  6. Spam - I too agree with vista. Besides, if that were going to happen I would want to create my own buildings for the area too - --ramby 15:41, 14 Jan 2006 (GMT)
  7. Kill - Let's fragment the game community. Rhialto 15:42, 14 Jan 2006 (GMT)
  8. Kill - I think it is safe to say I want my own copy of Urban Dead more than anything, maybe even more than a monkey in a fez. But as other people have said, this is a page for suggestions to improve the game. This is more of a marketing idea than an actual game upgrade. Great idea, though. -- Andrew McM 16:15, 14 Jan 2006 (GMT)
  9. Spam - Well then, why don't you go be a selfish bastard without Kevan's help. Clearly you know the ins and outs of this game so program your own. --ALIENwolve 16:56, 14 Jan 2006 (GMT)
  10. Kill - Kill because Urban Dead is fairly simple to duplicate if you have any programming skill, but also because you don't realize that the AP limit is what keeps it fun. Suppose you and your nine friends (just an example) were in a Mini-UD that was, say, three suburbs by three suburbs. Suppose that half of you are zombies and half are survivors, and that for the sake of gameplay, one person always remains alive to revive others. What would you do? The survivors would go barricade up every single building as soon as possible, then go try to pick fights in order to gain levels. The zombies would start smashing down barricades...except they'd never stop. You'd never stop rebuilding them and attacking. They'd never stop hunting you. I guarantee you that you'd get bored inside of an hour, once crossing the city is a simple feat that takes all of a minute and can be done at any time. Bentley Foss 17:08, 14 Jan 2006 (GMT)
  11. Spam - This isn't the place. If you want to go make your own super-unbalanced version of UD for you and six friends, go ask Kevan if you can buy the program. --TheTeeHeeMonster 17:50, 14 Jan 2006 (GMT)
  12. Spam - I like to kill headshot revisions and unbalanced skills on the suggestions page, not things that should be asked to kevan directly. It's up to him; peer review is neither here nor there for this. --McDave 18:34, 14 Jan 2006 (GMT)
  13. Spam You want a game your way? Go program, host, and build your own. Criminey. --Jak Rhee
  14. Spam - urban dead for you and your friends only? make it yourself if you want it only for yourself.. --Firemanstan 20:10, 14 Jan 2006 (GMT)
  15. Spam - Wow i can't help but feel that this is slightly illegal. Also you're taking a game someone else made and trying to charge money for it without his approval. That IS illegal! Drogmir 20:16, 14 Jan 2006 (GMT)
    • RE: - Did you even read the suggestion, whatsoever? Or even the title? I get the feeling you skipped the actual content, read the votes, and guessed what it was all about. No-one has said anything about stealing the game, or then charging for it. This is about buying the game from Kevan to play with a group of friends for free. Get it right, my illiterate friend, before you embarrass yourself even more.
  16. Kill - Would've been better if it involved letting players pay a fee to create a new 10 block suburb. All of you Spam voters are still being jackasses, though. This isn't Spam, it's an idea that doesn't work. Eeeeediots. -- Amazing 00:02, 15 Jan 2006 (GMT)
    • Tally - 1 keep, 5 kills, 9 spam -- 00:02, 15 Jan 2006 (GMT)
  17. Kill - You could just email Kevan personally about licensing a copy. There are spinoffs of this game out there with infinite AP (one with some weird demon hunting backstory to it) and they blew, though. I believe the community less so than the game itself makes UD interesting. FireballX301 07:00, 15 Jan 2006 (GMT)
  18. Keep - Kevan could earn money for his work that way. PS. I'd like to hear more about these spin-offs. --The Fifth Horseman 15:52, 16 Jan 2006 (GMT)
    • Re - No, you wouldn't. They are nowhere near as good as UD. -- Andrew McM 10:54, 17 Jan 2006 (GMT)
      • Re - At least for having a laugh out of them. --The Fifth Horseman 19:28, 17 Jan 2006 (GMT)
  19. Keep - But it is a good idea you would have to like email Kevan personally or something or get in contact with him personally about purchasing a copy of the game. See most people on here will say no but I think maybe if you talked to him and bought a copy he might go for it. So this is just the wrong place for it --TheBigT 23:07, 16 Jan 2006 (GMT)
  20. Kill - Read my lips. N-O! --Daednabru 05:19, 17 Jan 2006 (GMT)
    • RE: - Several have mentioned e-mailing Kevan about this suggestion, as this is not the forum for it. I got no problem with that. But I've looked through Urban Dead's site, this wiki site, and Kevan's home site, and have yet to find an e-mail. Does anyone know where I can find that e-mail? I would also like to note that if people could buy copies, that would also mean many more people could program suggestions that are popular here. If something does look promising, but Kevan doesn't have the time, he could make a call out to those who could make it work, and send him a copy. In effect, it would loosely make the main Urban Dead MMOG open-source. Anyhow... Greylon 09:40, 17 Jan 2006 (GMT)
  21. Kill? - Learn how to use Flash, and make it yourself/with friends for everyone to enjoy. But lets not pressure the poor man whos giving us this free game more stress. --MorthBabid 09:47, 18 Jan 2006 (GMT)
  22. Kill - This isn't about buying the game, if he takes money and hands you a self-playable game, it's more like licensing it to you. And then he's gotta get into an EULA, and legally he's turned his happy free-to-play hobby into an honest-to-god business, with possible tax forms and the IRS and all sorts of quite unhappy bullshit. And then there's the addition of new skills, I suppose you would want the ability to do that too? For his sake, kill this idea. There is also the angle that, someone could use this mini-UD and comb it for advantageous bugs. If you are given enough control over such fundamentals as ap regen and skill-creation, there's not much you coulnd't do to ferret out a bug to exploit. - Serpico 02:32, 26 Jan 2006 (GMT)
    Keep - Die to the capitalistic sugestions, however this would get rid of many of the "selfish basterds". --Mr NoName 23:27, 31 Jan 2006 (GMT)
    • Final Tally - 3 Keep, 10 Kill, 9 Spam - 20:31, 21 May 2006 (BST)

Possible Headshot Revision Suggestion

Timestamp: 18:03, 14 Jan 2006 (GMT)
Type: Headshot Penalty Change
Scope: Headshots
Description: The problem I have with headshots is that they, you know, should kill a zombie. You take out the brain and the zombie dies, the movies tell us this, as do other games and books and so forth.

So, here's my suggestion. Headshots kill zombies. Don't confuse this with removing a zombie completely from the game, I have a different idea than that: Why not make Headshots move a zombie in a random direction a few blocks away, possibly towards less-zombie dense block? The game would print a message when this happens along the line of "You took a Headshot from <name of killer> the Zombie Hunter! Your world goes black as your brains splatter on the pavement." followed by "You awaken as a newly risen zombie." The new zombie, for all intensive purposes, would be functionally identical to your old one. Same skills, same description, same amount of AP and XP same everything. Have the corpse leave a body that will vanish after a set period of time, a corpse that is indistinguishable from other, normal zombie corpses. Normal deaths would function as normal, as the way I see it, non-Headshot zombie deaths are inexpert hits that don't take out the zombie permanently.

So, remove or (more likely) reduce the AP penalty. The penalty becomes suddenly finding yourself down on the ground some random number of blocks away (not too large as to completely throw the player off, but not too small as to make it very easy to stand up and get right back into a horde attack with minimal inconvenience). The normal death penalty should still apply, of course. This way, the game becomes more realistic too, as when fighting off a horde of zombies, the expertly Headshotted ones fall and die off, and are replaced by new (the same player's) zombies rambling in from another block.--Hamelin 18:03, 14 Jan 2006 (GMT)

Votes

  1. Kill Because many people like imagining they're the same people the entire time they play and don't want to respawn into someone new every time they die. Plus, this would make the efforts of suvivors far to easy and destroy any zombie ability to horde. --Jon Pyre 18:07, 14 Jan 2006 (GMT)
    • RE - Well, cosmetically, they'd be the same person. If they were revivified they'd be the same Survivor they were before, it's purely flavor. I don't see how it removes the ability to hoard either, I reckon that the overall AP cost to walk back to where all the zombies were standing wouldn't be much worse (or even a little less penalizing) than the penalty that's in effect now is on one's AP when they take a headshot. I'm not really worried about the logic of how it happened. Whether the blow knocked the zombie for a loop and it falls down in another block or gets throw by the force of the blast, that doesn't really matter. I was just trying to add some sort of flavor text to it for the in-game stuff.--Hamelin 18:17, 14 Jan 2006 (GMT)
  2. Kill - It's a dumb idea, but one that has a kind of internal logic to it. On the other hand, I don't see how I as survivor "Bert Krutters" can be killed, rise as a zombie, be killed three times, be three more different zombies, then be revived and be me again. It's DAFT. --Bert Krutters 18:23, 14 Jan 2006 (GMT)
  3. Kill - There's no need for this. If a zombie respawns a few blocks away it'll just walk the distance back to where it was killed, using the few AP it would have had to pay to stand up with the current headshot. Basically changes nothing about headshot, just makes it a bit more annoying and time wasting to boot. EDIT- is having a name like 'hamelin' and suggesting a tweak that gives players the power to move other players around ([1]) an intentional pun?--McDave 18:29, 14 Jan 2006 (GMT)
  4. Kill — But I would change my vote if probability were added to the equation. Say, when you headshoot a zombie, there's a 1/10 chance that brain's been shut down for good. Then the rest of your suggestion would play out with the body showing up somewhere else (maybe not just a few blocks away). The other 9/10 would be treated like regular headshots, with the AP drop and everything. Bartle 18:33, 14 Jan 2006 (GMT)
  5. Kill - If you want to simulate "old" zombies getting killed and replaced by "new" ones, how about having headshot remove all the character's skills and "refunding" their XP cost to them, so a corpse-class zombie with 50XP and 3 skills (including VM) gets headshot, and comes back with 350XP - if they want to carry on as before, they can just re-buy their skills, if not they simply choose other ones. --Charax 18:38, 14 Jan 2006 (GMT)
  6. Kill Jesus fucking christ, if you're new to this wiki, figure out how to get around at least the most basic editing stuff like how to make links to your talk page. In any case, you will have to contend with the assumption that new zombies don't have the same name as the other one. Besides, in this game, I guess you assume that you can only disable zombies and not completely kill them, because maybe the virus or whatever regenerates their brain cells at a very rapid rate. AllStarZ 18:58, 14 Jan 2006 (GMT)
  7. Kill - Ugh. Moving characters randomly is EXTREMELY unpopular. It weill make it to peer-reviewed, so stop fraking trying. And new headshot has been around less than a month.. LEAVE HEADSHOT ALONE UNTIL ITS HAD A FAIR TRIAL TIME! --Jak Rhee 19:18, 14 Jan 2006 (GMT)
  8. Kill - This is a dupe. I remember quite vividly a suggestion just like this (before the new headshot went into effect), and people commenting about teleporting zombies.. However, since I am too lazy to search through the backlog of old suggestions right now - I'll just vote kill cause its a bad idea and would make it much too easy for survivors to defend points. --Blahblahblah 20:21, 14 Jan 2006 (GMT)
  9. Kill - I agree with Blahblahblah, it is a dupe and I have not the time to find the links right now. Not only that, it breaks roughly half a dozen of the Suggestions_Dos_and_Do_Nots and Frequently_Suggested guidelines. This is just not a good idea, people. Bentley Foss 21:03, 14 Jan 2006 (GMT)
  10. Kill - You know people actually like their character and make background stories for them etc, etc. So, no.--Vista 21:12, 14 Jan 2006 (GMT)
  11. Kill - What bert said. The idea makes sense, until u realize u can be 3 different zombies and be revived as you again. --hagnat 00:40, 15 Jan 2006 (GMT)
  12. Dupe - I am Absolutely 100% sure that this is a technical duplicate of a previous killed suggestion (forgot the name, if someone could find it that would be great) in which headshotting caused the zombie to black out and in its brainless stupor stumble around a few blocks away before "Regaining its senses" I'm not saying i dont like the suggestion, because i do, but that got killed, and this will to. --Hyp3r 03:43, 15 Jan 2006 (GMT)
  13. Kill - If you changed it so the zombie, for example, reconstituted itself, it would make better sense. Kill because it's a technical dupe. FireballX301 07:02, 15 Jan 2006 (GMT)
  14. Kill - What, zombies teleporting, or am I missing something here? Whitehouse 16:41, 15 Jan 2006 (GMT)
  15. Kill See above. -Torfin 18:15, 15 Jan 2006 (GMT)
  16. Kill I was sure this was a dupe, looked everywhere, and coudn't find it. Either it's still being voted upon, or this is a different suggestions (none of the "move dead zombies" suggestions in the peer rejected/undecided bins are tied to headshots. The problem I have with this is that 100% chance of moving the zombie causes sieges to seem damn near impossible. Feral zombies like me would have a lot of fun, but humans could camp out undefinetly in malls, unafraid. That would be very, very boring for an horror game. --McArrowni 19:34, 15 Jan 2006 (GMT)
  17. Keep Two words - Mall Tour. If you think current Headshot is working you haven't logged in for two weeks. If anything I think this rule should be harsher. Move the zombie AND make them pay the death penalty. This isn't a zombie game if shooting them in the head doesn't keep them down. That and eating the living are the only two things that make zombies zombies. --Poppins 06:20, 16 Jan 2006 (GMT)
  18. Kill - Mall Tour isn't happening just because headshot costs AP. Mall Tour is happening because of the big building code that finally came in, after being worked on since early september. - Serpico 02:38, 26 Jan 2006 (GMT)
  19. Spam Still a form of final death. Not part of the game. Read the FAQ. Haven't we been over this? --MorthBabid 09:48, 18 Jan 2006 (GMT)
    Spam - Instadeath/ teliportation, two big NO-NO's. --Mr NoName 23:31, 31 Jan 2006 (GMT)
    • Final Tally - 1 Keep, 16 Kill, 1 Spam, 1 No Link Dupe - 20:31, 21 May 2006 (BST)

Scaled Skills

Timestamp: 18:55, 14 Jan 2006 (GMT)
Type: Skills
Scope: Maxed-out or high-level Survivors and Zombies
Description: There are an increasing number of characters out there with vast amounts of unused XP (in the hundreds and thousands of XP) for one reason or another. With this suggestion, being level 15+ opens up a new class of skills that alter the fundamental statistics of a character. Each skill would cost 200XP or more, and cross over between human and zombie characters. a maximum of 5 skills from this section may be taken - :

Fortitude: The character gains +5 maximum HP every time this is purchased, to a maximum of +20 (yes, I know this allows HP80 characters - but they can still be taken down (given the right circumstances) in a day, and they become an immediate target for the other side during a siege - slightly favours zombies, but that I will address with another suggestion)

Agility: Every time this is purchased, the character's maximum AP is increased by 5, up to +10 (I was going to increase the rate at which AP are generated, but that would be vastly unfair to people who only log in once a day)

Eagle-Eyed: +5% to search chances (crosses over, technically, but dosen't do any good as Zombies can't search. Maximum of +20% to search chances)

"But...Why?" - Because this forces (or rather, allows) people to choose how they want their character to develop - do you go for the straight +25 HP, or +15 and an extra 10 max AP? or +5HP, +10 max AP and +10 to search odds? they all have their advantages (a healer with Agility (II) and Eagle-Eyed (III) would be very, very efficient, especially assuming a mall and a maxed out Shopping skill subtree. Likewise, military types can choose between being a tank, a high-speed killer, or someone vastly more efficient at finding ammo

Votes

  1. Keep - Gah, I just can't say Kill for this... Just reduce the health max a bit. --ALIENwolve 19:03, 14 Jan 2006 (GMT)
  2. Kill Charax, learn to edit. Also, bonuses r too high. EDIT: Yeah its r. What ya gonna do about it, newb? AllStarZ 19:10, 14 Jan 2006 (GMT)
    • Re - I'll learn to edit when you learn how to interact socially with the rest of the human race. And how to spell. Don't worry, edits are in bold --Charax 19:15, 14 Jan 2006 (GMT)
  3. Kill - Way overpowered. The nice thign about this game, is that.. on soem level.. we're all equal. Someone who's been playign for 8 months can be killed by someone who's been playign for 2 months. A rebuyable skill liek this would completely destroy that. Good night. --Jak Rhee
  4. Kill - If you suggest a skill that would prevent a maxed-out zombie from killing someone on full AP, assuming average rolls, prepare for it to die. Also, don't mess with AP. - CthulhuFhtagn 20:27, 14 Jan 2006 (GMT)
  5. Kill - Numbers are too high - This would create a race of uber-characters, which I don't care to see. I like the idea though, and would like to have something to do with excess XP. Listen to peoples feedback, tweak the numbers, taper down the bonus's and/or give them a time limit and it may have a chance. Not as is though. --Blahblahblah 20:32, 14 Jan 2006 (GMT)
    • Re - numbers too high - fair enough, I really wanted feedback on the idea of multi-level skills you can sink XP into, which you appear to support. --Charax 21:51, 14 Jan 2006 (GMT)
  6. Kill - Please see Suggestions_Dos_and_Do_Nots and Frequently_Suggested to see how many dozens of bad suggestion guidelines you just followed. The game is not structured to work well with 80 HP, 60 AP, +20% nearly-guaranteed search chances characters. This is a bad idea. Bentley Foss 21:07, 14 Jan 2006 (GMT)
    • Re - Fair enough, now what about voting on my suggestion? You know, the one that dosen't allow such characters, 'cos you can only ever choose a total of 5 of the skills. --Charax 21:51, 14 Jan 2006 (GMT)
      • Re - Please forgive the slightly out-of-place reply. The game is not structured for characters with more than 60 HP, 50 AP, and existing search percentages. More than 60 HP makes it unlikely that a single zombie could kill the survivor in one play session. The AP is not so much of an issue (given that it still has to recharge), but a 60AP character could perform more actions in one session than would be sustainable (i.e., the survivor would use all of his ammo, a single zombie could have an almost guaranteed chance to destroy any one building's barricades, etc.). Zombies could also negate the effects of headshot by taking the AP skills, and that is bad. The searching bonus would tip things too heavily for survivors, making syringes, ammunition, and First Aid Kits much too plentiful. So, there you go. Bentley Foss 09:25, 15 Jan 2006 (GMT)
  7. Spam so this would give me the chance to becomes a supercharacter in a totally broken game? and still have ooo say a couple of thousand XP over? and in fact with these skills I would propably double that amount in a few weeks any way. my weapons HP/AP would be so incredibly through the roof it wouldn't be funny any more. My finding rate of syringes would be doubled (a kill for only 10AP, who wouldn't want that?) My health would be so great that they'd need 2 or 3 zombies to take me down at minimum. really, think about balance a bit before you make suggestions like this. do some math before you make suggestion like this, read the do's and don't before you make suggestions like this. beter yet, don't make suggestions like this.--Vista 21:08, 14 Jan 2006 (GMT)
  8. Kill I've seen this on the humorous suggestion page. It was funnier there. --Arcos 21:18, 14 Jan 2006 (GMT)
    • Re - If you've seen it before, then it's a Dupe, and you should vote it as such. If you haven't, then you're an ass --Charax 21:51, 14 Jan 2006 (GMT)
  9. Kill I don't like it. If there's going to be something to do with extra XP, it shouldn't be this. Oh, and having good eyesight probably wouldn't help searching that much.. --Zaknrfama 22:57, 14 Jan 2006 (GMT)
  10. Kill - I agree with what others have already said. --Asrathe 23:15, 14 Jan 2006 (GMT)
  11. Kill - Ditto. Overpowered, counter to the "everybody's the same, deep down" idea of the game, and unnecessary. Urban Dead has a very active "plot"... The Iditarod (sp?), Mall Tour '06, barricade regulations and guidelines, zombie speech translators, groups that require such things as their members to read poetry with every kill... *that's* how you develop your character beyond the skill tree... by making a name for yourself, by joining groups, working as a team... mixing it up a bit. The skill tree is just the mechanics of the game, the people make it interesting. --Intx13 05:23, 15 Jan 2006 (GMT)
  12. Kill - Because it's overpowered and after they buy these skills the 'problem' you point out (stocks of unused exp) returns. I'd prefer a constant exp sink that requires upkeep. But to Vista - stop voting Spam on serious suggestions. Midget Zombies is a spam. This is not. FireballX301 07:05, 15 Jan 2006 (GMT) EDIT: So apparently you have a different version of 'crazy uber powers'. Crazy uber powers = one shot instagib, travel 10 blocks in one AP. This suggestion is overpowered, sure, but not 'crazy uber'.
    • From the explenation of spam at the top of the page. Spam votes are not a "strong kill", they are simply here to prevent the utterly ridiculous from clogging up the system. If you do not like the idea, and it's not some crazy uber power or something else ridiculous vote kill It doesn't say anything over the intent of the suggestion itself. This gives people crazy uber powers, this qualifies as spam. --Vista 12:48, 15 Jan 2006 (GMT)
      • Yes, those are the words of the spam definition, but really, do you feel that this suggestion is so poorly thought out and so overpowered that it's just "clogging up the system" and the rest of us shouldn't even see it? I think that's going a bit far. It may allow you to create "crazy uber powers", yes, but the author put enough thought into it, suggested it seriously, and came up with it to address an issue he or she sees in the game. It's not just spam. When people "spam" the wiki, we know it, because the suggestions are stupid, poorly thought out, and we just have to take an extra few seconds scrolling past all the "are you serious?" replies. This isn't spam. Bad, maybe, but not spam. --Intx13 17:43, 15 Jan 2006 (GMT)
  13. Kill - Im sure there is a rule that says: dont mess with the AP. Whitehouse 16:37, 15 Jan 2006 (GMT)
  14. Keep - I like this idea minus the part about the ap change. VinLumbtin 17:33, 15 Jan 2006 (GMT)
  15. Kill - I like this idea, but the number would have to be juggled a bit and there's always the folks who would bitch about how unfair the game is and how this would make it worst(while they keep playing). Anyway, work on the numbers, lose the AP changes and try again...of course you'll need a thick skin with all the flames the noobs will send your way, but hey, give it a try. Nicks 19:43, 15 Jan 2006 (GMT)
  16. Kill - I like the idea, but the numbers are overpowered. I'd suggest 5 levels for each skill, +1 HP/ +1 AP / +2% odds respectively, with some pre-requisites. Would be less overpowering and allow for a modest degree of improvement (not to mention 15 further levels of advancement). Also crossing these benefits over from humans to Zombies is a big no-no. --The Fifth Horseman 15:51, 16 Jan 2006 (GMT)
    • Re - Absolutely fine with lowering the bonuses, but they *must* cross over, at least the non-searching ones - otherwise you've just given the survivors another 15 skills to get, and it does nothing to solve the problem of high-level zeds with excess XP (of which there are more, as there are more human skills than Zed ones) --Charax 16:06, 16 Jan 2006 (GMT)
      • Re - No, because Zeds should have their own set, fairly different from the human one. Like: +1 attack bonuses [1 level, separate for bite/hand], +3% to-hit bonuses [5 levels, separate for bite/hand], and +1 HP bonus [5 levels]. This would make the survivor/Zombie distinction clearer, especially if the Zed ones were made a sub-set to Brain Rot (reward for being a dedicated Zed player). High level (12+) pre-requisite would also make sense. --The Fifth Horseman 19:32, 17 Jan 2006 (GMT)
  17. Kill XP Farmers have wet dreams about things like this. --MorthBabid 09:49, 18 Jan 2006 (GMT)
    Kill - Lower the stuff to max of 15 boost raise the puchase to level 25 or even 30 and let them buy all of the skills, then I'll recosider. --Mr NoName 23:37, 31 Jan 2006 (GMT)
    • Final Tally - 2 Keep, 14 Kill, 1 Spam - 20:31, 21 May 2006 (BST)

Squint

Timestamp: 21:25, 14 Jan 2006 (GMT)
Type: Zombie Hunter Skill
Scope: Zombie Hunters
Description: Allows survivors with this skill the option to squint in an cardinal direction (i.e. North, East, South or West) at a cost of 1 AP. The total number of survivors and zombies in the three block outside of the normal range of view in the direction you squinted at will be totaled, and a descriptive output message will be displayed. Actual totals will not be displayed. This would help survivors decide on which direction they should move. This should be an advanced survival skill, because it requires lots of on the ground experience to be able to decifer which shadowy figures in the distance are zombies and which ones are survivors. This skill should not cross over to zombies, because it is a vision based skill and not a olfactory one. Zombies already have a couple of tracking type skills under the scent fear tree, so it should not change the game balance terribly.

Possible output message may include:

"Squinting to the north/east/south/west, you see a couple/few/several/many/hordes of zombies and a few a couple/few/several/many/army of survivors far away."

"After surveying the lands you realize how truly alone you are."

"With a sigh of relief you see that there is/are a couple/few/several/many/army of fellow survivors to the north/east/south/west."

"Your blood quickens as you realize there is/are a couple/few/several/many/hordes of zombies to the north/east/south/west."

Votes

  1. Kill The average human can see stuff with some clarity 1 block away. Also, it would be impossible to distinguish between humans and zombies at any range further than one block, because zombies are humans, albeit humans who eat humans. You have to be pretty close up to distinguish between zombies and humans. EDIT: Also, if you just walk one space in the desired direction, you can already see 3 previously unseen blocks: The one north, south, west, or east of you, or the ones northeast, northwest, southeast, or southwest of your position. AllStarZ 21:31, 14 Jan 2006 (GMT)
    • Re - The point of having squint is so that you would spend 1 AP to look in a direction instead of 2 AP needed to walk in a direction and return to your original position. The reason why this would be an advanced skill for higher level people is specifically because it would be difficult in the real world to distinguish things from a distance. --Perticus 18:27, 16 Jan 2006 (GMT)
  2. Kill - just walk. --Vista 21:49, 14 Jan 2006 (GMT)
  3. Kill Walking is good excersise --Jak Rhee 21:58, 14 Jan 2006 (GMT)
  4. Kill - You know that you will AT MOST see 1 survivor on the streets if you are lucky, so this is just a skill for avoiding zombies. --WibbleBRAINS 00:33, 15 Jan 2006 (GMT)
    • Re - It's actually pretty useful for hunters actively trying to find stray zombies to kill or for hunters who are trying to defend a fixed position (mall, hospital, necrotech, police station, etc.). --Perticus 18:27, 16 Jan 2006 (GMT)
  5. Kill The harmanz need to work on their cardio! As everyone else said, just walk to see, especially since it costs the same amount of AP to check, along with actually making sense! I mean, if you can't see something, wouldn't you want to move closer to check it out? --Volke 00:42, 15 Jan 2006 (GMT)
    • Re - See above comment. Depending on how you use squint, you will use less AP to check. --Perticus 18:27, 16 Jan 2006 (GMT)
  6. Kill - Binoculars, maybe? (Hmm... !) -- Amazing 02:05, 15 Jan 2006 (GMT)
  7. Kill - No. --TheTeeHeeMonster 02:06, 15 Jan 2006 (GMT)
  8. Kill - Part of what makes UD somewhat frightening is the lack of information about your environment. "Is there a zombie horde just out of sight? I hope it's safe to sleep here..." That sort of thing. Bentley Foss 08:40, 15 Jan 2006 (GMT)
  9. Kill - kill --Kcold 19:48, 15 Jan 2006 (GMT)
  10. Kill At least not until we gain the ability to spit, burp, and possibly scratch our naughty bits via game functional buttons. --MorthBabid 09:50, 18 Jan 2006 (GMT)
    Kill -There are building that block your veiw, and you know what they say: "NO X-RAY VISION!!!!!!!!!!!!!!!!!!!!!!!!!!!! --Mr NoName 23:41, 31 Jan 2006 (GMT)
    • Final Tally - 0 Keep, 10 Kill, 0 Spam - 20:31, 21 May 2006 (BST)