Suggestions/16th-Apr-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  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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VOTING ENDS: 30th-April-2006

The Gates Hath Thou Opened

Spaminated with 3 Kills, 6 Spams and one invalidated Keep. It had three or more Spam votes and there were more Spams than Keeps.--The General W! Mod 08:54, 16 April 2006 (BST)


Another Fantastic Suggestion by Ron Burgundy

Spaminated. Please ron, use this page for serious suggestions only. --hagnat tw 07:32, 16 April 2006 (BST)


Radio Stations

Timestamp: 03:04, 16 April 2006 (BST)
Type: Get some radio stations in Malton
Scope: Have 6 nondescript "buildings" changed into radio Stations
Description: He's onto something with that last one, but I'll see if I can polish the nugget till she shines.

Radio Stations

Take 6 "building" buildings in Malton, and change them into radio stations, same search chances, same everything, until we have some rules down the road for the use of radio. Just so they can be strategically "fought over" for future consideration and use by various factions.

Just keep them that way for future consideration, and inspiration for someone to come up with a "radio" suggestion that works (yes, there are several which are very good chances of making it already, we just need the buildings before the rules come into play.)

All I'm saying, make a few radio stations first, make sure they're spaced far apart from one another (to cover a "section" of malton.)

All I ask of these stations:

  • 1 of them should be a university radio station, "something or another campus radio" whatever.
  • 1 Of them should be a easy listening radio station, just adds to the irony of the sheer amount of violence which may occur each time it gets taken or taken back from zombies.
  • 1 Of them should be a Jazz or Country radio station, just because.
  • 2 of the stations regardless of musical selection, should be within capture distance of each of the 2 Forts in Malton. The millitary may have plans for using existing communications to help them in their quarantine efforts.

Feel free with your votes to offer names of radio stations which should be in Malton, name them something that was it's name PRIOR to the attack.

Votes

  1. Keep - Author Vote. KROO, the "Crew" radio station, suggested university "alternative" radio station. MrAushvitz 03:07, 16 April 2006 (BST)
  2. Kill - The Hellass? this doesn't even make sense. you change the name of somehthing, but don't give it a function? It isn't rhetorical, and I really want to know. MrAushvitz, are you on crack?--Bermudez 03:24, 16 April 2006 (BST)
  3. Kill - Without radios this is useless, suggest with a radio item next time - Jedaz 04:59, 16 April 2006 (BST)
  4. Kill - If this was complete and as indepth as your other decisions, this might strangly enough have been a keep --Private Chineselegolas RAF 05:18, 16 April 2006 (BST)
  5. Kill - Great idea, but no radios make this useless. Go all the way or go home ;) Tokakeke 05:24, 16 April 2006 (BST)
  6. Spam - You know, this suggestion has absolutely no point other than "I want these buildings." Give them a purpose if you are going to submit a suggestion. -Nubis A.R.S.E. 06:04, 16 April 2006 (BST)
    • Tally - 4 Kill, 1 Keep, 1 Spam, 6 Total. --The General W! Mod 09:22, 16 April 2006 (BST)
      • Tally is a little off there buddy, it's only 1 keep, that other one is a spam. --Toast Boy 10:38, 16 April 2006 (BST)
  7. Kill - I agree with Bermudez --Toast Boy 10:38, 16 April 2006 (BST)
  8. Spam - A purely useless suggestion with no benifit... by Mr A. DavidMalfisto 12:34, 16 April 2006 (BST)
  9. Spam - This is useless--Mookiemookie 15:40, 16 April 2006 (BST)
  10. Spam- Completely stupid and pointless--Krazy Monkey 19:40, 16 April 2006 (BST)
  11. keep - what has he suggested? 'Radio stations be added as a building type' do i agree with the suggestion as posted? yes! p.s i think the point hes going for is there should be radio stations, once this is established a use for them will come soon, anybody remember generators?--xbehave 20:11, 16 April 2006 (BST)
  12. Kill -This is more of a half-suggestion so I don't feel so bad killing it. Unless you're just purely going for flavor, give us the full scope of what these radio stations might do. Or is this supposed to be a humerous suggestion?!? Frankly, I can't tell the difference anymore.--Xavier06 23:45, 18 April 2006 (BST)
  13. Spam - What's the point? How are you going to listen to music? It's a TEXT BASED ADVENTURE. --Swmono talk - W! 07:36, 24 April 2006 (EST)
  14. Keep - Why the hell not? --RCG Tiburon W! 20:18, 29 April 2006 (BST)
  15. Keep - Its just changing a couple of building names. Malton needs radio now that RFM isnt putting anything new out! Although I dont really care if you follow all those strict guidlines for the placement of these buildings. --Cdrwcry 21:23, 29 April 2006 (BST)

Ron Burgundy has TWO Suggestions in ONE day?!

Spaminated. Please ron, use this page for serious suggestions only. --hagnat tw 07:31, 16 April 2006 (BST)

  1. Kill - Kill the spamination. REVOLUTION!! --Ron Burgundy 07:44, 16 April 2006 (BST)
I'm giving Ron Burgundy a warning for posting delibrate stupidity on the suggestions page.--The General W! Mod 08:05, 16 April 2006 (BST)

Radio Stations (v2)

Timestamp: 05:46, 16 April 2006 (GST)
Type: Addition
Scope: New Skill, Equipment, Buildings
Description: OK, MrA's idea wasn't bad. I'm going to expand it:

Set up radio stations in the city (at least five, "Central", NE", "NW", "SE", "SW"; but more if desired), replacing generic "buildings". If a radio station is powered by a generator, any character inside with "Broadcasting" (a new Civilian skill) can broadcast a message (let's call it 3AP for now, it can be adjusted as needed). This message will be broadcast to anyone in the area who has a Radio turned on, and will be prefixed with "<character name> announces over the radio:".

Radios can be found in the same places as Cell Phones, with the same percentage to find (to keep things simple). They aren't in Police Stations, Armories, etc. because these are just normal civilian radios. Using the Radio turns it on or off (it appears in the inventory as "Radio (on)" or Radio "(off)".

This could be a great way to quickly disseminate information - one person can "call in" information to the station via cellphone, the DJ can broadcast it, and everyone that hears it can repeat it to their neighbors (if it's worth repeating). Anything a person notices that's worthwhile can quickly be spread to everyone in a 25-block area. It also gives another good place to fight over generators.

One of the things that makes this a neat idea is, if you get sick of spam messages, you can just turn off the radio! You can also recognize the broadcaster, allowing you to ignore known troublemakers. Plus, there are multiple "cut-outs" that will keep spam from being spread - the DJ can decide not to pass on crap messages, and the listeners can decide not to repeat them. Of course, someone could try to send false information, but that's part of the game.

Votes

  1. Keep - Author vote --Norcross 05:59, 16 April 2006 (BST)
  2. Kill - STREETS will still be BROADCASTIN' -Nubis A.R.S.E. 06:09, 16 April 2006 (BST)
    • re - The same argument could be used to get rid of talking and spray cans. Actually, this suggestion would help prevent "STREETS" type spam, since unlike graffiti, you will know who is broadcasting and "encourage" them to stop. Also, you know where they will have to go in order to broadcast again, so you can try to stop them. -- readded by Norcross 08:56, 16 April 2006 (BST)
  3. Kill - I really like the idea of radio stations but this just won't fly. There'd be a million OMG I'M ON TEH RADIOZ LULZ. I can't think of a good way to stop this now but until then its a no go. EDIT: I guess theres the old tried and true make it cost an assload of AP. Also Make redundant transmissions be heard as "and again...". --Zaruthustra-Mod 06:14, 16 April 2006 (BST)
    • re - I don't think we'll ever be able to avoid this, but at least this suggestion gives the listener the option of turning off their radio if they get sick of spam. --Norcross 06:34, 16 April 2006 (BST)
  4. Kill See Nubis' vote--Mpaturet 06:17, 16 April 2006 (BST)
    • Re -To Norcross' response, turning off your radio means you don't get messages, spam or otherwise--Mpaturet 07:08, 16 April 2006 (BST)
      • Re - My response to Nubis' vote had nothing to do with turning off radios, which everyone could see if you hadn't deleted it. From your user messages, you seem to have something personal against me, but no I won't "stay off of your Internet". --Norcross 08:56, 16 April 2006 (BST)
        • Re -I deleted what where? That's funny. I went through my last contrinutions and it seems to me that I did no such thing. Oh well, let's not let facts get in our way. Also I have no idea what your actual personality is like but you've been on the wiki for a grand total of about 16 or 17 days, during which you showed signs of what I like to call "Aushvitz Syndrome". Thus I decidied I didn't particularily care for you. So when you made a rather stupid mistake I flamed you for it. Also let's move any further converstion to the talk page shall we?--Mpaturet 10:48, 16 April 2006 (BST)
  5. Keep - I can think of a good way Zaru. Turn your radio off. Of course, by Nubis' logic, we should get rid of spraycans. Moved Mpaturet's vote. --Pinpoint 06:38, 16 April 2006 (BST) There we go. Fixed it.--Pinpoint 06:45, 16 April 2006 (BST)
  6. Keep Need more effective in-game means of communication. --Cerebrus13 06:47, 16 April 2006 (BST)
  7. Kill - While I do see the inherent possibility for humor, I think the spam would out weigh it, rendering it near useless for ingame communications. "This is 99.3 K-ZOM, bringing you the newest zombie hits, such as Barhar, Zomba Barhar. Hello caller, what would you like to hear? 'Harmanz Zmazhed mah Banana!' Velkrin 09:08, 16 April 2006 (BST)
  8. Kill - In an ideal world, such would be a very useful skill, but since we are dealing with, and i mean no offense to anyone, a bunch of idiots, this merely provides another avenue for spam of "KATTHEW IS TEH GAY!" quality and "HURR JOIN MY GROUP!!!" --Grim s 11:30, 16 April 2006 (BST)
  9. KillGoes too far. I Like the Idea of Buildings for RP purposes but actual "Broadcasts" seems to be a waste of coding time and bandwidth among other issues. Conndraka 12:03, 16 April 2006 (BST)
  10. Keep - Meh... could be worse I guess. DavidMalfisto 12:36, 16 April 2006 (BST)
  11. Keep - a good idea in principle but still needs work, the best way i can think to stop spam would be to make portable radios a new item and have a 1AP cost per hour of monitoring the radio this would of course need a way to monitor X times. A bonus of this is it would provoke group co-operation with survivors taking turns listening to the radio and then passing along anything usefull to his fellows!--Honestmistake 13:10, 16 April 2006 (BST)
  12. Kill - I agree with Grim s. If the people who are playing this game would be more mature, maybe this could be useful, but for now it isn't. --Abi79 AB 14:52, 16 April 2006 (BST)
  13. Keep - Sounds like a good idea. However, the AP-cost for broadcasting should be quite high to prevent abuse. If it's high enough, (hopefully) only "real" messages will be broadcasted. G F J 18:28, 16 April 2006 (BST)
  14. Keep - This also sounds really neat, the unfortunate aspect is relying on people's maturity though... Tarisia 13:41PM (EST)
  15. Kill - If we were to pretend that one's contacts all had their radios tuned to the same frequency, we could specify that only contacts could catch the broadcast. That might be useful. As it is, it's just a license to spam. --John Ember 20:06, 16 April 2006 (BST)
  16. keep - Spam for those who <3 it, None for those that dont, making it not spam at all as you only get it if you want it! --xbehave 20:15, 16 April 2006 (BST)
  17. Kill - I don't want one more way of someone telling me to go to Caiger when I'm on the east coast. Any benefit from this is outweighed by the spaming potential--Bermudez 20:42, 16 April 2006 (BST)
  18. Kill - STREETS is BROADCASTIN'.--The General W! Mod 20:57, 16 April 2006 (BST)
  19. Kill - Streets is broadcastin'. MaulMachine 21:00, 16 April 2006 (BST)
  20. Kill - Streets is not broadcasting. At least not with my vote he aint.--Mookiemookie 21:24, 16 April 2006 (BST)
    • Re - I am very disappointed with this group. Every "Kill" vote has boiled down to "if someone used this for spam, I would turn off my radio." Well, you know what? I never plan on using: knives, baseball bats, crowbars, Scent Blood, Brain Rot, newspapers, crucifixes, wirecutters, Death Rattle, flare guns, and a lot of other features. I guess we should kill them all, according to the "if I don't want to use it, no one else should be allowed to" philosophy. --Norcross 15:41, 17 April 2006 (BST)
  21. Kill - Streets, Caiger, be a zombie, the list goes on of reasons why this would be filled with spam. BuncyTheFrog Talk GBP 22:48, 16 April 2006 (BST)
  22. Keep - Good idea, you even expanded on the radio idea in another way not thought of before (simple, on off button, some douchebags take over your local radio station you turn it off until they're gone.. simple.) For the first time ever spam control, in the game. Ohhh... 1 last point, when someone does the radio broadcast.. unlike the spraypainted messages you know who the user is. And if they broadcast "streets" steamy goodness, chances are you can all wait for them to give them a complimentary beating (via new bludgeoning rules) and threaten to kill anyone who revives them on your next broadcast.. the streets will be clean! clean I tell you. Besides, poor taste radio transmissions could be "censored" (ie. your ability to use your broadcast skill may be suspended for a time, as per Kevan's discretion.) MrAushvitz 07:44, 17 April 2006 (BST)
  23. Keep -Oy gevalt...you people and your message-spam. Just scroll the damn page and get on with your life! UD is nowhere near being beset with message-spam and this, since it has an ON/OFF button, won't cause it either. You'd think the message-spam was akin to needles jammed under your fingernails, the way you guys react to it. The in-game RP gain far, far outweighs any spam concern. Since radio stations would essentially become a resource building, they would be as hard to hold as other resource buildings. Sure, the occasional 'tard might get in and broadcast his stupidity for all to hear, but he'd eventually have to contend with all the zombies beating down the door. A group making a concerted effort to keep the station safe and powered would have better luck.--Xavier06 00:01, 19 April 2006 (BST)
  24. Keep- I'd like to see how this plays out. --Rozozag 01:03, 19 April 2006 (BST)
  25. Keep - Also, other players should be able to hear the radio static in the room description if the room has a player with a radio turned on. Possibly make it hearable to zombies outside just to add some edge to it as well ("Crud! Turn it off! The zeds will hear it!") --November7 12:54, 19 April 2006 (BST)
  26. Keep - Sounds good.And besides makes things more interesting.You got my vote here. --LCpl Mendoza 19:04, 27 April 2006 (EST)
  27. Kill - It would bring too much spam. People would get a radio, turn it on to hear people... spamming and annoyed would turn the radio off => for what would then this suggestion be useful? --Abi79 The Abandoned 17:24, 28 April 2006 (BST)
  28. Keep - as per Cerebrus13. vanis314 17:09, 29 April 2006 (BST)
  29. Keep - Didnt see the new one before I voted on the old suggestion. See my vote in the old one for my reason. --Cdrwcry 21:26, 29 April 2006 (BST)

Unnerf Syringes!

Removed for not following the template. Read the template usage instuctions carefully. --Brizth W! 19:19, 16 April 2006 (BST)


Attack/revive a different zombie

Timestamp: 18:52, 16 April 2006 (BST)
Type: game mechanics
Scope: stacks of 2 or more zombies
Description: After attacking or attempting to revive a stack of zombies for the first time, the shooter/reviver then gets the target option "a different zombie" from the pulldown menu. If chosen, his/her actions then affect the next zombie in the stack. Upon attacking this alternate target, selections switch to "attack: this zombie / the previous zombie / some other zombie." That's it.

Rationale: zombies can already pick and choose between their targets. Survivors can't, unless they have that Z in their contacts already. This would allow a limited form of target selection that is in keeping with game logic (i.e., even though it is difficult to tell one Z from another, one should be able to shift to another target), and keep rotters from clogging revive points (1).

--- (1) this latter point might be superfluous. Does anyone know if, on attempting to revive a stack of zombies, your target selection automatically cycles to the next Z if the first one is rotted? If this is the case, please disregard this last point.

Votes

  1. Keep - Brilliant suggestion for rotters and makes sense. Tokakeke 19:07, 16 April 2006 (BST)
  2. Kill - Rotters should be able to clog revive points, as they're a player created thing and thus, fair game.--Mookiemookie 19:10, 16 April 2006 (BST)
  3. Kill - Use your fancy revive tools, harman. --TheTeeHeeMonster 19:54, 16 April 2006 (BST)
  4. Keep - author vote. It just makes sense that people could choose to attack or revive some other target than the one they're currently attacking or reviving. That's all.--Bulgakov 20:01, 16 April 2006 (BST)
  5. Spam - Like Mookiemookie said. I will always vote down these kinds of suggestions. --John Ember 20:02, 16 April 2006 (BST)
    • Comment - This is abuse of the Spam vote.--The General W! Mod 20:55, 16 April 2006 (BST)
    • Re - There's no way the suggestion could be tweaked to make me consider Keeping it. Thus, it's Spam. --John Ember 15:13, 17 April 2006 (BST)
  6. Kill DNA Extractors, anyone? --Jon Pyre 20:06, 16 April 2006 (BST)
  7. Keep Keeps zombie anonimity while allowing you to choose a target--xbehave 20:13, 16 April 2006 (BST)
  8. Kill - Brainrot is a natural reaction to revive points.--Bermudez 20:44, 16 April 2006 (BST)
  9. Kill - If you get to create your shiny revive points, we get to steal your delicious syringes. I can appreciate the genre logic behind it, but arbitrarily changing game mechanics to suit a player construct FTL, especially when said construct is as puerile as a revive point. --Undeadinator 22:18, 16 April 2006 (BST)
  10. Kill - Like Mookie said, this is fair game, and is one of the properties of becoming a Rotter.--Kibbs 22:21, 16 April 2006 (BST)
  11. Kill - Eeehhh.. Kinda gives the survivors an unfair advantage if they can move up to the most active zombie in a stack and take him out... And the revive point thing... *shrug* BuncyTheFrog Talk GBP 22:44, 16 April 2006 (BST)
  12. Kill - this seems to be a fair amount of additional work, not for game balance or improved experience but for realism, which I don't think is a good thing. Mortificant 22:49, 16 April 2006 (BST)
  13. Keep - makes sense to me. There's a point where the "don't argue for realism" rule is ridiculous, and this is it. --Arcibi 01:59, 17 April 2006 (BST)
  14. Kill - Don't like the fact this makes them able to go back on targets. Make it so that you can only switch to the next zombie (and not the previous) in the stack and i'll vote keep. --Certified=Insane 02:03, 17 April 2006 (BST)
  15. Kill - What Mookiemookie said. -Nubis A.R.S.E. 02:16, 17 April 2006 (BST)
  16. Kill - It basically defeat the point of brain rotting. --ShadowScope 02:26, 17 April 2006 (BST)
  17. Keep - Brain Rot is to stop dedicated zombies from being accidently revived or combat revived...not to grief people. Keep so that people can revive those that they scanned. It gives you their name, why not allow us to tell them apart? Saromu 04:58, 17 April 2006 (BST)
  18. Kill - It violates zombie annonimity. Remeber folks, faceless hordes, not oen but meny acting as one. - --ramby T--W! - SGP 05:02, 17 April 2006 (BST)
  19. Kill - No free rides for anyone. If you want to get around that rotter, kill him. This completely violates the zombie stack principle. --Grim s 05:29, 17 April 2006 (BST)
  20. Keep - Great idea. --Cyberbob240CDF 05:30, 17 April 2006 (BST)
  21. Kill - You know what? Let's just let syringes revive people w/ more harman skills than zombie skills. That way we don't waste our syringes!--Mpaturet 07:10, 17 April 2006 (BST)
  22. Keep - this suggestion wouldnt be made if it werent for the revive nerf, which combined with rot griefing makes it impossible to get a revive, ive been waiting for a revive for nearly a week and its getting annoying, you zeds have God Mode on you dont need that flak jacket or bodybuilding, if you do you are a pussy who isnt even smart enough to find a small horde(not a group dumbass) to knock on the same building, I mean jesus christ its asinine the way you have everything in this game and you want more, ankle grab, lurching gait, we even suggested FLARES for you and when you suggest something for us, we get nerfed --Flarias 12:09, 19 April 06 (BST)
  23. Keep - Nice idea. Makes sense. Doesnt hurt zombies too much either. --Cdrwcry 21:30, 29 April 2006 (BST)
    • Tally - 8 Keep, 14 Kill, 1 Spam, 23 Total.--The General W! Mod 19:30, 30 April 2006 (BST)