Suggestions/21st-May-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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Make the Maps Match

Moved to the Suburbs talk page as it is a suggestion regarding that page, and not the game itself. --Grim s-Mod 01:36, 21 May 2006 (BST)


Fair Trade V2

Timestamp: 03:25, 21 May 2006 (BST)
Type: Skill/Event
Scope: Survivors
Description: I like trade suggestions, I really do. But they're unbalanced a lot of times due to zerg concerns. What I've done is categorized weapons. Only weapons in each "level" can be traded for each other. For example, I can trade a DNA Extractor for a Mobile Phone but I can't trade a DNA Extractor for a fully loaded shotgun. Also, I have devised a way to make sure trading guns with certain amounts of ammo in them is not unfair.

A player (let's call him X) with the skill 'Negotiation' (100XP for all classes) may propose a trade with ANY player Y using a drop-down list for 2 ap. Why? Because zerg concerns have been already addressed. The player being "proposed to" (:/) can accept or deny. X and Y's inventory is now surrounded by a colored box, indicating that inventory items can now not be used until the trade is completed, and all clicking of items in inventory will go toward a trade. In addition, the "attack" dropdown, search, barricade, and enter/leave options would be grayed out, and there would be a box that says "Stop Trading". While trading, speaking does not take any AP, but speaking can only be directed at the person you're trading with, nobody else hears your speech.

As for the actual mechanics, once Y accepts the trade. X picks an item Z out of a drop-down that he possesses, then clicks "Offer". This way, you will not be able to see the other person's inventory, and if you want one of their items you must tell them using speech. Y is told that "X has offered Z for trade." Y can click an item in the appropriate category that he has in exchange, he can decline the offer and pick his own item out of any of the ones he has to start the process again and offer it to X, or he can stop trading by clicking the button.

Here is an example:

Player ILiekCake has Negotiation

ILiekCake offers trade to WTFCentaurz by clicking WTFCentaurz in a dropdown field. (2AP)

WTFCentaurz declines by clicking the Deny button.

ILiekCake offers trade to OMGBox. (2AP)

OMGBox accepts. (2AP)

ILiekCake says "hey, i heard you got a phone, i need one" (0AP)

ILiekCake clicks his GPS unit and clicks Offer. (0AP)

OMGBox says "wtf u fag i dont want a gps unit" (0AP)

OMGBox clicks Stop Trading. (0AP)

OMGBox says "you're a n00b" (1AP)

ILiekCake offers trade to Sean Connery (2ap)

Sean Connery accepts.

ILiekCake offers his GPS unit. (0ap)

Sean Connery clicks the drop-down next to Decline, clicks his mobile phone, and clicks Offer (0AP)

Sean Connery says: "Talk to me, punch the keys for god's sake." (0AP)

ILiekCake says: "ok do you want a DNA extractor" (0AP)

Sean Connery says: "Yes, yes!" (0AP)

ILiekCake clicks the dropdown next to Accept and clicks his DNA extractor, then clicks Offer.

Sean Connery clicks Accept Trade.

Both players exchange items.

Sean Connery says: "You're the man now Dog!"


Level 1, Items that have no or extremely little use:


Crucifix, Book, Poetry Book, Wirecutters, Newspapers


Level 2, Items that have small use:


Beer, Wine, Baseball bat, Length of Pipe, Kitchen Knife, Flare Gun


Level 3, Items that have medium use but having multiple doesn't confer benefits:


DNA Extractor, Mobile Phone, Empty Shotguns/Pistols, GPS unit,


Level 4, Items that are somewhat useful:


Flak Jacket, Crowbar, Fuel Can, Portable Generator, Fire Axe, First Aid Kit, NecroTech Syringe, (FA is on here because I see it as a useful weapon, but not quite able to beat the Pistol/Shotgun, and it's about equal to the other stuff on here effectiveness-wise.)


Level 5, Items that are useful and weapons.


NOTE: When trading a Pistol for a Shotgun, player cannot trade back for more ammo (trade in pistol with 1 ammo for shotgun, then trade shotgun for pistol with 3 ammo) for one server cycle. (Therefore it could be done, but would only at best give you two more bullets, and you wait longer for one server cycle than to just pop to a PD and search a bit)


Pistols with 1-3 ammo in them can be traded for Shotguns with one shell loaded and vice versa. (In reverse case, player gets choice.) Pistols with 4-6 ammo in them can be traded for Shotguns with two shell loaded and vice versa. (In reverse case, player gets choice.)


Level 6: Ammunition


Pistol clips, shotgun shells. (Yes, they're interchangeable. The rate of finding, balanced out with the amount of ap/shot, etc, makes them about equal).

Votes

  1. Keep - Author vote. Tokakeke 03:25, 21 May 2006 (BST)
  2. Kill - The 0 AP talking is a huge lost in this suggestion. Anyway, this trade sistem is really complex. --hagnat mod 03:30, 21 May 2006 (BST)
    Re - Both players must accept, and the talking is only person to person. Tokakeke 03:34, 21 May 2006 (BST)
  3. Kill - I thought this was already shot down? Anyway, even with the changes this is horrible. --Cyberbob240CDF - U! 03:33, 21 May 2006 (BST)
  4. Kill - Issues with 0 AP cost, still has zerging issues.-. Velkrin 03:43, 21 May 2006 (BST)
    Re - Explain your "zerging issues". Tokakeke 03:49, 21 May 2006 (BST)
    Re: - Short version: Can easily be abused by zergers. That is why most trade suggestions don't go anywhere. Velkrin 07:01, 21 May 2006 (BST)
    Re - Um, what? EXPLAIN how it can be abused by zergers. I have fixed every zerging issue anyway, but if you can find one I've missed, go ahead. Tokakeke 21:14, 21 May 2006 (BST)
  5. Kill - If it was shot down once it means the whole idea is dumb. Don't suggest it again! Sonny Corleone WTF 04:00, 21 May 2006 (BST)
  6. Kill - Here's a good rule of thumb. Go to the "game news" page on UD and look at the length of the description of each new skill thats been implemented. If your suggestion can't be summed up in the same length, then chances are its too complex and will never, ever make it into the game. This is truly a case of tl;dr. --Mookiemookie 04:18, 21 May 2006 (BST) EDIT: I'm simply trying to bring the focus back to "suggestions that have a snowball's chance in hell of making it into the game" instead of "how many caveats and clauses and contingencies we can cram into a suggestion to get it passed into peer review, elegant implementation be damned." --Mookiemookie 04:52, 21 May 2006 (BST)
    Re - It's really not that complex, only long because I wanted to make an example that covered all possibilities. Tokakeke 21:14, 21 May 2006 (BST)
  7. Kill - First... Sonny, having your idea rejected doesn't mean that the whole idea is dumb. Shut the hell up. Mookie, that's also wrong. Plenty of skills have been analyzed and explained with this much detail. Certainly, game news doesn't explain precisely how barricading works, nor how one uses the mobile phone. Back off, there. That said, I don't think that speech should be a free action. I don't think there should be any free actions involved with something so tricky as trade. Leave all actions at 1AP, and you've got a "keep."--Wifey 04:30, 21 May 2006 (BST)
  8. Kill - What Wifey said, except the last sentence. Leave all actions at 1AP and I'll take another look at it. --Dan 04:42, 21 May 2006 (BST)
  9. WTFZOMBIES/Keep It's very, very fair and works well. No zerg problems I can see. Mattiator 05:03, 21 May 2006 (BST)
    • Note: Removed illegal part of vote. --Vista W! 20:45, 21 May 2006 (BST)
  10. Kill- I find the whole system too complex to be worth putting in Drogmir 06:21, 21 May 2006 (BST)
  11. Kill - IMO UD doesn't need trading --Cah51o 06:34, 21 May 2006 (BST)
  12. Kill Some games have thousands of items. Some are created by players, others are exceedingly rare. If "Blue Crystal Dragon Bracers" are hard to find or you're a fighter or rogue and can't make healing potions, you might want to trade some of your loot. However Urban Dead does not have thousands of items, it has a handful. And you can find them yourself quite easily enough. Division of labor is not needed. You don't need a wizard to enchant a sword and trade it to you in exchange for a silver staff you forged with your smithing skill. Need ammo? Search a gun store. Need fuel? Go to an auto shop. Urban Dead does not need trade of items. In any form. This type of suggestion will never pass no matter how much it is improved because trade is wholly 100% unnecessary. Doubly so because of how unwieldy it would be due to UD's turn based nature. --Jon Pyre 07:09, 21 May 2006 (BST)
  13. Keep Good, incredibly well thought out. Just a wee complicated! --MajesticNinja 10:18 21 May 2006
  14. Spam - This is an idea that has only sheer idiocy at it's core; there is simply no justification for including trade into Urban Dead, for the reasons that Jon Pyre has already outlined. This idea has no chance in hell of ever being implemented — it's a convoluted, unweildy mess that would require so many restrictions as to be pointless. –Xoid Talk U! 10:47, 21 May 2006 (BST)
    Re - All this is is an effort to make a thought out trade suggestion. If this doesn't work, than nothing will. Tokakeke 21:14, 21 May 2006 (BST)
  15. Kill - How many times do we need to burn this? It just doesn't work. --Niilomaan 11:09, 21 May 2006 (BST)
  16. Kill - i just dont think trade is good for UD, it takes away alot of the need to travel. howevr i cudnt disagree with Mookiemookie, complicated suggestions are the way to go, if it the more complicated a suggest is the less sure the of the outcome you can be, that said this suggestion is actually quite simple, not really more complicated than different types of buildings and nobody goes 'WTF a cinema,a motel and a train station:O omg'--xbehave 14:18, 21 May 2006 (BST)
  17. Kill - Whilst this is well thought out, stuff is so easy to find in Malton there simply is no need for a Trading system. If you think about it, this is just an AP-swapping exercise. --WibbleBRAINS 19:38, 21 May 2006 (BST)
    Did we all spontaneously develop an allergy to Spam? Trading suggestions will never, ever work in UD. furtim 20:16, 21 May 2006 (BST) You must state a valid vote, remove strikeout when you add a valid vote.--The General W! Mod 21:03, 21 May 2006 (BST)
  18. Keep - Best trade suggestion I have ever seen.--The General W! Mod 21:03, 21 May 2006 (BST)
  19. Kill - FAK only a level 4? Sorry, no. Agent Heroic 21:32, 21 May 2006 (BST)
  20. Kill - I rock the Jon Pyre bandwagon. Although, for what it's worth, this is bar none the greatest trading suggestion I have ever seen. No Spam for you, my friend. --Undeadinator 22:18, 21 May 2006 (BST)
  21. Kill - I do see where it'd be nice to toss your buddy a clip when he's getting low on ammo, so I can't entirely agree with Mr. Pyre. But this suggestion fails precisely because it stratifies everything so carefully. If I have to have a pistol clip in order to trade for one, what's the point? --John Ember 04:24, 22 May 2006 (BST)
  22. Kill -Too many problems with this to Keep it and, like Pyre, I'm not fully convinced that UD needs trading, but if there is to be a trade suggestion, this is as close to workable and balanced as I've seen. I'm not sure I like the "Free Speech Trade Zone" since not only does leave questions as to what happens if a third party intercedes (by talking to, healing, or most importantly attacking either party) as well as messing with the immediacy of the game. Plus this suggestion makes no room for trades of multiple items, especially on an interlevel basis (perhaps two fuel cans are worth one clip of ammo?). Actually, the whole leveled system bugs me a bit, but I suppose without it, this suggestion would just get Spammed due to zerger-abuse issues. Damned if you do, damned if you don't...--Xavier06 19:09, 22 May 2006 (BST)

Current Time in Malton

Removed by author as a dupe of Clock - 1 Author Vote, 4 Dupe Votes. --Darkstar949 18:23, 21 May 2006 (BST)


Advanced Free Running

Timestamp: 12:57, 21 May 2006 (BST)
Type: Skill
Scope: Humans with Free Running
Description: Change the success percentage of Free Running, so that occasionally players will not make the jump/leap or whatever from one building to the next, maybe a 80-90% chance of a successful leap. Failure will result in the Human being out in the open. Advanced Free Running would have a 100% success rate.

Votes

  1. Keep - Author vote. --Zombiegod 13:01, 21 May 2006 (BST)
  2. Kill - I see no problem with Free Running at the moment --HerrStefantheGreat 13:02, 21 May 2006 (BST)
  3. Kill - Your name speaks volumes about the reasoning behind this suggestion, Zombiegod. Don't nerf a system that has been working so well for so long. --A Bothan SpyCDF - WTF - U! 13:51, 21 May 2006 (BST)
  4. Kill - If it ain't broke, don't fix it.--Mookiemookie 14:04, 21 May 2006 (BST)
  5. Kill - It's good to know, that not every bothan died bringing us this information. --Niilomaan 14:08, 21 May 2006 (BST)
    • Re - Sorry about using ZOMBIE in my username. I won't make any more suggestions with this user account... --Zombiegod 14:15, 21 May 2006 (BST)
      • Re - Since that appears to be directed at me, I'll field this. You're perfectly allowed to make suggestions with this one that nerf survivors (no guarantees on whether they get through or not though), but they have to have reasoning and relevance. Why now have you decided that Free Running is overpowered? It's the most important survivor skill; are you jealous? Is it because you just attacked a guy but he got away using it? --A Bothan SpyCDF - WTF - U! 14:21, 21 May 2006 (BST)
  6. kill - as it is its just a 100xp sink. id however vote keep if % were changed, but most people wouldn't. btw just becaue he plays as a zombie doesnt me he wants to ruin the game. i mean every suggestion i make doesnt try and nerf zombies. --xbehave 14:23, 21 May 2006 (BST)
    • my god.... PERIODS. PUNCTUATION. I did it for you this time, but use them for the love of zombie christ, please.--Mookiemookie 15:06, 21 May 2006 (BST) Author Re's only please.--The General W! Mod 21:00, 21 May 2006 (BST)
  7. Kill - I don't see any benefit from killing new characters a few extra times before they have the extra 100XP to spend on advanced. --Dan 15:09, 21 May 2006 (BST)
  8. Spam - And this is from a hardcore zombie player, Cyberbob. - CthulhuFhtagn 15:42, 21 May 2006 (BST)
  9. Spam/Dupe I know I've seen this "Free Running Fails" suggestion before. The only thing new here is an advanced skill to neutralize this change. Don't mess with players skills. Especially in a way that only exists to force people to spend an additional 100xp and then leaves everything exactly the way it is. Why you hatin' on newbies exactly? --Jon Pyre 16:00, 21 May 2006 (BST)
  10. Kill -Unlike other XP-sinkhole ideas, this one actually punishes the new players. I understand the idea of adding some chnace into the game, but don't mess with movement. A survivor with FR still has to use strategy not to end up a zombie before his next login. If I plot a course to, say, the Marven Mall, I devote that much AP to that cause. The chnace I take is that the mall might be comprimised when I get there, but I know (if I've plotted the course right) that I will get there. You know how pissed I'd be to get all the way, then get dumped out on the street right before the Mall, with only a few AP left?!? VERY! Free Running is the survivor's bread and butter; Don't mess with it willy-nilly...--Xavier06 16:39, 21 May 2006 (BST)
  11. Kill --I think free running works well the way that it is now. And new players (like, for example, myself) need functional free running. If it could fail it would make things much harder for us and make us more prone to falling into a group of Zeds that we couldn't handle.--Paradox244 1:44 PM, May 21 2006 (EST)
  12. Spam - Because I am so F-ing tired of these suggestions coming up over and over and over again. Freerunning is not something the people will accept a change to. Stop suggesting changes to it. - Velkrin 19:42, 21 May 2006 (BST) Edit: As a side note, I've even updated the Frequently Suggested page to provide links to said suggestions. 21:24, 21 May 2006 (BST)
  13. Spam/Dupe/WTFCENTAURS -- It wasn't any good the first 299 times. It's still not any good the 300th. furtim 20:18, 21 May 2006 (BST)
    Note - Removed illigal part of vote--Vista W! 20:55, 21 May 2006 (BST)
  14. Spam - Just as idiotic as a skill that would make ankle grap fail once in a while.--Vista W! 20:55, 21 May 2006 (BST)
  15. Spam - I concur with this author's observation on basic game mechanics: fuck 'em. There are arbitrary skills to be made, and superfluous nerfs to be handed out! --Undeadinator 22:14, 21 May 2006 (BST) (Edit: Otware, you clumsy fool! Vote deletion FTL.)
  16. Spam Why don't we add some Zombie Snails as NPCs? They'll randomly put slime on the streets and the survivors have a 80-90 % chance to fall down and die a horrible death because it's poison slime. Survivors gain 3 XP if they kill a Zombie Snail with salt. -Craw 22:55, 21 May 2006 (BST)
  17. Spam - Uh... nuh. And I see Free Running as more using the sewer than by leaping from building to building. David Malfisto 23:00, 21 May 2006 (BST)
  18. Spam - Wow. This suggestion hasn't been spammed to hell a dozen times...--Wifey 02:59, 22 May 2006 (BST)
  19. Kill - to hard on teh newbs. --William Raker 15:40, 24 May 2006 (BST)

Advanced Knife Combat

Author retracted by --Otware --Vista W! 23:09, 21 May 2006 (BST)


Advanced Knife Combat (reworked)

Timestamp: 21:28, 21 May 2006 (BST)
Type: Skill
Scope: Survivors with Knife Combat
Description: At the moment Knife Combat is a fairly redundant skill. It is only really used by people who want to max-out their skill trees. Nearly everybody will have an axe, which does more damage with the same accuracy. So knives are, for most people, a total waste of time. This skill would require Knife Combat as a prerequesite, and would increase the accuracy from 40% to 65%. This would mean that instead of doing 0.8 damage per AP, it would do 1.3 damage per AP. This would make it better than the fire axe in terms of simple damage.

I accept that realism should not alone be used to argue the case for a suggestion. However, in this case it does make sense that a knife wielded by a trained military porfessional (in their skill tree) would be more accurate than a big cumbersome fire axe. But because this skill would give an advantage to the knife in terms of damage done per AP, it seems fair to even the 2 items out in other ways: The knife could not be used to attack barricades (this would obviously affect knives from the very start, not just with this skill).

I respect that there was a suggestion here that is very similar. However, I feel that this skill provides a suitable use for the knife, whereas the other one still fails to combat the problem of the knife being useless. With this skill, the knife and the fire axe both have their merits, with the fire axe being the best choice to take down barricades out of any weapon.

Do not forget that you have a 6% chance of finding a fire axe in a fire station, whereas to get anywhere near that with a knife you need to have bargain hunting and search a mall hardware store (7%).

This skill would only give survivors an extra 0.1 damage per AP compared to what was available before, so no unfair advantage in their favour really. It provides something useful for them to spend XP on, and gives a plausible use for the kitchen knife.

Votes

  1. Keep - Author vote. --Otware 18:28, 21 May 2006 (BST)
    NOTE A rework must feature new mechanics. not be used to whipe out the votes already made. Next time you do it, it will be treated as bad faith and taken to vandal banning.--Vista W! 21:44, 21 May 2006 (BST)
    Re It says it is best to resubmit the suggestion. That's what I did. Surely there is no point having the old unwanted suggestion here? --Otware 22:15, 21 May 2006 (BST)
    I missed the fact that you actually did make a change in the mechanics, and thought you only made clarifications. Clarification don't make a new suggestion, so you can't resubmit on those grounds. Resubmitting with actual changes in mechanics is allowed. I missed that the lack of use on barricades was added later. however you must leave the headline of the first suggestion up with an explanatory text that it is author removed. I still think that the change in suggestion mechanics is rather light.--Vista W! 23:08, 21 May 2006 (BST)
  2. Spam -Despite what people who suggests knifes over axes like you seems to think, a knife does near nill damage on dead flesh. And if the people suggesting it had any knowledge of anciant/medievil warfare they wouldn't say things like: "However, in this case it does make sense that a knife wielded by a trained military porfessional (in their skill tree) would be more accurate than a big cumbersome fire axe." That big cumbersome fire axe has a yard more reach and more weight. It can be wielded fast enough to make sure nobody closes in enough and due to its cumbersome weigth it does ten times the damage. Because it's larger and heavier it connects more easily then knifes as well. Of all hand to hand weapons a knife probably is one of the worst to use in direct combat on living humans, let alone against something that doesn't have functioning internal organs. The only reason a knife is still used unlike an axe because it can make a clean silent kill, not because it does more damage or is better overall. You really should learn something about the subject before trying to argue something you know nothing about. A mind is a terrible thing to waste. --Vista W! 21:07, 21 May 2006 (BST)
  3. Kill Axe > Knife. David Malfisto 23:05, 21 May 2006 (BST)
  4. Dupe -- Yup, still pretty much the same as the other thing from ages ago that was linked in the first vote. I doubt that usefulness against barricades was what stopped the other one from being adopted in the game. furtim 01:15, 22 May 2006 (BST)
  5. Dupe - This is a dupe which you readily admit yourself in the post.(So technically I should probably vote spam, but I'll be gentle since you saved me the time of finding the link myself) Also, the other suggestion was better because it did not overpower the axe, and this is good for two reasons: Game balance, and Vista's comment above. That other suggestion probably should be implemented(it's a great idea IMNSHO, and the opinion of most others), but I don't think reposting it(or something similar) will get it in the game sooner. --Raystanwick 01:48, 22 May 2006 (BST)
  6. Keep - Realism shmealism. And I quote: "This is a game about the living dead. ZOMBIES. The Living Dead. Hard to get more unrealistic than zombies shuffling around downtown, so the realism of military pistols having only six shots is something of a moot point." Same for the realism of a kitchen knife being a more effective weapon than an axe. The need to adjust overbarricaded entry points is important, and there's enough demand on inventory slots that you have good reason to carry a 1.2 weapon instead of a 1.3 weapon. This is a balanced knife enhancement, with good reasons to prefer each weapon. The previous attempt isn't: it left no reason to use the axe. And the one it's being duped to is absolute trash: it gives no reason to use the knife. --Dan 02:06, 22 May 2006 (BST)
    re -Thats why we go for concistant nonsense, knife that are better then axes are inconistant nonsense. We don't have to go for realism, but what fits the genre more. As soon as all zombie get killed by knifes in the movies, instead of with axes, then you have a point. not before.--Vista W! 09:07, 22 May 2006 (BST)
  7. Kill - Changed enough to warrent a kill. Velkrin 02:40, 22 May 2006 (BST)
  8. Kill - I agree that the knife should be usefull, but this is the wrong way to do it. A knofe is very effective in real life because it is usually used against things that are alive. on the other hand, Zombies don't really care if they get a flesh wound. They are already dead and can not bleed. The Axe is better against the undead simply because you can only stop them whern their body is no longer able to stand. A knife is going to have a hard time doing this. --Teksura 02:41, 22 May 2006 (BST)

Wounding

Timestamp: 00:20, 22 May 2006 (BST)
Type: Skill for Suriviors
Scope: Humans, Military
Description: 100 XP, Military Skill.

If a Human attacks another Human with a Knife, he may wound that Human. The wound would act like an infection by a Zombie...if you do anything but speak, you lose 1 AP. It can be cured by a First Aid Kit. If you die, you do not lose HP until you get revived. Revives does not take away the Wounded flag.

Wounding also hurts Zombies as well. If a Human attacks a Zombie with a Knife, he may wound that Zombie. However, that wound is temproray. After 15 AP of moving, or if a Zombie get cured by a FAK, or a Zombie get revived, the wound "heals" itself, and the Wounded flag goes away.

Wounded and Infected stacks. A FAK may remove only one of the two flags randomly. Another FAK will be need to remove the other flag. If a person is Wounded, he will appear to a person with Diagnosis with a symbol "!", showing he is wounded.

Votes

  1. Spam - Harmanz do not get an Infection, unless it is chlamydia from a two dollar whore. --Undeadinator 01:03, 22 May 2006 (BST)
  2. Spam - This would help PKers. The game isn't about survivor vs. survivor so it shouldn't be there. Also zombies cannot get wounded. They have no more circulated blood, no muscle tissue, no vital organs, no nothing. It'll do nothing. And if you did use Undeadinator's advice and added the two dollar whore then I would have voted keep. Sonny Corleone WTF 01:07, 22 May 2006 (BST)
  3. Spam - As I said on the talk page, what the hell? Tokakeke 01:11, 22 May 2006 (BST)
  4. Spam While I like the idea of making the other weapons a little more unique/useful, THIS isn't it. First of all, PKing may be part of the game but it does NOT need to be helped. Secondly, it doesn't make sense that it would work against zombies. Not to mention it would be EXTREMELY unbalanced against them (zombies).--Pesatyel 01:14, 22 May 2006 (BST)
  5. Spam My bad. Sorry. Author's Vote.--ShadowScope 01:18, 22 May 2006 (BST)
  6. Spam Infectious bite for Pkers. --Jon Pyre 01:59, 22 May 2006 (BST)
  7. Keep - It provides a reason to have a knife, without making the axe obsolete. --Dan 02:10, 22 May 2006 (BST)
  8. Kill - I like the idea behind this, but now the way you are going at it. I think the knife should do 4 damage to survivors and 2 to zombies. Many people don't like ideas that help out PKers but that is because they are under-represented here. The PKer is another player just like you or I, they have reasons that are explainable (usually insanity) and thus are a part of the game, they are over-do for a feature to help them out. but this isn't it. --Teksura 02:45, 22 May 2006 (BST)
    • Re - Thanks for the comment Teksura. I'll see if I could resubmit the suggestion tooled with that idea in mind. Though in fairness, if many people don't like PK-helping ideas to begin with, it probarly won't pass.--ShadowScope 02:51, 22 May 2006 (BST)
  9. "If you do anything but speak, you lose 1 AP"? Is this a typo? --Toejam 03:02, 22 May 2006 (BST)
  10. Kill - Zombies and survivors should be different. Survivors shoudn't get infection-like abilities. --McArrowni 03:03, 22 May 2006 (BST)
  11. Spam - I never got any infections from a two dollar whore. Just crabs.--Wifey 03:04, 22 May 2006 (BST)

Cozy Fire

Timestamp: 00:23, 22 May 2006 (BST)
Type: Skill & Improvement
Scope: Survivors
Description: This suggestion would add the ability to create a cozy fire in certain locations both improving the role-playing aspect of the game, as well as giving survivors a reason to concentrate in some areas. This is a suggestion in three parts - the skill, the item requirement, and the affects of the fire in the game.
  • Create Fire (Skill) - This is a new survivor skill that would appear under the Construction tree and would allow the cozy fire. Therefore the total cost of this skill would be 200 XP (Construction + Create Fire). The fire cannot be built while a generator is running, nor can it be built in malls, power stations, armouries, auto repair shops, and police stations due to the risk if the fire were to spread. It costs 5AP to build the fire, and there is a 30% chance that you will not be able to get the fire started. Furthermore, the building will appear lit form the outside, much the same why it does when the generator is running, and the fire will continue to burn for roughly the same amount of time as a generator runs when fueled.
  • Lighter (Item) - This item is a prerequisite to creating a fire (most people cannot make one via rubbing two sticks together), and would be found in malls (5% rate, 10% in sports stores and hardware stores), junkyards (5% rate), pubs (5% rate), hotels (3% rate), mansions (2% rate), and schools (2% rate). This item would be consumable and would run out of fuel after 1 to 2 uses, similar to the spray can.
  • Impact - The fire would work in a matter similar to the first aid kit, however, is more geared towards the overall atmosphere of the game as well as encouraging role playing. As such the fire has two impacts on game play - minor healing, and limited free speech.
    • Healing - Players with less than 30% total health in the same building as a fire would see a "Rest by the fire" along with an input box for total AP they can spend resting next to the fire. The AP necessary to heal one HP is two AP thus if you have 30% total health you would spend between 10 to 12 AP to heal up to 40% of your health. The maximum amount of AP you can spend on healing is 30 AP. This ability would also be available to zombies if they enter a building while the fire is still burning.
    • Limited Free Speech - Players in the same building a fire will be permited to say two things a day without an AP cost.

Votes

  1. Keep - Author vote --Darkstar949 00:23, 22 May 2006 (BST)
  2. Kill - I somewhat dislike the Healing and Limited Free Speech idea. I dislike Free Speech, which is basically giving out free actions, while Healing makes no sense. I see no point to it, and people may actually hate it...it prevents them from setting up generators, especially in Hospitals, where it makes finding FAKs easier, allowing the Suriviors to heal quicker.--ShadowScope 00:55, 22 May 2006 (BST)
    1. RE - I never said that it prevents you from setting up a generator, just that you can't start a fire while the generator is running. --Darkstar949 00:57, 22 May 2006 (BST)
  3. Kill - Nay. Free actions will never get a Keep, and (pending the most elegant idea implementation evar) neither will new methods of healing that don't require FAKs or booze. Plus, filing cabinets are notoriously difficult to immolate. --Undeadinator 01:08, 22 May 2006 (BST)
    1. RE - Thought of that, that's why there is a 30% chance that you will not be able to start the fire (i.e. You look around, but cannot find anything to start a good fire with). --Darkstar949 01:16, 22 May 2006 (BST)
  4. Spam - Free AP is what shot this down. I like the idea of fire. That way zombies can jump in and OMG BUDDHIST MONKS ON FIRE Sonny Corleone WTF 01:11, 22 May 2006 (BST)
  5. Spam - What is that? The sound of a thousand spam votes coming your way. Fires != healing. Cozy campfires != zombie apocalypse. Tokakeke 01:12, 22 May 2006 (BST)
    1. RE - So other games would beg to debate that with you - World of Warcraft gives you a spirt bonus (i.e. healing over time) when you are next to a fire. --Darkstar949 01:16, 22 May 2006 (BST)
      1. Re - This ain't World of Warcraft. This is Urban Dead. There's no magical fire bonus unless it involves a Buddhist Monk on Fire. And you have not included that in your suggestion. Sonny Corleone WTF 01:19, 22 May 2006 (BST)
  6. Kill -- The idea of building fires that offer tangible benefits is kind of cute, but not so much like this. The big problem is that UD isn't balanced for a "heal over time" skill. Like you hooking up with Liv Tyler, it's just not meant to be. So I like the atmosphere value of survivors building fires, but healing next to a fire is silly. World of Warcraft be damned. furtim 01:24, 22 May 2006 (BST)
  7. Kill - First of all, it would be a good idea to list the places you CAN use it instead where you can't (I'm still unclear on it). I like the idea of the fire healing. It isn't that the fire ACTUALLY heals. It's that the person can relax, even for a brief time. That having been said, it shouldn't be as "powerful" as the suggestion makes out. Being able to heal 15 HP is way too much, even if you have to spend 30 AP. Make it say a maximum of 4 HP and 3 AP of "relaxing by the fire" to do it.--Pesatyel 01:28, 22 May 2006 (BST)
  8. Kill There's a reason people don't build campfires inside buildings. And I know world of warcraft has fishing and mining but you don't fish and mine inside a necrotech building either. --Jon Pyre 01:57, 22 May 2006 (BST)
    1. RE - It's not really a camp fire so much as it is a barel fire, something else to put in any revisions if I put the suggestion back up. --Darkstar949 02:01, 22 May 2006 (BST)
  9. Keep - So what if fires don't realistically provide healing: neither does alcohol. The healing is much less effective than FAKs, so I don't see how it could disturb the game. But make the heal work like a normal UD action: click the button to spend 2AP and heal 1HP. --Dan 02:17, 22 May 2006 (BST)
    • Re Alcohol makes you drunk so you forget about pain. Sonny Corleone WTF 02:52, 22 May 2006 (BST)
      • Re But forgetting about pain is not the same as being healed.--Toejam 03:16, 22 May 2006 (BST)
  10. Keep - Wow! And it doesn't waste Fuel! Wow! This will never float so re-submit dropping the free AP and you have a winner. --Spraycan Willy MalTel 04:34, 23 May 2006 (BST)
  11. Kill - As much as I like to see fire, this is bit ridiculous. Too many variables, too many superpowers. I say, fire that will only noe that there is a fire there, and would possibly give a bit better chanse of finding stuff, but that's it.--William Raker 15:45, 24 May 2006 (BST)
  12. Kill -Long ago, man created fire. And it was good. Now he's got portable generators. He doesn't need fire so much anymore. I would have no problem with a barrel fire being used as some kind of short-term replacement for the generator, something you could start up while waiting to get a new generator up and running (though it might not provide the same search benefit...if at all). But healing and limited free speech...nah...that's just too much...--Xavier06 07:03, 25 May 2006 (BST)