Suggestions/29th-Jan-2007

From The Urban Dead Wiki
Revision as of 23:39, 11 March 2007 by Darth Sensitive (talk | contribs) (Protected "Suggestions/29th-Jan-2007": Requested protection [edit=sysop:move=sysop])
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

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.
Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing

Relentless Press

Timestamp: Jon Pyre 05:01, 29 January 2007 (UTC)
Type: Skill
Scope: Zombies
Description: It occured to me that survivors have the ability to make use of their AP when they know they're going to be unable to play for extended periods. AP fully regenerates in 25 hours. If a player is away for more than that time they are in essence losing 1AP for each half-hour they don't play. Survivors though have an advantage through syringe manufacturing that allows them to bring their AP down to -19, giving them 9 1/2 more hours of time before they start losing potential AP. The only way a zombie can enter negative AP is by standing up after headshot, which is a very bad idea when out of AP since the odds are you'll be headshot again before you come back.

The Death Grip subskill Relentless Press would be an anti-barricade skill to allow zombies the ability to get their AP down to equally negative levels. Relentless Press would instantly use up 20AP and give you nine chances to damage the barricades, with a 33% chance of destroying a level each time. The message would look like this, depending how successful the attempt was:

You press against the barricades. You collapse 0-9 layer/s.

On average Relentless Press would destroy 3 levels of barricades. Hand attacks at full power are estimated to break a level of barricades 20% of the time. Thus 20AP spent attacking should break down 4 levels. Relentless Press is less effective than normal attacks, much like syringe manufacture is less effective than searching for a syringe. This makes the only purpose of Relentless Press the same as the only purpose of Syringe Manufacture: to make use of AP you'd otherwise not be able to use because of an inability to return to the game before regaining 50AP. Furthermore, to prevent this from being used to quickly overpower defenders trying to restore barricades the Relentless Press button would only appear when the zombie is at 10AP or less. Flavor-wise this basically makes it the zombie's final frenzy before collapsing into total exhaustion.

While this skill would provide no direct benefit to the zombie, since they'd be at negative AP and unable to enter the building even if they were able to break in, this would suit the playing style of more advanced zombie characters. Once a zombie gains every skill their goal normally becomes to aid the horde and harm humans as much of possible, giving up opportunities to earn xp they do not need.

Keep Votes

  1. Author I know barricade suggestions are taboo but this is different in that it does not make the zombie better at destroying barricades for the AP spent. I expect this to be somewhat controversial but I think it is balanced in that syringe manufacture is at least as powerful as barricade destruction in terms of game balance. This just allows zombies to make use of otherwise wasted AP in the same way survivors can, with a similar loss of effectiveness. Requring the zombie be at 10AP or lower before using this skill prevents it from being used by multiple zombies to instantly smash down barricades before survivors can respond. This also prevents the zombie from performing any actions, including entering the building and forcing survivors to kill and dump them, for at least 5 1/2 hours after using this skill, making it less ideal for a metagame planned smash and swarm raid. --Jon Pyre 05:03, 29 January 2007 (UTC)
  2. Keep - The ten AP restriction is a little weird, but I like this.--Lachryma 05:08, 29 January 2007 (UTC)
  3. It seems okay.--Gage 05:18, 29 January 2007 (UTC)
  4. Keep - BzAli's right, and to me, searching for a syringe seems to be much more efficient than manufacturing when compared to this suggestion; I would like to see a few more counterweights to this idea. And the problem of zerging also comes to mind... Nevertheless, I like this idea, and I have but one question: there is a 20 IP hit limit tied to this, right? --Wikidead 07:15, 29 January 2007 (UTC)
    • Re Oops, forgot to include that. Yes, using this would cost 20IP hits as well as 20AP. That should stop zergers from using this, plus a zerger would usually be better off with normal attacks anyway like all zombies. --Jon Pyre 07:18, 29 January 2007 (UTC)
  5. Keep - Sound reasoning, although Funts idea of limiting syringe manufacture would also solve the inequity, although without the added ability to manage your AP just that little bit better -- boxy T L ZS Nuts2U DA 10:13, 29 January 2007 (UTC)
  6. Keep - This is one suggestion that actually sounds reasonable. --Fullemtaled 10:41, 29 January 2007 (UTC)
  7. Keep - Good as is. –Xoid MTFU! 11:01, 29 January 2007 (UTC)
  8. Keep - As Lachryma, finally a sugestion worth me voting for JD18:18, 29 January 2007 (UTC)
  9. Keep - What's with all the zombie kill? --Karloth Vois RR 18:48, 29 January 2007 (UTC)
  10. --ExplodingFerret 20:14, 29 January 2007 (UTC)
  11. As above. Doubt it would be accepted though. The only suggestions I know that have been implemented were Peer Reviewed and Peer Rejected, NOT Peer Undecided.--ShadowScope 21:08, 29 January 2007 (UTC)
  12. Keep - Sounds reasonable --Aeneid 23:21, 29 January 2007 (UTC)
  13. Keep - Highly AP wasteful zombie attack on the barricades, and you go into the low low, negatives... Yes, a good idea if you aren't gonna be playing UD for a couple days.. that rocks. We all have lives, to varying degrees, well done! MrAushvitz Canadianflag-sm.jpg 03:32, 31 January 2007 (UTC)
  14. Keep - I would use this every Friday for my last action, since I only play at work (Monday-Friday)--Gm0n3y 00:50, 3 February 2007 (UTC)
  15. Keep - Likey --DinkyDao 23:24, 10 February 2007 (UTC)

Kill Votes

  1. Kill -But there's a requirement for the manufacture syringe: A third-tier skill and a powered NT-building (and we all know how they attract attention)... - BzAli 05:39, 29 January 2007 (UTC)
    • Re This is also a third tier skill, requiring you have Vigour Mortis and Death Grip first. Since zombies don't use generators they can't have an identical requirement, but that they need to have 10AP or less does give this a conditional use. While that's a pretty easy condition to meet, just spend some AP, remember that one person can set up the generator for numerous people and that generators also improve search rates. The additional difficulty and risk of setting up a generator is balanced by those benefits. --Jon Pyre 05:48, 29 January 2007 (UTC)
  2. This isn't equivalent to manufacturing a syringe. When making a syringe, yes you can go to -19 AP (which is an interesting way of looking at recharge and play time), but your still only affecting yourself. Not to mention the cost of USING said syringe. THIS suggestion helps other zombies way too much, as I read it.--Pesatyel 07:50, 29 January 2007 (UTC)
    • Re This suggestion does help other zombies by weakening the barricades a bit. But syringe manufacture also affects other people in that it allows you to revive one additional person later on. And this doesn't smash down barricades automatically, it's just the equivalent of 15 hand attacks at a cost of 20AP. The zombies you help will still need to spend AP breaking the rest of the way in if necessary and then spend AP to attack survivors. --Jon Pyre 07:54, 29 January 2007 (UTC)
  3. Spam in the Kill - what a hoary old pile of crap this is. You make it sound as though a survivor gets more AP/day, the way you put it. They don't. They still only get 50AP a day, just like the zeds. What you should be suggesting is that a survivor is not allowed to manufacture a syringe unless they have at least 20AP. THAT would be removing a problem - instead of adding a new one. --Funt Solo Scotland flag.JPG 09:30, 29 January 2007 (UTC)
    • Re They don't get more AP a day. But it is true that a survivor using syringe manufacture can extend the time until they reach 50AP from 25 hours to 34.5, useful if you're going away for the weekend or just expect to be too busy to play for a while. While changing it to require 20AP would be one solution, I kinda like being able to plan ahead like that. I think zombies should also have their forsight rewarded. --Jon Pyre 09:40, 29 January 2007 (UTC)
    • Re - yeah, like I said - this should be a bug report. --Funt Solo Scotland flag.JPG 15:09, 29 January 2007 (UTC)
  4. As Funt. --Slice 'N' Dicin' Axe Hack 13:38, 29 January 2007 (UTC)
  5. Kill - Would still make it easier for coordinated hordes to hit buildings quickly. Some members sacrifice their opportunities to get inside so that the rest of the horde can dash inside before the defenders can rebarricade and start killing survivors. I've said it before, I'll say it again: Zombies already have it easier than survivors. Walk around, get shot, stand up, find safehouse, get shot, stand up, break in, kill survivors. That's a zombie's life, and it's already a piece of cake without making it easier for hordes to break in to survivor safehouses.--J Muller 18:18, 29 January 2007 (UTC)
  6. Kill - Barricades are way too powerful, but this would make things just as bad. It was good that you thought of the potential for abuse by zombies utilizing the speed of it to overwhelm defenders trying to repair the barricades, but your fix for it isn't sufficient. If zombies can only use this ability at 10 AP or less, then zombies will just all hammer away at the cades until they have 10 AP left, then wait for the signal and destroy the barricades, allowing the other zombies to get in. --Reaper with no name TJ! 19:53, 29 January 2007 (UTC)
    • Re I still think the horde would be better served by attacking normally and actually getting everyone inside. Forcing a survivor to spend lots of AP and ammo dumping a zombie is far better than getting a few quick hits. --Jon Pyre 02:43, 30 January 2007 (UTC)
  7. Kill - This is way too powerful... --SporeSore 13:10, 1 February 2007 (UTC)
  8. Kill - This, plus zerging, plus the ease of changing IP addresses in the modern world, equals death to all malls. A group of zombies, possibly run by bots, could attack the barricades until they reach 1 AP, and than use the suggested skill. In a bit more than half a day, each bot would do so again. A large enough group could potentially completely destroy the barricades in, literally, seconds (assuming a large group of zombies with 1 AP remaining), allowing the rest of the swarm to enter. Even without zerging, a group could coordinate to attack at a certain time, taking down the barricades, and allowing the rest of the attackers to enter. --Saluton 05:22, 2 February 2007 (UTC)
  9. Kill -as everyone who voted kill. --AlexanderRM 7:40 PM, 4 Febuary 2007 (EST)

Spam/Dupe Votes
Spam/Dupe Votes here


You Got Served/Oh' It's On!

Removed due to incorrect formatting. (Also, humorous suggestions are supposed to go on the Humorous Suggestions page. See the rules at the top of this page.) --Funt Solo Scotland flag.JPG 13:04, 29 January 2007 (UTC)

[discussion moved to discussion page --Funt Solo Scotland flag.JPG 15:04, 29 January 2007 (UTC)]


Urban Dead Rounds

Timestamp: Stuape27 21:50, 29 January 2007 (UTC)
Type: A side game that resets every couple of weeks, dont dismiss yet
Scope: A side, small game
Description: Im still a bit unsure on all the finer details. It would be a side game to UD and would be almost the same, but would get reset every month. The whole aim of the game is to see who will win, zombies or survivors in about a month. So it would start with about 3 zombies, everyone else would be survivors, starting inside buildings, and thered be a week sign up time when no one can enter the game, and then 2 days in the game to get ready, before any damage may be done. The first 50 z's would be able to do more damage, and this would only last until there are about 200 zombies (gives them a headstart) they would then loose there boost. There would be no necrotech, so there cant be any revives, so once you die, you are a zombie. This would make a more realistic game. If all become zombies, then the game ends. If two survivors stay alive for the month then the survivors win. If some programin could be done to stop any PKers. This prevents people who are on the zombie side but still humans getting there way. The people can ask to be z's, but once 3 have signed up in the sign up week, thats it, and they will start with the extra damage. Levels and skills could all work the same way. There could be a little tally showing who survived, and whether z's or humans won. THIS WOULD NOT REPLACE URBAN DEAD, just be a side game. At the end of the month, everyone must sign up again. A test game could be run at least, and then maybe have the skills and whatever re done making it harder for survivors and zombies.

Keep Votes
For Votes here
Kill Votes

  1. I'm not with the idea of signing up at the beginning of a new month. --Slice 'N' Dicin' Axe Hack 22:10, 29 January 2007 (UTC)
  2. Kill - A very interesting idea. How much would each player have to fork out for the honor of running the gauntlet? ;) -- boxy T L ZS Nuts2U DA 01:36, 30 January 2007 (UTC)
  3. Kill - Although I'd love to see something like this, it would be a logistical nightmare trying to run both games side by side (and still keep it free). I like Swiers' idea for an Iron Man event. You could probably organize something like that on the wiki... set up a few ground rules and figure out where you would want this to take place. I'd play in something like that. --Uncle Bill 03:24, 30 January 2007 (UTC)
  4. Kill - What exactly is the win condition for a particular round? Where did you steal this idea from? What other differences will there be between the rounds and the actual game? --Wikidead 06:59, 30 January 2007 (UTC)
  5. Kill - And what if there is 1 survivor left? And by the way, removing PKing would be a BAD thing. It is the only way to combat GKing, RKing, etc. --Reaper with no name TJ! 15:52, 1 February 2007 (UTC)

Spam/Dupe Votes

  1. Best Idea Ever! It would help make UD a better game. HOWEVER, I vote Spam because it would be the wrong place to put this here...and more time would be spent fixing UD than making another game where everyone would flock. Sorry. Also, this may be a dupe of Ron Burnguy's suggestion, but I do not know where it is. You know what would be a great idea, if you made that game.--ShadowScope 21:55, 29 January 2007 (UTC)
  2. -- Wrong Place -- Not a bad idea, but that's not an "Urban Dead" suggestion, its a whole different game. BTW, most of what you want could be aciceved by organizing an "iron man" event, where survivors would compete to see who could go the longest in Malton without getting killed. If you had everbodies profiles, you could check regualrly to see if they were dead. Also, if you required them to be dead before and at the end of the event, you could check thier profiles to see how many times they had died. Just an idea... --Swiers X:00 22:59, 29 January 2007 (UTC)

Failed Suicide

Timestamp: Nimble Zombie 22:03, 29 January 2007 (UTC)
Type: Suicide improvement
Scope: Suicidals
Description: People can withstand some truly amazing things. I suggest that suicides are changed so you have about a 0.005% chance to survive a suicide jump. Fortuneately for the jumper, a random amount of damage is dealt, which can leave them with anywhere from full-1 HP, depending on the number of flagpoles hit on the way down.

Keep Votes
For Votes here

  1. keep hope i am not the only one but... Anyway didn't some pilot in ww2 survive with cuts and bruises from way higher? One thing tho... make it one in a million and run a message telling everyone when/if it happens! --Honestmistake 22:53, 29 January 2007 (UTC)
  2. keep I'm all for the unexpected happening. Not really much of an issue, though, as (1) the failed suicider will have fallen outside and will get munched on anyway, and (2) the failed suicider will just go back in the building and jump again. Asheets 22:55, 29 January 2007 (UTC)
  3. Keep - I can't see a problem with this. It's not like it will do much except make people go "Dude! Did you see that?! He jumped and survived!", which could make for a nice touch. --Reaper with no name TJ! 16:00, 1 February 2007 (UTC)
  4. Keep This has the added benefit that for a while after it is implemented (if it is) there will be a slight surge in zombie numbers as peolple try to survive a 50 foot fall. --Lutrine 12:07, 12 February 2007 (UTC)

Kill Votes

  1. Who the fuck would survive a 20 story jump to their death???!? --Slice 'N' Dicin' Axe Hack 22:08, 29 January 2007 (UTC)
    A flight attendant survived a fall from 7300 feet... --Nimble Zombie 22:09, 29 January 2007 (UTC)
    Wow! A flight attendant. One flight attendant. That's amazing. And don't bother to re this cause you're only allowed 1 re per vote. --Slice 'N' Dicin' Axe Hack 22:12, 29 January 2007 (UTC)
  2. Weak Kill - Was almost a keep, just because some of the spammers were being such jerks about it. It's not that bad an idea, but no, being able to suicide is to important to zombies who are combat revived and want to get back inside an open building and start chowing down again. Don't let the spammer put you off though, perhaps bring these suggestions up on the talk page first, where friendlier posters will help you improve your suggestion (or tell you any obvious flaws) -- boxy T L ZS Nuts2U DA 01:28, 30 January 2007 (UTC)
    Re: I have one in the talk page though, nobody checked up on it. --Nimble Zombie 02:20, 30 January 2007 (UTC)
  3. Read Swiers's spam vote (which shouldn't be a spam vote). Very small random chances of things going wrong might be interesting, but you'd have to implement it across the board, and people would whine. --ExplodingFerret 02:46, 30 January 2007 (UTC)
  4. Kill Suicide is painless in UD. Let's keep it so. --Jon Pyre 04:04, 30 January 2007 (UTC)
  5. Kill - Why? --Wikidead 07:00, 30 January 2007 (UTC)
  6. Pointless --Funt Solo Scotland flag.JPG 09:15, 30 January 2007 (UTC)

Spam/Dupe Votes

  1. Grief -Certified=InsaneQuébécois 22:17, 29 January 2007 (UTC)
  2. Spam - The game mechanics allow people to accomplish all sorts of things without any chance of failure. Suicide is (procedurally) one of the easier things in this category. Should we have a chance that you shoot yourself while re-loading your gun? Stab yourself while using a syringe? Trip and fall on a slick pool of blood while crossing the street? --Swiers X:00 23:04, 29 January 2007 (UTC) And yes, this should be a spam vote, because the suggestion goes against basic game mechanics- that's my point. If you change this, you logically have to change a bunch of other things. To many changes = spam. --Swiers X:00 02:16, 30 January 2007 (UTC)
  3. Kill yourself like a man - Scroll down to where it says how failing at suicide is like failing at failing. Here --Sir Sonny Corleone RRF CRF DORIS Hunt! 23:08, 29 January 2007 (UTC)
  4. Spam - So retardedly low a chance that it would be a waste of time. Not that it isn't just a plain retarded idea to start with. – Nubis NWO 23:51, 29 January 2007 (UTC)
  5. ROFLWOFLZ - R.O.F.L.W.O.F.L.Z. ROFFLEWAFFLES!!!!!!11oneelevenonehundredeleven.--J Muller 00:20, 30 January 2007 (UTC)
  6. Spam - I'm laughing on the inside. -Ruar T! 02:23, 30 January 2007 (UTC)