Suggestions/3rd-Feb-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.
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VOTING ENDED: 17th-Feb-2006

Barricades Griefing

Timestamp: Forbin 21:07, 3 Feb 2006 (GMT)
Type: improvement
Scope: Survivors, PK, griefers, zombie spies
Description: When I logged in today, I saw the news that kills and generators destruction will now be visible. While I haven't seen it in action yet, this is a great step toward discouraging griefers and PKers. We all want a good time here. Most people want to play cooperatively. The PKers who PK for in-character or other reasons should welcome a change that identifies them as outlaws living on the edge. This change only hurts PKers who kill with unrealistic stealth and snicker behind their computer screens at the chaos left behind.


Another step in the right direction would be to target the other great bastion of griefing: over- and under-barricading. I have seen entire forum threads dedicated to sleuthing out which survivor is actually a zombie spy tearing down barricades from the inside, or putting them over "very strongly" to trap lowbies outside.

  • At the very least, players inside a building should be notified when someone attacks a barricade.
  • Ideally, they should also be notified when someone puts up a barricade (or at least puts one up over "very strongly").
  • Players outside can be notified as well, although this isn't really necessary.

  • I doubt I need to justify the realism of this idea: everyone in the room will notice when you shove a bed into a pile of bookshelves in from of the door.
    I recognize that, implementation-wise, this change will probably load the server a lot more than just reporting kills and generator destruction, which occur much less frequently. But I believe the idea is sound.

    Votes

    1. Kill - I know where you're coming from; But I think since survivors can witness the "health" of the barricades, this isn't needed. Vigilance, not whistle-blowing. --MorthBabid 21:13, 3 Feb 2006 (GMT)
    2. Kill - When I log in, I see flare spam, chat spam, now PK and generator-destroying spam. I don't want barricade spam thrown into the mix.--Mookiemookie 21:33, 3 Feb 2006 (GMT)
    3. Kill - Considering how often a barricade is raised and lowered - it's spam in the oven. MorthBabid put it aptly: Vigilance (and carry a crow bar, just in case). --Blahblahblah 21:42, 3 Feb 2006 (GMT)
    4. Kill - nope...just don't like it. -- Nicks 21:47, 3 Feb 2006 (GMT)
    5. Kill - sorry but we have just had a major change brought in, I think it's best to see how it goes first before modifying it -- Stoy23:00, 3 Feb 2006 (GMT)
    6. Kill - Not sure this is actually needed. Knocking down generators or killing someone has an immediate detrimental effect which requires fairly costly and time consuming means to respond. Rebarricading is much less time consuming and costly.--Perticus 23:23, 3 Feb 2006 (GMT)
    7. Kill - A message each time someone attacks a barricade is way too much spam. Jirtan 03:47, 4 Feb 2006 (GMT)
    8. Kill - The problem is newbies won't always read their messages, even less if it's caught between "someone knocked up/down the barricade". Thus they'll be killed because they don't know the game? This game is already pretty merciless for newbies--McArrowni 17:41, 4 Feb 2006 (GMT)
      • Tally - 0 Keep, 8 Kill, 0 Spam --20:30, 27 March 2006 (BST)

    Beer & Wine for RP Purposes

    Timestamp: 01:05, 3 Feb 2006 (GMT)
    Type: Improvement
    Scope: Survivors
    Description: Currently Wine and Beer are pretty uselss items, I suggest to add a message that notifies pepole when someone is making a toast/opens a beer. This can be useful on special occasions like a holiday or after a succesful defense of a mall. The messages can be something like:
    • "XXXX has made a toast" (in case of one man drinking wine since last you were logged)
    • "X people have made a toast" (in case more then one man drank wine since you last logged in)
    • "XXXX has opened a beer" (in case of one man drinking beer since last you were logged)
    • "X people have made a feast" (in case of more then one man drinking beer since last you were logged)

    Messages can be diffrent ofcourse (and there can be more variety), it's not the point, this suggestion is just about giving beer/wine a little RP value (and through that maybe making them used a bit more). Who knows, maybe liquor stores will become useful :)

    Votes

    1. Keep Authors Vote. --Rani 01:05, 3 Feb 2006 (GMT)
    2. Keep - Flavorful, not prone to spamming (as the toasts/feasts would stack). Nice to me. --Omega2 01:08, 3 Feb 2006 (GMT)
    3. Keep - Love the idea. Not a spammer, And definatly RP. Like when someone leaves on a sabbatical or on Christmas, or a birthday, you can Toast someone. that would make life more intresting. --Dark Wingstalker 01:13, 3 Feb 2006 (GMT)
    4. Kill - The idea is in interesting one, however the (in my opinion) added server workload to determine if/which inbibing messages needed to be displayed. --Scorpius 01:18, 3 Feb 2006 (GMT)
      • Comment - Wasn't there something in the rules about "Basing kills on server load being bad"? Only Kevan can define what is bad for the server. --Omega2 01:22, 3 Feb 2006 (GMT)
    5. Keep - Ah, Hell, why not? It'd make the ice cream socials more interesting. --TheTeeHeeMonster 01:21, 3 Feb 2006 (GMT)
    6. Keep - I'm all for celebrating fending off a horde. --Arcos 01:22, 3 Feb 2006 (GMT)
    7. Keep - but i want a nwe item for the game: Ice cream. Ice Cream socials needs ice cream. --hagnat 01:24, 3 Feb 2006 (GMT)
    8. Keep -- Mozzeltov. MaulMachine 01:29, 3 Feb 2006 (GMT)
    9. Keep -- Monstah 01:51, 3 Feb 2006 (GMT) has opened a beer!
      • --Dark Wingstalker 01:53, 3 Feb 2006 (GMT) has proposed a toast to the opening of the beer!
    10. Kill - I don't want "Feeding Groans" from everyone in the room with a bottle. :\ (I am aware that the messages stack, but still it will only stack per "since your last turn" and per beer/wine type. No use and not actually that great in terms of flavor.) For 1 extra AP you can emote anything you want. Amazing said, "*Cracks open a beer and toasts everyone!*" -- Amazing 01:59, 3 Feb 2006 (GMT)
    11. Keep - I don't see any reasons why not. Even though I'm not going to use it ever. Just not Madigras in new orleans kind of stuff that wouldn't be suitable. --Shadow213 02:46, 3 Feb 2006 (GMT)
    12. Keep But I drink alone. We arrived in December and London was cold, we stayed in the bars along Charing Cross Road. We never saw nuthin but brass taps and oak. Kept a shine on the bar with the sleeves of our coats.AllStarZ 03:23, 3 Feb 2006 (GMT)
    13. Kill I don't want to see other people drink beer. Besides, you toast something by what you say, not just by drinking. People can already say "Let's raise our glasses to humanity!" --Jon Pyre 03:25, 3 Feb 2006 (GMT)
    14. Keep-- Sounds FUN! --Kirk Howell 03:34, 3 Feb 2006 (GMT)
    15. KEEP lets all get plastered --RAF Lt.G Deathnut 04:35, 3 Feb 2006 (GMT)
    16. Keep --Lord Evans 04:58, 3 Feb 2006 (GMT)
    17. Keep - I'm voting keep, just because I'm drinking a beer right now. --CPQD 06:03, 3 Feb 2006 (GMT)
    18. Keep I like this. The AP spent looking for beer plus the AP spent toasting will ensure spam is kept strictly to a minimum. Who wants to spend that much time searching? --Zaruthustra 06:19, 3 Feb 2006 (GMT)
    19. Keep --John Taggart 14:20, 3 Feb 2006 (GMT) proposes a toast to the person who suggested this.
    20. Keep - Andrew McM Opens a fine red vintage he had been saving for such a suggestion. -- 18:05, 3 Feb 2006 (GMT)
    21. Keep - *Blahblahblah proposes a toast to all the hapless alcoholics gathered here* --Blahblahblah 19:57, 3 Feb 2006 (GMT)
    22. Kill We can do this via the talk function, just like we've done for other 'actions'. --MorthBabid 21:15, 3 Feb 2006 (GMT)
      • Tally - 18 Keeps, 4 Kills, 0 Spams/Dupes. -- 20:23, 3 Feb 2006 (GMT)
    23. Kill - Just don't need it. -- Nicks 21:48, 3 Feb 2006 (GMT)
    24. Keep - Cheers! Three thumbs firmly up. --Matson Jade 23:00, 3 Feb 2006 (GMT)
    25. Kill - Although I typically like flavor suggestions.... This one sounds like too much work for not very much flavor. --Perticus 23:18, 3 Feb 2006 (GMT)
    26. KeeP - Two thumbs up. Helps break the ice at group functions and safehouse-parties. --RAF Private Spudd 01:52, 4 Feb 2006 (GMT)
    27. Keep - This would be perfect for Caiger or a holiday --ChiefWiggum 03:52, 4 Feb 2006 (GMT)
    28. Keep It appears someone has stolen my name *Cough cough Scorpius cough cough*. But regardless, yay for flavor. --Scorpios 02:38, 4 Feb 2006 (GMT)
    29. Kill - This would make lots of spam messages.--Uncle Willy 02:51, 4 Feb 2006 (GMT)
    30. Keep - Yes. --Janzak 19:31, 4 Feb 2006 (GMT)
      • Tally - 23 Keeps, 7 Kills, 0 Spams/Dupes, 30 Total. -- 23:34, 4 Feb 2006 (GMT)
    31. Keep - sounds good,Xbehave downs a beer... and again... and again ... and again. --xbehave 14:41, 17 Feb 2006 (GMT)
      • Final Tally - 24 Keep, 7 Kill, 0 Spam - 05:10, 26 May 2006 (BST)

    Different Explicit Zerg Warning

    Timestamp: 02:16, 3 Feb 2006 (GMT)
    Type: Warning
    Scope: Zergers
    Description: Anyway, inspired by a comment on the previous Zerg Warning suggestion, what about a big fat ZERGER tag by the zerger's name, which can be seen on the room listing? That way, the zerger himself won't get the warning, since he doesn't see himself on the list, but everyone else can.

    Votes

    1. Keep - Please transfer this vote when the template is fixed. I'm all for exposing these cheaters who pad their user groups for rankings and in-game support and Zerg in battle and ALL of that. -- Amazing 02:04, 3 Feb 2006 (GMT)
    2. Kill - Some ISPs, like AOL, will have multiple people with the same IP in the same room. Falsely exposing them as zergers could cause undue PKing. --Mikm 02:07, 3 Feb 2006 (GMT)
    3. Keep - Yeah, but they're AOLers, so chances are they'd annoy people and get killed by the resulting angry mob. --TheTeeHeeMonster 02:10, 3 Feb 2006 (GMT)
    4. Keep - TeeHee got a point. It's not like AOLers can play the game decently anyway. Last time I checked, they hit the 150 IP limit fast as lightning! --Omega2 02:17, 3 Feb 2006 (GMT)
    5. Kill - (not giving hints on where to find it for legal purposes) but there are sites/programs designed to blocked the ip so they can get on Urban Dead without any problems. Ps: I do not use them except for getting past my school security when I need a picture/movie so bad for my powerpoint, but the school technician blocks nearly all the sites. --Shadow213 02:23, 3 Feb 2006 (GMT)
    6. kill - zerging is bad, but this is worst. i can already see who is a zerger, since zergers ALWAYS use 'SameCharName1', 'SameCharName2'... And next time, just copy the template from another suggestion. --hagnat 02:30, 3 Feb 2006 (GMT)
    7. Kill - Possible collateral damage. Not everyone keeps tracks of every of their char's locations. Zerg-punishing is an admin's job. Don't give it to a machine or a mob, because the WCDZ cannot decide which of those two entities is the bigger idiot. --McArrowni 03:00, 3 Feb 2006 (GMT)
    8. Kill See my previous objection. With an hours work I could figgure out exactly where the tags kick in. --Stroth 03:01, 3 Feb 2006 (GMT)
    9. kill Yeah. AOL. --Jon Pyre 03:31, 3 Feb 2006 (GMT)
    10. Kill - They beat me to it. Bentley Foss 04:46, 3 Feb 2006 (GMT)
    11. Kill: What Stroth said. Even if the zerger can't see their own tag, they could just ask a friend to follow them and tell them when the game stops realising that they're cheating. (But yes, also shared-ISP issues, and the fact that being false-positive branded as a ZERGER is much more damaging than getting false-positive attack penalties.) --Spiro 08:50, 3 Feb 2006 (GMT)
    12. Kill: If for nothing else, for expecting us to know what a Zerg is. obscure terminology is bad. Ignatius Newcastle 17:10, 3 Feb 2006
      • Re So like, you vot kill because you don't know what it is about? Kinda lame, eh? --Monstah 17:32, 3 Feb 2006 (GMT)
      • Newcastle, you're obviously new to the game/wiki/internet. Zerg is a very common term for people using multiple characters for a single purpose in an MMORPG. There's even a wikipedia (not just UD Wiki) article defining it. It's not that obscure. Think before you post next time. --TheTeeHeeMonster 20:05, 3 Feb 2006 (GMT)
      • Re: My point still stands: It's a bad idea to use moderately obscure slang - even if it's widely known amongst MMORPG players - for a skill that's going to be used by thousands or millions of people, not all of whom are native English speakers or MMORPG players. And the Wikipedia also includes articles on Sea Daisies and Polychaete worms. Shall I look down on you if you don't know about them? Ignatius Newcastle 18:28, 5 Feb 2006
    13. Kill - For reasons stated above. --Blahblahblah 20:03, 3 Feb 2006 (GMT)
      • Tally - 3 Keeps, 10 Kills, 0 Spams/Dupes. -- 20:49, 3 Feb 2006 (GMT)
      keepalthough it could be avoided , its a good idea and due to the way dns work its unlikely that it would give false positives, dynamic ips aren't normally reused within 24hrs! o and your point still stands, if your point is that ure ignorant as the term zerg is used widly everywhere even in the FAQ! xbehave 14:39 17th feb
      • Note: - Vote from after the deadline struck out. –Xoid 13:34, 4 June 2006 (BST)
      • Final Tally - 3 Keeps, 10 Kills, 0 Dupe, 0 Spam, 13 Total --13:34, 4 June 2006 (BST)

    Scent Horde

    Timestamp: 26:15, 2 Feb 2006 (GMT)
    Type: Zombie Skill
    Scope: Zombies
    Description: An early zombie skill which would produce a message when 10 or more zombies sharing an identical Group text string are within a six-block radius. The message would point to a block which is the geographic average of all such zombies' locations. So, if 10 zombies in group Ugly Undead are occupying blocks (10,20) through (14,24) -- geographic average is (12,22) -- and your zombie character is standing at (9,19), you'd receive a message like "You smell the horde 'Ugly Undead' 3 blocks to the south and 3 blocks to the east." The point is simply to allow ferals to latch on to hordes with some consistency.

    Votes

    1. Kill Spam It's called, "Listen to the moans groans ok groans" Most zombies anyways just stay in a group so they have less chance of dying. It doesn't mean they're always feasting --Shadow213 02:28, 3 Feb 2006 (GMT)
    2. Keep - Author vote, and I submit that this is an elegant solution to the problem of matching lost little ferals with the hordes who want their help. --John Ember 02:30, 3 Feb 2006 (GMT)
    3. Spam - Just. Listen. To. Groans... no skill needed, no implemention needed. Nuff said. --hagnat 02:33, 3 Feb 2006 (GMT)
      Re - I object to your Spam accusation. This is a carefully considered solution to what I have found to be a real gap in the gameplay. Groans are useful, but result only in temporary alliances. This skill would allow zombies to follow each other around as a team, without requiring human-like communication. --John Ember 02:35, 3 Feb 2006 (GMT)
      I have a feral who never, ever, signed in any zombie group of no kind. Even before groans he was very active and i can count on my left hand fingers how much days i spent whitout a fresh supply of meat. Since groans was implemented i find meat even more often, whitout having to join any group. No, there is no need for a thing as Scent Horde in this game. --hagnat 02:45, 3 Feb 2006 (GMT)
    4. keep - This is useful for Hoardes which are still forming, And ISNT spam. i mean, groans sure. But they just tell you about the FEAST not, "lets be friends" and i find that, when im with a hoarde, if they move, i invariably get left behind, having forsaken metagaming --Dark Wingstalker 02:41, 3 Feb 2006 (GMT)
    5. Kill Groans. --Zaruthustra 02:49, 3 Feb 2006 (GMT)
    6. Kill - Groans are more usefull, this only helps if you are looking for somewhere to be safe while logged out, and you can alredy easily find a hoard of 10 Zombies or more in most areas. - Jedaz 03:03, 3 Feb 2006 (GMT)
    7. Kill Not a bad idea, but I think people have established in previous suggestions that groan was sufficient (which I sort of disagree, but I think you go too far. I generaly dislike this answer, but if you want to follow a specific group, use forums. --McArrowni 03:05, 3 Feb 2006 (GMT)
    8. Kill Give me a "G"! --Jak Rhee 03:06, 3 Feb 2006 (GMT)
      • RE G! Non-Author's reply --Shadow213 03:19, 3 Feb 2006 (GMT)
    9. Kill I think it's a bit too powerful in its current state but what if it only told you hordes of zombies in your current location when you sniffed the air for 1AP. You could click it and it'd tell you how many members of each horde 10+ are there. --Jon Pyre 03:29, 3 Feb 2006 (GMT)
    10. SPAM enough with the zombies need to be treated better Sh*t. --RAF Lt.G Deathnut 04:39, 3 Feb 2006 (GMT)
      Re: - Ah, such brazen survivor bias. I admire your diplomacy. So you'd rather the zombie players get overlooked and eventually leave? --John Ember 05:58, 3 Feb 2006 (GMT)
    11. Kill - Zombies really don't need better organizational skills. Feeding Groan works quite well enough. Bentley Foss 04:47, 3 Feb 2006 (GMT)
    12. Kill - Groan is sufficient. However, spam votes on this are not. If you want examples of things to 'spam', here. These are not wholly ridiculous suggestions, they fit in context of the game, and have some thought put into them. Is it that hard to type 'kill'? FireballX301 05:04, 3 Feb 2006 (GMT)
    13. Kill -feeding groan, buy it, use it, love it.--Vista 07:46, 3 Feb 2006 (GMT)
    14. Keep - Very useful to work better in a group. I know that play with zombies is basically kill and eat, but this skill would bring more fun to play with zombies (yes, just destroy barricades, attack some humans and groam all the time is not that fun after a year, so skills that could bring more roleplay to zombies should be all welcome).
    15. Kill - This would benifit survivors more than zombies. Creating alt zombies to sense out the hordes, and organized zombies in their neighborhood... Feeding Groan works well for the ferals to find other zombies. --Blahblahblah 20:08, 3 Feb 2006 (GMT)
      • Tally - 3 Keeps, 9 Kills, 3 Spams/Dupes. -- 20:51, 3 Feb 2006 (GMT)
    16. Spam/Dupe Several same group Suggestions (Including one of my own which was rather violently struck down) have gone in and been Rejected. Kevan has made it so that groups do not get benefits for a reason. And why shouldn't survivors get a group skill too? --Scorpios 02:42, 4 Feb 2006 (GMT)
    17. Kill - Feeding Groans?--Uncle Willy 02:52, 4 Feb 2006 (GMT)
    18. Tally - 3 Keep, 10 Kill, 4 Spam --20:29, 27 March 2006 (BST)

    Field Clearance

    Timestamp: 04:48, 3 Feb 2006 (GMT)
    Type: Skill
    Scope: Survivor
    Description: Here's an idea for a skill to make Necronet truly a network. Right now it's not worth the trip to an NT building just for it, Necronet is really just a thing to use if you're already there and if you make the trip and there's no generator you don't have enough AP in a day to both power it and have enough actions left to use the data NecroNet provides. Here's an idea: A skill called Field Clearance. Here's what it would do:

    If you click on your GPS (costing 1AP) it brings up the Necronet map of the area surrounding your present location. It would only show squares that are currently in the range of a powered Necrotech's buildings own "Access NecroNet" map. If a square did not have any powered NT buildings in range it would show up as black on the map, and you wouldn't be able to see whether there were zombies in that square or not. This would keep powering Necrotech buildings important, it wouldn't allow you to bypass the need to maintain Necrotech buildings.

    • Q: Why GPS units? How are you supposed to see a map on a GPS Unit?
    • A: GPS units aren't just little boxes with your coordinates on it. They don't look like an alarm clock. Many have a map screen with your own location in the center and important locations marked on. Kind of like Necronet does. It's just a map, your location in the center, and some numbers marked on. You know those digital map screens in cars that allow you to see a map with your current location in the center with gas stations and your destination marked on with icons? That's a GPS unit. The only difference is that's glued on the dashboard of your car and this is in your hand.

    Votes

    1. Keep Author vote. Thank you Bentley Foss. Makes Necronet useful for people that don't sleep in or next door to Necrotech buildings. Doesn't reduce the need to keep the building powered. --Jon Pyre 04:53, 3 Feb 2006 (GMT)
    2. Keep Right --Monstah 04:55, 3 Feb 2006 (GMT)
    3. Keep --Lord Evans 05:04, 3 Feb 2006 (GMT) vote not justified. (See Invalid Votes) --Grim s 07:48, 3 Feb 2006 (GMT) The link you profided said nothing about the need for any other text in your vote beside 'Keep or Kill and your sig with timestamp while it is a sign of curtesy to give more info on why you vote the way that you do, it isn't forced so by the rules so I removed the strike out.--Vista 08:06, 3 Feb 2006 (GMT) I put it back, since the link Grim provided does say that votes need to be justified. --Brizth 08:16, 3 Feb 2006 (GMT) And I restored it again because we currently allow "I like it" to serve as reasoning. If there's no text on a Keep vote then it defaults to "I like it". The things you need to justify in particular are Spam votes. Please, let a moderator moderate mkay? --Jon Pyre 14:17, 3 Feb 2006 (GMT)
    4. Keep - A good add-on would be to require a powered comm mast in the (edit: SUBURB) as well as the powered NT building. FireballX301 05:18, 3 Feb 2006 (GMT)
    5. Keep - Now this is nice... very nice. Clean, not overpowered, and widely useful. *applauds* --Jak Rhee 06:04, 3 Feb 2006 (GMT)
    6. Keep - I'm going to vote "Keep" even though I technically should vote "kill". I still like the idea of an item other than the GPS (a laptop or a PDA, to somewhat compensate for the convenience this skill represents) being required. Meh, just change it to "or maybe with another item, like a laptop" in the description and I'll be happy. And, you're welcome. Bentley Foss 07:22, 3 Feb 2006 (GMT)
    7. SPAM - Finding new ways to do old things is bad of the suggestion Do's and Do nots. --Grim s 07:48, 3 Feb 2006 (GMT)
    8. Kill - the big problem flavor wise isn't that the hardware couldn't handle it. It's that the software can't. You'd need to write software and distribute it. kind of hard in the mids of a zombie apoc. the big problem mechanics wise Is if it isn't worth the trip to a necro building it isn't worth having on a gps system. (grim s this isn't a new way to do old things this is simply expanding an old thing. unneccersary yes but not against the do's and don'ts)--Vista 08:01, 3 Feb 2006 (GMT)
      • Re - Theoretically since you'd find GPS units in necrotech buildings they'd already be outfitted with whatever. Dunno bout tech store GPS though. Maybe if you've somehow got necronet access they give you a thumbdrive or something to plug in. FireballX301 08:30, 3 Feb 2006 (GMT)
      • Re I figure the GPS units are all the same model, and that Necrotech has the programming already written. --Jon Pyre 14:22, 3 Feb 2006 (GMT)
    9. Keep I think the 'Finding New Ways To Do Old Things' rule is invalid when the old way is so unpopular it goes unused. It premotes use of a ga,e feature without giving an undue advantage to the survivors. Good Idea. Kripcat 11:57, 3 Feb 2006 (GMT)
    10. Keep I Like this idea, though i have yet to get necronet Access. I makes sense and there is still a need to keep necro Tech building powered for it to work. Argus Nole 14:30, 3 Feb 2006 (GMT)
    11. Keep - coolio. --Blahblahblah 15:44, 3 Feb 2006 (GMT)
    12. Keep - and is there anyway we can just shoot these idiotic spam voters that abuse or misuse the spam vote. Anyway i love this idea.. --User:ericblinsley 15:44, 3 Feb 2006 (GMT)
    13. Keep - And eric, watch it. A lot of Spam votes are justified. No need to commit murder over them. --TheTeeHeeMonster 20:00, 3 Feb 2006 (GMT)
    14. Spam - I have to agree...AND this breaks the point of NecroNet itself. It's a computer network, not a GPS-related map, regardless. --MorthBabid 21:17, 3 Feb 2006 (GMT)
    15. Keep And to the spam voters, you are WRONG. this is not a new way to do the same thing. This is an expanded way to do the same thing better. Just like Advanced Pistol Training is the 'same thing' but better. And Necronet BTW does use GPS, the trackers placed on the zeds with the DNA extracter, transimit to some kind of radio tower, and the info could easily be relayed to a satilite for use. So far the only thing on the Necronet is the map. so why not. PS: Stop voting SPAM just because you disagree with something, once again thats a kill vote. I'm glad you spam happy people didn't get to this sooner, otherwise you would have deleated before any Smart person could read it. --Kirk Howell 23:04, 3 Feb 2006 (GMT)
      • Re Exactly. Necronet is just a readout of zombie GPS tracking signals. It makes sense you could see GPS signals on a GPS device. --Jon Pyre 23:08, 3 Feb 2006 (GMT)
    16. Keep Sounds like a decent idea. --Perticus 23:15, 3 Feb 2006 (GMT)
    17. Keep I like it - Ju Ju Master 02:46, 4 Feb 2006 (GMT)
    18. Kill - I like the idea. But i do not like the GPS as the device used. A laptop would be better suited.--Uncle Willy 03:10, 4 Feb 2006 (GMT)
      • Tally 14 Keep 2 Kill 2 Spam --Jon Pyre 07:21, 7 Feb 2006 (GMT)

    Blood Strength

    Timestamp: 08:41, 3 Feb 2006 (GMT)
    Type: Improvement
    Scope: Zombie
    Description: Currently, the reasons for killing zombies are dwindling. HP to a zombie with ankle grab is moot. One AP can transform a zombie that was formerly so ravaged that it collapsed and transform it back into a perfect killing machine. Why not reward those players who can use their zombies to maximize player kills while minimizing the number of deaths suffered by their zombie characters? My suggestion is this: Each time a zombie kills a survivor, increment its "Blood Counter" by one. Each time a zombie dies at the hands of a survivor, subtract one from the "Blood Counter". If revivified, the counter drops by one. The counter will never drop below zero. The counter can be viewed by fellow zombies, but not survivors.

    The zombie is then given a 1% bonus to hit and survivors suffer a -1% penalty for each number of the blood counter. This will max out at +10% and -10% even if the counter has exceeded 10. Edited to add: Survivor's chance to hit will never drop below 10%.

    Here are the advantages: Clever players who use their zombies more efficiently get greater rewards. Digestion plays a greater role. Players with high blood counts will earn bragging rights. Survivors who kill zombies will have done more than waste their AP when they could be barricading instead. By killing zombies, survivors will effectively be weakening the zombie hordes. This will also encourage zombies to use buildings for cover and put survivors on the offensive. I don't feel this would greatly unbalance the game as it is far easier to kill zombies than it is to kill survivors.

    I believe this will be a simple item to add to the game as there is already a counter that tells zombies how many times they have died. The coding would be minimal.

    Votes

    1. Kill - So let me get this straight, A new survivor could have a 0% chance to hit and a Zombie has 60% chance without having to search for ammo? No, just no. BTW, fixed your voting template. EDIT: I also just noticed this only applies to survivors killing zombies, why wouldn't you just have another zombie eat you when low on HP. --Cabbage cookies 09:14, 3 Feb 2006 (GMT)
      • Fair point. Since voting is still early on, I modified the possibility of a 0% chance to hit. It's possible that zombies could eat one another when low on HP, but this would have its own trade offs. By saving a fellow Zed's kill counter, they would have to sacrifice AP that could be better spent hunting survivors, knocking down barricades, etc. If the blood counter were increased or decreased by zombie on zombie kills, I think this would turn zombies against each other far too often simply to raise their own strength. Also, thanks for fixing the voting template!--Jmwman 10:05, 3 Feb 2006 (GMT)
    2. Kill - Zombies find strenght in hordes. Dying is what they do. This suggestion would cause countless zombies to make horde behavior secondary. They would become less effective at what they do because they will not want to die in a siege. I think that's un-zombie --McArrowni 14:16, 3 Feb 2006 (GMT)
      • Seiges may still be the best place to earn kills in this game. And even if it did cause some zombies to stray from the established horde, would that be a bad thing? Already zombies and survivors alike complain that there are too many safe neghborhoods. There's only so many times the Mall Tour can go around in a circle. This would simply offer another style of play other than checking forums and going with the flow.--Jmwman 14:21, 3 Feb 2006 (GMT)
    3. Kill - As you say yourself: "it is far easier to kill zombies than it is to kill survivors". This would just end up as a nerf for zombies; dying is unavoidable, dying is what they do.--WibbleBRAINS 14:50, 3 Feb 2006 (GMT)
    4. Kill - Zombies do not need a power increase. The reason survivors have to kill zombies is the same reason they had six months ago: to keep themselves from getting murdered. That doesn't change much, y'know. Bentley Foss 16:34, 3 Feb 2006 (GMT)
    5. Kill - So you're talking about making zombies with grip hit at 70% claws (no AP for ammo required) and 50% bite (again, no AP for ammo required)... I really should spam this - but the idea of blood counters intrigues me. --Blahblahblah 20:19, 3 Feb 2006 (GMT)
    6. Kill - How many kills a shambler has made should not have any effect on how well Headshot Harry can aim his pistola. Also, just today we got a 10% boost from a successful claw, so to add this on top of that would overpower we zeds. - Serpico 00:52, 4 Feb 2006 (GMT)
      • Tally - 0 Keeps, 6 Kills, 0 Spams/Dupes. -- 20:28, 27 March 2006 (BST)

    No Name

    Spaminated with 3 spams. --Grim s 13:38, 3 Feb 2006 (GMT)

    Damn you Grim ! I was just spamminating this. --hagnat 13:42, 3 Feb 2006 (GMT)
    REMEMBER PROVIDE LINKS TO THE SPAMINATED IDEAS
    This spammination was sent to the Peer Rejected Suggestions page, like any other spaminated suggestion is sent. And remember kids, caps lock is autopilot for cool. --hagnat 22:00, 3 Feb 2006 (GMT)

    No Name 2

    Spaminated 4 spams to nothing. --Grim s 13:37, 3 Feb 2006 (GMT)

    REMEMBER PROVIDE LINKS TO THE SPAMINATED IDEAS
    This spammination was sent to the Peer Rejected Suggestions page, like any other spaminated suggestion is sent. And remember kids, caps lock is autopilot for cool. --hagnat 21:59, 3 Feb 2006 (GMT)

    Food

    Timestamp: tarzom 12:54, 3 Feb 2006 (GMT)
    Type: Game Mechanics?
    Scope: Survivors
    Description: There must be more to life than hanging around buildings then occassionally venturing out to 'pop a cap in the ass' of a zombie or two? I don't want to make life too much harder for survivors, but at the moment they dont have to do much to survive other than killing and hiding. Don't survivors need to eat?

    I suggest that Survivors would need to eat everyday day or two, or lose a hp (or more) for each day without eating. Food could be found in most (otherwise empty residential) streets and the mall (with a relatively high chance to find). Food could be treated like FAKs so groups of survivors could send out scavenging parties to get food, then return to base and feed those 'holding the fort'.

    Votes

    1. Keep - But I bet people don't want to leave their safe safehouses... I'll also stop arguing about realism. This one is good enough and I like it. Question: wouldn't you need a way to know if someone is starving or not? --Omega2 12:58, 3 Feb 2006 (GMT)
    2. Keep - This is actually a good idea, plus not too harmful to established groups or single survivors. You do mention sending out parties to get food for groups, are you implying the food can be shared? -- Blue Wild Angel 13:13 3 Feb 2006 (GMT)
      • Re - Shared in the same way that you can use a first aid kit on someone else - next to food in your inventory you'd have a drop down menu to select: use food on - self/other player --tarzom 13:19, 3 Feb 2006 (GMT)
    3. Keep - While there have been other (bad) food suggestions, I think this is quite good. And I like the idea of scavenging parties searching for food. Maybe add some kind of mark next to peoples names in rooms if that person looks starving. --Brizth 13:47, 3 Feb 2006 (GMT)
    4. Kill - As is, it leaves to many gaping holes. What about people who can't log in every day? What if I am w/o access for a week? How can one tell who needs food and who doesn't? --Reverend Loki 14:00, 3 Feb 2006 (GMT)
    5. Kill - I don't log in everyday with all my characters. My survivors especially take long naps --McArrowni 14:21, 3 Feb 2006 (GMT)
      • Re - Hmm, hadn't really thought about those that don't log on regularly, maybe it could be only a neccessity for those that are active (ie. burning extra calories)? --tarzom 14:56, 3 Feb 2006 (GMT)
    6. Kill -- This is the wrong way to do food. It's suposed to be assumed that during your Log off hours, your character is searching for food , eating, sleeping, playing cards, pissing and everything else people do when they aren't working or being entertained. --Kirk Howell 14:31, 3 Feb 2006 (GMT)
    7. Kill I don't want to have to search or die. --Jon Pyre 14:45, 3 Feb 2006 (GMT)
      • Re - I understand where you're coming from, but that was kind of the point, to make it more about survival --tarzom 14:56, 3 Feb 2006 (GMT)
    8. Keep - I like as said above, add a little mark next to the people, give a little xp like 1 or two per person fed to full and that would be great. - --ramby 14:48, 3 Feb 2006 (GMT)
    9. Kill Realism is good, but this severely hampers people. In addition to ammo and syringes, you're telling me that I have to find food so that I won't starve to death? AllStarZ 15:22, 3 Feb 2006 (GMT)
    10. Kill - what JonPyre said --CPQD 16:10, 3 Feb 2006 (GMT)
    11. Kill - No, survivors don't need to eat. Effectively dishing out a slow version of "Infected Bite" to every single survivor is not a good idea. Sometimes "realism" is a good thing (you die when you jump from the top floor of a building), and sometimes it's a bad thing ("whee, I'm forced to play The Sims with my UD characters and make them eat, and eventually use the bathroom, change their outfits, etc.") While feeding your character might be fun in The Sims, it would be tedious and annoying in Urban Dead. This idea has come up before, and it's been shot down before. No. Bentley Foss 16:38, 3 Feb 2006 (GMT)
    12. Kill - Will only accept if its mechanics are similar to those of beer (i.e. not a necessity), and if ice cream is included. --TheTeeHeeMonster 17:32, 3 Feb 2006 (GMT)
    13. Kill - Besides all the reasons that are already given, If teehee gets his icecream I want to have coffee--Vista 18:01, 3 Feb 2006 (GMT)
    14. Keep --Lord Evans 19:20, 3 Feb 2006 (GMT)
    15. Kill -- Spend some time refining it and maybe it'll be keepable --Jak Rhee 19:46, 3 Feb 2006 (GMT)
    16. Kill - Oh dear god.. Not The Sims... --Blahblahblah 20:31, 3 Feb 2006 (GMT)
    17. Kill - Realism is a double-edged sword. If we go down that path, we all should have run out of food, bullets, things to make barricades from long ago. --MorthBabid 21:18, 3 Feb 2006 (GMT)
      • Tally - 5 Keeps, 11 Kills, 0 Spams/Dupes. -- 21:06, 3 Feb 2006 (GMT)
    18. Kill - Been suggested before. Nobody wants to spend half their time looking for food just to stay alive --Mikm 21:34, 3 Feb 2006 (GMT)
    19. Kill - I made a suggestion in the same spirit. If my suggestion died, this should too. FireballX301 21:49, 3 Feb 2006 (GMT)
    20. Spam - If someone bothers to dig up the link to the other suggestion, I'll change this to Dupe. - CthulhuFhtagn 01:30, 4 Feb 2006 (GMT)
    21. Keep Cthulhu, not every food suggestion is a dupe. --Scorpios 02:46, 4 Feb 2006 (GMT)
    22. Keep - I like the idea. But if food is an item, it can be hoarded. I think all places should have a 'cap' on food, and it recycles each day from a maximum of something like N foods/day or hour or something... You can eat as much food as you want, hogging it just like some survivors can. Food can only be collected to a small maximum of food items. That would make it so people have to go out and find food, nobody can just hole up in a buiding with 80 other people and hope to still eat, they have toi go out... The more people in a small area, the less likely they are to find food. But what to do about when people logout and they need food? --Actaeon 12:47, 3 Feb 2006 (EST)
    23. Kill Spam (vote changed, this is not retrivable and I don't know why I didn't vote Spam in the first place) - How many times do I have to say it? If I wanted to worry about eating I would play "The Sims".--The General 13:21, 5 Feb 2006 (GMT)
    24. Keep - I feal it would help rebalance the game, and the idea of having to go get some food once every few days 100/200 ap doesnt seam that hard,it would also help make sieges fairer!as atm enough survivors can keep barriaces up indefiniatly -- Xbehave 15:13 17 Feb 2006 (GMT)
      • Tally - 8 Keep, 14 Kill, 2 Spam --20:27, 27 March 2006 (BST)

    Multiple AP Item Search at Once

    Search X Times --Brizth 17:12, 3 Feb 2006 (GMT)


    F'n RC CARS

    You Spaminated this suggestion with 3 Spam votes. You laugh. --hagnat 18:05, 3 Feb 2006 (GMT)

    REMEMBER PROVIDE LINKS TO THE SPAMINATED IDEAS
    Where the hell does it say we have to do that? And where the Hell would they even be? If you want to see them that badly, go to history. --TheTeeHeeMonster 19:28, 3 Feb 2006 (GMT)
    This spammination was sent to the Peer Rejected Suggestions page, like any other spaminated suggestion is sent. And remember kids, caps lock is autopilot for cool. --hagnat 21:45, 3 Feb 2006 (GMT)
    Shouldn't this be sent to the funny page? I read it and thought it was quite good. total spam but i was laughing :P --Kirk Howell 22:56, 3 Feb 2006 (GMT)

    Sorting Target List

    Timestamp: 21:40, 3 Feb 2006 (GMT)
    Type: Interface Improvement
    Scope: Character List
    Description: The list of characters in a room that can be targeted (Ie for Attack, Healing etc) should be sorted alphabetically. Finding an individual in a crowd of hundreds is a pain in the ass.

    Votes

    1. Kill - Then the guy whose name starts with an "A" will always get the shaft if the zombies break in. --TheTeeHeeMonster 21:41, 3 Feb 2006 (GMT)
    2. Kill - true that ^. --Blahblahblah 21:50, 3 Feb 2006 (GMT)
    3. Kill - I'll change to keep ONLY if the zombies either get an uncategorized list or a 'attack a human', since yeah the guy with A is done. FireballX301 21:51, 3 Feb 2006 (GMT)
    4. Kill - It would also make it almost impossible to guess who are the 50 last active players when talking in a crowded place. --Omega2 21:52, 3 Feb 2006 (GMT)
    5. Kill - As is, this rule would be bad. I'd have to create a character named "Zzzzzzzzzzzz". I do see the problem that this is trying to fix, though... Next time, maybe have it only apply to beneficial skill or item usage (FAKs, Back Rubs...) --Reverend Loki 21:55, 3 Feb 2006 (GMT)
    6. Spam - I see zounds of survivors alts being named ZZZZZeuz afeter this. --hagnat 21:56, 3 Feb 2006 (GMT)
    7. Keep I think he only means to sort the names displayed, not the stacking order. gee dont pick on the poor guy. perhaps a button on the name list that says, 'Sort' and only sorts the displayed list.Edit I think he only means the Drop down menu for FAK / attack ect, the sugestion is only to fix the display , not the gameplay mechanics. its not hard to sort things anyway, it could be somethign the dropdown does. --Kirk Howell 22:48, 3 Feb 2006 (GMT)
      • Yes, but the thing is: if it's alphabetical, then the guy who has the name with an "A" will be on the top of the scroll-down list, and thus more likely to be attacked, and the guy on the bottom (Z) would be safer. --TheTeeHeeMonster 23:12, 3 Feb 2006 (GMT)
      • ok i've never been a zed before, but isnt it the same as a human attacking zed, for human its just "a zombie" and its the top of the stack, do zeds get to attack whoever they want? if so i'll change my vote --Kirk Howell 03:47, 4 Feb 2006 (GMT)
    8. Kill There are already easy ways to do this, if you're looking for the profile use ctrl+f to find their name in the list, if you're looking for them in a dropdown press the first letter of their name repeatedly until you get them. The list is very useful in time order and making it alphabetical would remove all the uses for that. --Kingreaper 23:08, 3 Feb 2006 (GMT)
    9. Kill - Reasons above, and because if you look at the list of names and see someone you want to attack, just click on the attacks target bpx, repeatedly type the first letter of the persons name, and wait until it hops down to the person you have marked for death, then pull the trigger, axe them, or eat them. --Grim s 01:33, 4 Feb 2006 (GMT)
    10. Kill - Everyone would rename themselves "ZZZZzzzz" to avoid being attacked.--Uncle Willy 03:08, 4 Feb 2006 (GMT)
      • Tally - 1 Keep, 8 Kill, 1 Spam --20:25, 27 March 2006 (BST)

    Using XP as Credit/Energy/Ect

    Moved to the Suggestion Talk Page. Mine was the 3rd "spam" vote, but I thought the suggestion deserved to go to Talk, as that is where the voters recommended it go. It was a general idea, and not a specific game mechanic. --Blahblahblah 23:44, 3 Feb 2006 (GMT)


    Fast Feet

    Timestamp: 23:03, 3 Feb 2006 (GMT)
    Type: Skill
    Scope: Zombie Hunter
    Description: This will be a new skill for zed hunters and you must have headshot to aquire it. When you buy this skill all zombies that attack you with anything, hit percentages will go down by 5% for each attack (done sperately 25% hit into 20%). All zombie hunters know that they have to keep on moving or else they'll become chow. If you're afraid of what this will do for new zeds my only word of advise is. Why are you attacking a lvl 10+ survivor?

    Votes

    1. Kill It's not really a skill, it's just making zombies suck a bit more. --Jon Pyre 23:07, 3 Feb 2006 (GMT)
    2. Kill On a scale of 1-10, this is just f**king stupid. --TheTeeHeeMonster 23:11, 3 Feb 2006 (GMT)
    3. Kill the first 'lets nerf a new skill' suggestion of the day.--Vista 23:27, 3 Feb 2006 (GMT)
    4. Kill - Let's just assume survivors already move enough while attacking so they can avoid the zombies (and explain the reasonably low hit percentages) and leave the zombies' attacks out of that, okay? Good. --Omega2 23:31, 3 Feb 2006 (GMT)
    5. Kill - The WCDZ has spoken. And they spoke it well. --Blahblahblah 23:47, 3 Feb 2006 (GMT)
      • Comment The World Conspiracy To Destroy Zombies: Proudly fighting to save zombies since 2006. --Jon Pyre 23:55, 3 Feb 2006 (GMT)
    6. Kill Borderline spam. No. Plenty of survivors are ten plus, so this is just hating on zeds. --Zaruthustra 00:30, 4 Feb 2006 (GMT)
    7. Kill Just no. --hagnat 00:50, 4 Feb 2006 (GMT)
    8. Spam - Jesus. This is awful. Despicable. And it's got to violate a rule. Until I determine the exact one, I'm sticking to the "it's f**king stupid" clause. - CthulhuFhtagn 01:17, 4 Feb 2006 (GMT)
    9. Kill - Or, just suggesting this as an alternative, you (the suggester) take it into your mind to sit down and be quiet while the smart people make smart suggestions. --Arcos 01:19, 4 Feb 2006 (GMT)
    10. Kill - Don't Punish the players and Leave other People's Skills Alone EDIT: --Scorpius 01:37, 4 Feb 2006 (GMT)
    11. Kill - 1. A skill being "rare" doesn't make it balanced: Zombie hunters are all over the place already. 2. Hell yeah new zombies WILL attack zombie hunters first. They're, you know, the guys that can shoot your head clean off. 3. This isn't D&D or Diablo, here levels don't count much on defence. That's because this is a horror survival game, not a high-fantasy game. Even zombie hunters are supposed to be afraid. --McArrowni 01:31, 4 Feb 2006 (GMT)
    12. Kill - Newbie zombie hit percentage isnt that good, and this would just make things worse as most people would have the skill in short order. --Grim s 01:35, 4 Feb 2006 (GMT)
    13. Kill - I think we have a contender for fastest attempt to nerf a new skill. Please wait at least one week after a new skill to suggest a way to be rid of it. I also want to know...what the heck does headshot have to do with fancy footwork? At the very least use some killed boxing skill as your basis, that will at least make sense. Velkrin 02:06, 4 Feb 2006 (GMT)
    14. Kill - LOL, I think somebody was on the receiving end of a Tangled Grasp today. --John Ember 02:30, 4 Feb 2006 (GMT)
    15. Kill - How fast do your feet need to be to outrun a zombie? --Uncle Willy 03:06, 4 Feb 2006 (GMT)
    16. kill /LOL have you seen most zombie films? a guy in a wheelchair could outrun them! --user:astor19 10:14 4 feb 2006 (GMT)
    17. Kill - Maybe someone will come up with the idea for a paraplegic zombie hunter in a power wheelchair. He'd have "fast wheels". Killa Mike 02:36 8 Feb 2006 GMT
      • Tally - 0 Keep, 16 Kill, 1 Spam --20:25, 27 March 2006 (BST)