Suggestions/5th-Mar-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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Texting

Timestamp: 01:03, 5 March 2006 (GMT)
Type: Skill
Scope: Survivors, Civilian
Description: You've gotten proficient at using the nicer features your cell phone came with, such as direct peer to peer wireless texting. This function of the mobile phone doesn't relay a message through phone masts, instead it sends off a short range wireless signal like the one a laptop would use to communicate with a router. While you don't need a working phone mast to use this feature the range is extremely short. The signal only carries 1 space away (doesn't matter if they are inside or outside). It's useful if you want to relay a message to a specific person and though you know the general area they'd be in you don't know their exact location. And it could also be used to talk to people in the same building as you that you can't reach because of the 50 person limit on speech. You'd still want to keep the phone mast powered as this would only let you reach people next door, hardly using the phone at it's full potential. But it'd make the phones not be total junk most of the time. A realistic function many phones have today, if I was looting a phone I'd steal a nice one.

Votes

  1. Keep Author vote. Would cost the same AP as regular calls and would use the same controls. Phones would actually be worth carrying if this were implemented. --Jon Pyre 01:09, 5 March 2006 (GMT)
  2. Keep I like that. Mobile Phones are useless today. --EnForcer32 06:18, 5 March 2006 (GMT)
  3. Keep Not bad. Not bad at all... --Abi79 07:07, 5 March 2006 (GMT)
  4. Keep - Simple. I like it. Timid Dan 15:20, 5 March 2006 (GMT)
  5. Keep - better coordination is needed in this game and this skill and the one proposed below, I feel, nicely balance each other out Alton Brown 19:45, 5 March 2006 (GMT)
  6. Keep --Dickie Fux 23:45, 5 March 2006 (GMT)
  7. Keep - I like that 'Call Forwarding' suggestion that came up a few weeks ago (that let you forward a message to the people in your group in your contacts list) a little better, but this would be a nice addition to phones too. --Blahblahblah 19:36, 6 March 2006 (GMT)
  8. Keep - I think this is great cuz you can send messages to people in lower barricaded bildings from a higher barricaded instead of spending the 3 ap to go over there through free running, say something and then go back to your building--DicktheTech 20:05, 8 March 2006 (GMT)
    • Tally - 8 Keep, 0 Kill, 0 Spam 05:35, 27 March 2006 (BST)

Call of the Horde

Timestamp: 02:00, 5 March 2006 (GMT)
Type: Skill
Scope: Zombies
Description: The zombie is a member of a specific horde of undead (be it Ridleybank Resistance Front, Church of the Resurrection, whatever) and calls out to them. Call of the Horde would be a subskill of Feeding Groan. When a zombie with Call of the Horde issues a groan other zombies of the same group as the groaner would see the message like so:

"You heard a groan 3w 2n." or in the case of multiple groans they'd see "...and again".

The link would lead to the groaning zombie's profile. Only zombies that list the same group as the groaner would see the link, all other zombies (and survivors that hear it) would receive the message as they do now with "groan" being ordinary text. This would allow zombies to choose groans from group members over groans from non-affiliated zombies. All groans are equally accurate in revealing the presence of survivors but this would let zombies back up group allies when faced with multiple groans to choose from.

Votes

  1. Keep Author vote. It will let the members of fictional zombie group "Jon Pyre's Fleshreapers" follow their glorious leader's call. --Jon Pyre 02:00, 5 March 2006 (GMT)
  2. Keep I like it --Ju Ju Master 02:09, 5 March 2006 (GMT)
  3. keep - An interesting implimentation of the groups function. As a minor addition the profile link should also be dependant on the hearer being a zombie, so a human cant just change his group to pluck profile links. We zombies value our secrecy. --Grim s 02:25, 5 March 2006 (GMT)
  4. Keep - Ooooh, I like it. A group functionality idea that actually works for once. Nice.--'STER-Talk-Mod 02:28, 5 March 2006 (GMT)
  5. Keep - It seems like it would work very well. --TheTeeHeeMonster 02:41, 5 March 2006 (GMT)
  6. Kill Implament something for survivor group communication and then we'll talk.--RAF Lt.G Deathnut 03:08, 5 March 2006 (GMT)
    • More I ment mass comunication that doesnt cost 1 AP per person. --Deathnut RAF 05:58, 5 March 2006 (GMT)
  7. Keep - Niiice. -Banana Bear4 03:22, 5 March 2006 (GMT)
  8. Keep - Grim has a good point about the hearer being a Zombie.--Jim Stevens 03:50, 5 March 2006 (GMT)
    • Re I do say that only zombies will get the link. You have to both have the same group listed and be a zombie. --Jon Pyre 03:59, 5 March 2006 (GMT)
  9. Keep - but i have some points that must be added. a) the zombie who send the call the horde must have the call the horde, but the zombie who receive the call must also have the skill b) it can only be recognized while in zombie status. This way survivors with the skill and in the same group would not recognize the call. And, deathnut, humans have cell phones and can talk to each other, zombies can go Mrh? or Barhah and Groan. Even with this skill i believe zeds will still have less way to coordinate ingame. --hagnat talk 05:43, 5 March 2006 (GMT)
  10. Keep - This is a good suggestion (even if I don't play with a zombie, zombie players must have fun,no?) and I tottaly agree with Grim. Survivors should not be able to hear and understand the groans of zombies in the same group as they. --Abi79 07:13, 5 March 2006 (GMT)
    • Re That was my intent. Only players that are zombies can perceive the difference, survivors with the same group listed will not. --Jon Pyre 16:35, 5 March 2006 (GMT)
  11. Keep - Sounds like a plan! Err...skill that is actually balanced. --Velkrin 09:44, 5 March 2006 (GMT)
  12. Keep - Sounds good to me! -- Norminator 2 12:00, 5 March 2006 (GMT)
  13. Keep - My head asplode with goodness. Timid Dan 15:19, 5 March 2006 (GMT)
  14. Keep - Sweet, balanced, goodness. MrAushvitz 10:45, 5 March 2006 (GMT)
  15. Keep - Nice suggestion.--Mookiemookie 17:49, 5 March 2006 (GMT)
  16. Keep - Awesome! Mr. Pyre, you've elegantly solved the problem I was wrestling with in many of my own suggestions. Hats off to you. With this, any feral could just change his group affiliation and start following the horde's noise, without resorting to game forums or other metagaming solutions. --John Ember 17:52, 5 March 2006 (GMT)
  17. Keep - Better ingame coordination for zombie players. --PokiPedYup 19:41, 5 March 2006 (GMT)
  18. Keep- for reasons stated in Texting vote Alton Brown 19:47, 5 March 2006 (GMT)
  19. Keep - Yea. --WibbleBRAINS 20:05, 5 March 2006 (GMT)
  20. Keep - And you get bonus points for mentioning the Church by name. --Dickie Fux 23:47, 5 March 2006 (GMT)
  21. Keep - Allows more coordination amongts zombies. --McArrowni 19:16, 5 March 2006 (GMT) Guys, please be careful when editing.... My vote was erased (probably by accident, obv, since no one voted kill).--McArrowni 01:45, 6 March 2006 (GMT)
  22. Keep - Very nice. --Blahblahblah 19:37, 6 March 2006 (GMT)
  23. Comment - IMPLEMENTED AS OF TODAY. Woo hoo! --John Ember 15:20, 9 March 2006 (GMT)

Eat Off ZombieHunter's Kneecaps

This suggestion is so retarded it makes my face hurt. Spaminated with 8 kills, about 7 spams, and one author vote. AllStarZ 14:35, 5 March 2006 (GMT)

  • This suggestion should be revived and preserved in the Humorous Suggestions bank. I think it's a keeper in there :) Alton Brown 23:42, 5 March 2006 (GMT)

Burn Bodies (Not perma-kill)

This suggestion has been Spaminated. 7 spams, 2 kills. --Grim s 08:04, 5 March 2006 (GMT)



Necrotech Field Lab

Timestamp: 07:47, 5 March 2006 (GMT)
Type: item
Scope: Necrotech Employees
Description: This creates two new items, A Necrotech Field Lab kit, and Necrotech Supplies. These items can be found or built at necrotech buildings like syringes

Survivors would set up the Lab Kit exactly like a generator, and fuel it with Necrotech supplies.Like wise they can be attacked and destroyed Essentially setting up the field kit turns the square into a mini-necrotech building. Once you setup a generator you can build syringes, acess the necro net and revive rotters. This would be extremly useful to survivors who need to hold an area that is not close to existing necrotech buildings. However there is a catch. This field kit would only be deployable in wasteland/empty streets and other non-barricadable areas. Thus making these kits completely indefenasable. Imagine the fun as zombie stream down on an undefened group of necrotech scientist, who now need to spend a while standing out in the open. So survivors get a necrotech building whereever they want, zombies get tasty scientist brains. Everyone is happy

Votes

  1. Keep - Author Self vote --Falcus 07:49, 5 March 2006 (GMT)
  2. Kill - I don't think there's anywhere far enough from NT buildings to make this worthwhile. --Sindai 08:07, 5 March 2006 (GMT)
  3. Spam - There are already enough NT buildings. Use those. Edit: Upon further review, this would also completely disable the zombies ability to break the human revive train. No additions should be made to make it harder for one side to counter an in game player construct. --Grim s 12:20, 5 March 2006 (GMT)
  4. Spam - I would vote kill but this idea is too much. If you have want you need to set this thing up, you can do it in an NT building. On top of that you're giving survivors even more areas to get their syringe fix, and giving them mobile revive points, without the blatantly obvious factors of a 'lights on' NT building, or even a freaking NT building itself. Besides that there is no way to tell if there is a field kit set up in the area so there could be hundreds strewn without anyone actually knowing they're there. I'd also like to point out that it would be extremely stupid for a survivor to use it due to the fact that it's safer to use an NT building and free run to a safehouse. Velkrin 09:40, 5 March 2006 (GMT)
  5. Spam -- If I were the Vice President of the Wiki, I would shoot this suggestion... in the face. --Jak Rhee 15:03, 5 March 2006 (GMT)
  6. Keep - Looks like he put a lot of effort and balance into this idea. I like it because the NT presence is more easily "felt" in the farther reaches of Malton, away from NT buildings. NT M.A.S.H. units... what the hell! Should be a skill requirement or level requirement of some kind to balance it out, but it's a good idea. I like the names: Necrotech Field Lab kit, and Necrotech Supplies. Represents new tech and supplies being dropped by air crates into Malton for further studies and "dark" purpouses. --MrAushvitz 08:10, 5 March 2006 (GMT)
  7. Spam - everyone is happy except me. Timid Dan 15:16, 5 March 2006 (GMT)
  8. Kill - There are enough Necro Tech buildings already. Dickus Maximus 16:29, 5 March 2006 (GMT)
  9. Spam - Wow...that's just game breaking in every conceivable way.--Mookiemookie 17:44, 5 March 2006 (GMT)
  10. Kill - nt, it not problem. Me am no like kit field. bizarro killed. -Banana Bear4 18:34, 5 March 2006 (GMT)
  11. Kill - NecroTech buildings are adequete enough and this presents an unbalanced game mechanic Alton Brown 19:43, 5 March 2006 (GMT)
  12. Kill - (1) Very few areas are more than a few steps from an NT building. (2) This field-station would be set up in empty squares, then the NTs would hide in nearby safe-houses, and thus the kit would be invisible to passing zombies. --WibbleBRAINS 20:10, 5 March 2006 (GMT)
  13. Kill - Defeats the point of NT buildings being resources and inherently imbalancing by giving scientists the ability to single-handedly unclog a revive train without the aid of a combat character. The field labs would also be too numerous to destroy, as well as hidden from zombies unless they visit the exact location. --ism 21:36, 5 March 2006 (GMT)
  14. Kill - I'd rather see some new NT equipment, instead of something that imitates an existing ability. --Dickie Fux 23:51, 5 March 2006 (GMT)
    • Tally - 2 Keep, 7 Kill, 5 Spam 05:34, 27 March 2006 (BST)

Game Clock/Watch

Duplicate of Clock from the Peer Reviewed page removed with 8 dupes and 2 keeps --CPQD 00:28, 6 March 2006 (GMT)


Feeding Scent

Timestamp: 10:25, 5 Mar 2005 (GMT)
Type: New Zombie Skill
Scope: Zombies over level 10
Description: Prerequisites: Level 10 Zombie, plus skills: Scent Fear, Scent Blood, Scent Trail, Digestion, Vigour Mortis, Memories Of Life.

  • Feeding Scent: Skill appears just below Scent Trail on Zombie Skills Tree.

Your zombie has hunted humans to the point that it can recognise the smell of multiple survivors within the confines of a building (IF it is patient enough to "stop and sniff" until it is sure).

Game Mechanics: For 10 AP your zombie can "Scent Building" at any non-outdoors location. Your zombie stops to smell each and every good crack, window, and opening it can find to get the scent of recent activity.. which is hard to cover up since most humans have no idea how apetizing their building smells to a skilled zombie.

After you Scent Building on your map it says "You smell X Survivors Inside" on that building, where X is the number your sense of smell gives you.. this number MAY be inacurate. but this is the result you got with your attempt. Further attempts may give you differing results. X can be 0 (even if there are 1 or 2 survivors inside, so this skill when inacrate may cause zombies to wander off elsewhere for food) "Harg, stinky gass oills, not blood, garr".

Scent building is 50% accurate on any 'average' building that has- no barricades, and has 1 survivor inside.

Each additional survivor inside, (more than 1), increases the chance of accuracy by 7%, until you reach 6 or more survivors (+35%), then each past 5 is + 3% each to a maximum of +30% on top of that (conflicting scents, but adding 'layers' the scents in the building).

Survivors in a building that are severely wounded (have 20 or less HP remaining) add another +4% each (for their amount of blood scent in the air!) to a maximum of 5 seriously injured for +20% (yeah, heal those survivors in your safehouse, or you may have a pack of zombies at your door!) This is the "Blood Bonus", which may come into play with other zombie skills later. "There's a bloodhunt zombie on my trail and I'm at 5 life, heal me NOW or kill me and toss me outside!"

Each level of the barricade decreases accuracy by 6% (this is the 'bonus' that a totally barricaded building gives, hard for new survivors to get in.. but you're safer from 'scenting'.) Your barricade may be strong, but hermatically sealed, it ain't!

A running generator decreases accuracy by 25% (gasoline makes it much harder to smell those blood, sweat and tears!), even a generator out of fuel decreases accuracy by 10% (fumes, oil in generator, stinky). The generator also "botches" X survivor accuracy significantly.. it is possible to get a "2 Survivors Inside" scent in a building with a running generator, but no people. (The enraged zombie will probably destroy that generator with their remaining AP).

Each "Fuel" can carried by survivors inside decrease accuracy by 3% per can (to a maximum of 10 cans for 30%.) "Jhonny just put those spare cans over by that window.. yeah the one with all the scratch marks.."

Certain buildings (because of sheer size, and ability to 'disperse scent' with air filtration systems etc.) have an additional decrease to accuracy.. as follows: Cinemas, Club -5 %; Auto Repair, Factory, Schools -10%; Hospitals, Hotel, Shopping Malls -15%

Finally.. your "Maximim Scent Accuracy" is determined by the level of your zombie character.. Max Scent Accuracy 80%+1% per 2 levels of zombie character (and you need level 10 just to get this skill). Therefore- Level 10 - 85%, Level 16 - 88%, Level 20 - 90%, to a maximum of 95% (Level 30+). Keep in mind that is your maximum under the best of conditions, survivors are going to have to modify some ways of doing things if they believe high level zombies are in the area.. or if they want to keep their favorite safehouses intact.

The entire point of this skill is higher level zombies can determine by scent whether or not it's worth demolishing the barricades on this building (and emitting a feeding groan after for such a purpouse.) But by no means is it 100% (them's the breaks!) Survivors may (in time) learn of this zombie ability and develop some methods to better 'stinkify' or 'de-stinkify' their most crucial safehouses. But for now, it adds to the visceral element of the game. Happy feedings!.

Votes

  1. Keep - Author Self vote: Yep a whole shwack of formulas bent on balancing the idea, giving survivors a means to counter it, and adding to the game experience. The whole point of this is if there's 30 people in a building and it's not a big building, even non zombies can smell the difference! --MrAushvitz 09:26, 5 March 2006 (GMT)
  2. Kill - It's not a bad idea, but your version is way too complicated. Remember Keep It Simple --CPQD 17:46, 5 March 2006 (GMT)
  3. Kill This skill too heavily negates the ability of small groups of survivors to hide. Something like this may have been needed a while ago but now zombies have Feeding Groan and can make it so that when one zombie finds humans they ALL find them too. --Jon Pyre 19:54, 5 March 2006 (GMT)
  4. Kill - Crack open a barricade. If there are survivors, groan. --mikm W! 20:07, 5 March 2006 (GMT)
  5. Kill - I didn't get past the 10AP cost. Too expensive. --WibbleBRAINS 20:13, 5 March 2006 (GMT)
  6. Kill - I like the basic concept, but this version has too many pre-requisites, and the AP cost to use it is way too high; after using this, I wouldn't have enough AP to break through the barricades, let alone do anything once I got inside. --Dickie Fux 23:56, 5 March 2006 (GMT)
  7. Kill - NO X-RAY VISION! --Grim s 01:20, 6 March 2006 (GMT)
  8. Kill - Until you provide a summary of bonuses and penalties. Right now, I'm not real sure what exacly I'm voting on. --Pinpoint 03:30, 6 March 2006 (GMT)
    • Tally - 1 Keep, 7 Kill, 0 Spam 05:33, 27 March 2006 (BST)

Safehouse Fuel Stash

Timestamp: 11:25, 5 Mar 2005 (GMT)
Type: Building Fuel Storage
Scope: So generators have much needed fuel
Description: The basis of this is simple. Any building that has a running portable generator should be able to have a "Fuel Stash" dropped off next to it (in case survivors with fuel get 'gakked' by a zombie).

This should be a button option which is available IF your character is carrying fuel AND the building has a running generator. For 1 AP your character can add one of their fuel cannisters to the "Stash". The location may only have a maximum of 25 fuel cans in it's stash. To USE fuel cans in the stash to recharge the generator you do it normally but you have the option to use your fuel or "Stash Fuel" (which is a button on bottom of your inventory when at this location).

Stash fuel cannot be used unless the generator is getting LOW (to prevent jerks from refilling it until the stash is gone, the tank can only hold so much).

If the generator is destroyed, the fuel stash is still there (though 0-2 tanks get spilled "X Fuel Tanks were spilled as a result of the generator being destroyed!" So when a new generator is set up and running, the stash may be used for refueling normally.

The entire basis of this is why should characters be running around with 'gas on their backs' when thery can be doing 'find fuel' runs for nearby safehouses and drop them off to be used by the "staff" as is required. "Hey, I'm a scrounger not a maintenance man! You keep the damn generator running, I'm just dropping off fuel cans!"

Votes

  1. Keep - Author Self vote: We might see it easier to maintain generators as a result of this.. but then again later on people might suggest "Gas explosions" for destroyed generators with mass fuel sources if this option is implemented. --MrAushvitz 11:15, 5 March 2006 (GMT)
  2. Keep - I think this is a fun idea. If there's a point of contention, it'll probably be the effect this would have on freeing up survivor inventory space. Personally I don't think it's a big deal as most survivors probably don't carry more than a few fuel cans at any time. --John Ember 18:22, 5 March 2006 (GMT)
  3. Kill - The way I'm reading your suggestion, it loooks as if the Fuel Stash cannot be destroyed apart from the generator. If you want to "bank" all of that AP, that's fine, but you have to be able to lose it as well. --CPQD 18:45, 5 March 2006 (GMT)
  4. Kill - Having to lug stuff around in order to get all your options is the price you pay for the luxuries of powered buildings. Velkrin 19:03, 5 March 2006 (GMT)
  5. Kill - For stated above Alton Brown 19:37, 5 March 2006 (GMT)
  6. Keep - Let me just point out that the survivor DOES lose something for dropping his fuel cans in the stash; flexibility. He can't move on when the Necrotec Building he gave his cans to run, to say, a Hospital, and use them there. We would find that all that stored AP in hospital and Necrotec Buildings, although never lost, could be wasted for quite some time until the building is taken back and a generator is set up there again.--Guardian of Nekops 20:00, 5 March 2006 (GMT)
  7. Kill - I don't think characters should stash stuff for other characters to use. What next, a stash of ammo? --WibbleBRAINS 20:18, 5 March 2006 (GMT)
    • Re - And who in their right minds is going to leave ammo for others instead of using it themselves? Please don't paint a slippery slope where there is none. --Guardian of Nekops 21:23, 5 March 2006 (GMT) Non-author reply. --Pinpoint 03:40, 6 March 2006 (GMT)
  8. Spam - Simply overpowered. This poses the same problems as a trading system with regards to zerging, and is actually even more powerful, since it also effectively removes the 50-item carrying limit. --ism 21:55, 5 March 2006 (GMT)
  9. Kill - I would like this so much more if you could attack and destroy the fuel stash. So that zombies, and your friendly neighborhood FK(fuel Killer) could wreck peoples work, making it more of a gamble to stash fuel. -Banana Bear4 23:59, 5 March 2006 (GMT)
  10. Kill - Everything's been said. --Pinpoint 03:40, 6 March 2006 (GMT)
  11. Kill - What CPQD & Banana Bear4 said. Plus storing 25 cans is way too much. Make it around 5 - 10, and make it so players can attack them same as generators, and I'd go for it. --Blahblahblah 19:44, 6 March 2006 (GMT)
  12. Kill - Yup, I'd vote keep if you could destroy the stash.--Jim Stevens 19:07, 11 March 2006 (GMT)
    • Tally - 3 Keep, 8 Kill, 1 Spam 05:32, 27 March 2006 (BST)

Pistol Whip

This suggestion was modified in mid vote several times and is therefor invalid. You can still discuss it on the Talk:Suggestions page. --Zaruthustra-Mod 01:37, 6 March 2006 (GMT)


Rifle Butt

This suggestion has been Spaminated with 7 Spams, 2 Kills, and 1 Author Keep. --CPQD 00:31, 6 March 2006 (GMT)


Stabba-liscious

Timestamp: 12:45, 5 Mar 2005 (GMT)
Type: New Knife Skill
Scope: Make knives more useful, balanced by flak jackets
Description: Prerequisites: Level 5 Character, or level 3 Private or Level 3 Doctor.

  • Stabba-Liscious: Skill appears just below most recent knife skills.

Game Mechanics: Your character isn't just good with knives, they spend just a BIT too much time playing with knives. Maybe you know where and when to strike...

Every 4th attack you make with a knife counts for 0 AP, if your last 3 attacks were with a knife as well.

So, you get 4 knife attacks for 3 AP.

Your target sees "There is a blur of knife strikes one, after another, aimed at your midsection!"

Disadvantage: This very aggressive style of knife fighting tends to result in a lot of broken blades if your intended target is wearing a flak jacket. This does NOT apply if they are not wearing one or if you don't have this skill. It only applies if you have this skill and the target is wearing a flak jacket. 5% chance per successful hit "Your knife breaks! Dammit!", your knife is lost (dropped), you still hit and did damage. This gives "Knife Fu" players a reason to carry backup weapons, especially knives!

Votes

  1. Keep - Author Vote. Just something so cool about a desperate knife fight with a zombie, mano a mano. I'm not trying to make something BETTER than a fireaxe, just faster. --MrAushvitz 12:45, 5 March 2006 (GMT)
  2. Kill - There are no knives in this game, the "Hand to Hand Combat" skill essentially already applies to this (so it sounds like you're asking for another "Hand to Hand Combat" skill ontop of the current one), the game mechanics sound overly complex and frankly the name needs work Alton Brown 19:51, 5 March 2006 (GMT)
  3. Kill - There are knives in this game. Anyways, no free lunches. --mikm W! 19:52, 5 March 2006 (GMT)
  4. Kill - Another keeper, this time with free attacks. Sweet. Read the Do's and Dont's-Banana Bear4 19:56, 5 March 2006 (GMT)
  5. Kill - What mikm and Banana Bear4 said --CPQD 20:01, 5 March 2006 (GMT)
  6. Kill - Well it's not as bad as the other two, but it still isn't good. What CPQD said. Velkrin 20:09, 5 March 2006 (GMT)
  7. Kill - No free attacks. No broken weapons. Too complicated. Timid Dan 20:20, 5 March 2006 (GMT)
  8. Kill - The four (crappy) knife attacks for three AP isn't a big deal to me, but the breakage stuff is too complicated. --Dickie Fux 00:05, 6 March 2006 (GMT)
  9. Kill - What Dixie Fux said. --McArrowni 01:58, 6 March 2006 (GMT)
  10. Kill - What McArrowni said. --Blahblahblah 19:47, 6 March 2006 (GMT)
    • Tally - 1 Keep, 9 Kill, 0 Spam 05:30, 27 March 2006 (BST)

Reloaded weapon as default weapon

Timestamp: 22.30, 5 March (CET)
Type: interface improvement
Scope: survivors
Description: When you have reloaded your gun, it should be your default attack weapon. That's about it. Because, when I have reloaded it, often enough I want to fire it right away, instead of punching my opponent (what happens to me from time to time).

Votes

  1. Keep - Hilarious! Author vote. --Gfuz 22:30, 5 March (CET)
  2. Keep - Simple and kind of obvious; also useful.--'STER-Talk-Mod 00:29, 6 March 2006 (GMT)
  3. Keep - Ya sure. I've accidently used my fists of fury on a zombie after I reloaded a few times. Annoyed me a bit that it switched like that. Velkrin 03:55, 7 March 2006 (GMT)
    • Final Tally - 3 Keep, 0 Kill, 0 Spam - 21:06, 26 May 2006 (BST)