Implemented Suggestions

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This page is for the storage of Suggestions that have been implemented in the game.


Notes for Editors

  • Place suggestions on this page in order of date implemented.
    • If you don't know what date it was implemented, place it in the Implemented Queue in alphabetical order.
  • Ensure they match the following template.
  • Remove said suggestion from it's current location in either Peer Reviewed, Peer Undecided or Peer Rejected.
===Suggestion Name===
suggest_time=Old Timestamp|
suggest_type=Original type|
suggest_scope=Original scope|
suggest_description=Original description|
suggest_notes=#/# Keep/Total. [Optional additional - see below]|
  • suggest_notes is to be used by responsible users only.
  • New comments regarding an implemented suggestion should go on this page's discussion page.

Implemented Suggestions

Add Note to Barricade Weight

Timestamp: 21:41, 17 Nov 2005 (GMT)
Type: Minor Interface Upgrade
Scope: Survivor View of Barricade Descriptions
Description: Heavily Barricaded, Very Heavily Barricaded, Somewhat Extremely Barricaded, Very Somewhat Heavily Semi-Barricaded. The descriptions, though "flavorful", are not gameplay conducive. It's not easy to keep track of which levels of "barricaded-ness" allow Survivor entry and which levels block Survivors from entering a building.

I recommend that a very minor text snippet be added to the end of each "This building is very foo barricaded." to read as-is for passable barricades and to read "This building is very foo barricaded. You cannot enter." for those that are impassable. From the inside, it should read "This building is very foo barricaded. You cannot exit.".

Note to the Kill-ers: You want flavor? Fine. Instead of appending "You cannot enter." append something like "You cannot see a way [in/out]." That's not unbalancing at all. Not everyone's a brain surgeon (just Biscuit, check his profile. :-) ).

Only Survivors will see the additional text, as zombies cannot pass any barricades (not that they can't just click an adjacent square to leave...).
Adding this will potentially reduce server hits.

Notes: 16/20 Keep/Total.
  • My original instinct was to vote "kill." If you see the word "heavily," you're not getting in. Pretty simple. But a lot of beginning players might not figure that out immediately, and this change certainly doesn't hurt anyone.
  • Proposer - Squashua
Left Queue: 14:30, 2 Dec 2005 (GMT)

Show Only Number of Survivors upon Entering

Timestamp: 00:17, 29 Nov 2005 (GMT)
Type: improvement
Scope: Game Interface
Description: Some buildings in the game are becoming very crowded, and thereby the list of indoor survivors is very long, making it harder to make quick or repetitive actions (searching, attacking) in these spaces. I suggest upon first entering a building, you see "There are n survivors here" along with the option to click to see the complete list. This could be implemented with a couple different options, from only enabling the feature if there are more than 10 people in a building to making whether or not the full list is displayed a user-configurable preference. Either way a count() query would be less costly to server resources than the query to see who is in the building or even furthermore how many HP they have remaining.
Notes: 17/19 Keep/Total - one unsigned Keep not counted.
  • Player can choose whether or not to see the full list.
  • Make the text automatically hidden, and viewable by clicking a link - without going to a new page, downloading more information or increasing your hit count is simple CSS, and appears easy to implement.
  • Contacts should be displayed, no matter what.
Left Queue: 16:55, 14 Dec 2005 (GMT)


Timestamp: 03:56, 2 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: There have been a lot of suggestions along the lines of letting zombies make a noise with an equivalent result as flares. The problem with those is that zombies don't use items so the suggestion has basically been "zombie makes a lot of noise whenever they want, maybe costs tons of AP". Not so good. Here's my idea how to do it: A zombie with Howl can, at a cost of 1 AP, make an unearthly loud howl that is similar in effect to a flare. Here's the limitation though: they can only make this noise when properly motivated by the sight of a living human in the same square as them. This is a good way of letting nearby zombies know that you've entered a tasty juicy safehouse or found an unconcious suvivor on the street, but it won't result in spam because every Howl you make is an attack you won't be making yourself. To further ensure that this won't result in spam multiple howls from the same location could overwrite each other so you'd only get a message once for each place rather than 40 times. Messages could be: "You hear horrifying moans from 2w, 4n" or "You hear compelling screams beckon from 2w, 4n" (depending what side you were on). This gives zombies a way of sharing simple tactical information while remaining in character and only calling attention to actual targets in a way far more productive and less spammy than flare guns.
  • Optional: Let people tell whether the sounds were from inside or outside. It's the difference between "You hear compelling screams beckon from 2w, 4n" and "You hear compelling screams beckon from a building 2w, 4n". I think this should be in effect since it'll be useful and not overpowering for other zombies to know whether you've discovered a safehouse or someone stranded.
Notes: 18 Keep/3 Kill
  • Implemented as Feeding Groan. Had been toying with a zombie flare-a-like for a long time, but couldn't settle on a satisfactory mechanism to prevent abuse and spam - tying it to the presence of survivors was a nice idea, whoever proposed this one. --Kevan 10:40, 22 Dec 2005 (GMT)
  • Proposer - Jon Pyre
Left Queue: 18:55, 22 Dec 2005 (GMT)


Timestamp: 04:34, 9 Nov 2005 (GMT)
Type: Skill and Item
Scope: Scientists
Description: This skill would implement a new skill and item, perhaps a laptop/PDA/alternate use for the existing cell phone. Having the network technician skill and item would allow you to see zombies that have been DNA tagged as such, or show their real name. Since tagging zeds already shows you their name/class and sends the info to necrotech this fits smoothly with the backstory. Since the state flag already exists this shouldn't add to server load too much either. Also it would add an interesting flavor to scientists.

An additional idea is having the player's necronet linkup compile all the tagged zombies in your current suburb and then list their names (not location) or (not implemented) generate a threat level based on the number when it is used. I find this idea so appealing since it would give scientists something scientific to do instead of sitting around in hospitals acting as medkit/syringe vending machines, and it would give a real reason to go tag zombies.

Notes: 12/14 Keep/Total. Minor questions about how it would be implemented - see votes suggestion page. AUTHORS NOTE: This suggestion was proposed before powered buildings existed. The ramifications of power on this suggestion are pretty obvious so I won't bother to revise the idea. Rest assured though, it has been thought of and theres no need to keep resubmitting it with power included. --Zaruthustra
Left Queue: 22:41, 19 Jan 2006 (GMT)

Zombie Hand Attack Accuracy Revision

Timestamp: 09:46, 27 Nov 2005 (GMT)
Type: Balance tweaks
Scope: Zombies
Description: To make things easier for lower level zombies (especially just-dead survivors), the base accuracy of zombie hand attacks should be increased by 5%, while Death Grip's accuracy bonus would be reduced from 20% to 15%.
Notes: 25/25 Keep/Total = 100%
  • Easy to implement, without ruining existing characters.
Left Queue: 03:27, 12 Dec 2005 (GMT)


Timestamp: 05:21, 14 Nov 2005 (GMT)
Type: Skill
Scope: Survivors/Zombies (Survivor Ability)
Description: As time goes on players begin to notice various things in the mayhem. What this skill does is allow the player to see a message saying "x killed y" when they are in the same block as someone who has been killed. This can help identify player killers.
Notes: 10/14 Keep/Total. Implement as an automatic message, not requiring a skill. Flaw: Too generic. 1- UD doesn't keep historical data. Since the killed would become a zombie, almost everytime you'd read "<PK_name> killed a zombie". Viceversa, if somebody killed a zombie that gets revived before you log on, you'd see "<false_PK_name> killed <revived_zombie_name>" and you'd mistakingly take him for a PK. 2- what does same block mean? Same building? Would the skill allow you to see kills outside? Change "Block" to "Location" as someone inside a barricaded building would not witness something outside a building and vice-versa. There should be a limit to the amount of log-in spam.
Left Queue: 04:10, 29 Nov 2005 (GMT)


Timestamp: 07:56, 14 Jan 2006 (GMT)
Type: Skill
Scope: Suvivors
Description: This is a PK notification skill which would do the following: When attacked you don't just lay still. Since you aren't spending AP and thus can't perform any real action you wouldn't actually dodge blows or fight back, it'd just make it harder for someone to kill you covertly. When killed by another human the people in that location would get this message: "There is a scuffle as [victim name] is killed by [pker name]. Since PKing is not overly common this should not result in spam, and this would only result after a death. What's an extra line of text once in a while if it informs you of a killer in your midst? This would be useful because if a player is attacked and killed they wouldn't be able to warn the other people in their safehouse about the threat. While it is true there are PK forum bounty lists it is a hassle to post screenshots to prove guilt, and the players that are the likely next victims will probably not read the forums. PKing is in the game and it makes sense for the ability to exist, but not for the perpetrators to be invisible while they commit their crime. This would be a skill for every suvivor that wants to guarantee their killer does not go free.
Notes: 21/23 Keep/Total. No notes needed, basicaly alredy implemented before it's move to the peer reviewed page.
Left Queue: 10:11, 22 May 2006 (BST)

Syringe Notifications

Timestamp: 14:02, 5 Dec 2005 (GMT)
Type: Improvement
Scope: Brain Rot Zombies
Description: A change that notifies Brain Rot zombies when a syringe has been used on them would not only make Scent trail a useful skill, but give brain rotters a sense of satisfaction and validation after buying a skill that, to be blunt, is otherwise rather unattractive, as it limits play.

Also, a little notification when someone tries to DNA scan them and gets the "ERROR: Cortex Damaged" message would be nice.

I think its fair as human get notified of how much exp they stole with a headshot, why shouldnt zombies get notified when a they waste a syringe?

Notes: 26/26 Keep/Total - 100%
  • This would improve the "vengeance factor" for the zombies, which always makes things more interesting.
  • It would make Scent Trail more useful for brain rotted zombies, and adding to zombie satifaction is good for increasing the number of zombie players.
  • Good feedback for Zombie players, who generally have a lack of feedback regarding their characters.
  • Syringe notification messages implimented: 28th March 2006.
  • Proposer - Grim s
Left Queue: 17:16, 20 Dec 2005 (GMT)

DNA extraction gives information on previously scanned zombies

Timestamp: 21:15, 13 Nov 2005 (GMT)
Type: Improvement
Scope: Survivors, Scientists
Description: When a player uses a DNA extractor on an already extracted zombie they get information anyway, in addition to message telling them it has been scanned. They still do not get xp for it. 'Additional - This is not a skill, just a change to the way extractors work. You'd still need to be able to use extractors in the first place.
Notes: 9/10 Keep/Total. Emphasize the section where it says No XP Granted so the player realizes.
Left Queue: 14:49, 28 Nov 2005 (GMT)

DNA Extraction always gives info

Timestamp: 21:59, 30 March 2006 (BST)
Type: Improvement
Scope: Scientists
Description: This is not a suggestion to change the amount of exp. gained from DNA scanning at all. Not every DNA scan is entirely for experience. What I'm suggesting is that, when one recieves the message "SPECIMEN SCANNED RECENTLY" and therefore earns no experience, they should still be able to recieve the informtaion of that character, in case they need it for a different reason, such as deciding whether or not to revive. Experience would not be effected at all, but I see no reason that previous scannings should effect whether or not you are able to get the Zombie's information.
Notes: 4/4 Keep/Total. Implemented before it was even moved to peer reviewed.
Left Queue: 08:54, 19 June 2006 (BST)

Increase Search % in Powered Buildings

Timestamp: 0500 GMT, November 21, 2005
Type: Item Utilization, Search Probability
Scope: Survivors
Description: Powered Buildings Search
  • Function: When a search is conducted in a building that is powered by a generator, the probability of finding an item is increased by a small percentage (perhaps 2.5%) to be determined by Kevan at implementation.
    • Does not alter search mechanics beyond probability: This would not affect what sort of items you could find in a given building type, and this would not affect buildings where nothing could be found normally (i.e. the percentage would not increase from 0% to 2.5%).
    • Proposal doesn't require "2.5%": Please note that the proposal DOES NOT definitively resolve that the search bonus would be 2.5%, but rather, holds only that Kevan would determine the percentage bonus (2.5% is used illustratively rather than conclusively). So please do not vote against this on account of not liking the 2.5% number, as this is not part of the proposal. Though feel free to vote against it for any other meritorious reason.
  • Reasons to Implement:
    • Adds Function to Form: At present, in addition to installing generators in hospitals and utilizing the "Surgery" skill, survivors can also install generators in non-hospital buildings, but this latter use has no practical effect beyond adding a little flavor to the game via the message that "the lights are on"--this proposal would complement flavor with functionality.
    • Does not appreciably alter the balance of power: Portable Gens like anything else are finite, discrete resources that people have to find and install (and power via fuel). The nominal AP saved by survivors via having a 2.5% (or other small amount to be determined by Kevan) increased chance of a successful search is counterbalanced by the AP and effort that must be expended to find, install and fuel a generator in a building. The overall benefit to survivors is nominal at best, and the concomitant potential detriment to zombies will be correspondingly trivial. Further, the generators are able to be destroyed and thus its effect will always be reversible.
    • "Realism"/Role Play: It makes sense that a person searching a building that is well lit will be, on balance, more successful in finding items than a person who is searching a building that is dark.
Notes: 37/37 Keep/Total = 100%
  • was Powered Building Search
  • Unprecedented Overwhelming Keeps.
  • Minor nitpick: hospital would gain two benefits from having a generator.
  • Few wanted less % bonus, few wanted more % bonus.
Left Queue: 15:17, 6 Dec 2005 (GMT)

Affiliation in Contacts

Timestamp: 21:44, 17 Nov 2005 (GMT)
Type: Interface
Scope: Contact list
Description: Your contact list should display the contacts' affiliation just beside class. Makes it a lot easier knowing if you added that guy because he healed you, is in your horde or headshot you.
Notes: 16/16 Keep/Total. Adding your own notes might be nice. A small reason thing would be enough if notes are too much. Like, dislike, ally. The extension UDTool currently does this too.
Left Queue: 14:30, 2 Dec 2005 (GMT)

Building Radio Communication

Timestamp: 22:47, 20 Nov 2005 (GMT)
Type: Game mechanic
Scope: PDs and other buildings
Description: This has been suggested before by someone, but before the suggestion page changed. And now there's already electricity involved in the game, so it's really more suggesteable.

"Public" buildings, such as Malls, Museums, Libraries, Schools, Hospitals, Fire Departments and such should have a "Report Authority" button, similar to speak. When you use it, your message is displayed in all the PDs in the same block. It comes out as "A voice from the radio said:", instead of the player name.

To avoid spamming, it might use 2AP, but that's not nocessary. Also, the reporting building needs to have a generator running, and the PDs need a generator to get the message, too.

Or maybe all the buildings can report, but there must be a generator running in the building for the "Report" button to appear.

Notes: 12/14 Keep/Total.
  • was Report to Authority
  • It should be more than just 2AP, if you want to avoid spamming. * Limit it to Buildings that would realisticaly have emergency radios in them: Military Buildings, Hospitals, PDs, Firestations, and Malls (Electronic stores).
  • Contact List could come into play with the message stating, "You recognize Soandso's voice on the radio. It says __________." It should not be anonymous, to discourage spies using it to set up an ambush.
Left Queue: 15:01, 6 Dec 2005 (GMT)

Radios For Group Communication (Revised)

Timestamp: 07:24, 11 Jan 2006 (GMT)
Type: New item/Skill
Scope: Suvivors
Description: This is a revision of the previous Radios For Group Communication suggestion which is currently on the Undecided page. Radios would be an item you could find in Police Stations, Fire Stations, and Mall Tech Stores. Imagine the radio units carried in police cars, taxi cabs, in police stations, and behind security guard desks. It basically consists of a black rectangular box with a cable connecting to a handheld unit that you speak into, I'm sure you know what I'm talking about. The purpose of Radios would be to allow in-game group communication. A person with a radio would be able to send and receive messages (costing 1AP to broadcast). You could only send messages to people in your group and since it is a broadcast you would send the message to every member of your group within range that has a radio (as opposed to cell phones that target a single person). You could only belong to 1 Group (at least for the purposes of radio transmission) and only send and receive messages to/from that group, the reasoning being that you're all setting your radios to the same frequency in order to communicate. Radios have some other limitations being:
  • Radio signals have a limited range. Unlike cell phones they don't use phone masts to relay their signal further. Thus radio communication could only occur between people in the same suburb.
  • Radios are electronic devices and need power to function, they need to be plugged in. You would only be able to send/receive messages while in a building with a running generator.
  • Using a radio is harder than it seems. You have to set your radio to the right frequency and have an idea of what you're doing. Using radios, both for sending and receiving would require a civilian Radio Operation skill.

Now I'm sure some of you have concerns about this. I'll try to convince you not to worry about them:

  • Q: Why is this necessary when people can use forums?

A: This is in game. I prefer that to metagaming. Besides, why be forced to sign up for websites apart from the game in order to play? It's nice being able to log into Urban Dead and do all my playing there without going to a dozen other places. I'd also like to point out you can talk in game even though Instant Messenger exists.

  • Q: This is redundant! Cell phones already exist!

A: Cell phones target a single individual. Radios would allow group leaders to issue orders/information to all their members. It would allow groups to coordinate their defenses within a suburb. Basically, "We're being overrun at St. Elwes hospital! If any of you guys lounging at the mall can come and help it'd be appreciated!" A lot more effective than phoning 300 seperate individuals. At the same time cell phones would remain useful, offering unlimited range, privacy, and not requiring power or a skill. Also cell phones can contact anyone, not just group members.

  • Q: Suvivors already have enough forms of communication! They have mouths that can talk and phones! And now radios! Why not just give them telepathy!

A: Oh come on. This isn't overpowering. This would only affect people in groups that are currently forced to communicate via-metagaming because there's no viable alternative! They're already working together! Why not let them play while they're doing it?

  • Q: Think of the spam! The horrible spam!

A: With smaller groups this wouldn't be a problem but with the larger groups numbering several hundred or more there could clearly be severe spam issues. Here's why this isn't a problem though: You would only receive messages from members of your group and groups could decide who gets to belong. They could set up their own radio usage policies and if someone spams after they tell them to stop they could kick them out.

  • Q: What? A machine that sends magic voices through the air? Seems kind of unrealistic to me.

A: These actually exist! And they're common in all the locations I suggested they be found. It's totally reasonable you'd want and use one of these during a zompocalypse.

  • Q: What about the server? Wouldn't this kill it?

A: I'm not a programmer so I make no authoritative statements on this. But to my uneducated non-computer commanding mind it doesn't seem that different than talking to me. I mean, it's not the real world. It isn't as if talking to 10 people in same location is different than talking to 10 people in different locations except in the sense that you have to determine who receives the message in a different way. And there's already a mechanic in game to keep track of who belongs to which group.

This would make group play a lot more fun and a lot less necessarily metagamey. I think it'd add quite a bit to the game without unbalancing it or going out-of-genre.

  • Edit: Due to concerns voters had about the current lack of in-game group management to kick out those who spam group communication signals how about the following change. The sender and receiver must be mutual contacts of each other and they must have marked themselves as belonging to the same group, spelled identically (someone in Mall Warriors couldn't radio someone in Mall Warriorz).
Notes: 26/33 Keep/Total. Some people killed because it would be impossible to stop people from changing their group name and tuning in. However that was before the edit. A possible solution to enhance realism is to "Create a lot of selectable frequencies (say, 10k frequencies) and so people will have to know what frequency you are working with to be able to listen to you".
Left Queue: 14:07, 15 May 2006 (BST)

Make Broadcasting Require a Skill

Timestamp: 02:58, 3 June 2006 (BST)
Type: Skill
Scope: Survivors
Description: People seem to be too carefree in their use of transmitters. This morning when I logged in I encountered several pages of meaningless text, including a few insults at random alleged PKers, and of course STREETS IS WATCHIN'. I suggest making sending a message out require a civilian skill named Broadcasting. This way people sending the messages out will either be advanced players with xp to spare (and hopefully less prone to spamming due to their experience) or new players that considered radio broadcasting important enough to acquire the skill before they max out their skill tree (and hopefully with important messages to match). A single skill isn't much of a barrier but it might make spam a little less prevalent. Besides, operating machinery like this requiring a skill just makes sense.
Notes: 13/16 Keep/Total. Implemented before it was even moved to peer reviewed.
Left Queue: 01:53, 30 June 2006 (BST)

View Radio Operator

Timestamp: 13:14, 6 June 2006 (BST)
Type: Improvement
Scope: Survivors
Description: Other people in the same building with a radio transmitter can tell who sends a message from their location, and what the message was.

My reasoning is that this would be more realistic. It makes sense that people close to the radio would know who is saying what, when it's in use, and it would encourage people to use the radio transmitters more responsibly because others will (usually) hear what you're saying.

The way I see it working is that if you are in the same building as someone using the radio (and one of the closest 50), instead of an anonymous transmission, you would see their name, the frequency and their message in the same way you see what others in the room speak. For example, if Knuckles is using the tranmitter in your building, talking to a Mall...

26.55 MHz: "I've got a big'un!" (9 minutes ago)
Knuckles transmits "[31, 69] to Ackland Mall, copy?" on 26.55MHz (5 minute ago)
26.55 MHz: "Ackland Mall here, what's your situation?" (1 minutes ago)
Knuckles transmits "[31, 69], 5Z inside the hospital to our NW" on 26.55MHz (10 seconds ago)
Notes: 11/11 Keep/Total. Implemented before it's move to peer reviewed.
Left Queue: 02:17, 30 June 2006 (BST)

Barricade Message Change

Timestamp: 19:25, 7 June 2006 (BST)
Type: A Slight change to barricade attack messages
Scope: Zombies and survivors
Description: Ok I have always known that biting and shooting at barricades does nothing but only recently I have found out that when you bite or shoot at a barricade it doesn't tell you that it does nothing. What I propose is that whenever you bite or shoot a barricade instead of the message:

"You Bite At The Barricade" or "You Shoot At The Barricade"

It changes to:

"You Bite At The Barricade, It Doesn't Appear To Do Anything" and "You Shoot At The Barricade, It Doesn't Appear To Do Anything"

This small change will stop newbies from burning all of their ap trying to do something that does nothing. Please note that this dosen't change the ap cost of shooting or biting a barricade, the ap cost will remain at 1ap.

Notes: 29/29 Keep/Total. Implemented before it was moved to peer reviewed.
Left Queue: 02:20, 30 June 2006 (BST)

Yet Another Drag Bodies Idea

Timestamp: 19:49, 15 March 2006 (GMT)
Type: Skill
Scope: Zmobies
Description: A zombie with this skill can drag a survivor outside of an unbarricaded building.

It will not be something automatic, since the survivor will fight against this. Therefore, the zombie have 30% - the health of the survivor he is trying to drag outside %. (It is harder to drag outside a fully health survivor than a wounded one)


The zombie enters the building. Inside it he find Harman1 (20 Hp) and Harman2 (40 Hp). He tries to drag Harman1 outside, at a 10% chance of sucess. Harman2 is safe, and the zombie will only be able to drag him out if he drop his HP below 30HP.

Further improvement could be added to this skill, raising the chances to drag by a certain bit.

  • Drag - you can drag survivors outside an unbarricaded building at 30% minus the health of the survivor.
    • Rigor Mortis - Zombies have an extra 10% on Drag.

Every drag attack a zombie does will be shown to the survivor he was aiming at.

A zombie grabbed you by the arm/leg and tried to toss you outside.

When sucessfull, it would be shown in the recent activities, just like when someone is killed.

A zombie grabbed you by the arm/leg and dragged you outside. -- in, bold, for the dragged person.
A zombie dragged harman1 outside. -- for everyone else
You hear harman1 scream in terror as a zombie drag him outside.

In the end, both zombie and survivor will be outside.

Closing notes

  • These skills will most probably be under Tangling Grasp. It doesnt require the victim to be griped to drag it outside, but grip bonus and standard lose grip on failure (and sometimes sucess) would affect Drag just like any other zombie attack.
  • A zombie with this skill CAN NOT drag a survivor around. He can only drag a survivor outside an unbarricaded building. He cant drag it outside a barricaded building (even loosely or doors closed), neither drag it to a nearby square, neither drag it INSIDE. Inside -> Outside only.
  • This is no more "Pied Piper" than a zombie getting dumped outside, which is a 100% hit, 1 AP move that dump ALL corpses outside any building, barricaded or not.
Notes: 15/16 Keep/Total.
Left Queue: 21:16, 31 March 2006 (BST). Implemented as feeding drag.

Rearrange Scent Skill Tree

Timestamp: 07:07, 8 June 2006 (BST)
Type: Game Fix
Scope: Zombies
Description: The placement of Scent Death at the base of the zombie scent tree was, simply put, a terrible decision on the part of kevan. It masks the presence of Scent Fear and Scent Blood from the casual feral zombie, and thus leaves them less equipped for hunting in the wilds, as scent death is all but completely useless, unless you want to find a building which has been cracked and emptied, or directionss to the nearest revive point, neither of which help the new zombie. For finding food, following a groan is infinitely more useful, as there will likely still be people needing eating at the location, and even better, the chances are good that the barricades are already down. The skill is not even that good for hiding, since it also directs you to piles of corpses.

Previously, a zombie could invest 100exp in purchasing scent fear early in order to have a better chance of finding prey that was weak enough for it to kill, especially when combined with other zombies groans leading it to a feeding ground. The position of scent Death has now not only made it require 300exp for a zombie to see the HP of his or her victims, but it has also pushed those skills to the end of the zombies optimum skill acquisition order, and reduced overall new zombie efficiency. What i propose is that the skill tree be changed from:

  • Scent Death
    • Scent Fear
      • Scent Blood
    • Scent Trail


  • Scent Fear
    • Scent Blood
    • Scent Trail
    • Scent Death

This way new zombies will know of the health detecting scent skills, they will be able to obtain them early on without a huge exp prerequisite, and they will be able to pick up scent death if they really feel like walking to the nearest trenchcoat shooting gallery.

Notes: 19/26 Keep/Total. Implemented before it was moved to peer reviewed.
Left Queue: 02:33, 30 June 2006 (BST)

Extractor Knowledge

Timestamp: 06:11, 10 Nov 2005 (GMT)
Type: Skill modification
Scope: DNA Extraction skill
Description: Makes names clickable to view profile when you extract the zombie DNA. Not an extra skill, just an upgrade to the existing Extraction.
Notes: Highly Accepted. Helps stop reviving newer zombies who dont want to be revived. Concerns from Zombie players that this would lead to targetted headshot griefing, as it would allow humans to easily harvest exp totals and levels of the zombies, and exploit the contacts list targetting ability to dish out headshots to those who are either close to levelling or would be hurt most by it.
Left Queue: 19:05, 25 Nov 2005 (GMT)

Identifying zombies allows you to select them individually

Timestamp: 00:22, 24 Nov 2005 (GMT)
Type: Improvement
Scope: Survivors
Description: Two changes:
  • 1. When you extract DNA from a zombie you always get information about it even if it was recently scanned. If it was recently scanned you still do not get xp.
  • 2. After scanning a zombie it is listed by name, separate from unscanned zombies. It is listed seperate from suvivors as to not confuse the living and the dead. You can selectively attack/revive/heal/etc. these zombies. The zombie names are clickable links that lead to their profile. The zombie name no longer appears to you once its status returns to unscanned.

Reasons Why This Should Be:

  • 1. Would give a purpose to scanning zombies. I don't particularly care the zombie I'm about to fight is called BananaBoy13. This would give DNA Extractors a purpose besides "inefficient xp farm".
  • 2. Currently I'm trying to help run a revive clinic. One brain rotted zombie moved in and now it's impossible to bring anyone back. I'm wasting several syringes daily on the same zombies all because I can't identify it, say "Ok, that one is beyond my power", and move on to the next one.
  • 3.Logic. If one zombie turns out to be immune to something a suvivor wouldn't keep going back after the same zombie over and over. Take ten steps to the right and try with a new subject!
  • 4. See #1.
Notes: 18/24 Keep/Total.
  • Implement as a Skill.
  • Brain Rot should not exist to confound revives, but to prevent committed zombies from themselves being turned. The way to stop revivals is to kill the people doing it.
  • Agree to being able to revive zombies personally scanned, but opening up options to selectively attack is a bit much.
  • This mainly helps with things that need to be specific, like revives.
  • Link to the profile in the original scan information, instead of a second list.
  • The only defense against a 100% effective syringe is the uncertainty of the zombie being revived having brainrot. Take that away and the syringe becomes overpowered.
  • The only thing zombies have is anonymity - this will only lead to directed headshot griefing.
  • Will make little difference besides the fact that you can select a zombie who hasn't made contact with you before. --ALIENwolve 06:20, 30 Dec 2005 (GMT)
Left Queue: 15:45, 9 Dec 2005 (GMT)

Change to NecroTech Employment

Timestamp: 16:37, 8 July 2006 (BST)
Type: Existing skill modification
Scope: All players with NecroTech Employment
Description: Everyone knows that NecroTech Employment (NTE) allows you to recognize NT buildings from the street. You also know that this changes the text on navigation Map to "a NecroTech Building". The inside description reads "You are inside a NecroTech Building. The NecroTech logo is set in the wall behind the front desk...". The outside description reads "You are standing outside a NecroTech building + descriptive modifier...".

I believe that the the navigation map should read "the Dury Building (NT)". The inside description should read "You are inside the Dury Building. The NecroTech logo is set in the wall behind the front desk...". The outside description should read "You are standing outside the Dury Building + descriptive modifier. It is a NecroTech building...".

As it stands, NTE is a slight disadvantage to both survivors and zombies trying to navigate through Malton. This suggestion will allow users to know the name of a given NecroTech without resorting to the maps or other meta resources. Players on both sides will find it easier to coordinate if building names are visible to all players.

Notes: 35/35 Keep/Total. Well accepted as is. Implemented as of the 22nd of July 2006.
Left Queue: 04:28, 22 July 2006 (BST)

Hey Kevan, I think you forgot to update Ransack's description

Timestamp: 08:34, 23 July 2006 (BST)
Type: Fix
Scope: Zombies, Wes Mantooth
Description: So, I was looking around just now and I noticed that the ransack thing on the skill tree says "Ransack (Zombie is able to damage the interior of abandoned buildings, making them harder to search until they are repaired.)" It doesn't mention the whole "and you can't barricad them, either" thing. If this wasn't intentional, I guess it was just missed and should probably be changed so zombies know what skills they're buying.
Notes: Implemented during Voting; 23 July 2006.
Left Queue: 16:09, 23 July 2006 (BST)

Rotate URLs

Timestamp: Gage 03:00, 29 July 2006 (BST)
Type: anti bot measure
Scope: bots
Description: as it stands currently, you can manually enter this into the URL section of the browser to barricade a building:

Users can create bots that take advantage of this by creating programs that enter this URL automatically. Bots cannot however, manually press the buttons on the browser, which is the usual way to barricade a building. To prevent this kind of abuse, the URL prouced by pushing a button could be rotated every 24 hours or so, maybe on a set schedule or something so Kevan wouldn't have to constantly change it manually; this would force bot users to constantly rework their programs, and hopefully make it harder for them to cheat.

Notes: Implemented during voting
Left Queue: 21:29, 11 February 2007 (UTC)


Timestamp: 20:18, 29 Nov 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Prerequisite: Memories of Life

Having this skill gives the player a new action, "Beckon", that is available whenever there are other players in the location. When used, those players see something like the following:

Graaaaaaagh flails his arms wildly, indicating that you should follow him. (1 block north, 2 blocks east.)

The location given is your location as of the time that the other player(s) receive the message, similar to Scent Trail. The idea is to give feral zombies an in-game way to share "intel" with each other - for example, if I'd just broken down some barricades by myself and I know there are 20 zombies a block away just milling around, I could go over to the 20 zombies, gesture at them frantically, go back to my buffet, and they'd be able to follow me there if they wanted to.

Notes: 24/25 Keep/Total.
  • Exactly the kind of stuff zombies need, not mindless and overpowered combat buffs.
Left Queue: 16:55, 14 Dec 2005 (GMT)

Binoculars (from TALL buildings.)

Timestamp: 02:11, 15 Jan 2006 (GMT)
Type: Item
Scope: Survivors
Description: Found in Mall Sporting Goods stores and possibly Forts. (Thanks, FireballX301!)

When you use Binoculars, you will see a set of 9 blocks in any direction. This view will replace your Map View until you do any other action.


You can only see the outsides of buildings, and binoculars cannot be used indoors UNLESS IT IS A BUILDING WITH A WINDOW TO JUMP FROM. Using Binoculars costs 1 AP.

You will be able to see surrounding blocks as you would if you were standing there, which means you can see how many Zombies are standing there, and which humans, as you would normally with your map view.

You can still be attacked if looking at a different block. It's not a Teleporter, so you are still at your current location, looking at a different area.

Confusing Example:

  • Looking NORTH WEST will show you the 9 blocks containing NW.
  • Looking NORTH will show you the 9 blocks containing N.
  • Looking NORTH EAST will show you the 9 blocks containing NE.
  • Looking EAST will show you the 9 blocks containing E.
  • Looking SOUTH EAST will show you the 9 blocks containing SE.
  • Looking SOUTH will show you the 9 blocks containing S.
  • Looking SOUTH WEST will show you the 9 blocks containing SW.
  • Looking WEST will show you the 9 blocks containing W.


These locations "North West, West, etc." will be located in a selectable drop-down next to the "Binoculars" button in your inventory.

As you can see from this example, you are NOT being allowed to view some crazily far-off area. It's a relatively close proximity. The value of this item above "Just walk there! LOL!" is that you can actively SCOUT locations in 8 directions, then walk a bit, then SCOUT AGAIN. Repeat as necissary. It is also helpful for those keeping a safe house. I think this has the right mix of Technical and Flavorful elements.

Here is an example of what you would see if you looked NORTH WEST:


You would see the blocks in PURPLE, which represent ONE BUILDING/STREET each.


  • You go back to your normal map view when you do ANY action, or click a block on the Binocular view. You will not move if you click a Binocular View block, however.
  • In Urban Dead one block is only one builing or street, etc. These blocks are NOT groupings of buildings that totally obscure your view. If you can see all zombies surrounding a building in your current map view, you can see all zombies surrouding buildings in a Binocular view. This is a game and as such stretches have already been made in the current running version of the project.
  • This does not let you see a whole Suburb for 1 AP. You can only look in ONE direction per AP, and you will only see ONE block of 3x3 "City Blocks", which means a 3x3 block of buildings.
  • This suggestion is no more of a stretch than the fact that you can see all zombies to the side and behind of a building you are on the same block as -- as well as all the zombies behind and on the sides of the 8 buildings that currently surround you in the actual game as it works now.
  • This item reducs a 2 AP (or 4 AP if you count a walk back) series of actions to a 1 AP action. It is in no way overpowered in the least.
  • Even less over-powered with the "From Tall Buildings Only" addition. (Thanks to Firemanstan and anyone I might've missed who said it.)
  • The FIRST choice in the Binocular drop-down could be either blank or contain the word "No Direction" so that you can, at any time, select and look in "No Direction" for 0 AP as a fail-safe to stop using the Binoculars. (Thanks to Jack-Swithun.)

Further thoughts which are NOT part of this suggestion:

  • This would be an excellent additional item to give Scouts when they start off.
  • If there IS ever any addition to the game that lets you look out of windows or climb onto the roof of a building, this item could become much more useful.
  • I agree that there could be a skill involved in seeing more space with Binoculars. (Reducing normal use to 2x2 and having a skill for 3x3) Very good concept! The only problem is the fact that directions no longer break down into easy squares of block.
Notes: 19/23 Keep/Total
  • Voters mentioned the possibility of having a skill to augment distance or lessening "normal" distance until you get a skill.
  • Voters expressed dissent about removing any of the 'fear of the unknown.'
Left Queue: 02:16, 6 Feb 2006 (GMT)

Turn the Knife Into a Newbie Weapon

Timestamp: 22:02, 25 August 2006 (BST)
Type: Improvement
Scope: The Knife
Description: I suggest raising the base accuracy of the knife from 10% to 20%. This would have the advantage of making the knife a high accuracy low damage weapon about as good as the axe overall (as has been suggested on this page many times before). However raising the base accuracy would make the knife better than the axe at one crucial point: before taking any melee combat skills. While it'd be a manner of roleplaying which weapon you want to use at high levels this would make the knife the weapon of choice for science/civilian/firearms players that haven't taken hand to hand combat yet. It'd finally give the knife a purpose. New players would use it early in the game, and discard it in favor of an axe later. It makes sense that a knife would be more accurate without training since it's lighter and doesn't require swinging.
Notes: 25/25 Keep/Total.
  • This was implemented whilst voting was still ongoing.
Left Queue: 19:53, 10 October 2006 (BST)

A "Hey, Being Dead Isn't Losing" Message For First Time Zombies

Timestamp: 02:18, 12 Feb 2006 (GMT)
Type: Improvement
Scope: Survivors that have been killed for the first time
Description: I was reading the "free death" suggestion up on the page and I thought of an alterative. What if upon logging in after the first time a survivor is killed and turned into a zombie they receive a message to inform the player that the game indeed does continue, that you can play as a zombie and that you can also be revived and be a survivor again. Maybe something like: "You have died and turned into a zombie. Attacking the living will earn you experience and grant you powerful undead abilities. You also may attack barricaded buildings to weaken their defense and make it easier for fellow zombies to open the building's door for you. It is also possible to be brought back to life by a player with a Necrotech syringe." It could probably be worded better but this would be a small and helpful change that would prevent many new players from being discouraged and quitting the first time their survivor gets killed.
Notes: 35/35 Keep/Total. Well accepted as is.
Left Queue: 12:19, 1 June 2006 (BST)

Note: I've just noticed that this has been implemented. I was playing around with a new alt, he got killed and I got the message: You rise unsteadily on stiff limbs, taking a moment to find your balance. (Your character is now a zombie - although you can no longer use your equipment and will take 2AP to walk from block to block, a new skill tree is now available to you. You can earn experience points by attacking survivors - follow the feeding groans of other zombies to find broken safehouses. Undeath isn't permanent - NecroTech scientists have the means to revivify zombies into living, breathing survivors again, and many NT groups have set up 'revivification points' throughout the city.) Cheeseman W!ASBTalk 21:16, 24 September 2006 (BST)

Scanner Fix

Timestamp: 09:32, 5 Jan 2006 (GMT)
Type: Fix
Scope: Survivors
Description: I'm not sure if it's just affecting me, but I'd like to suggest a fix to the DNA Scanner item. I'd prefer it if "Self" wasn't the primary/First target option of the DNA Scanner. I've wasted AP accidentally scanning myself. As an alternative make scanning yourself cost 0 AP and grant 0 XP, possibly with the Message "Meditation is better at granting knowledge of oneself.".
Notes: 23/25 Keep/Total. kills because people shouldnt be smarter
Left Queue: 09:59, 19 April 2006 (BST)

Lit Buildings Visible From Distance

Timestamp: 05:45, 2 Dec 2005 (GMT)
Type: Graphical change
Scope: Map
Description: I propose that powered buildings (those with a running generator inside) should be indicated as such on the 3x3 grid, perhaps by displaying their names in bold. Currently the game will tell you "The lights are on inside" if you are standing outside the building, but it would make sense that lit buildings in a dark city would be visible from farther away. This would make major human safehouses more visible to both humans and zombies, but that's the risk you run when you want the benefits of electricity.
Notes: 14/16 Keep/Total.
  • Who said it has to be night? If most of the city is without power, you'd probably notice the one building on the block with lights on even if it were daytime. Makes sense for hospitals, though right now the other buildings don't get a benefit from power so people would probably just not run gens in those buildings.
  • Good for both sides. Survivors can check on nearby a generator's status without having to physically enter the building, and the zombies can know which buildings have active generators when they're choosing targets.
Left Queue: 20:14, 17 Dec 2005 (GMT)

Billboards, Redux

Timestamp: 16:55, 15 Dec 2005 (GMT)
Type: Tagging Addition
Scope: Survivors
Description: Currently tagging has a problem with providing a clear message. Anybody who has tried knows that the life span of your tag is probably about twenty hour hours at best before it gets covered up by some semi-literate survivor with references to your mother. If you're in Caiger Mall its closer to 24 seconds. To aid groups in marking their territory I have unceremoniously lifted and repurposed the billboards suggestion which is currently dying. The difference here is that spraying billboards would be hard. Billboards will only appear on street areas. To spray them you must have the tagging skill and expend 10(5?) AP (see optional section for a revised system). For this you will be able to climb up and spray your tag on the board for all the see. It would look something like this.

Before There is a billboard here depicting a (thing, be it dancing robots, dogs, whatever).

After There is a billboard here depicting a beach scene. Somebody has spraypainted "This area is controlled by the fancy lads, anybody found in the area without a monocle and top hat will be shot on sight."

With this groups will be able to mark clear territory bounds that won't get sprayed over every ten seconds. People will not want to sacrifice such a large chunk of AP unless they have a vested interest in the area.

Optional Ideas

  • Being able to suicide off them.
  • Being able to climb on them or use them as cover. I don't know how this could be balanced to work. What would be interesting is letting people hide on them, but zombies could try to knock them down. But how would they come back up? Mysteries like this course through the universe in magic rivers.
  • Longer messages?
  • As an alternative to spending AP it could be balanced by taking multiple cans of paint. This would cost more AP as well, except you could budget it and it isn't as heavy handedly arbitrary.
Notes: 21/21 Keeps Multiple cans of spraypaint alternative very well received
Left Queue: 10:49, 2 Jan 2006 (GMT)

I've Seen the Light!

Timestamp: 22:22, 12 May 2006 (BST)
Type: Visibility change
Scope: Players outdoors
Description: Players outdoors would be able to tell whether the lights are on in adjacent buildings, by a difference in the color of the background or border of the squares.
Notes: 8/10 Keep/Total. Well accepted as is.
Left Queue: 02:33, 29 June 2006 (BST)

Dump Bodies Balance change

Timestamp: 18:43, 17 June 2006 (BST)
Type: Dump Mechanics change
Scope: All Survivors
Description: Basically I believe the "Dump bodies" ability of survivors is a very unbalancing game effect. Throwing out two or twenty Undead at a time for a cost of just 1 AP is overpowered. Just think about it, have you ever thrown out someone who was sleeping or otherwise incapacitated? People are heavy. It takes a major effort to move or even lift someone, let alone carry them up X flights of stairs and throw them out a window... My idea is to change 'dump' to work in a more realistic way: For 1 AP you can throw out only one body at a time, starting with the least 'active' body or just one picked at random. This action grants the standard 1 XP. As a side bonus, low level characters can get XP very cheaply in large Sieges without endangering themselves. --M-Type 18:46, 17 June 2006 (BST)
Left Queue: 01:10, 1 July 2006 (BST)

Just A Knife

Timestamp: MrAushvitz Canadianflag-sm.jpg 14:09, 7 September 2006 (BST)
Type: Change name of Kitchen Knife, to Knife
Scope: Makes the "kind" of knife you have more "vauge" for RP & character description purpouses
Description: Just A Knife

I propose the current "Kitchen Knife" have it's name changed to "Knife".


  • By being more vaugue as to the kind of knife you have.. it leaves more freedom for RP purpouses as to what you are armed with. As well as making the knife a more "desirable" weapon for your character description, and combat. You might not feel so bad about specializing in shank-fu if you are using one nasty a$$ed blade even Riddick wouldn't mind having!

Various knives people might be using:

  • Utility Knife, Various Kitchen Knives, Meat Cleaver, Shiv, Steak Knife, Electric Knife, Scalpel, Handyman's Knife, Combat Knife, Hunting Knife, Fisherman's Knife, Heavy Duty Scissors.. etc.
Notes: 25/28, well accepted by all
Left Queue: 12:56, 23 September 2006 (BST)

Check Availiabilty

Timestamp: 1:16, 16 Jan 2005 (GMT)
Type: Interface Enhancement
Scope: Universal Gameplay
Description: Very simply, add a Check Availiability button when you create a character. It takes a while to find a name that works, why not make it simplier.
Notes: 14/14 Keep/Total. Well accepted as is.
Left Queue: 14:54, 23 May 2006 (BST)

Fort Fortifications

Timestamp: 08:44, 14 Nov 2005 (GMT)
Type: improvement
Scope: The two military forts in Malton.
Description: I have heard a lot of complaints about how hard it is for a group of survivors to keep hold of one of the Forts. It seems unrealistic to me that a Fort Perryn or Fort Creedy could fall to a group of zombies on foot; you can't just stroll onto a modern Army base under lockdown. I think the simplest way to solve the problem is to make every square of a Fort capable of being barricaded, much like a Mall or a set of Buildings can be. It seems realistic that an Army base might be easily fortified against attack. I think my suggestion has merit, since it takes advantage of existing game mechanics, and, while making the Forts more difficult to take, does not completely eliminate a zombie horde's chances of doing so (the battles would be more in line with what we've seen over the malls). Thoughts and opinions?
Notes: 11/15 Keeps/Total.
Left Queue: 04:10, 29 Nov 2005 (GMT)

Armory - Access only from Fort

Timestamp: 04:47, 15 Nov 2005 (GMT)
Type: Improved Fort Dynamics
Scope: Forts
Description: To make the forts more realistic and more defensible, it should not be possible to travel to the armoury block without first entering the fort. This would require anyone wishing to attack the armoury to first break through the fort's defenses. This is more realistic, since it is not possible for someone on foot to attack a building inside a fort without first passing through the fort. This would require making the entire fort barricadable.
Notes: 11/13 Keep/Total.
  • was Improved Fort Barricade
  • Not sure how this would be implemented - currently no limitations on where (outside) anyone can move, so adding some kind of barrier would take a lot of work. There would need to be some way (visual or textual) to tell that the area's been barricaded. *EVIL THOUGHT* Cordons, which could be set up anywhere, could be used to barricade off whole groups of buildings.
  • Hard to implement, but a shining idea.
  • Author intent: Armouries, and only armouries, be enterable only from inside the surrounding fort squares. Would not require visual indication - just make armory link non-clickable unless inside (and not outside) one of the fort squares.
Left Queue: 16:05, 30 Nov 2005 (GMT)

Fort Building Additions

Timestamp: 04:41, 28 Nov 2005 (GMT)
Type: Building modification
Scope: Forts (Perryn and Creedy)
Description: First, all 9 squares in the fort will be fenced. Clip with wirecutters to enter.

Second, it doesn't make sense to have a military base with only one building (an Armory) in it. What happened to all the other facilities? There should be three additional buildings surrounding the armory:

  • Infirmary - Equivalent of a hospital, but without the newspapers.
  • Barracks - Empty sturcture, unless someone has ideas for items in it.
  • Storage Building - (might need name change) Contains fuel cans, generators and flares.

The other five squares will remain empty.

Last, the search odds of the Armory should be increased by 25% (like a Gun Store with Bargain Hunting, except it's cluttered by flares and flak jackets).

Notes: 18/23 Keep/Total.
  • was Fort Overhaul
Left Queue: 04:14, 13 Dec 2005 (GMT)

Colored contacts display (selectable)

Timestamp: 18:31, 12 Jan 2006 (GMT)
Type: Improvement to how Contacts work
Scope: Everyone
Description: This is quite similar to some of the previous suggestions, yes, but I hope different enough to warrant a vote.

I've noticed that after ~15 entry count in one's contact list, it's hard to identify who-is-who when you recognize them in a Zombie horde or pick them out in a group present in the building.

Basically, what I'd like to propose allowing a player to assign any of his contacts in the list into a colored group (about 4-6 pre-defined colors to choose from). When the player is in the same block as his contact, the contact's name is displayed in the pre-selected color. It should also be possible to not assign a person to any group - then the name would not be colored.

Also, an additional suggestion - because of the name display cap - would be that when one enters a building but does not select "show all survivors", the names of those in his contact list are displayed - or if there are too many of these present, the game displays a message "You recognize X of the people" to notify the player of his contacts' presence.

This allows recognition of one's allies and enemies (both among survivors and Zombies) the moment they see their names instead of laboriously going through their contacts list, during which time they can currently be attacked and killed. saves some time and data transfer, IMO (especially in case of longer contact lists)

Also, it (at least in theory) should limit accidental killing of a zombified ally while hunting for brain rotters in revive points.

Similar (but not identical) former suggestions: 1 2 3

The Fifth Horseman 18:33, 12 Jan 2006

Notes: 17/24 Keep/Total. Well accepted, however people complained about how Firefox alredy has an extension that does this alredy.
Left Queue: 07:50, 18 May 2006 (BST)

Christmas Tree

Timestamp: Canuhearmenow Hunt! 01:26, 15 December 2006 (UTC)
Type: New Temporary searchable item.
Scope: adds some good holiday flavor!
Description: The Christmas tree (Or holiday tree, your pick) will be a searchable item starting from December 18th to December 25th, and would be found at a rate of 3% Hardware stores, 2% Buildings, 2% Schools, 4% Churches, and 2% Cathedrals. The Christmas tree would be a 3 space item, and would be "Set up" Like a generator, the message being "You are in building so and so, there is a bare christmas tree set up." This would obviously be a seasonal flavor item, and also the possibility of a game of "see who can keep a tree up the longest" because they are attackable, and effected by Ransack. Also you can find "Tree Decorations." A 2 space item that is found at 3% Hardware stores, 5% Churches and Cathedrals, and 4% Schools. When added to a christmas tree in an unpowered building it says "Blah blah blah, there is a unlit decorated christmas tree." And when powered "Blah blah blah, there is a lit up christmas tree." Now please remember that this is purely for flavor, and designed so that veteran players can't horde trees without giving up serious space. Also can add some possible game objectives (Spread cheer to Ridleybank!).
Notes: 23/26 Keep/Total. Well accepted, and implemented during voting.
  • NOTE: This suggestion has been implemented on 19th of December 2006 -- Cheeseman W!ASBTalk 22:13, 18 December 2006 (UTC)
Left Queue: 10:51, 31 December 2006 (UTC)

NT Building: DNA Scan

Timestamp: 05:08, 6 August 2006 (BST)
Type: Upgrade?
Scope: Revives inside a powered NT
Description: Currently, when a survivor is inside a powered Necrotech building, the DNA scanner does not work on Brain-Rot zombies. We can revive brain-rotted zombies with a syringe inside the building anyway. With the current upgrade to the scanning system which allows us to immediately revive a scanned zombie if we have a syringe, we should have the same ability on brain-rotted zombies inside a powered NT building. Just add a line that give the same "CORTEX DAMAGED" message along with the zombie's information.
Notes: 21/21 Keep/Total. Well accepted as is.
  • Was "DNA Scan inside powered NT Buildings".
Left Queue: 08:06, 24 August 2006 (BST)

Scent Blood Also Detects Infection

Timestamp: 15:38, 5 Feb 2006 (GMT)
Type: Skill improvement
Scope: Zombies
Description: A minor change to differentiate Scent Blood from Diagnosis, to perhaps give some reason for buying the former even if you already have the latter. There's no other survivor skill that completely overrides a zombie skill. Basically, the idea is - allow a zombie with scent blood to also tell, on sight, what survivors in the area are already suffering from infections. Individuals below 25HP get an asterisk - perhaps a number-sign for infected? A small, but I think useful, change for zombies that might make this skill more desired even for those zombies that have Diagnosis, without breaking balance in any way I can tell.

Edit: Let me stress this is an addition to the skill. It would still display HP as well, as per Diagnosis. - Lxndr 16:39, 5 Feb 2006 (GMT)

Notes: 17/18 Keep/Total. Well accepted as is.
  • Was "Scent Blood and Infections".
Left Queue: 06:23, 1 June 2006 (BST)

Scent Horde (Detect Group)

Timestamp: 05:30, 31 July 2006 (BST)
Type: Skill
Scope: Zombies
Description: This suggestion would add a new skill to the zombie skill tree, Scent Horde, located under Scent Death. The skill would have two uses:
  • When standing in a group of other zombies, the player would be able to tell how many other zombies have the same group affiliation (e.g., There are 10 other zombies here. 4 of them smell strange, and 3 of them smell familiar).
  • Zombies would gain a new button, "Scent Horde." This would have the same effect as Scent Death, but instead of finding the largest nearby group of zombies, this would find the largest nearly group of zombies with the same group affiliation (with the same range and cost as Scent Death).

The skill would not cross over when the player is revived.

Note: although, as pointed out on the discussion page, this does open the door for abuse by someone changing their group affiliation, I don't think it's likely that other groups of zombies would do this, and since the skill only finds nearby zombies with the same group affiliation, and not survivors, I don't think it's likely that survivors would be able to easily abuse the skill either.

Clarification: yes, the example status message is a little off. Please ignore the part about funny smelling zombies.

Notes: 18/19 Keep/Total. Well accepted as is.
  • Was "Scent Horde".
Left Queue: 07:47, 23 August 2006 (BST)

Revive Notification

Timestamp: 17:40, 12 July 2006 (BST)
Type: Flavour/Improvement
Scope: All
Description: Screen message when a zombie is revived, for the same flavour reasons as kill messages.
  • Note The original phrasing of my suggestion was very poor, so this note is to clarify things. The main suggestion is "Notify players when a zombie has been revived on the same square as them, as they are notified when someone is killed". Everything below this note is flavour. /Note

If you have Necrotech Employment, it would look like this:

(name) revived a zombie.

If you did not, it would look like this:

(name) killed a zombie with a needle.

(especially if the "Flavour text on kill" suggestion was implemented).

Scent Trail would not work for these (as for kill messages).

As well as flavour reasons, this would also help you identify active revive points and, more importantly, mark Idiot Combat Revivers for all to see(it doesn't work guys, all it does is allow the revived zombie to free run around the place checking where everyone is).

  • Edit for clarification. This lets you see when someone else in your location revives a zombie. The NTE/No NTE thing was just flavour, and is not the meat of the suggestion --Gene Splicer 01:07, 15 July 2006 (BST)
Notes: 17/18 Keep/Total. Well accepted as is.
Left Queue: 13:52, 26 July 2006 (BST)

Drops Dead Of Infection

Timestamp: MrAushvitz Canadianflag-sm.jpg 03:15, 16 September 2006 (BST)
Type: Infection Death Information
Scope: Witnesses see survivors "drop dead"
Description: Drops Dead Of Infection

Whenever a living survivor dies as a result of infection damage, all at the same location as them witness the event. So survivors (and zombies) at the same location will see who died, and from what (even a zombie recognises an infection death, and stops going after that survivor, perhaps returning later to feed.)

Real basic, just a message "(Survivor Name) just fell dead face first of infection!" (if a zombie or survivor is killed by combat damage all present get a message, so this would simply be another message as to someone dying at your location.)

The only possible variety to this could be the location you are at may affect what your infection death looks like ex. "(Survivor) fell dead of infection, face first into the garbage!" - Junkyard. But that really depends on whether or not Kevan wants to spare any memory for the "added flavour", no worries.

Game Effect:

  • There is one reason this may be relevant to the game, other survivors may take note that you are infected.. and if one of them DNA scans you and sees you are "that guy" they might an FAK to cure your infection while you are a zombie... then revive you. Gaining 15 XP in the process, sweet!
Notes: 23/24, well accepted as is.
Left Queue: 08:22, 30 September 2006 (BST)

Newspapers Provide Newbie Hints

Timestamp: Reaper with no name TJ! 18:52, 22 December 2006 (UTC)
Type: New newspaper articles
Scope: Newspapers
Description: Currently, newspapers have no purpose other than flavor. However, I think I've come up with a way to make them useful without changing much. Simply put, add articles that give hints for the newbies. Roleplay-wise, this can be explained as newspapers giving adivce to people during the initial outbreak or as survivors making and circulating newspapers of their own detailing ways of staying alive.

Some of the messages could go like this:

"It is advised for all survivors to stay indoors and make sure their doors are securely barricaded. However, this may require some skill in the area of construction."

"While heavy barricades may provide more protection against the zombie hordes, it also has the side-effect of preventing entry by other survivors. For this reason, it is advised that all survivors learn and master the art of Free Running."

"Setting up a portable generator makes life comfortable and searches easy. However, be warned that it can also attract unwanted attention."

"It is still not yet known if it is possible to permanently subdue the undead. Conventional methods appear to be futile, as they can recover from even the most gruesome of injuries almost instantly. It is recommended that anyone who manages to "down" a zombie immediately dump the body outside."

"There have been rumors circulating that the NecroTech company has developed a way to reverse the effects of the zombification process. However, these rumors have not yet been confirmed."

I know some of this stuff is already in the briefing, but these are only examples. I'm sure Kevan will be able to think of better ways to give the newbies advice through the newspapers.

Notes: 10/13 Keep/Total. Well accepted as is.
  • Was "Newspapers give Hints for Newbies".
Left Queue: 10:37, 7 January 2007 (UTC)

XP For Barricade Attack

Timestamp: 06:06, 9 Dec 2005 (GMT)
Type: Improvement
Scope: Zombies
Description: It has been argued many times before that attacking barricades should provide some sort of XP gain for zombies - these suggestions have always been shouted down for two reasons. a) "The humans inside are incentive enough" and b) "This allows XP farming".

After discussion on the UD forums, consensus has been reached as to a system that would benefit zombie players without allowing exploits. There are two main problems with zombies to address here: Firstly, the AP cost to enter a building at the moment is very restrictive. A VS building will take between 30 to 40 AP to break into (if we assume a 20% hit chance and 8 hits on a VS barricade). When travelling in hordes, this does not present a significant problem. As a new zombie however, this is a major setback. Entering a building with only 10-15 AP and a 20%, 2 damage hit percentage allows for almost zero XP gain before the inevitable headshot. The first few levels are so hard to gain as a zombie that over ONE THIRD of active zombies are level 1 or 2. This is not balance.

Secondly, there is no greater dissapointment than breaking into a building with all your AP to find it empty (or just as bad - to find that you are unable to open the locked door behind it). Survivors have many alternate sources of XP when zombies numbers are low - healing, tagging, reading. Zombies rely on human presence, and spending 40 AP to break into a building and discover that there is no human presence is very disheartening. "The humans inside are incentive enough," eh? Not when spending your entire day's AP is a lucky-dip.

Therefore, XP for breaking barricades should be instituted. It provides a small reward to beginner zombies, allowing them to gain those first few levels slightly quicker and get the skills necessary to actually be a threat (Memories of Life especially). A 1 XP reward for causing damage to a barricade is negligable - the XP gain rate is only 0.2, whereas higher level zombie vs zombie farming provides 0.4 at the least to 0.6 at most. Total XP gained from an entire day of bashing barricades would be, on average, 10XP. This is not conducive to XP farming, rather a total waste of time to players who have a drive to XP farm (more reliable XP would be had from attacking fellow zombies, even on lvl 1). It would, however, take the edge off the sting that newer zombie players so keenly feel. Perhaps so many beginner zombies wouldn't be so quickly abandoned, and so many players scared off the experience of playing for the "bad side."

The suggestion was put forward on the forums to possibly limit the XP bonus to zombies under level 4 - thos would also ensure that only new players take the slight advantage from this change.

In summary, a 1 XP bonus per barricade level destroyed would:

  • advantage newer zombies
  • help reduce the exodus of zombie players to the human side
  • not reduce the strength or usefulness of barricades
  • not be a source for XP farming.

Forum topic:

Notes: 43/44 Keep/Total. Posibilitys suggest XP gain to be 2XP instead of 1XP.
  • Was "Small XP Compensation for Barricade Attacks".
Left Queue: 09:37, 25 Dec 2005 (GMT)

Allow Survivors to Choose what they want to keep when they search

Timestamp: Sipex 10:28, 8 March 2007 (EST)
Type: Search Modification
Scope: Survivors
Description: This would be a simple add-on, just something like a preferences page where you select check-boxes (and save) to indicate what your character will automatically keep if they find it. By default all the check-boxes will be checked, allowing the game to act like it does now: You find something, if you can carry it you keep it.

I didn't see this already suggested anywhere (although it might have been a long while ago) and I figured with the new encumberance change that it would be a useful add-on.

A quick overview of what would happen is, let's say I go to the gun store to restock, but I've already got more guns than I could ever want, so I just want ammo. I change my preferences and unclick the "Keep All Pistols I Find" and "Keep All Shotguns I Find" check boxes, save my preferences and start searching.

This would not change search rates, but simply what your character would do if they found the item, so if my character picked up a pistol or shotgun instead of keeping it a message something like the following would be displayed. "You find a pistol and decide against keeping it, placing it back where you found it." along with a link to the preferences page afterwards. The main goal of this is to reduce IP hits, instead of having my character pick up an item I don't want and then wasting an IP hit to drop it, it's all done at one time.

Notes: 21/23 Keep/Total.
Left Queue: 18:02, 24 May 2007 (BST)

Encumbrance Warning

Timestamp: Preasure 19:54, 12 March 2007 (UTC)
Type: Improvement
Scope: Encumbrance
Description: The Encumbrance sysem currently relies on the player checking their limit at the bottom of the screen. However when searching it's often hard to keep track, and items are found but unable to be picked up.

When a character reaches or exceeds the encumbrance level, the game text should read

'Searching the building, you find an X. You have now reached your Encumbrance level - you will be unable to pick up any further items you find. Lower your Encumbrance level by dropping unwanted or bulky items.'

Basicly, increases clarity, makes things a bit easier for newbies who are unfamiliar with the system, and helps you when searching, it's pretty annoying finding that syringe but not being able to pick it up.

Note - As of 27th march, this has been implemented --Preasure 16:29, 27 March 2007 (BST)

Notes: 7/15 Keep/Total. Community is wrong sometimes...
Left Queue: 18:49, 24 May 2007 (BST)

Consumer Class Starts With Random Weapon

Timestamp: Jon Pyre 09:44, 31 March 2007 (BST)
Type: Improvement
Scope: Survivors, Consumers
Description: I noticed a bunch of new weapons have been added to the game like the tennis raquet and the pool cue. I suggest that the consumer class start with one of the following, at random: baseball bat, golf club, hockey stick, fencing foil, tennis raquet, pool cue, ski pole. It'll be somewhat useful to an underpowered starting class (especially now that most malls are ransacked), but moreso having one of these second rate weapons is good flavor. They woke up one morning to a zombie apocalypse, grabbed whatever random thing in their closet could serve as a weapon and their cell phone, and headed for loot.
Notes: 21 Keep and 1 Abstain.
Left Queue: 21:13, 29 May 2007 (BST)

Display AP cost for dropping items

Timestamp: Matt Scott 9 21:56, 16 February 2007 (UTC)
Type: Display change
Scope: Mostly newbies
Description: When I was new to UD, I avoided dropping items at all times, because I assumed this costs AP, and so my inventory was constantly full of junk I didn't want or need. It wasn't until I randomly read it on the wiki someplace that I realized this was a free action. I suggest that next to the Drop Item field, "(0AP)" should be displayed, just like the AP cost is displayed for using and manufacturing revivification syringes, and standing up.
Notes: 14/14 Keep/Total.
Left Queue: 16:15, 23 March 2007 (UTC)

Report Barricade Attacks

Timestamp: 05:07, 27 Nov 2005 (GMT)
Type: User interaction
Scope: Survivors
Description: Message would appear when a barricade or generator is destroyed (not simply weakened), indicating the survivor who committed the final act. If a flare is visible to all, sabotage in the confines of a barricaded building should be visible to those occupying the building. if voters think this is a legitimate PKer action, perhaps a roll could be included for steath (the generator is destroyed / no one sees you destroy the generator).

Author Note: Some consider PKers / Greifers a legitimate part of the gameplay. Doesn't bother me -- but perhaps this could be implemented as a skill to be earned, instead of some zerging action. See (rejected) suggestion called "Lost Soul" - useful for anonymous sabatoge.

Notes: 19/20 Keep/Total.
  • I don't think someone could not notice you beating on a generator with a crowbar or an axe in a crowded building, though you just show everyone's actions/attacks/etc. if we're going this route.
  • If a zombie destroys the barricade/generator, link to the profile.
  • Make the message bold.
  • Sole Dissenter: "I like the paranoia induced by ignorance of who's attacking the barricades."
  • Note: While the generator part has been implemented, the barricade part hasn't.
  • Note: in update on 31st of May the barricade part is also implemented.
  • Was "Show Destroy Barricades/ Generator".
Left Queue: 03:27, 12 Dec 2005 (GMT)

Report Ransack

Timestamp: S.Wiers X:00 03:02, 1 March 2007 (UTC)
Type: improvement
Scope: anybody in a building when it is ransacked
Description: If nothing else, this change is needed because a building being ransacked should be more obvious than a generator or radio being destroyed! As with those actions, ransacking a building should be a reported event, with a report along the lines of "A zombie has ransacked the building. BARHAH!!!"

Besides being a logically visible event, this would provide a link to the ransacking zombie's profile, allowing zombies to contact list the hero of the moment, and thus perhaps follow them in future attacks. Note that this event report would only ever be visible to zombies, as a building can not be ransacked if there are survivors present.

Notes: 16/16 Keep/Total.
  • Was "Make Ransack a Reported Event"
  • 31st May 2007 - implemented
Left Queue: 16:22, 22 May 2007 (BST)

Power Status and Binoculars

Timestamp: ρsych°LychεεELT 11:56, 5 February 2007 (UTC)
Type: Item (improvement)
Scope: Survivors with binoculars
Description: I could not find a dupe for this (not in peer rejected also!), although this is hard to believe.

Why can't survivors see the buildings' power statuses when using the binoculars? I know, this might be abused by GKers, but it will also help survivors to provide generators and fuel to the right spots. (And it's also more realistic.)

Notes: 18/18 keep/total (100%)
  • August 14(?) 2007 - implemented
Left Queue: 01:28, 21 March 2007 (UTC)

Fort Body Clearance

Timestamp: Funt Solo 14:52, 23 November 2006 (UTC)
Type: Game Mechanic
Scope: Fort Dynamics.
Description: Let's face it, if you're in the fort, you'd try to clear out the dead bodies. From a gameplay perspective, the forts will always be a stand-off, because it doesn't matter how many times you kill a zombie - if they choose to stay inside the perimeter, you can never get rid of them.

My Solution:

  • If you're in any fort square, except for the Gatehouse, whether you're in a building or not, and there are dead bodies present, you'll get a new button, giving you the option to "Dump Body Outside Gate - 5AP".
  • Upon pressing the button, you, and the body at the top of the stack, are moved to the Gatehouse automatically, with you inside, and the body outside. (You get 1XP).
  • Notes:
    • If you're inside a building, you can still opt to just dump a body outside in the same square for 1AP and 1XP.
    • It's always possible to move into the Gatehouse from within the fort, so this can never bypass barricades.
    • To get from any square in the fort to inside the Gatehouse costs from 1-2AP. Add the cost of dumping, it's 2-3AP. Double it (for carrying a body), it's 4-6AP. Make a compromise, and it's 5AP, which is where I got 5 from.
    • An earlier suggestion posited dumping over the walls, but at corners there's a choice of target squares, and anyway, if you can't free run over the walls, then how can you dump a body over them?
    • This is open to a sort-of griefing, as your dead body might want to stay in the fort to get a revive. Tough.
    • This is teleportation - but it's very specific, and for a good reason.
    • The battle for the fort should be concentrated at the Gatehouse - this aids in that, and allows the possibility (however slim) of a 100% survivor-controlled fort. Surely the hordes won't allow such a thing?
Notes: 28/35 Keep/Total. Well accepted as is. (Those against felt it was too soon for a change.)
  • 14 August 2007 - implemented
Left Queue: 18:14, 8 December 2006 (UTC)

Toolkit Revision 1

Timestamp: Seventythree 17:39, 23 April 2007 (BST)
Type: One new item, Two new skills
Scope: Survivors
Description: Ok, I got a lot of criticism for the last time I put this suggestion on for it's ability to repair barricades. I looked at the evidence, and they had a point. Here is the new, revised suggestion for you to pore over.

The Toolkit takes up 10% encumbrance - Infinite uses. Found in mall hardware stores 5%, Factories 3%, Warehouses 3% Auto repair shops 2% and junkyards 1%.

You can use the toolkit to repair a broken generator 1 level of damage for 1 AP. This appears as a button marked repair generator next to a damaged generator. This requires Engineering, a sub skill of Construction. There is a 50% chance that your repair attempt will succeed (you have repaired the generator slightly). There is a 47% chance that your repair will fail, but will not damage the generator. There is a 1% Chance that you break the generator completely (You groan in Dismay as the drill you are using goes straight through the sensitive workings of the generator. It is now destroyed) and a 2% chance that you break open the fuel reservoir, losing any fuel left in the generator. (Your screwdriver goes through the fuel reservoir; the generator now has no fuel). If you pierce the generator, it is counted as a failed repair attempt.

If you take an additional skill (electrician, under the construction menu) you can attempt to repair damage done to a radio Transmitter as long as you have a toolkit. You repair radio transmitters by clicking on the repair radio button that appears next to any damaged radio transmitter for 1 AP (as long, as of corse you have the toolkit and the electrician skill) Radios are not destroyed by your tinkering. In an unpowered building you have a 50% chance of fixing the Radio Transmitter. In a powered building you have a 75% chance of fixing the radio transmitter by 1 point of damage. (this, of course reflects the rather delicate nature of work taken to repair a transmitter, with soldering irons and such).

Notes: 22/24 Keep/Total. Well accepted as is.
Left Queue: --~~~~T''' 12:41, 19 August 2007 (BST)

See Zombie-Held Buildings on Map

Timestamp: Jon Pyre 01:24, 5 November 2006 (UTC)
Type: Improvement
Scope: All
Description: Lit buildings are detectable from adjacent squares, I suggest doing the same with ransacked buildings. You'd be able to see the broken windows, doors, and clouds of dust from a little bit away. This would prove useful to survivors when deciding whether to risk going to a building or not, and would nicely balance out zombies being able to tell what buildings are lit around them. While a lit building is highlighted yellow perhaps ransacked buildings could be highlighted dark gray instead.
Left Queue:
  • 14 August 2007 - Implemented, but with ruined buildings instead of ransacked.

No Free Running into Ruined Buildings

Implemented 24 August 2007

Mark Inactive Contacts

Timestamp: 02:58, 13 April 2006 (BST)
Type: Improvement
Scope: Contacts list
Description: The names of players who have been inactive for five days (that is, players who no are no longer visible in the city of Malton) will appear italicized on the contacts list. This will allow players to get a better idea of who is no longer playing the game, allowing players to "prune" their contacts lists from time to time. There is, of course, no guarantee that the inactive players won't return, so people should use discretion before deleting inactive contacts.
Notes: 21/21 Keep/Total. Well accepted as is as there is no potential for greifing as of course you wouldn't be able to find players as they are no longer inside Malton.
  • 24 August 2007 - Implemented. Time to be marked as Misssing in Action is 1 month.
Left Queue: 12:03, 20 June 2006 (BST)

Secure Doors with Lead Pipe

Timestamp: John Verdana 06:00, 3 April 2007 (BST)
Type: Improvement
Scope: Lead Pipes, Building with Doors
Description: During Christmas time, there was the option to use a melee weapon (Fire Axe) to do something else than fighting, that was cutting dead fir trees. Now, what could happen if we added other uses to our other currently "useless" items? Say, the lead pipe has some potential to become a life-saver.

Why? Well imagine being stuck in a building with its doors about to be open by a horde, you don't have the skill of Construction. In that moment you are virtually a poor newbie in a f**ked up situation. But you have a lead pipe, so what you can do is to close the doors with it and buy some time to escape while the zeds are spending more AP with the obstacle.

The Lead Pipe's properties would not change at all, and that second function could only be active when the building has no barricades and its doors closed (Take in mind, the leap pipe does not close the doors automatically like barricades do, meaning that it costs 2 AP to set it up). You can install it by clicking the Lead Pipe in your inventory. A message would appear saying:

You put the Lead Pipe in the door, firmly lodged between the doorhandles.

Now, you can only install ONE lead pipe and it dissapears when you begin to build a barricade, meaning that this protection is no stackable. The external and internal descriptions of the building would also change into something like this:

You are inside X. The doors to the street have been secured with a lead pipe.

You are outsdie X. The doors appear to have been secured firmly with a lead pipe.

Now, as a zombie you have another obstacle, think of it as a "light barricade" except that it's destruction is not regulated by the RNG, you can open it with a new option button: "Ram into door". Any zombie can use it, costing 3 to 5 AP . Now, that inmediatly removes the lead pipe, but doesn't open the door. You would still need to have Memories of Life to still to open it. That option is only avaible with buildings that are secured with a lead pipe.

Notes: 13/19 Keep/Total. Kill votes were concerning tweaking the rules, like simplifying - secured with pipe doors are just loosly barricades that can be made without Construction.
  • Was "Lead Pipe Tweak".
  • 24 August 2007 - implemented
Left Queue: 21:45, 29 May 2007 (BST)

Who threw me out?

Timestamp: Dance Emot.gifTheDavibob LLLDance Emot.gif 16:49, 6 February 2007 (UTC)
Type: Message
Scope: Recently killed survivors/zombies.
Description: Right. This is a simple suggestion – when dead, since you can still hear/see other things, why not add who chucked you out the window? Just a simple message:

[x] dumped your dead body out the building.

This might make zombies search for revenge, but no more than if you kill them, and it would be helpful, mainly for newbs who don’t know about bodies being flung out, and wonder why they are outside. This only applies if your body is thrown out of the window, you wouldn’t see others being thrown out.

Of course, it would still be in the same dark grey text as other messages when you are dead. This would also apply if you are a reviving body, as well as if you have just been killed, whether as a zombie or a survivor.

Notes: 19/24 Keep/Total.

Implemented on 3rd December 2007

Left Queue: 12:58, 21 March 2007 (UTC)

Zombies Sometimes Block Barricade Building

Implemented (as an innate zombie ability, not skill, and likely with differences in probability) on January 23, 2008.

Implemented Queue

(To be added to the main list)

Consolidate drop menu

Timestamp: 14:41, 4 Feb 2006 (GMT)
Type: Interface
Scope: Everyone
Description: Show one of every kind of item you're holding in the drop menu rather than the whole list. It's more elegant and there's no need to scroll through all these First Aid Kits to remove the newspapers.
Notes: 11/11 Keep/Total. Well accepted as is.
Left Queue: 06:02, 1 June 2006 (BST)

Diagnosis Shows Resulting HP

Timestamp: 02:09, 15 Feb 2006 (GMT)
Type: Alteration to FAK & Diagnosis Use
Scope: Survivors
Description: This is an attempt to fix a minor annoyance I've found when healing survivors in large groups of excess of 50. Once I see who is in need of medical attention, I constantly have to re-open the 'List Name' listing to see what their current health level is with Diagnosis after I've healed them, to see if I must still heal them or if someone else has already administered to their remaining wounds.

To fix this minor (but cumulitivly annoying) issue, I would like to suggest that when someone with Diagnosis (and naturally Surgery) heals someone with a first aid kit, rather than just seeing: You restore # hit points to <Name>. as even unskilled first aid kit using survivors do, you instead see: You restore # hit points to <Name>, increasing their health to <New Health #>.

Currently, you can see the new health value of a character when you damage them. Why can't at least skilled characters with Diagnosis then see the new health value of a character when you heal someone?

Notes: 13/14 Keep/Total. Well accepted as is.
  • Was "Diagnosis Shows Resulting Health Level When Using FAK".
Left Queue: 08:22, 2 June 2006 (BST)

Disable Barricading until Ransacking is Repaired

Timestamp: 02:18, 18 July 2006 (BST)
Type: Improvement
Scope: Survivors.
Description: Currently you can attempt to barricade while the building is ransacked (if you don't notice), and it will cost you one AP, and come up with the message telling you that you need to repair the building first.

I suggest that if a building is ransacked there be no barricade button to make it more obvious (for the unobservant, like me), and to prevent the loss of AP for nothing more than to be told to repair the building.

Notes: 22/32 Keep/Total. Well accepted as is.
Left Queue: 10:57, 6 August 2006 (BST)


Timestamp: 22:35, 6 Dec 2005 (GMT)
Type: Skill
Scope: Zombies
Description: Zombies are quite adept at smashing things up. The Ransack skill allows zombies to tear up the inside of a building so badly that, in order to find anything useful, a survivor must clean the place up before searching. The more AP spent ransacking a building, the more that must be cleaned up before successful searches can be made. After 4 AP have been spent to Ransack a building, additional AP spent has a decreasing chance of worsening the conditions. (Use the same failure rate as Barricades.) Each AP spent in cleaning up has a 20% chance of reducing the Ransack value by 1.

Barely ransacked. (Ransack Value =1)

Somewhat ransacked (Ransack Value 2)

Ransacked (Ransack Value 3-4)

Well Ransacked (Ransack Value 5-6)

Very Well Ransacked (Rasack Value 7-8)

Extremely Well Ransacked (Ransack Value 9-10)

This skill would be nested beneath ‘Memories of Life’, as they remember what might be useful and go out of their way to destroy these items.

(Final notation: This skill is, basically, Barricades for Zombies, allowing them to make a building useless for searching until cleaned up, in a manner akin to humans making a building unenterable for zombies. This allows Zombies to ‘Guard’ a valuable building, preventing humans from taking advantage of ‘sleeping’ zombies to run in, quickly search, then run away.

Notes: 34/40 keep/total
  • Some question about the adverb "Well" as awkward; "Thoroughly" was a suggested substitute.
Left Queue: 21:59, 22 Dec 2005 (GMT)
    • Note: Some of this has been implemented.

0AP To Open Phone

Timestamp: 23:51, 4 Feb 2006 (GMT)
Type: Improvement
Scope: Mobile Phones
Description: Currently it costs 2 AP to send a message to a person via mobile phones since you have to open it first and check for new messages (1 AP) and then spend another AP to message a single person. I suggest that opening (clicking) the phone will cost no AP and once you have opened the phone you'll have the option to message someone for 1 AP and an option to check your messages for 1 AP, so basically you won't have to waste 1 AP (for checking messages when you know you have none) when you just want to send a message.
Notes: 5/6 Keep/Total. Well accepted as is.
  • Was "Change Phone Interface".
Left Queue: 06:04, 1 June 2006 (BST)

Contacts Mobile Ownership Flag

Timestamp: 16:04, 21 Nov 2005 (GMT)
Type: Item Utilization
Scope: Mobile Phones
Description: Ability to 'send a text' to someone in your contact list, they must have a mobile phone to be able to do this. If the intended recipient has no phone then an error could be returned such as 'Unknown number'. Or to save that hassle the contact list could have a small icon next to their names that depicts a mobile phone.

The text could be limited to 255 characters, or less.

Notes: * 7/9 Keep/Total. 2 reflexive-reaction Spam not counted in Total. 90% of this Suggestion is already implemented.
  • The Contact List portion of this Suggestion was implemented later than other part.
  • Was "Mobile Phone Text Messaging".
Left Queue: 15:17, 6 Dec 2005 (GMT)