Peer Reviewed Suggestions/Removed
This page is for the storage of Peer Reviewed suggestions which are no longer relevant.
Duplicates
AP Timer
Timestamp: | 12:59, 15 March 2006 (GMT) |
Type: | General Improvement |
Scope: | Everyone |
Description: | This suggestion's pretty simple (which explains its short length): add a timer that counts down to your next AP gain. It would save many, many hits on the server from people constantly refreshing the page to check whether they've recieved an AP. I don't think this has been suggested before; I checked but there may be archived suggestions that aren't displayed.
Like I said, I believe this would greatly relieve strain on the server and free up time for everyone. |
Notes: | 12/13 Keep/Total. Well accepted as is.
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Left Queue: | 13:10, 18 June 2006 (BST) |
Attack Name
Timestamp: | Wikidead 16:58, 29 October 2006 (UTC) |
Type: | Minor Game Mechanic |
Scope: | Gameplay |
Description: | My suggestion is a relatively insignificant tweek to the game: whenever you are dealt damage, you are given the mode of attack, ie "RANDOMCHARACTER dealt 5 damage to you with a pistol... and again... and again... You die" or "RANDOMCHARACTER killed RANDOMCHARACTER2 with a pistol." Now why would this be important? After all, you can tell 1 damage is a punch, 10/8 would be a shotgun.
The reason this is important is because the Urban Dead reports character's status at the time you're reading it, not when the event reported occured (or at least I believe this is so; if I'm wrong, be sure to tell me). If the mode of attack was given, you would be able to tell whether a character attacked you as a zombie with its hands or a survivor with a fire axe (or tell apart a bite from a pistol attack), filtering out a few misinterpreted PKer claims. |
Notes: | 12/12 Keep/Total. (100%) Well accepted as is. Compliments "Killed with a (blank).
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Left Queue: | 09:58, 15 November 2006 (UTC) |
Brain Rot on Stats Page
Timestamp: | 06:13, 30 June 2006 (BST) |
Type: | stats page improvement |
Scope: | just the stats page |
Description: | as it stands today, the stat page appears as such:
I propose that a new statistic be added, Brain Rotters. This would count the number of zombies (not survivors) that have brainrot, whether or not they are currently "dead." I think this would be a nice counter to the Standing Zombie Hunters stat, and would be a good general indicator of the health of the game |
Notes: | 18/18 Keep/Total. Well accepted as is.
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Left Queue: | 09:02, 14 July 2006 (BST) |
Broken Grasp
Timestamp: | 23:27, 28 May 2006 (BST) |
Type: | Small Improvement |
Scope: | Zombies with tangling grasp |
Description: | This is a very small change, but one I feel could be helpful.
When a zombie grips a character with tangling grasp, then that same character is attacked by another zombie the first zombie loses his grip. What I propose is that when another zombie breaks your grip you get a small "Since your last turn message" that reads something like: "Another zombie broke your grip" This would be helpful to know whether another zombie was on the same target as you. |
Notes: | 20/21 Keep/Total. Very well accepted as is. |
Left Queue: | 10:51, 29 June 2006 (BST) |
Contacts Present
Timestamp: | 03:17, 15 Feb 2006 (GMT) |
Type: | Improvement |
Scope: | Everyone |
Description: | In a crowded room it can be hard to see if anyone you know is there. I suggest adding a line beneath the description if there are more than fifty people present, and you have any contacts in the room. It'd just look like this: "You recognize some people here [list names]." List names would be a link that would bring up a list of just your contacts that are in the room with you. It'd be nice to know and it's pretty easy to miss names if you're manually scanning over hundreds of people. Plus it takes a really long time. |
Notes: | 11/12 Keep/Total. Well accpeted as is.
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Left Queue: | 08:27, 2 June 2006 (BST) |
Dual Groups
Timestamp: | 13:07, 20 April 2006 (BST) |
Type: | Roleplaying |
Scope: | Group Members |
Description: | Many players will run their characters with a certain rational, and try to make them do things that are internally consistent. If a survivor character dies, I'm okay with standing up and killing my former friend. To that end, I propose being allowed to belong to a different group as a survivor than you would as a zombie. The group would only show up in your description and in the stats when you were in the appropriate state of being. This would allow someone to, for example, revive people when they're alive and then join the Mall Tour once they're dead again.
If a character belongs to a group that includes both zombies and survivors, they would list the same group in both places. |
Notes: | 6/8 Keep/Total. Well accepted as is as it encourages role playing.
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Left Queue: | 06:32, 21 June 2006 (BST) |
First Aid Kit Interface Change
Timestamp: | 00:43, 22 Jan 2006 (GMT) |
Type: | Interface |
Scope: | Survivors with FAK(s) |
Description: | Very heavily inspired by Cah51o's suggestion (no credit for me).
This is a major change to the FAK interface:
Pros:
Cons:
Edit: 50+ Survivors Buildings: There would still be a "list names" link in buildings with more than 50 survivors in them. When names are listed, so are the heal links. Additionally, I think that a good solution to not having to click "list names" however many times is the following: After you heal another survivor, (not self or zombie), display the full list of names automatically. |
Notes: | 17/18 Keep/Total. Well accepted as is.
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Left Queue: | 13:05, 25 May 2006 (BST) |
Game Functionality: Contact Lists Sort
Timestamp: | 07:40, 7 August 2006 (BST) |
Type: | Improvement, etc. |
Scope: | All Players. |
Description: | Instead of having the contacts list displayed as one bulky list; allow for 3 catagaories. When choosing to add a contact to your list of contacts, you are given the option of placing that contact in one of these three catagories; My Group, Friends & Enemies. This makes viewing a large contact list much easier. An additional functionality would be to have the names displayed in game differently. Either by three colors, or Bold Italics and underlined. So when in a grid you would see for example:
There are 16 other zombies present. You recognize "friend" (name in blue or underlined,) "Enemy" (name in red or bolded, "Group" (name in green or italics, etc.) |
Notes: | 10/12 Keep/Total. Well accepted as is.
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Left Queue: | 12:24, 25 August 2006 (BST) |
How Powers Plants Could Work
Timestamp: | 07:27, 3 Jan 2006 (GMT) |
Type: | Improvement |
Scope: | Electricity |
Description: | I think it'd be fun from a gaming perspective and interesting from a simulation perspective to allow the power plants to be operated to restore limited power to the city. I say limited because if plants restored power to every building they would simply make generators less important, just a less preferable option to power your building. Instead I suggest that the power restored only affects certain utilities that operate on a different grid than the electrical power that's sent to your home, such as street lights. This makes sense as it would be hard to run a plant at full efficiency during a disaster, there might be breaks in the general grid that would render it dangerous to turn on, and this would keep generators an important part of the game.
* Restoring Power Turning a plant back on would require a new science skill, Engineering. Reactivating a plant would be difficult and would operate on a percentage system with a good chance of failure. Failing to turn on the system would result in a message like "You tap at the controls" or "You flip a few switches." Zombies would be able to attack the control panel (no doubt bothered by the lights and noise) and have a chance of randomly striking a button that would trigger a shutdown. Each power plant square would be activated and deactivated seperately and each would correspond to power in a seperate sixth of the city. * What Power Plants Would Do When Activated There are six power plant squares in game. Each would power approximately a sixth of the city with each square powering specific suburbs. To indicate to the residents of a suburb that power has been restored the description of every outdoor space (excepting things like parks and cemetaries) would change to say that the streetlights were turned on. At this point there is nothing for this power to affect (I have a few ideas in the idea selection below here) but this would be a good system to implement along with other power-dependant suggestions that generators simply aren't powerful enough to be used for. There are clearly a lot of things that can be done with the Power Plants. I think this is a balanced and simple way of implementing them. |
Notes: | 9/11 Keep/Total.
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Left Queue: | 09:43, 19 April 2006 (BST) |
Inventory Management
Timestamp: | 01:20, 19 July 2006 (BST) |
Type: | Utility. |
Scope: | Tells you how many items you have. |
Description: | This would add a number counter right next to the word Inventory on the screen. It is a simple improvement, it would look like Inventory: 27/51 (27 slots filled up) This would help let people know how much stuff they are carrying. |
Notes: | 21/22 Keep/Total. Well accepted as is.
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Left Queue: | 09:27, 9 August 2006 (BST) |
Update Your Details
Timestamp: | 03:16, 31 May 2006 (BST) |
Type: | Improvement |
Scope: | Everyone |
Description: | I looked for previous suggestions of this, but I couldn't find any, which surprised me. The idea is quite simple:
While, when signing up for a new character, you have the choice to provide a "Real Name," "Email address," "URL of your web site," and answer "Yes" or "No" to "Do you want to be emailed about major updates to Urban Dead?", there is no way to set, alter, or remove these values later. This suggestion, if implemented, would add three text boxes (for "Real Name," "Email address," and "URL of your web site") and two radio buttons ("Yes"/"No" for the email question) to the Edit Profile screen. Users would be able to change any of these values at any time. |
Notes: | 11/11 Keep/Total. Well accepted as is.
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Left Queue: | 11:01, 29 June 2006 (BST) |
No Longer Relevant Due To Game Changes
Advanced Knife Training
Timestamp: | 08:06, 1 Dec 2005 (GMT) |
Type: | Skill |
Scope: | Survivers |
Description: | I suggest that there be another knife training skill. It could raise knife accuracy to 50%, that would be enough to bring down a 50 hp target in 50 ap. 2 times.5 = 1 Which would equal 1 ap per hp.
It is completely negotiable as to what the percentage is. But it would make the kitchen knife useful. |
Notes: | 7/10 Keep/Total.
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Left Queue: | 15:20, 16 Dec 2005 (GMT) |
Contacts in the same square as you are highlighted
Timestamp: | 18:27, 24 Nov 2005 (GMT) |
Type: | Improvement |
Scope: | All users, but mainly survivors |
Description: | If a survivor who is in the same square as you (ie, you are both standing inside the same building or are both outside the same building) is in your Contacts list, his or her name will appear in a different color than that of other survivors. The purpose of this is so that it is easier to tell whether a friend is in the same area as you are without having to search through the names of all the people in that area, if there are dozens of people in that area.
EDIT: So that it doesn't conflict with UDTool, I further propose that the names be bolded instead of colored. The general idea remains the same, however. |
Notes: | 12/12 Keep/Total = 100%
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Left Queue: | 15:45, 9 Dec 2005 (GMT) |
Light Sensitivity v 2.0
Timestamp: | Jon Pyre 01:46, 27 October 2006 (BST) |
Type: | Skill |
Scope: | Zombie |
Description: | The zombie eye's have become more sensitive to illumination. They can now tell if adjacent buildings are lit by a generator. This could be accomplished by marking the building name with an asterisk or some other symbol.
This would be a cross-over skill. |
Notes: | 19/22 keep/total.
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Left Queue: | 14:24, 19 November 2006 (UTC) |
Make DNA Extraction Give The Player's Description
Timestamp: | 03:08, 30 March 2006 (BST) |
Type: | Improvement |
Scope: | Survivors, Science |
Description: | DNA extraction doesn't really give any useful information. It gives name and class and feeds data to the seldom used NecroNet, but that isn't of much use to a scientist in the field. I suggest that upon a successful DNA scan in addition to the current information you receive that character's self-made zombie description if they entered one. This would not link you to their profile, it'd just include the description written there with the other information you receive. Right now profile descriptions mean nothing except for RP purposes, this would actually make them have an in-game purpose as you could use the description to determine whether to attack or revive. And there is no way this could hurt the scanned players as they get to write the description themselves! It makes DNA scanning a bit more useful, provides information about the zombie the scientist can choose to trust or distrust, and would allow zombie players to actually have their profiles read once in a while. Good for the game, good for scientists, and good for zombie roleplayers. |
Notes: | 17/22 keep/total
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Left Queue: | 15:46, 18 April 2006 (BST) |
Mutation - Ghouls
Timestamp: | 07:10, 1 Dec 2005 (GMT) |
Type: | Skill |
Scope: | Zombies |
Description: | This is inspired a bit by the Necrotherium suggestion. Here's my idea how to have big tough mutant zombies. Introduce a zombie skill: Mutation. After being headshot a zombie would (during the process of recovering from having its head blasted open) have a chance of transforming into a Ghoul. Ghouls have their base max hp raised by 15 and the accuracy of all their attacks raised by 10%. Both those numbers aren't set in stone so don't vote this down based on numerical values. This state lasts until the zombie is killed or revived upon which they turn back into a normal zombie or human. Now here's how the chance of becoming a Ghoul would work: the chance of becoming a ghoul is greater the more XP you lose due to being headshot. Maybe something like a 1% chance for every 10xp lost (note: also not set in stone). This would be a nice way of giving zombies that lose a lot of xp from headshot a temporary advantage just to help them out a bit. True it'd help maxed out zombies too, but to have a serious chance of turning into a ghoul they'd need to keep getting plenty of xp AND keep getting headshot. It would also probably be a good idea to max out the chance of becoming one at 10%. I don't think this is overpowered since it relies on large amounts xp being destroyed, which could permanently make them more powerful, in exchange for a small advantage that may not even help them while it lasts.
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Notes: | 16/18 Keep/Total.
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Left Queue: | 15:20, 16 Dec 2005 (GMT) |
Revamped Headshot XP Calculation
Timestamp: | 06:11, 9 Dec 2005 (GMT) |
Type: | Balance tweak |
Scope: | Headshot |
Description: | Make Headshot deduct 7XP, plus 3XP for every zombie skill. A level 2 zombie would lose 13XP (relatively minor, despite their horrible XP gain) while a level 11 would lose 40 (significant, but not crippling). EDIT: Level 1 zombies should be ignored, like they are now. |
Notes: | 23/28 Keep/Total - This suggestion is now consided to be redundant due to the recent change of headshot. The suggestion was well accepted. Arguments against included
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Left Queue: | 00:17, 27 Dec 2005 (GMT) |
Undying
Timestamp: | 18:28, 18 Dec 2005 (GMT) |
Type: | Skill |
Scope: | Zombies |
Description: | In this game killing a zombie really means just knocking it out, making it temporarily act like a normal corpse. It's pretty easy to throw these out of a building which is why clearing a building of all bodies costs 1 AP. How about a zombie skill so that when "killed" you don't get knocked out but knocked down and stunned a bit. It would still cost normal AP to stand, they would come back with full health, and if headshot they would lose xp. The difference is because they're still stirring it is harder to move these bodies outside and it would cost 1AP to throw out each individual one. Mechanics wise it could work so that seperate from the number of corpses present you could see "38 undead are stirring on the floor". If a suvivor tries to clear a building a bodies they'll first move out all the still ones. Then each time they click they'll move out a single one of the zombies with Undying. It would make sense for Ankle Grab to be a prerequisite. This skill is a useful defensive measure for zombies that want to maintain their hold on a building. I know many times when as a suvivor I entered a building with a few corpses and in the spirit of civic duty kicked them all out and the barricaded the place up before moving on. I might not have done so if it would have cost me 5 AP to get them all out. It would also help in sieges by using up valuable suvivor AP. I think it's a handy skill that doesn't give too much of an advantage. |
Notes: | 17/24 Keep/Total. Fairly well accepted. However some people were worried about potential XP farming and how it would affect seiges. |
Left Queue: | 11:08, 6 May 2006 (BST) |
Clothes: Version 3
Timestamp: | Cheeseman W!ASBTalk 22:20, 13 April 2007 (BST) |
Type: | Items |
Scope: | Everyone |
Description: | This will allow survivors and zombies to don attire they find when in buildings or on the streets. Survivors will find clothes in almost any building by simply clicking the Search Button. Zombies will find them when ransacking buildings unless they find them as a survivor. The type of clothing you find depends on the building you are in. A complete list is shown below. Searching for clothes uses a different search button labeled "Search for clothing".
The base rate of finding clothes is 30% however when in the new Mall Clothes store it jumps to 50% (60% with shopping). The crucifix will be changed so it acts as a piece of clothing. Clothing will have no encumberence Every new character will spawn with clothing related to their character class:
You can put on a piece of clothing for 1AP by clicking on it in your inventory. They can then be removed for a further 1AP. Only one of each type of clothing can be worn: one hat/accessory, one on chest, one on legs, one on feet. If you try to wear another item of a type you are already wearing, the old one will be removed. Clothes you put on appear in your profile just below your description.
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Notes: | 1/14 Keep/Total. 9 Spams. However, the spin-off of this idea was implemented on 31st May 2007 |
Left Queue: | 22:31, 31 May 2007 (BST) |
Radios Only Heard Via Receivers
Timestamp: | 01:59, 3 June 2006 (BST) |
Type: | Skill |
Scope: | Radios |
Description: | It's my understanding that you can hear radio broadcasts sent over a transmitter. This makes it impossible to avoid hearing broadcasts even if you choose not to carry a radio. Therefore I suggest transmitters be changed to only send messages. To listen in you'd need a radio receiver in your inventory. That way people can choose whether to hear radio broadcasts or not. |
Notes: | * 19/22 Keep/Total. Well accepted as is.
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Left Queue: | 01:50, 30 June 2006 (BST) |
Repair Man
Timestamp: | -- TheDavibob LLL 08:58, 11 March 2007 (UTC) |
Type: | Skill/Item |
Scope: | Survivors |
Description: | Now that the change for Encumbrance has come and gone, and Generators and Radio Transmitters now have a sort of Health system, which has given me an idea for a new skill.
Simply put, it requires an item, Spare Parts. This idea originally came from Reaper’s suggestion to Rename the Generator, though the use of it is different. Spare parts can be found in factories (4%), Power Stations (4%), Hardware Stores (2%/3%) and Warehouses (1%). They have an encumbrance of 4%. If a character has the ‘Technician’ skill (see below), they can repair a Generator or Radio Transmitter, if there is one (with fuel or no fuel) in the building, they can select the Repair Generator/Radio Transmitter building, for 2 AP, which has a 75% chance of repairing the Generator/Transmitter back to full health. If failed, the Spare Parts are kept, though if you successfully repaired, the Parts are lost. The ‘Technician’ skill is a sub skill of ‘Construction’, and grants the user the ability to use Spare Parts, as shown above. It is a Civilian skill, and therefore costs 100XP. This skill represents those trained at fixing stuff, carrying a bag full of nails or planks of wood, and rewiring the Generator or Transmitter. It also saves carrying heavy items around; you can just fix up the next one you see.
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Notes: | 16/21 Keep/Total. |
Left Queue: | 18:32, 24 May 2007 (BST) |