Suggestion:20070703 Syringes on Dead Survivors
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20070703 Syringes on Dead Survivors
Ju Ju Master 02:35, 3 July 2007 (BST)
Suggestion type
Improvement to revrification
Suggestion scope
Roleplayers
Suggestion description
Some players in Urban Dead like to act according to their current "race". They're not strict survivor nor zombie - if they're a survivor, they'll fight for survivors, and if they die and become a zombie, they'll fight for the zombies. They don't seek to kill themselves or actively seek revrification - they play as their character, whoever it is at the time. There's a stifle in this gameplay method, however - while one can easily become a zombie involuntarily, by getting killed, one can not become a survivor again without trying to. Because of the scorn towards and, nowadays, impracticality of combat revives, the only way to become a human again after dying is making use of a revive point, which kills this roleplay view of the game.
To change this, when a zombie kills a survivor, they should have a chance, say 5%, to find a syringe on them and be given the choice to use it on themselves for the common 10 AP. The killed survivor would not necessarily need to have a syringe, and it would not take one from them if they did. This action would essentially "create' a new syringe, if you will.
But wait - a zombie can successfully find and use syringes on itself, but it can't open doors? Simply for continuity, this ability would be added as part of the Memories of Life skill
This is not a simple self-revive. Not only would it take longer to execute than waiting at a revive point, but doing so would hurt survivors - statistically, they would have to kill 20 other humans to preform this, something a strict survivor player would not do. It would not make revrification easier, it would simply allow it to happen - still voluntarily - but without actively seeking it, and would allow players to play "correctly" as both zombies and survivors.
Voting Section
Voting Rules |
Votes must be numbered, justified, signed, and timestamped.
Votes that do not conform to the above may be struck by any user. |
The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote. |
Keep Votes
- Keep - Author vote --Ju Ju Master
- Keep - You know, I really don't see any problem with this at all, especially since I myself do this. I don't see the argument that this is game-breaking, and as long as the syringe is discarded if the zombie says "no", then there's no potential for abuse. --Magentaine 04:06, 3 July 2007 (BST)
- keep In principle i have no problem with this idea, I used to play that way all the time but as u say random revives are getting very rare and that means i end up playing 3 zeds! Nowadays i just lurk at revive points or around my safe house for a few days to give someone a chance of recognizing me, after a few days i go feral and play as a zed. This would give those of us who want to play a role rather than a tactic a chance to do so without being penalized. I would prefer the mechanics to be a little different tho, 1st the victim should have and lose the syringe. 2nd the percentage of finding/recognizing it shold be perhaps 10% and require MOL and NT employment.--Honestmistake 09:56, 3 July 2007 (BST)
Kill Votes
- Kill - It's hard enough getting people to play zombies as it is. Giving every zombie with memories of life a syringe for every 20 or so kills will mean that they will be used, at the very least to parachute into buildings. BTW, combat revives are still common enough, IMO -- boxy T Nuts2U DA 02:44, 3 July 2007 (BST)
- Kill - This doesn't really make much sense. This idea would move the game even further away from the Zombie Apocalypse idea towards the Beat Up Some Zombies type of game. The balance would be even more hurt. --Howard Bentley 03:50, 3 July 2007 (BST)
- Kill - Useless.Zeds that want to be survivor will seek for a revive point and not killing,while a real zed will kill and doesn't want to get revived.Also,just having "memories of life" isn't really enough to stab yourself with syringes...At least put on "Nercotech Employment" too. --Perne 04:30, 3 July 2007 (BST)
- Kill - I don't think players should be able to revive themselves- it removes part of the satisfaction of killing if the victim is able to automatically pop back up again. --Toejam 06:12, 3 July 2007 (BST)
- Kill - as boxy and Toejam --Duke GarlandTLCD SSZ 07:43, 3 July 2007 (BST)
- Kill -- NoBadWrong! --Firemanrik 07:50, 3 July 2007 (BST)
- Kill - Just no. Self revives are forbidden- in any fashion- for a good reason. I just voted kill on the Zombie equivalent suggestion- the "hyper-mega bite." They are cut from the same cloth, balance-wise. Nalikill 11:35, 3 July 2007 (BST)
- Kill - Toejam, You misread the suggestion, The victim you've just killed needs to kill about 20 survivors to "pop back up again" there is nothing automatic about it. But Boxy's indentified a good problem. The flavor is also off, If you know how to work somebody else their equipment, you'd also be able to use your own as that would be spammy, a different flavor would be needed. As I tend to play the way described here, and no longer frequent a revive que with my characters, I'm fully aware of the problem for some. But a simple mention of it in your profile will work. (It'll also get you a bit more targeted by zombies).-- Vista +1 12:28, 3 July 2007 (BST)
- Kill Its just not good flavor, nor a good idea. As a zombie player, I know "Combat revives" are pretty common; that's not whining, its just a fact, and a fact I rather enjoy.
As a survivor, I often scan zombies for XP and revive those who look like good candidates, regardless of location. So maybe the problem is that there aren't enough people using that as a method of earning XP's. Uping the XP it erns or somehow making scan / revive play as "sexy" as using a gun would solve this problem in a more satisfactory way. . . . swiers 14:01, 3 July 2007 (BST) - Kill See most above--Seventythree 16:40, 3 July 2007 (BST)
- Kill - Make it take a syringe, only happen if the survivor has a syringe, and I might consider it. Aside from it breaking the game, that is. --Saluton 16:53, 3 July 2007 (BST)
- The problem is, taking a syringe from a survivor would make it easily abusable - zombeis would always take the syringe simply to grief humans, then go jump off a building. That's why a new one has to be created --Ju Ju Master 17:51, 3 July 2007 (BST)
- Kill - Sorry, too out of genre. ~m T! 19:21, 3 July 2007 (BST)
- Kill - boxy has identified the abusable aspect of it, and as Vista say, just put something in your profile. I have a character called "exSTINKtion" who has "Mrh?" in his profile and I got revived today for standing next to a revive point for an hour - so it wasn't even a combat revive! 'arm. 01:57, 4 July 2007 (BST)
- Kill - woah, heaps of loopholes to be exploited here! --Ducis DuxSlothTalk 04:37, 4 July 2007 (BST)
Spam/Dupe Votes
- Spam - Don't mess with the revive rate!--karek 04:28, 3 July 2007 (BST)
- Spam- Beleive me, combat revives are COMMON. I have been combat revived outside of malls, in malls, inside NT buildings, outside NT buildings, Ive been combat revived in the rain, I've been combat revived on a train...And every time I go on a PKing spree. Wooty 04:45, 3 July 2007 (BST)
- Note- I've added you signature for you. Please sign your vote next time. Also buy brainrot and stop whining -- Vista +1 12:33, 3 July 2007 (BST)
- Like that helps, I go CRed after attacking a NT, because the guy relit the place after I'd APed out just to revive and dump Mrhton 16:49, 3 July 2007 (BST)
- Note- I've added you signature for you. Please sign your vote next time. Also buy brainrot and stop whining -- Vista +1 12:33, 3 July 2007 (BST)
- Spam - I guess Karek beat me to it. --User:Axe27/Sig 05:03, 3 July 2007 (BST)
- Spamilicious! - While were at it, lets give zombies guns too.-- dǝǝɥs oʇ ɯɐds: sʎɐʍ1ɐ! 09:04, 3 July 2007 (BST)
- Above and just keep going above. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 22:57, 8 July 2007 (BST)