Suggestion:20071213 Double Kill-damage XP for Melee and Unarmed

From The Urban Dead Wiki
Jump to navigationJump to search


Stop hand.png Closed
This suggestion has finished voting and has been moved to Peer Rejected.


Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing


20071213 Double Kill-damage XP for Melee and Unarmed

Midianian|T|T:S|C:RCS| 11:18, 13 December 2007 (UTC)

Suggestion type
Gameplay tweak

Suggestion scope
People who use melee and unarmed attacks

Suggestion description
When you kill someone, you get lots of XP. You get the normal XP from the damage you caused and a static 10XP bonus. You can get extra XP by dropping the target near zero and then finishing them off with a blow that causes lots of damage (so much that they would go to negative HP). Now, this gives firearm-using survivors an unfair advantage as they can easily cause 10 points of damage with one blow, so they can get a maximum of 9 extra XPs. The zombies' maximum damage with one hit is four, so they can only get three extra XPs and the survivors' maximum melee damage is three, so they can only get two extra XPs.

I suggest that when someone makes a kill with any melee or unarmed attack, they would receive two times the XP they would have earned from a normal hit, in addition to the static 10XP bonus.


Clarification: The zombies' claw and bite (and headbutt) attacks are unarmed attacks.

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

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

  1. Keep - This makes the death-XP work more reliably with melee and unarmed than with firearms. Their maximum XP gain is still smaller than with firearms, but their minimum is higher. Less worry, which is what melee and unarmed is all about. --Midianian|T|T:S|C:RCS| 11:35, 13 December 2007 (UTC)
  2. Keep - Going against the flow. Am I missing something? I can't see what's wrong with it. --  AHLGTG THE END IS NIGH! 00:56, 14 December 2007 (UTC)
  3. Keep - Helps newbies. --BlobdudeTalk TM MC 01:04, 14 December 2007 (UTC)


Kill Votes

  1. Kill/Change - if you want to even the XP death reward playing field, then why not just make it so that nobody gets the negative HP XP. See, that would be fair. --Funt Solo QT Scotland flag.JPG 11:20, 13 December 2007 (UTC)
    It would also be fair if nobody got any XP at all. I just think this would be better. And BTW, you gotta start handing those smart insights before suggestions go to voting. --Midianian|T|T:S|C:RCS| 11:27, 13 December 2007 (UTC)
    I don't have time for the suggestions discussion page, just the voting process. --Funt Solo QT Scotland flag.JPG 12:30, 13 December 2007 (UTC)
  2. Kill/Change - Funt's is by far the better idea. Also Fire Axes don't need a boost, and neither do claws in this area.--Karekmaps?! 11:25, 13 December 2007 (UTC)
  3. Kill - No. I don't like it. And I started as a melee guy who did just fine. --Pdeq 11:38, 13 December 2007 (UTC)
  4. Kill - Several AP of searching goes into that extra XP. it's just a benefit of guns.--CorndogheroT-S-Z 13:09, 13 December 2007 (UTC)
  5. Kill - Lot of people don't understand that items like bullets are stored AP. -- Rutherford 14:01, 13 December 2007 (UTC)
    Lot of people don't understand that you can't be in combat all the time and that the APs spent to find ammo would often have been wasted otherwise. --Midianian|T|T:S|C:RCS| 15:33, 13 December 2007 (UTC)
  6. Kill Guns require a lot more work to use. They just condense that effort into a very short and effective period of success. --Jon Pyre 14:47, 13 December 2007 (UTC)
    Kill It takes lots of Ap's to use your guns. Don't take away the benefits of putting in the hard work. --Cheveyo 15:07, 13 December 2007 (UTC) Improperly signed. --Z. slay3r Talk  17:03, 13 December 2007 (UTC)
  7. Kill/Change - I agree with Funt, although I believe that would change gameplay styles to one that uses both melee and ranged combat. –Ariedartin Talk 16:03, 13 December 2007 (UTC)
    killy - low level survivors do not really need an xp farming buff... zambahz on the other hand... and since this only helps newbie survivors... i refute it! :) --WanYao 16:13, 13 December 2007 (UTC)
    i mistakenly thought this only applied to survivors... apparently i was wrong, however the suggestion should very clearly state that it applies to zombies using bite and hand attacks. otherwise, such confusion will arise.... meanwhile, i am still not comfortable voting keep for this quite yet... i'll think about it, if i have time... in the meantime, i'll just strike this kill vote and abstain.... --WanYao 17:09, 13 December 2007 (UTC)
  8. Kill - No, as said above. -J. A. 16:39, 13 December 2007 (UTC)
  9. Kill - See above for a few very good reasons why this shouldn't go through --Ryiis 16:42, 13 December 2007 (UTC)
  10. Kill - Tweaks thatare only to XP are uninteresting. --Pgunn 17:11, 13 December 2007 (UTC)
  11. Kill - No thanks... --/~WOOT~\ 18:32, 13 December 2007 (UTC)
  12. Change- As Funt. --Darth LumisT! A! E! SR 02:58, 14 December 2007 (UTC)
  13. Kill - Fine as is - you don't need to waste time finding ammo for melee weapons, hence the lower damage and payout at the last stroke. --Ducis DuxSlothTalk 07:32, 16 December 2007 (UTC)
  14. Above. And as Funt. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 21:18, 18 December 2007 (UTC)


Spam/Dupe Votes

  1. flak jacket - Bullets hurt less if you are wearing a flak jacket. doc crook 13:51, 13 December 2007 (UTC)
    You can still get more extra-XP with firearms even if the target is wearing a flak. After this change, the maximum extra-XP (on a flakked victim) would be the same. --Midianian|T|T:S|C:RCS| 13:57, 13 December 2007 (UTC)