Suggestions/10th-Nov-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
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Grasping Hands

Timestamp: MrAushvitz Canadianflag-sm.jpg 03:33, 10 November 2006 (UTC)
Type: New zombie skill
Scope: A whole lot of zombie limbs sticking through the windows..
Description: Appears on zombie skills tree as a sub-skill of Tangling Grasp, adds no benefits to your human character.

Your zombie is one of many who can't keep their hands out of the windows, constantly trying to grab at survivors within. Every now and again you get to take a swing at a survivor entering this building using free running.

Whoa, WTF?!?! Okay, the game mechanics are actually pretty simple.. stick with me on this.

  • Each time a survivor moves from one building to another using free running at there is at least 1 zombie outside that building with this skill:, the computer will select at random, only 1 zombie with this skill outside that building to see if they get to make an attack. (Multiply times a thousand or a million, is not a problem, only 1 zombie at that location ever gets to take that swipe at your survivor.. but the more you move each square has it's risks.)
  • The base chance is 1% that this chosen zombie may get to take a swing at the survivor (it's pretty rare.)
  • This chance goes up by +1% per 100 zombies (rounding down) in total at this location.. to a maximum of +4%, for a maximum total of a 5% chance to make an attack! (That's for 400 or more zombies outside of this location.. just to get the max chance to attack.)
  • So your zombie finally gets to take a swipe! Well it isn't a free action... whether you're online or not it will cost 1 AP to make this 1, single claw attack on this survivor (normal chances, normal damage), if you hit you hit, you miss, you miss. You can still gain XP, and kill a survivor as per any "normal" combat situation. Your zombie doesn't have a choice, if you buy this skill, you will use 1 AP every now and again taking a swing at the occasional survivor trying to enter this building.
  • If your survivor is killed, they still die on the square they just entered (movement was not prevented.. just proved fatal!)

Exceptions:

  • Moving around inside of a large building is not free running, therefore zombies with this skill do not get to attack you with it (unless you just entered that building using free running.)
  • Moving from outside of a building into a building or vice versa, is not free running so there is no grasping hands involved.

This attack is a reflection of a survivor getting caught by suprise at a vulnerable moment in transit from building A to building B. Maybe you got your back slashed open as you climbed into the window.. maybe you jumped onto the other building, but the horde of zombies reaching up from below caused you to screw up and twist your ankle as you landed (or one grabbed your leg while you went down the fire escape to the window).. either way this skill means your zombie is very hands on and distracting, and tends to get their "cheap hits" in on survivors every once in a blue moon even while offline.

This skill does require Tangling Grasp as a pre-requisite, so you will have to be a fairly experienced zombie just to purchase it, as well as having maxed out claw skills would help.

Nerfs Free running? No it doesn't, it makes free running involve risk. You move from one building to another and it only costs you 1 AP.. pretty sweet. But, now you will be aware there is a chance however small you may get the occasional claw swipe taken out of you, so going long distances using free running will be risky. Usually not fatal, but you may have to use an FAK here and there just to keep from dying. Your movement is not prevented, nor does it cost more AP, etc. or any of that hassle.. it just involves risk. Especially entering buildings using free running if there are a LOT of zombies outside. Then again, 1 out of every 20 survivors entering that building getting attacked.. not bad odds.

Keep Votes

  1. Author Keep - If you didn't feel like reading it (many don't) it's a low chance of dealing a 1 shot cheap shot claw attack on survivors just as they enter a building using free running. But your zombie has to be outside the building to do it, works better if there's hundreds of other zombies out there with you. Lots of arms in the windows, moaning, screaming etc... all good. Adds, a little "action" to traveling about Malton.MrAushvitz Canadianflag-sm.jpg 03:33, 10 November 2006 (UTC)
  2. Keep - Despite the fact that this skill is utterly useless in loosely populated areas, it does make sense and is fair. --Joe O'Wood 03:56, 10 November 2006 (UTC)
  3. keep - I like it, the risk is too low for it to be really usefull but the flavour is great (try doubling or even trebling the chance!). As for some of the complaints below i would like to address some for Mr A.
    • 1) free running may well involve using the roof but as i see it it will also use window or even sewers. This is especialy true when getting inside a heavy barricade from outside. The low chance for this to work could be seen as a reflection that only the stupid or desperate use a window!
    • 2) Its not really an attack through barricades its an attack between barricades... unless of course freerunning now involves teleportation!
    • 3) its not a free attack its an auto-attack but by choosing the skill that very rare 1AP use is your problem. the only problem is that at only 1AP it probably will work out as a free attack in that you are likely to have regained the point by your next login! this could easily be remedied by making it cost 10AP!--Honestmistake 15:30, 10 November 2006 (UTC)
    • Re - If I upped the chances, I could up the AP cost, that seems reasonable... but I don't want let's say a survivor to be attacked once every 5 squares they move with free running, 1 in every 10 squares would be fair. You make several valid points, 5 AP would be fair 10 AP (for an attack that might miss) is pretty high. Is 5 more fair, since the attack comes "out of turn" so to speak? MrAushvitz Canadianflag-sm.jpg 15:58, 10 November 2006 (UTC)

Kill Votes

  1. Kill Other than the fact that it allows an attack through baricades...Conndrakamod TDHPD CFT 04:20, 10 November 2006 (UTC)
  2. Kill Free Running is designed to avoid Zombies, and to get in buildings higher than VSB++. It's basically a free attack that can't be reacted to because you can't see it. And if a bunch of Zeds camp out the path from a Revive Point to a Mall, you'll never be able to survive long enough to get healed. Tirak McAlister 23:43, November 9th (EST)
  3. I kinda like it, but the % is to low to even be significant. But the primary problem is no free attacks. Yes, I'm aware it still costs an AP to do it, but your not controlling it. I'd also say the zombie has to be in the STARTING (outside the building the survivor starts from) square to use it.--Pesatyel 05:13, 10 November 2006 (UTC)
  4. Kill Free running doesn't need to be nerfed. Attacking someone through barricades is a big no also. And generally I believe free running is from rooftop to rooftop, where zombies won't really be a bother. --Jon Pyre 05:22, 10 November 2006 (UTC)
  5. Kill - No auto-attacks, and no attacking through barricades. -- Ashnazg 0434, 10 November 2006 (GMT)
  6. Kill - As above. And free-running is prety much on rooftops.--Mr yawn Scotland flag.JPG 07:11, 10 November 2006 (UTC)
  7. Kill - All of the above reasons.--J Muller 07:38, 10 November 2006 (UTC)
  8. Kill - But not because of what everyone else has said. It's because the odds are so low that this is almost never going happen. It's weaker than books. However, I like the concept of somehow putting that whole "zombies reaching through windows to attack" thing into the game. You just need a better way to go about it. --Reaper with no name 15:12, 10 November 2006 (UTC)
  9. Kill - Who's going to spend all 100 xp for the chance to maybe sorta 1 in a million not very likely, deal 3 damage?? --Officer Johnieo 16:41, 10 November 2006 (UTC)
  10. Kill - I really want to vote "keep", but (aside from a slight annoyance / amusement factor) I can only see one use for this skill. Namely, zerging. Currently, IP hits are a major limit on zerging. If you had a lot of zombie alts with this skill, you can just park them outside buildings, logging on occasionally to keep them standing, and let the "grasping hand" do all your attacks for you, with minimal IP hits. --Swiers 20:05, 10 November 2006 (UTC)
  11. Kill - I don't like this idea at all; it's a terrible nerf to survivors. Also, you cant have characters automatically spend AP and gain XP while the user is off Urban Dead. --Wikidead 20:44, 10 November 2006 (UTC)
  12. Kill - This happens so infrequently under the above percentages that I can't really see a use for it. Also, I don't believe in anything that happens to allow attacks through barricaded buildings. Peter Moran 22:44, 10 November 2006 (UTC)
  13. Kill - This isn't 3.x Dungeons and Dragons. No attacks of opportunity--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 23:36, 10 November 2006 (UTC)
  14. Kill This just sucks no oppurtunity attacks.
  15. Free running nerfs are bad. Auto attacks are very bad. AP-wasting auto attacks are extremely bad. Not to mention this suggestion would rarely ever work because of a 1% success rate. You have a better chance of hitting someone with a flare with no firearm training than this happening. And your idea to increase the percent by ONE per every HUNDRED zombies doesn't help any. When's there ever gonna be 500+ zombies in one block. Pretty rare occurance.Waluigi Freak 99 21:00, 24 November 2006 (UTC)

Spam/Dupe Votes

  1. Uber-Spam - It's an auto-attack. It spends AP without the user's knowledge or choice. It presumes that Free Running is a ground-based window-entry thing, when I imagine it more as being a series of rope ladders, or bridges or tunnels or something that zombies just don't have the agility to use. It allows attacks through barricades. It's a weak from of X-Ray vision. In fact, it's almost as if you went through all the Suggestion Dos and Donts and included as many as you could in a single suggestion. Bizarre. --Funt Solo 12:16, 10 November 2006 (UTC)
    • Re - "We all do what we can..." ~ The Devil in Constantine. Well, to be honest it's hard to make a suggestion that does anything significant in the game without bending at least 1 guideline. There are several skills in the game that don't obey many of them (ex. headshot.) MrAushvitz Canadianflag-sm.jpg 16:01, 10 November 2006 (UTC)
    Re - As if all the above wasn't enough, imagine a lone zombie outside a high traffic building - by the time they logged back in, all their AP would be spent. This is just so broken it's not funny - the Keep voters need brain surgery. --Funt Solo 17:50, 10 November 2006 (UTC)
  2. The same two things went through my head while I was reading the suggestion. --ExplodingFerret 21:12, 10 November 2006 (UTC)

Necrotech Tracking Chip v 2.0

Timestamp: Jon Pyre 10:57, 10 November 2006 (UTC)
Type: Skill/Necronet Access Improvement
Scope: Survivors
Description: As faith in their formulas grew and the odds of escape shrunk many scientists began planning for after death. This led to the invention of a tracking chip, inserting under the skin, designed to let off a signal to aid in your revival by others.

In any powered Necrotech building a person with this skill would have a button "Insert Chip (1AP)" You wouldn't need to search for the chip first. Once under your skin it wouldn't do anything until you've been dead for three days. Then it would activate.

An active chip would send out a signal to all Necrotech buildings within five spaces. People with Necronet Access would now have a new list below the necronet map of all chipped standing zombies starting with the longest deceased, giving a profile link, duration of death, and current location. It'd look like this:

Axeman - Dead 5 days, 10 hours, 4 minutes (Now 4 West 1 North)
ZombieGilgamesh - Dead 4 days, 8 hours, 27 minutes (directly outside)

etc.

This would allow you to add them to your contact list and then go to their location to revive them. It would not violate zombie anonymity by letting you see zombies any differently in the field or giving away the profiles of anyone without a chip. This just gives you profile links of nearby chipped zombies dead 3+ days via Necronet. It doesn't decrease the cost of revives, just lets those who've been dead longest get revived first. The only circumstance this would save AP is if you are going out to revive multiple people, then this would save you a measely one or two AP you'd otherwise spend on DNA Scans. However DNA Extractors give xp. This wouldn't. (As a side effect this would actually prove helpful to newbie scientists. Advanced players with Necronet Access wouldn't need to scan as much, letting new scientists scan and get the xp they need instead).

Getting revived would damage the chip and require you insert a new one for the next time you die.

The idea behind this skill is to average out the wait time for revives. If you aren't lucky enough to get one in three days then your name will get put on this list and ideally the person at the top will get treated first. It's basically a "Hey, these guys have been waiting patiently for a while" database. This also reduces the need for revive points *gasp* since anyone with the skill can go anywhere within five spaces of a necrotech as still get found by revivers. This might encourage these players to respond to feeding groans, maybe eat a few brains while they wait since preferring to be alive won't require being stationary anymore. Revive points would still be maintained for newer players of course.

Keep Votes

  1. Author Vote Doesn't make survivors appreciably more powerful, just averages out the time any one person has to wait for a revie. This is more of a fun-inducing convenience for survivors than a buff. This does not violate zombie anonymity! You must willingly insert the chip each time. --Jon Pyre 11:00, 10 November 2006 (UTC)
  2. Keep - You can get a chip like this for your pet, literally. Although I think to be able to "do it yourself", you should also have the first aid or surgery skill to do it (probably just first aid, it's a simple medical procedure.) But no worries... makes up for the AP cost to manufacture revives.MrAushvitz Canadianflag-sm.jpg 16:03, 10 November 2006 (UTC)
  3. Keep - Nice work. - Nicks 17:36, 10 November 2006 (UTC)
  4. Keep - I like it.--Zombie Spray 01:53, 12 November 2006 (UTC)
  5. Keep - Sounds good. It allows people to act like actual zombies while waiting for a revive instead of standing around at a revive point with nothing to do but make sure they haven't been killed by the time someone comes by. Plus it'll make the lines shorter for lower level characters who still have to wait at revive points. I agree you should need some medical skill though, preferably surgery since the operation is technically surgical. --wfjeff 06:31, 12 November 2006 (UTC)

Kill Votes

  1. Kill - This saves an experienced scientist a lot of AP. They don't have to go outside, they don't have to DNA extract and they don't have to check to see if their zombie pal is standing or not. The question is, would saving all of that AP unbalance the revive process and make it too easy? --Funt Solo 18:03, 10 November 2006 (UTC) If this also transmitted when the person was alive, that would make it an interesting tactical choice with both an upside and a downside (any survivor could track you). As it is, it's all gain for no pain. --Funt Solo 18:30, 10 November 2006 (UTC)
    • Re At most it'd save them 1AP per revive, an AP they'd otherwise spend on scanning someone. They'd still need to go outside to revive someone, spending AP to travel and risking attack. This doesn't do anything to the 12-20 AP cost to find/make a syringe and the 10AP cost to inject it. They'd also need to spend an AP acessing necronet so if they were only reviving one person it wouldn't even save them that single point. And there is a risk to using this: you need to have lights on in your necrotech. Besides, most skills/items don't have a catch. They're just useful. Where's the dark side to tangling grasp or binoculars? edit: And as for knowing where the find people, revive points already exist. --Jon Pyre 18:56, 10 November 2006 (UTC)
    • Re - Come off it, squire! You're assuming that, without this skill/item, someone knows exactly where they're going to revive people - they don't. This suggestion tells them exactly where to go to revive and who they'll be reviving once they get there. That's more than a saving of 1AP. Given the massive boons of this suggestion, I think it deserves a downside. The downside to tangling grasp is that it sometimes doesn't work and the downside to binoculars is that it costs a lot to get a full picture. --Funt Solo 19:27, 10 November 2006 (UTC)
  2. You've convinced me -- it doesn't save them much AP, revive points already exist, etc. Add that in to the three day wait, and this is just useless faffing. This is what you really want if you want to have a revive summon item. --ExplodingFerret 21:24, 10 November 2006 (UTC)
    • Re That sends off a one time message to your contacts, who may not even be nearby or regularly playing anymore. This is a continuous signal that active scientists within 5 spaces will receive. --Jon Pyre 22:38, 10 November 2006 (UTC)
  3. Kill - Takes away from the Urban Dead community and it's wicked awesome ability to metagame. Request revive button wha?--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 23:34, 10 November 2006 (UTC)
  4. I actually think this is WORSE. Wasn't the point (in our discussion) to make things work faster? I'll quote something you said Not having to wait longer for a revive than everyone else makes things a bit more fun. Now that is EXACTLY what they have to do! Sure, they can get revived "normally", but that defeats the purpose of the whole tracer idea. I still say the best thing would be to either have it work immediately then stop transmitting after a few days (the inherent risk) or have a % chance of it not working when people use the Net.--Pesatyel 03:06, 13 November 2006 (UTC)
  5. Kill - Meh. Chronolith 03:45, 19 November 2006 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here


Save The Newbs!

Timestamp: Canuhearmenow Hunt! 15:34, 10 November 2006 (UTC)
Type: Class Alteration.
Scope: Those weak little Corpses.
Description: Most Newbs start as the Corpse thinking it will be fun, well, that "Fun" goes away after being headshotted by a lvl.38 Fireman with bad spelling. What I propose is to give 80XP to all people starting out as Corpses, which means they can get to Lurching Gait or a claw attack upgrade faster.

Keep Votes

  1. Keep - Author Vote, if you vote kill for this then SHUT UP about any other suggestion that might make life harder on Zombie Newbs.--Canuhearmenow Hunt! 15:34, 10 November 2006 (UTC)
  2. Keep - Currently zombies have no starting equipment. So in many respects of all the starting classes, they get kind of gypped for their ability to access XP (being outdoors.) I have to back him up on this one, 50 XP to start would be more fair, but no worries. The slowness of the zombie skills trees will prevent the "fast road to power". Consider it a "inhertiance" your zombie gets for starting late in the game and so many survivors have headshot now.. meaning it will cost you 15AP each and every time you stand up until you buy ankle grab (in a month!) MrAushvitz Canadianflag-sm.jpg 16:05, 10 November 2006 (UTC)

Kill Votes
Against Votes here

  1. kill - nothing for free amigo, those newbs just gotta suck it up like we did! Having said that i would advocate all level 1 zeds getting immunity to headshot till they hit level 2.--Honestmistake 15:37, 10 November 2006 (UTC)
  2. Kill - Is this supposed to be funny? It's hard enough to kill zeds right now, you don't need to completely ruin the game balance as it is. --Joe O'Wood 15:43, 10 November 2006 (UTC)
  3. Kill - Trust me Joe, as soon as you level up enough, and get headshot, zed's get a lot easier to kill. And, new zed's do need some help. But not like this.--Officer Johnieo 16:37, 10 November 2006 (UTC)
  4. Kill Back in my day we walked ten miles in a snowstorm for our xp, and we liked it! --Jon Pyre 19:00, 10 November 2006 (UTC)
  5. Kill - I say, one finds this proposal to be unacceptable! For what reason do you suppose that the lower class should receive XP at no cost when good men like oneself were forced to hike a good twenty miles through raging blizzards, uphill both ways, to gain XP before? --Lord of the Pies 20:14, 10 November 2006 (UTC)
  6. Kill - No, when you're sitting around with 1000+ XP and no new skills to spend it on, you'll realize how bad this idea is. --Wikidead 20:44, 10 November 2006 (UTC)
  7. I agree that it's hard on starting zombies, but I don't think free XP is the answer. --ExplodingFerret 21:27, 10 November 2006 (UTC)
  8. Kill There cannot be free XP. I started a long time ago as a corpse, and it was very tough going. Still is, even for high level Zombies. Free XP, however, is not the answer. Perhaps if you bolstered the base accuracy or something, but I wouldn't be for any sort of XP boost. --Peter Moran 22:47, 10 November 2006 (UTC)
  9. Kill - Earn the XP the right way. Play Human!--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 23:18, 10 November 2006 (UTC)
  10. I can't really add anything other than an anecdote. My first level zombie lost 10 XP to headshot (back in the day) when 1st levels weren't supposed to be affected and it only got worse from there. I got through and I'm still playing (that character).--Pesatyel 03:10, 13 November 2006 (UTC)
  11. Kill no that would unbalance the game. You have to earn it. By DNA Angel 8
  12. Kill - You can't be serious with this. Why don't we give the scouts and civilians 80 XP? They're a lot worse off than corpses, but they're doing fine.Waluigi Freak 99 21:03, 24 November 2006 (UTC)

Spam/Dupe Votes

  1. Spam - Zombies get it tough to begin with because its damn easy going for them when they get higher up.--Mr yawn Scotland flag.JPG 16:43, 10 November 2006 (UTC)
  2. Spam - It's tough all round for starting characters - whatever the class. --Funt Solo 17:52, 10 November 2006 (UTC)
  3. Spam - Are you kidding me? I did fine as a corpse.--Gage 23:19, 10 November 2006 (UTC)

Hello There, My Good Man!

Timestamp: Lord of the Pies 19:08, 10 November 2006 (UTC)
Type: A Report on the Dreadful Moral and Religious State of the Lower and Middle Classes in the fine city of Malton! [Item Addition/Change, Building Changes]
Scope: Righteous and Upstanding Gentlemen! [Survivors (but also Zombies)]
Description: Why, Malton is truly a fine city...a jewel, a diamond amongst dirty coals (like a fine gentlemen such as myself surrounded by dirty lower-class labourers! Ahawhawhawhaw!). Its sunlit, blood-spattered boulevards, its glorious, corpse-covered monuments; such beauty is all too often distressingly ignored, hmhm! One has performed a most rigorous and necessary investigation into the reasons for such disrespect regarding the exaltation of the most excellent examples of Malton's pride, hmhm! For, my noble companions, there is a most disturbing and unrighteous reason for this distinct and foul lack of religious thought...I say, one was out driving one of those new-fangled motorised carriages (this is, of course, utter myth; gentlemen have no hands, you see, ahawhawhawhaw!), or that is to say, my manservant Johnson was driving oneself through the spotless streets around my humble abode - three floors, seventy one rooms, nothing too grand, you see - and one was shocked the incredible state of disrepair that the local religious establishment for the worship of our fine Lord by worthy and noble gentlemen such as myself! Shocked, and one does not hesitate to use such strong language, shocked and disgusted! [Churches need several improvements]

1) For who does one bow to save for the good Lord himself, who has bestowed such riches with such righteousness upon fine, hard working fellows such as oneself? Why, no-one, of course! Such an idea is preposterous, that a gentlemen should kneel before a commoner! Therefore, Churches should be treated with the same veneration, hmhm? Yet why are some of our finest buildings not afforded the same level of importance as lesser buildings of simple commercial delight, such as shopping arcades and sports venues? Truly shocking, one finds this to be! [St. Telesphorus' Church (73,05 / 74,05) in Earletown should be made into a large building; St. Irenaeus' Church (60,13 / 61,13) in Raines Hills should be made into a large building; no, this is not about graffiti, because we all know that the end is fucking nigh and therefore it doesn't matter whether churches are tagged, really]

2) Such sights one can see from the noble steeple of tower of a church, reaching to heaven itself...truly a noble aspiration. Yet, despite these holy buildings striving ever upwards, one cannot see a single thing when one uses a telescope or a monocular to observe the fine city of Malton from such a height! This is, one believes (and quite rightly it would appear, considering that the Lord himself feels it fit that one be gifted with riches! Ahawhawhawhaw!), ridiculous! [Churches and Cathedrals should be tall buildings; a possible variation would be to include Churches with and without towers or steeples, with those with a tower or steeple being tall buildings and those without being ordinary]

3) A Bible is a fine book indeed! Golden finery; the purest inks; the smoothest paper; truly a sight to behold (and truly a useful tool to discipline unruly children with, ahawhawhawhaw!)! Yet, curiously, one cannot procure such a fine book no matter how hard one strives to search amongst the holiest buildings of Malton! Such a revelation (ahawhawhawhaw!) is the focal point of my report and is perhaps the most disturbing find of the century! [Bibles should be able to be found in Churchs at a search rate of 6-8%; Bibles should be able to be found in Cathedrals at a search rate of 9-12%; Bibles give no XP when read; Bibles, similarly to Poetry Books, give a short passage, in this case a Bible verse from Revelations of a suitably apocalyptic nature (approximately 15-20 Bible verses would be used); Bibles are removed from the inventory when read]





Ahawhawhawhaw! [...]

Keep Votes
A topping suggestion, my good man! Excellent!

  1. Well, I say! Indubitably. Good show, what? --Funt Solo 19:33, 10 November 2006 (UTC)
  2. My my - Good show old bean.--Mr yawn Scotland flag.JPG 19:54, 10 November 2006 (UTC)
  3. Keep - As opposed to Urban Dead's sanctioning of a particular religion as I am, it does make sense that a church would have bibles in it. Plus, Biblical passages add somewhat of a dark omnious feeling to the game, so a keeper. --Wikidead 20:44, 10 November 2006 (UTC)
  4. Keep - wow... Although was tempted to spam on the basis of this actually being multiple suggestions, I'll just have to give you a pass and a Keep. Conndrakamod TDHPD CFT 20:50, 10 November 2006 (UTC)
  5. Mmm, tasty. --ExplodingFerret 21:29, 10 November 2006 (UTC)
  6. Jolly good - Makes sense. I may be secular, but that would give more flavor to the game. --Joe O'Wood 21:34, 10 November 2006 (UTC)
  7. As long as you put in mosques too - Well don't stop there! If the city has churches, then it should have mosques too! And other holy buildings. Kaylee Hans 21:45, 10 November 2006 (UTC)
  8. This is the church, this is the steeple, look inside, there are the people. Or bits of them, at least By the way the idea of having other religious building in Malton has been bought up before. The general consensus was that like the majority of England, Malton was a mainly atheist/Christian town with not enough demand for entirely new mosque/temple/etc. buildings -- Andrew McM W! 21:56, 10 November 2006 (UTC)
  9. Bastard! Ya beat me to it! - Ah, crap, I knew I should have posted the tall buildings idea sooner. I was also thinking that catherals are several stories high, perfect for binoculars and suicides (same time i posted my church bell suggestion.) #2: Bibles, hell yeah.. you wanna carry a crucifix and a bible, be my guest.. zombies all over the damn place i might grab one too, just in case. Then Kevan will surely allow people to choose put their favorite bible quotes on some Wiki page, which he would enter into the game the ones that seem relevant to death, and the undead.. etc. Excellent, excellent suggestion. I hang my head, in shame. MrAushvitz Canadianflag-sm.jpg 22:41, 10 November 2006 (UTC)
  10. Praise Be - I actually like it. Adds some interesting flavor sorts of things. Also, anything which has revalations in it gets my vote. Woe is me, the end is here... --Peter Moran 22:50, 10 November 2006 (UTC)
  11. Keep - Praise Jebus!!--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 23:20, 10 November 2006 (UTC)
  12. As long as the bibles are worthless just like in real life.--Gage 23:21, 10 November 2006 (UTC)
  13. Keep - I'd sorta like to see some koran's or other holy books being found too... --Officer Johnieo 19:05, 11 November 2006 (UTC)
  14. Keep Amen, brother. --Tahoe 06:16, 19 November 2006 (UTC)

Kill Votes
A disgraceful suggestion! Completely ridiculous!

  1. Meh, okay I guess. The only thing is not all churchs are large buildings (in fact, a lot of them are small, even if you consider they hold a lot of people). Cathedrals being "large" is fine.--Pesatyel 03:12, 13 November 2006 (UTC)
    • Re - Well the reason I suggested those two Churches is that they're both sets of two blocks right next to each other with the same building name. --Lord of the Pies 16:33, 14 November 2006 (UTC)

Spam/Dupe Votes
Tosh! Absolute tosh! Begone!