Suggestions/11th-Jan-2007

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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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Zombie Weapon Use

Timestamp: Pesatyel 05:46, 11 January 2007 (UTC)
Type: Class change and new skill.
Scope: Zombies.
Description: Zombies have the ability to use weapons, but most never do. Why bother? Even a recent convert without Vigour Mortis has bettter claw skills for the same damage. This is what I propose:
  • Damage: Zombies do SIX damage with a bat, pipe or crowbar. This is reduced to 5 by a flak jacket.
  • Dexterity (new skill): Requires Vigour Mortis. Zombies are +10% to hit with weapons. This would grant 15% to hit with a crowbar and 20% to hit with a pipe or bat and put the damage/AP at 1.2/1.0 (flak).

The Dexterity skill is NOT required for the higher damage.

Keep Votes
For Votes here

  1. The point of the suggestion is to allow zombies to have a stronger attack without overpowering them AND to allow them to make use of an ability THEY ALREADY HAVE. I could understand say no to allowing them to use weapons if they couldn't to begin with (hell *I* would vote spam on that!), but they already can and given how limited zombies are in their capabilities (especially when it comes to new/different attacks, how is this a bad one?--Pesatyel 06:53, 11 January 2007 (UTC)
  2. Keep - Zombies were given the ability to use weapons for a reason (and don't try to tell me it's flavor; because there is more flavor in wirecutters than there is in a zombie using a pipe). Zombies don't have nearly enough gameplay variety. And since practically all they can do is fight, it stands to reason that they should have many ways to do so, even if most of them aren't very powerful. This ability would be like the zombie flare gun; not very powerful dmg/ap-wise, but good for when the enemy's health is low and you've only got an AP or two left. --Reaper with no name TJ! 18:08, 11 January 2007 (UTC)
  3. As above. It's going to Peer Rejected though, and I also think that zombies would hate this sort of Flare Gun.--ShadowScope 19:37, 11 January 2007 (UTC)
  4. Keep - Can't be bothered finding the reason to vote keep, besides that it makes my waffles even more waffley and my roffles a light golden brown, like they should be. Voting on this wiki is soooo much work and soooo tiring! Oh me, oh my, however will I get through another day of giving actual reasons for my votes? Seems writing like a four year old on acid helps so I'll try that.--Nosimplehiway 06:29, 12 January 2007 (UTC)

Kill Votes

  1. Kill - Zombies don't use weapons -- boxy T L ZS PA DA 06:15, 11 January 2007 (UTC)
    Thats the WHOLE point of the suggestion! They don't use them because there is no point since claws and bite are better. And, as said to Gage, what is the point of allowing zombies to use weapons in the first place?--Pesatyel 06:53, 11 January 2007 (UTC)
    I don't just mean just in the game, zombies in general don't use weapons in the same way that cows don't read literature -- boxy T L ZS PA DA 09:53, 11 January 2007 (UTC)
    Then why can zombies use weapons? Cows CAN'T read. Zombies CAN use weapons. I don't follow your logic. Bear in mind, to that Urban Dead zombies are NOT your "typical" zombies either.--Pesatyel 02:22, 12 January 2007 (UTC)
  2. Kill - Zombies don't use weapons, as above. Whats the point of allowing survivors to have crucifixes? Fun. I can't see razor sharp claws being weaker than a baseball bat, even if it is more fun to attack with the latter. --TheDavibob 07:30, 11 January 2007 (UTC)
  3. Kill - I like the general accuracy boost part, but 6 damage? Wow... --Wikidead 07:37, 11 January 2007 (UTC)
  4. Kill - I fully support the skill that gives increased chance to hit with the mentioned weapons. But not an increase damage value without any skill. A 'undead strength'-skill giving 1 extra damage would be fine, the 6 skillless is just to much!. -BzAli 15:37, 11 January 2007 (UTC)
  5. Kill- Lessen the damage. Make it like a survivor's knife: more accurate than, say, an un-upgraded bite at the same damage, but obsolete later on.--Grigori 21:30, 11 January 2007 (UTC)
  6. Kill - If you change it so that flak jacket doesn't lower the damage, I'll vote keep. Flaks only protect against gunfire. --Aeneid 00:21, 12 January 2007 (UTC)
    That's was part of the point. Diregarding PKers, WHY would survivors bother to wear flak jackets if they don't protect against zombies...the main antagonist.--Pesatyel 01:51, 12 January 2007 (UTC)
    • Kill - The whole point is that zombies can't use weapons because they're freakin' zombies! They don't know how to swing an axe! unsigned.--Pesatyel 01:51, 12 January 2007 (UTC)
  7. Kill - As stated before, zombies dont use weapons. --GhostStalker 20:57, 12 January 2007 (UTC)
  8. Kill - Zombies are not supposed to use weapons. Simple as that.Waluigi Freak 99 18:47, 13 January 2007 (UTC)
  9. Kill Zombies really don't need another boost. Daniel Hicken 20:08, 23 January 2007 (UTC)

Spam/Dupe Votes

  1. Spam - zombies are highly uncoordinated creatures. This is completely out of character.--Gage 05:53, 11 January 2007 (UTC)
    Then why can zombies use weapons in the first place?-Pesatyel 06:10, 11 January 2007 (UTC)
    They can't use them well. That is the point.--Gage 07:06, 11 January 2007 (UTC)
    Exactly. That's why I didn't make the hit% higher.--Pesatyel 01:51, 12 January 2007 (UTC)
  2. ROFLWOFLZ - This skill enables the roffle to use my waffles.--J Muller 07:02, 11 January 2007 (UTC)
  3. spam - can't be bothered finding the dupe. --Funt Solo Scotland flag.JPG 08:41, 11 January 2007 (UTC)
  4. Read Gage's vote. --Slice 'N' Dicin' Axe Hack 12:52, 11 January 2007 (UTC)
  5. Spam SIX? damage? Far too high. No way. --MarieThe Grove 15:37, 12 January 2007 (UTC)
    The idea was to make Flak Jackets an actual USEFUL item for survivors. Is that your only complaint? Would 5 be better?--Pesatyel 02:47, 13 January 2007 (UTC)

A Skill To Keep Feral Zombies Together

Timestamp: Jon Pyre 06:35, 11 January 2007 (UTC)
Type: Skill
Scope: Zombies
Description: Feeding Groan is a wonderful thing. It brings zombies together. But after the feast is over and the building ransacked the zombies just disperse. Here's an idea to keep feral groups united by feeding groans together.

Zombies can't speak well enough to ask others to follow them but sometimes if a zombie performs a particularly gruesome kill other zombies will start associating them with food and follow by scent, hoping to share in their meals. The Memories of Life subskill "Gruesome Finish" would add a new "Feast" attack. The feast attack is equal in damage and accuracy to whatever your hand attack is then, and you can't use it unless it would kill your target. Using it on a target with more than 2hp (3hp if you have Death Grip) would just give this message: "Your target isn't wounded enough to start feasting on them yet."

So this adds a new attack that is completely equal to claws, and you can only use it on a killing blow besides. Why add something that has no attack advantage? Because this attack is a communication skill! That gruesome meal you just had caught the attention of every zombie in the room and being covered in fresh blood makes you really easy to sniff out. Every zombie that saw you make the kill can see your current position like so: "A zombie (now 3 east) killed Survivor." Survivors would not see your position. So if you just killed someone in the firestation if you planned to beat on the barricades outside the NT next you could give the other zombies the options of following you and helping out.

Now this isn't perfect. First off you can't say why you want them to follow you, but they could check the map to see if your location is somewhere interesting. "Hmm, 4 west 1 north...that high level zombie that finished off the last person is at the police station now. I'll see if I can help." If more than one zombie follows that could start off the new assault with a decent attack force. You could tell other zombies to follow you by pointing at yourself (though just leaving your current position is indication enough). If you follow a zombie you could let them know you came to them by pointing to them to them when you arrive.

The other thing is you might not always want other zombies to know where you're going next. For instance if you're killing someone at a revive point and don't want all those soon to be human zombies coming after you. But that's why this is an attack, so you have the choice of using it. You can use it when you want to let the other zombies know where you'll be and when you don't just use claws or bite. I think this non-verbal communication skill would be very useful for feral zombies.

  • Note: It was pointed out I forgot to include the range. My bad. In my mind I was assuming this would have the same distance as Scent Trail though I'm not sure how far that is exactly. But I figure that amount is the set precedent for the maximum distance a zombie can track a person so it would probably be best.

Keep Votes

  1. Keep Because zombies can't say "Hey, good job everyone. Let's do this again sometime. I'm going to the mansion for some lunch, maybe I'll see you there." --Jon Pyre 06:44, 11 January 2007 (UTC)
  2. Keep - Good, good...--J Muller 07:04, 11 January 2007 (UTC)
  3. Keep - Actually Jon, they could, but it would come out as some randomised crap. --Cap'n Silly 08:12, 11 January 2007 (UTC)
  4. Keep - I like suggestions that help the ferals -- boxy T L ZS PA DA 09:51, 11 January 2007 (UTC)
  5. Keep - woohoo! blood and gore!. Oh, and a suggestion; maybe survivors will see a message saying something like "SurvivorX was gruesomly devoured by a zombie". they wouldn't be able to track that zombie, but it would be a cool little RP thing. --Gateking 10:51, 11 January 2007 (UTC)
    • Re Sounds fun. No reason why not. --Jon Pyre 15:20, 11 January 2007 (UTC)
  6. Keep - I like it Jonny12 talk . w(m)^∞ 11:04, 11 January 2007 (UTC)
  7. Keep - Decent stuff! --Karloth Vois RR 12:38, 11 January 2007 (UTC)
  8. Finally something to vote keep on. --Slice 'N' Dicin' Axe Hack 12:54, 11 January 2007 (UTC)
  9. keep going to vote keep but i want to see clarification on range, as it is it seems to be possible to know where they are regardless of how far they have gone! Also as Gateking says , this should be visable to humans who witness the mess. One last thing, not being completely sold on zombie altruism I suggest that the feaster gain 1HP each time they succesfully feast, why just 1... because it should allow them to go above normal maximum. Theoretically this would allow 'uber' zombies but just how likely is that to happen? --Honestmistake 13:12, 11 January 2007 (UTC) *EDIT: Reaper makes a seemingly obvious but very good point below (wish i had thought of it) should only the most recent 'FEAST' apply? That would severely limit the usefulness of the skill but... too many going off makes it more pointless than a flare gun! Oh and FUNT, wish you had noted the vote edit as it makes it look like i stole your comment instead of the other way round! ;-) --Honestmistake 20:25, 11 January 2007 (UTC)
    • Re It's not really altruism because the player who uses this will have more zombies attacking the barricades with them wherever they go next, meaning they will have a better shot of getting food too. You're right about forgetting the range. I made a note for that.--Jon Pyre 15:21, 11 January 2007 (UTC)
  10. Keep with the suggestion that this be implemented the same as headshot i.e. it works automatically when the zed kills his victim. This would have the same effect and be simpler to implement.--SporeSore 13:18, 11 January 2007 (UTC)
  11. Keep. But kindly answer this question: does it cost AP if a zombie tries to feast on a survivor with 4+hp?. - Edit: Sorry, forget to sign. Here comes. - BzAli 16:26, 11 January 2007 (UTC)
    • Re I think Kevan changed it so most impossible actions don't cost an AP. In that case no. --Jon Pyre 15:54, 11 January 2007 (UTC)
  12. Keep - Sounds interesting, it is a good encouragement for new zombie players due to the current 2:1 human to zombie ratio. --Go to Zombie slay3r's Page 19:37, 11 January 2007 (UTC)
  13. Finally! The only way to nerf PKers...is to boost zombies. (Oh, and pleae don't RE about that comment, I really would not want a flame war, all I do is jut make a point. Anyway, I agree what everyone else above says). Spam would be a problem though...--ShadowScope 19:39, 11 January 2007 (UTC)
  14. Keep - Love it, helps out zombies, who are having it rough right now.--Canuhearmenow Hunt! 20:16, 11 January 2007 (UTC)
  15. Keep - With a Scent-Trail-like range limitation, this is a keeper. --IrradiatedCorpse 23:18, 11 January 2007 (UTC)
  16. Keep - Useful. --Toejam 23:28, 11 January 2007 (UTC)
  17. Brilliant - Urging zombies to work together=more fun.--Lachryma 23:49, 11 January 2007 (UTC)
  18. Keep - Yummy, feast. Would bring more fun to the game --Aeneid 00:16, 12 January 2007 (UTC)
  19. Keep - I like the basic idea (its probably better than the idea I was working on for zombies following other zombies) and if my vote killed it, I'd feel awful, since you could never re-submit due to the "dupe factor" that prevents any idea form ever being improved on. However- why on earth is this a Memories of Life skill? Do the zombies remember gorging themselves on the entrails of other survivors from when they were alive? I hope not. How about making it a sub-skill of "brain rot"? This would prevent dead survivors from using it to mis-lead zombies, and reduce the amount of spam, because not even all "dedicated" zombies buy brain rot. Also, the fevered brain infections would explain why the zombies behavior is so gory that even other zombies are impressed. --Swiers 00:33, 12 January 2007 (UTC)
    • Re All zombie communication skills so far are from Memories of Life. --Jon Pyre 00:50, 14 January 2007 (UTC)
  20. Interesting... Hmmm... MrAushvitz Canadianflag-sm.jpg 01:01, 12 January 2007 (UTC)
  21. Keep - I like the mechanics more than the IC explanation of the skill and its effects, but I guess it's workable anyways. --Matthew Fahrenheit YRCT+1 17:36, 12 January 2007 (UTC)
  22. Keep - Sure, ok. --Ducis DuxSlothTalk 05:53, 15 January 2007 (UTC)
  23. Keep - great way to help ferals-- Che -T GC X 21:02, 24 January 2007 (UTC)

Kill Votes

  1. Incomplete - great suggestion, well thought out, but needs a range limit and some kind of time limit, otherwise when does this run out? You can smell a zombie 99 blocks to the north that devoured someone 11 months ago. --Funt Solo Scotland flag.JPG 10:40, 11 January 2007 (UTC)
    • Re Hmm. Good point. I think whatever the range Scent Trail has should set the precedent. I'll make a note of it. --Jon Pyre 15:23, 11 January 2007 (UTC)
  2. Needs a Little Work - I like the idea, but there are problems. Mainly, the amount of spam that could be generated (what if everyone decides to feast? There could be 20 zombies nearby with this "mark"). --Reaper with no name TJ! 18:12, 11 January 2007 (UTC)
  3. Kill don't really like the role-play in this... I think of the zombies as a collective mind, like a bee swarm, and not with any set leader. I had an idea for a zombie skill to let them understand fellow zombies better... ah, well. --AlexanderRM 12:17 PM, 15 Januaary 2006 (EST)

Spam/Dupe Votes
Spam/Dupe Votes here