Suggestions/11th-Jul-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.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
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Flak Jacket Change

Spaminated with 11 Spam votes out of 13 total. Many voters expressed concern that the suggestion was unfair to brain-rotted zombies. --Mookiemookie 15:39, 11 July 2006 (BST)


More use out of Spraycans

Spaminated with 9 Spam votes out of 12 total. Voters felt the suggestion unfairly took away the downsides of having a powered building. --Mookiemookie 12:36, 11 July 2006 (BST)


Chunks!

Timestamp: 05:10, 11 July 2006 (BST)
Type: Item use
Scope: Scientists
Description: Summary: Scientists can speed syringe manufacture by tossing in zombie tissue extracted with the knife.

Mechanics: When fighting a dying (12 HP or less) zombie with the knife, a survivor has a 65% chance with each successful hit to collect a chunk of flesh from the zed. Once collected, this shows as "chunk of flesh" in inventory. Each chunk of flesh takes up 1 inventory space, and can be dropped as normal. Clicking on the object does nothing.

However, when the player goes to Manufacture Syringe in a powered NecroTech building, 1 chunk of flesh will be automatically "used up" in the process and added to the revivification formula. As the dna and tissue in the chunk replace some of the resources needed to produce the fluid, the AP cost of the manufacture is reduced by 7 AP, making it 13 AP total (yeah, unlucky number; oh well).

As collecting a chunk of flesh takes on average 4 AP, the AP savings will be about 3 for each chunk collected. That seems like a solid but not overpowered incentive for scientists to get outside and start swinging steel. (Consider that syringe searching would still be more efficient than manufacture.) Of course, they'll want to use primarily other weapons to weaken the target and then go in for the kill with the cutlery, and that's intentional. Weaken the zombie, then collect a few chunks to take back to the lab. Good gory fun.

  • Clarification: The revive AP cost is completely unaffected, and would still be 10 AP. Only the manufacture cost is reduced, and even then not so much as to make it as efficient as searching for syringes.

Votes

  1. Keep - Vote for a new use for the knife. Vote for getting scientists more involved in zombie combat. Vote for Chunks. --Ember MBR 05:10, 11 July 2006 (BST)
  2. Keep - I like this idea, but you're going to get a LOT of complaints about lowering the AP for manufacturing Syringes. Darkxarth 05:15, 11 July 2006 (BST)
    • Re - Really, manufacture would still be a tax on the lazy players. Searching would still be more efficient, and there is some risk associated with the benefit here. --Ember MBR 05:18, 11 July 2006 (BST)
      • Re - I don't particularly have a big problem with it, and I think it's pretty balanced, but I'm sure lots of people will have problems no matter what you say. Darkxarth 05:21, 11 July 2006 (BST)
  3. Keep - As of now, on a powered Necrotech you can get 1 syringe every 7 AP invested (more or less), so if someone wants to vote Spam or something at least don't vote like that because of the lower cost of manufacturing. --Matthew Fahrenheit Talk 05:23, 11 July 2006 (BST)
  4. Kill - I hate to be a downer but this seems silly to the point where it'll spawn more suggestions like this. "Use a chunk of flesh and create special 'zombie bullets'." I think revives are good the way they are. Especially since my zombie get's revived more often than my PKer. Sonny Corleone WTF 05:35, 11 July 2006 (BST)
  5. Kill - This will deviate revivers from the task at hand. They'll be fighting more than reviving, thus leading to far less revives. Searching is MUCH more efficient, this suggestion actually increases the AP cost for manufacture, as revivers will have to look for ammo/guns, and the fight too. --W3c 05:59, 11 July 2006 (BST)
    • Re - Some scientists engage in combat anyway. Those that do will probably like this feature; those that only search for syringes and revive probably won't use it. It's an option, hopefully a fun one. --Ember MBR 07:30, 11 July 2006 (BST)
  6. Keep - I like it --Kiltric 06:08, 11 July 2006 (BST)
  7. Keep - Pretty good idea. I agree that the idea of it (harvesting zombie chunks) does kinda open the door to lots of silly suggestions, but this one allows for benefit for moderate benefits to all-around players (the less-specialised) and provides some sort of limited functionality for the knife. --Rgon 06:10, 11 July 2006 (BST)
  8. Kill - More busy work for the revive team. State bearing objects take up too much inventory space. I don't need a knife either. Complicated and needless. --Max Grivas JG,T,P! 06:49, 11 July 2006 (BST)
    • Re - You'll be trading that one chunk of flesh for one revive syringe anyway. It's not going to make a difference overall. --Ember MBR 07:25, 11 July 2006 (BST)
      • Re - But we would have to locate and kill a low HP zombie requiring more than 10AP. I think its a big differnce. You would be earning XP for manufaturing syringes. --Max Grivas JG,T,P! 18:28, 11 July 2006 (BST)
  9. Kill - I kinda like it. It gives a use for the knife. What I don't like is the "almost dead" part. Instead, just have the NT have a chance on ANY knife hit. And, perhaps, make the reduced cost 15 instead of 13.--Pesatyel 07:33, 11 July 2006 (BST)
  10. Keep - Good idea! --Abi79 AB 11:57, 11 July 2006 (BST)
  11. Kill - Did I miss something? Since when were NT's combat characters?--The General-W! P! Mod12:35, 11 July 2006 (BST)
    • Re - Since... players started leveling? I have a level 40 NT that does no reviving at all. It's all in how you choose to play. --Ember MBR 19:01, 11 July 2006 (BST)
  12. Kill - Revive costs were changed to their current values for a reason. Leave them alone. --Mookiemookie 12:38, 11 July 2006 (BST)
    • Re - I have voted down many suggestions for reducing the revive cost. However, this is about reducing the manufacture cost; and even after reducing it it'd still be inefficient compared to searching. --Ember MBR 17:21, 11 July 2006 (BST)
      • Re - My bad. I'll have to re-read and think again on this. --Mookiemookie 17:51, 11 July 2006 (BST)
  13. Kill - A 0.65 * 0.4 chance at an absolute maximum to increase the speed of revives? Provided the wind is blowing right, the sun is shining and the RNG actually likes you? This is far from unbalancing — the odds are higher that a revive will cost more under this. That being said, I do not think this will ever be used by more than a fraction of the population, even if they were stupid enough to think that this would increase the rate of revives. –Xoid 15:05, 11 July 2006 (BST)
  14. Keep - Nice idea. Knifes are just flavour items essentialy and this would make them useful. RWXSM 17:01, 11 July 2006 (BST)
  15. Keep - Would make the science career a little bit more interesting... --Canuhearmenow 18:14, 11 July 2006 (BST)
  16. Kill-The General is right. NTs are not supposed to be a combat class. Besides, it would just be an AP waste for Trenchcoaters.--ShadowScope 18:15, 11 July 2006 (BST)
  17. Keep I don't think this could honestly hurt. --Rozozag 18:36, 11 July 2006 (BST)
  18. Keep - As long as it lowers AP cost for revives, I'm for it. --Paradox244 19:40, 11 July 2006 (BST)
  19. Kill - This has caused a bit of debate! I think that reviving is fine as is, despite the fact that I would love cheaper syringe manufacture (just out of interest, what made you choose 7 as the AP taken off?). I merely see it as being a bad move in the long run, as I don't want to see hundreds of suggestions on chunk uses, like "eating the chunck makes you impervious to infection" and the afore mentioned "zombie bullet" idea that would undoutably follow this. Interesting idea, just not a good move IMHO - HerrStefantheGreat 19:44, 11 July 2006 (BST)
    • Re - Good question. It was a matter of balancing the AP needed to collect a chunk with the AP it would save. I felt less than 3 AP saved overall was too trivial and more than that was too advantageous. So I decided on 3 and built the other numbers around that. --Ember MBR 20:20, 11 July 2006 (BST)
  20. Keep - --Kcold 21:17, 11 July 2006 (BST)
  21. keep - i like this, though i would make it a chance to get a chunk with every hit. as for the NTs aren't combat characters m3 three characters all have full necro skill tree and one of them is a dedicated zombie these days. as for the others 1 tends to carry more shotguns than syringes and the other only uses them to annoy zeds with combat revives! don't kill suggestions just to punish the way you don't play.--Honestmistake 21:21, 11 July 2006 (BST)
  22. Kill - Game breaking, and doesn't make sense to me. - Jedaz 22:20, 11 July 2006 (BST)
    • Re - Game breaking? Searching will still get you more syringes and it still takes 10 AP to use each one. --Ember MBR 00:24, 12 July 2006 (BST)
  23. Keep Though the idea of zombie chunks sounds weird, I like it enough to give it a keep HamsterNinja 22:36, 11 July 2006 (BST)
  24. Kill - I like it, but I dread the idea of messing with the revive rate. 3 AP per revive is a lot in my book --McArrowni 22:44, 11 July 2006 (BST)
  25. Keep Seems interesting and flavourful - go for it! KyleTravis 00:11, 12 July 2006 (BST)
  26. Keep Hmm. I think it could use a bit of tweaking, make that a LOT of tweaking but you've got something here. Call this a vote of confidence in your general idea if not this exact implementation. Just, please, call them tissue samples. --Jon Pyre 00:27, 12 July 2006 (BST)
  27. Keep - Ha. that's funny. why not? --Bulgakov 00:32, 12 July 2006 (BST)
  28. Kill Awesome idea, but make it any knife hit; there's no way to tell a zombie's health without hitting, so the current suggestion is way too random. I also think you should go back and do the calculations, and tweak the AP savings so that it makes manufacturing just slightly more costly than searching. That way the variance gives survivors an incentive to go out there and try their luck. Other than that, great suggestion. Rheingold 01:56, 12 July 2006 (BST).
  29. Kill - the Wiki Gestapo deems your suggestion unworthy... this is your only warning --Sig.PNGtalk 06:07, 12 July 2006 (BST)
  30. Kill - This is just too silly. "Tissue Samples" instead of "Chunks" doesn't help. --Raystanwick 19:41, 12 July 2006 (BST)
  31. Kill - The syringe cost is barely balanced as it is. I don't think it should be made any easier. –Bob Hammero ModTP! 22:49, 13 July 2006 (BST)
  32. Kill - All in all it's not worth it. I can't see any major advantage out of this apart from confusing people. --HighlandZHunter I.U.S.S 12:11, 24 July 2006 (BST)

The Beginning

Removed by Author with improved version below. --Canuhearmenow 01:09, 12 July 2006 (BST)


Ropes

Spaminated with 12 Spam votes out of 14 total. Extremely unclear and complex suggestion that was not fully detailed. --Mookiemookie 03:04, 12 July 2006 (BST)


You Can't Heal the Cades!

Withdrawn by author, was a dupe. *Hits self with 'Dupe Dope' mallet* --Paradox244 01:00, 12 July 2006 (BST)


Scent Blood Change

Timestamp: 18:26, 11 July 2006 (EST)
Type: Skill Improvement
Scope: Zombies
Description: Hmm what’s a zombie to do? Should they play as a human long enough to get 75-150 XP to get Diagnosis or continue playing as a zombie and try to earn 200 XP in order to get Scent Fear and then Scent Blood in order to do the same thing?

Currently Scent Blood allows the HP values of nearby survivors to be displayed next to their name which is the same as Diagnosis, so why bother? Sure I know that there might be 1 out of maybe 300 players that wants to be a purist with their character and only get skills that their character should get, but for the rest of us I‘m sure you decided to not get Scent Blood till you have already got all of the other skills and just want to use the XP up... I suggest that a slight alteration be made to make Scent Blood desirable again.

Scent Blood: The HP values of nearby survivors are displayed next to their name and can be seen by the player from a distance.

What this means is that the HP value is next to the survivor's name on the interactive map instead of only on the list when you enter the same space of the survivors. This will make it possible to know the health level of a survivor without having to get right next to them first. (Just incase you feel that this might be too powerful, I will also put forth the possibility that this will only work if the survivor is not at their max health. 59 and under for those with Bodybuilding, 49 and under for everyone else, as a for instance.)

Please keep your comments constructive and watch for any RE‘s from the Author/me. Also be sure to let me know what you think of the “just incase“ measure when you vote.

Votes

  1. Author Keep - Do I need to give another reason?--Savat 18:28, 11 July 2006 (EST)
  2. Kill - It's still overpowered. --Paradox244 23:30, 11 July 2006 (BST)
    • RE - Would it be better if the numbers in the "just incase' measures were lower? If so, what would you suggest the HP level be before this kicked in?--Savat 18:37, 11 July 2006 (EST)
      • RE - My suggesstion would be that survivors status as wounded or dying be all that shows up. Showing exact HP sounds like a stretch. It would be still useful, but not over powered. --Paradox244 23:42, 11 July 2006 (BST)
  3. Kill I just don't think it's necessary. How often does a zombie have to choose between two different survivors outside that are in different squares? Zombies will go after a survivor outdoors whatever their health is, and you can already tell if one is injured. --Jon Pyre 00:37, 12 July 2006 (BST)
  4. Kill - Assuming this would only work outdoors, I don't see the use of it. And it doesn't make sense to me anyway.--Rgon 01:33, 12 July 2006 (BST)
    • RE - It would also work in large buildings such as malls, cathedrals, and any other building that takes up multiple squares. Besides, can you see a use for it as it is? Especially with Diagnosis available.--Savat 21:43, 11 July 2006 (EST)
    Invalid vote struck out. Remove the strike when you have signed your vote.--Matthew Fahrenheit 01:17, 12 July 2006 (BST)
    Very sorry about that. My mistake. --Rgon 01:34, 12 July 2006 (BST)
  5. Kill - Too powerful. A better idea: survivors at a distance are shown not with HP values, but with relative weaknesses ("strong," "somewhat weak," "very weak," etc). –Bob Hammero ModTP! 22:52, 13 July 2006 (BST)
  6. Spam - Useless. Completely and utterly. –Xoid 15:54, 23 July 2006 (BST)