Suggestions/11th-Oct-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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Face Recognition

Mod Spaminated because it nerfed zombie anonymity like no other.--Gage 05:19, 11 October 2006 (BST)

Yes, that's true - but that was the point. Perhaps I missed something, but how is zombie anonymity a plus? --This game has inspired me to write a song.

To the tune of The Beatles' "Fixing a Hole"....


I'm carving a hole / where the 'cades are thin / and when the last piece falls away / in the Zeds go-o-o-o-o....

Bar har har har har....

I'm watching the count / of my Hit Points go down / from the infection that's inside of me / Soon I will go-o-o-o-o....

Bar har har har har....

And the dead are gathering / in a big mob now and pretty soon somehow / they'll overcome.

Silly people, running 'round / Rebuild the 'cades that we tear down / They won't accept that we've already won.

The harmanz all sleep / while the dead creep in / when they waken they'll be part of us / See the blood flow-ow-ow-ow....

Bar har har har har....

I'm carving a hole where the 'cades are thin / and when the last piece falls away / in the Zeds go-o-o-o-o....

In the Zeds go-o-o-o-o....

--Fordham 05:11, 1 December 2007 (UTC)


Multi-Tag Feature: Tagging Skill

Timestamp: MrAushvitz Canadianflag-sm.jpg 14:41, 11 October 2006 (BST)
Type: Enhancement to Tagging skill
Scope: For some buildings Tagging skill allows more than 1 tagging message
Description: Multi-Tag Feature: Tagging Skill

Tagging Skill Change:

  • Your character's spraycans last longer & don't run out as quickly. XP bonuses are awarded for tagging certain buildings. With Free Running skill: More than 1 message may be tagged onto certain buildings.

Pretty basic, but since human survivors have established a free running network which is considered to be a number of Bridges between buildings, new options are possible for the tagging skill. Often ladders, planks, debris and dumpsters are set up so you can make it into entry windows more safely. Ledges are also set up in such a way to allow survivors in and out of windows so long as they aren't too close to the street (arm's reach of zombies.) Survival in Malton can be a very athletic thing, you'd better be good at jumping and/or climbing if you want to escape quickly.

The enhancement for the tagging skill is this: if you also have the Free Running skill when you tag certain buildings your message will be added as a 2nd or 3rd tag message. This means your character isn't just great at grafitti, they're also good at spraypainting messages at those "hard to reach" places. This allows dedicated taggers to be very valuable to their faction, and their message to not be replaced too quickly.

Game Mechanics Of Additional Messages: I means maximum interior messages. E means maximum exterior messages.

  • Large & Tall Buildings ~ I=2 E=3: Cathedral, Mall, Mansion, Tower, Factory, Hospital, Warehouse
  • Larger Buildings ~ I=1 E=2: Building, Power Station, Cinema, Library, Museum, School, Armoury, The City Zoo (lots of good message spaces!)
  • Excellent Outdoor Tagging ~I=0 E=3: Graveyard (so many headstones, statues, smaller buildings, etc.)

When you use grafitti to write a message at a location that has additional capacity, instead of replacing the old message with a new one your new message gets added seperate from the existing ones (as part of the description.) If this location is full of messages and you write another the oldest message always gets replaced 1st.

  • Those without this additional tagging: whenever they tag a building that has more than 1 tag on it, the oldest message is always replaced 1st. No addition to the building's messages is made, just a replacement of an old one.

Rationale:

Well, there are literally thousands of survivor characters per suburb, often several hundred sharing the same building. It stands to reason that almost everyone enjoys tagging some kind of message every now and again (to be heard &/or represented.) In addition, there are times several factions may share a suburb (human and zombie for example) this allows everyone a chance to mark their territory, and provide information which of course adds to the feel of Malton.

This would also be very cool because you could see 1 message, maybe a 2nd which contadicts the 1st and in some buildings yet a 3rd message. This would be much more prevalent in suburbs where there is a huge population base.

  • Ex. "The Apocolypse Horde Owns Rotwood, Leave or Die!"
  • "See you in hell zombies, we shall overcome!"
  • "Zombie Mistress will not forgive your blasphemy..."

(Graveyards would now be free to have a revive message, and various zombie threats and whatnot.. so both sides are represented.)

And so forth, you don't have to walk to several buildings just to see what is going on in your area. New players may also get more information as to what buildings they should be going to (or not going to.) As well as who is in charge here. This would be excellent for group recruitment as well as giving zombies the chance to have their messages heard.

Keep Votes

  1. Author Keep - Sorry it's so long, but this explains how it works and how it is totally abuse free. Gives zombies a chance to be heard, and creates the idea of being a dedicated tagger character who "represents" for their faction. Many buildings can even have 2 interior messages allowing for more semi-permenent information on what's around and what's outside. Note: Only some buildings (usually larger ones) are going to benefit from this.. but shouldn't the towers in your suburb have some value message wise? "All our hospitals are ransacked, don't bother..." -- MrAushvitz Canadianflag-sm.jpg 14:47, 11 October 2006 (BST)

Kill Votes

  1. More spam, oddly complicated, the UI would suck (if you had a spray can, the page would now have up to two extra lines for the messages, and two extra boxes and two extra buttons... eurgh (re-read the suggestion, oldest one is replaced... which gets rid of the only reason I could think of to keep it, and that's that there could be a 'permanent' message at each location, and a 'temporary' news-type message...)). Also don't see why we need more emphasis on tagging, and yet another facilitation of survivor communication abilities. Also, one tag should be enough ('revive point' is only 12 characters, after all ... and tinyurl.com/xxxxx only about 15). --ExplodingFerret 15:18, 11 October 2006 (BST)
    • Re - I agree, survivors have too much of a communication advantage over zombies however the additonal tagging would assure zombies would have their say as well.. please think about it as also helping zombies. -- MrAushvitz Canadianflag-sm.jpg 15:44, 11 October 2006 (BST)
  2. One message per wall is good. This would cause more spam and server load. -- Nob666 15:32, 11 October 2006 (BST)
    • Re - How much server load does an addition to a location's description consume really? This might indirectly cut down on radio spam, because written messages last longer. Not disagreeing, just thinking how it would help. -- MrAushvitz Canadianflag-sm.jpg 15:43, 11 October 2006 (BST)
  3. Not a spam like funt because if we spammed everything that isn't needed, then half of the point of suggestions would be obsolete. However, I'm just not keen on the idea in general. It wouldn't cut down on radio spam, it would just mean that tags stay longer, and really, that's just not what i want to see --BBM 16:59, 11 October 2006 (BST)
  4. Kill - Same as BBM.--Mr yawn 17:19, 11 October 2006 (BST)
  5. Excellent Idea. I have to give you that. However, I just don't see how it could be applied effectively. -Mark 22:12, 11 October 2006 (BST)
  6. Kill - See ExplodingFerret's vote, it would be better to have a permanent message. When I first read it, I thought it would be like, "You are standing outside X. At ground level, Y is spraypainted. Higher up, Z is spraypainted." And only people with freerunning can paint over the higher one.--J Muller 23:53, 11 October 2006 (BST)

Spam/Dupe Votes

  1. Spam - It's just not needed. --Funt Solo 15:18, 11 October 2006 (BST) It's not a dupe of Maintain Graffiti History --Funt Solo 08:45, 12 October 2006 (BST)
    • Re - Those who don't need it wouldn't use it. But it makes Tagging a bit better, and adds to flavour. -- MrAushvitz Canadianflag-sm.jpg 16:19, 11 October 2006 (BST)
      • RE - Let me expand. It will cause graffiti spam, diluting the importance of graffiti. --Funt Solo 17:56, 11 October 2006 (BST)
    • Re - Perhaps, but I made sure the maximum interior tagging is 2 at best, that isn't 3 like the exterior of some buildings. The ones that can get 3 tags tend to be very important resource buildings, malls have hundreds of people each.. so it would be helpful. And zombies get to leave their mark outside of buildings they intend to destroy (or come back to someday...) Adds to a building's history as well perhaps?-- MrAushvitz Canadianflag-sm.jpg 18:17, 11 October 2006 (BST)
    Note - Invalid comment struck: "Comments are restricted to a single comment per vote" --Funt Solo 12:31, 12 October 2006 (BST)
    Dupe - of Maintain Graffiti History suggestion. --Officer Johnieo 23:48, 11 October 2006 (BST)
    Note - Invalid vote struck: "a link must be provided to the original suggestion" --Funt Solo 12:23, 12 October 2006 (BST)
    As Johnieo....now.....where would that suggestion be.....I think I will go look for that now....where is it? *Crash,shatter,bang,smash,rumble* Ah great....no luck so far....now to clean up this mess...... --Axe Hack 00:47, 12 October 2006 (BST)
    Note - Invalid vote struck: "a link must be provided to the original suggestion" --Funt Solo 12:23, 12 October 2006 (BST)
  2. Since when did Free Running involve BRIDGES? But whatever. Want multiple messsages on the same large building? Put one on each square. And, given how you set this up, wouldn't it be more difficult (ie chance at failing, etc.) to do this over normal tagging?--Pesatyel 04:42, 12 October 2006 (BST)

New Weapon Class: Thrown Weapons

Removed by author for revision, as it seems that the brick and the throwing skill are the only parts of this suggestion that people might like. --Reaper with no name 02:20, 12 October 2006 (BST)


NT Injector

Timestamp: Canuhearmenow Hunt! 21:04, 11 October 2006 (BST)
Type: New Item.
Scope: holding Syringes more easily.
Description: This adds the NecroTech Injector to Malton. The NT Injector is found at 3% NT Buildings, 2% Mall Drug Stores, and 2% Hospitals. (Being a common injecter) The Injector is a 1 inventory space item that's purpose is to hold up to five Syringes (By choosing the injector on the dropdown menu for syringes) and to tell how full it is it has a nifty little counter to the right of the Injector name. When filled with at least 1 syringe it will behave exactly like a normal Syringe, the dropdown menu, the AP Cost, etc. But this has multiple uses before needing to be "Reloaded." "How can you put a syringe into a Injector?" You say, well, you just inject the liquid into the Injector's Storage vial. "But what about Sanitation?" Well, this is one of those Injectors that uses High Pressure "Mist" of the syringe contents. This would save that pesky Cluttering of syringes.

Keep Votes

  1. Keep - Author Vote, I think it could help. And Syringes aren't like Shotgun Shells, to be wasted on damaging and killing, these are far harder to find, not to mention the space scientists have to waste for syringes, space that could be used for holding guns and stuff.--Canuhearmenow Hunt! 21:04, 11 October 2006 (BST)
  2. Keep - Loads revives into a bigger syringe on a 5:1 basis, no this is not complicated. For god's sakes making your inventory simpler and less of a hassle is not a bad thing people. So what if you could carry hundreds of doses.. you'd be searching for 3-4 months just to get that much medication (and not getting any XP.) This is an excellent suggestion. Frees up inventory space. --MrAushvitz Canadianflag-sm.jpg 21:52, 11 October 2006 (BST)
  3. Nice. Those damn things take up way too much space. This would leave room for my FAKs and ammo.--Grigori 21:30, 11 October 2006 (BST)
  4. Finally! And also a suggestion with no current Spam votes! -Mark 22:19, 11 October 2006 (BST)
  5. Keep - Not really that useful to anyone but the most dedicated scientist, but still cool. --Officer Johnieo 23:34, 11 October 2006 (BST)
  6. Ummmm... Sure... -Certified=Insane 01:53, 12 October 2006 (BST)

Kill Votes

  1. You have limited inventory space for a reason- it forces you to specialise. If you can't carry all your syringes, drop some ammo. If you still can't carry them all, you have too many. Ration them. This does seem very similar to a lot of suggestions, like Inventory Stacking, but not quite a dupe, so I'm killing it. You don't need 250-odd syringes. -- Catriona McM 21:18, 11 October 2006 (BST)
    • Re - Uh, this is not mean't to allow you to hold infinite syringes, this just allows you to have more space for stuff like FAK's, Ammo, and Guns. This is also mean't to reduce Clutter, a problem many scientists know. Finally, how many syringes do you find in a 50 AP day? Its on average about 3 for a lucky day, so I can fill my Injector 3/5th of the way? Yipee!--Canuhearmenow Hunt! 21:21, 11 October 2006 (BST)
      • Re - "A 1 inventory space item that's purpose is to hold up to five Syringes" would extend your inventory by 4, wouldn't it? I didn't say it let you hold infinite syringes, but you could hold 250 syringes, which is way too many. For the clutter, inventory stacking, in peer reviewed, fixes that. -- Catriona McM 21:31, 11 October 2006 (BST)
  2. Kill It unfairly increases your inventory and makes a fairly simple thing needlessly complex. --Jon Pyre 21:38, 11 October 2006 (BST)
  3. Kill Move your god damn vote if you like it Hack. Anyways, there are some things best left not to rise, and this is one of those things. In any case, there really isn't a need for this, it's simply an inventory space saver, and those are not really necessary considering all UD chars hold a ridiculously large amount of items. AllStarZ 02:00, 12 October 2006 (BST)

Spam/Dupe Votes

  1. Spam - As I don't agree that a syringe should take up less than 1 inventory space, this is unfixable. --Funt Solo 22:28, 11 October 2006 (BST)
  2. Spam - They take up space for a reason. Unnecessary buff that alters the storage dynamic. --Burgan 22:50, 11 October 2006 (BST)
  3. This is like MrA's EMK suggestion...only replaces FAKs for syringes. I'll tell you what I told him...This gives survivors more room to carry other useful items.(I think those are the exact words....I don't remember...) --Axe Hack 00:41, 12 October 2006 (BST)
  4. tuesday - Extends your inventory space. Other than that, useless. --Karloth vois RR 02:01, 12 October 2006 (BST)
  5. Inventory management is a necessary part of the game. This breaks that. Same reason we can't carry pistol clips and shotgun shells "in groups." Besides, with the 10 AP use cost, one HAS to watch their inventory.--Pesatyel 04:49, 12 October 2006 (BST)
  6. Actually if I recall correctly Mr Aushvitz once made a suggestion that would allow you to hold up to 5 times as many shotgun shells as the current system allows. This suggestion allows you to hold 5x as many syringes. And is just as broken. Rheingold 05:08, 12 October 2006 (BST)
  7. As above ^--Mr yawn Scotland flag.JPG 05:31, 12 October 2006 (BST)
  8. Ditto. If the resembleance to a MrA suggestion wasn't a good enough reason. ;p --ExplodingFerret 00:22, 14 October 2006 (BST)

Bloodstains

Timestamp: Grigori 03:33, 10 October 2006 (BST)
Type: Room Flavor
Scope: Everyone
Description: I propose a new flavor addition to rooms. If a person or zombie has been killed in a building recently, it leaves a marker in the form of a bloodstain. Both zombies and humans would be able to see it. The age of the stain is also shown, as well as the number of people killed.

Cleaning up a ransack would get rid of the blood. The stain itself doesn't affect players, all it does is add flavor and possibly give players an idea of the recent history of a building.

Whenever a new person dies, it is added to the "body count", and the age of the blood goes down 1 tier. Zombie blood does not affect the age of the stain, only the amount, and if a zombie was the first thing to die and create a stain, it automatically appears 2-5 hours old (due to the zombie being dead). The outside of the building would reflect the inside, although not the amount, just the age, and only if more than 5 people died..

1-2 died, 0-2 hours ago There is a small pool of blood here. It is bright red and fresh.

3-5 died, 0-2 hours ago There are a couple small pools of blood here. The blood is bright red and fresh.

6-10 died, 0-2 hours ago There is a large pool of blood here, as well as some smaller ones. The blood is bright red and fresh.

11-20 died, 0-2 hours ago There are a couple of large pools of blood here, as well as a number of smaller ones. The blood is bright red and fresh.

21-40 died, 0-2 hours ago There are a multitude of large pools of blood here, as well as many smaller ones. The blood is bright red and fresh.

41+ died, 0-2 hours ago There is a massive amount of blood here. It is bright red and fresh.

1-2 died, 2-5 hours ago There is a small pool of blood here. It is red and congealed.

1-2 died, 5-10 hours ago There is a small pool of blood here. It is a dull red and sticky.

1-2 died, 10-24 hours ago There is a small bloodstain here. It is dull red and not yet completely dry.

1-2 died, 24-48 hours ago There is a small bloodstain here. It is dry and flaky.

1-2 died, 48-72 hours ago There is a small bloodstain here. It is barely noticable.

Example of the outside appearance:

0-2 hours ago There is some blood dripping under the door. It is bright red and fresh.

After 72 hours the bloodstain goes away. Feedback would be nice.

Keep Votes

  1. Keep - Sweet, something that shows how much action a location has seen recently even if everyone involved is dead or has moved on. The aftermath, if you will. (I fixed some kind of broken page glitch for voting section, wierd.) "My god, man will you look at the stains on these walls!" "Ummm.. those aren't blood stains, sir.. and you're standing in a bathroom stall.." "Dear.. god... what the hell happened here?" "I'm leaving, sir.." --MrAushvitz Canadianflag-sm.jpg 21:53, 11 October 2006 (BST)
  2. Keep - "You see a pool of keeps on the floor, it is fresh."--Canuhearmenow Hunt! 21:54, 11 October 2006 (BST)
  3. Keep - The simple ones that aren't major or useless always work out. --ALIENwolve 22:01, 11 October 2006 (BST)
  4. Keep - Good for choosing a safehouse. --Toejam 22:16, 11 October 2006 (BST)
  5. And there goes another good suggestion for today! -Mark 22:22, 11 October 2006 (BST)
  6. Keep - When a great suggestion comes along, I'm all too happy to vote the Keep. (You haven't seen me.) --Funt Solo 22:27, 11 October 2006 (BST)
  7. Keep There is 2ft of blood on the floor, you think you remember this from a movie. --Officer Johnieo 23:32, 11 October 2006 (BST)
  8. Keep - Excellent flavor.--J Muller 23:48, 11 October 2006 (BST)
  9. Ah! I would love to know how many people died in my safehouse recently! --Axe Hack 00:39, 12 October 2006 (BST)
  10. Keep - More flavor = yum! --SirensT RR 01:54, 12 October 2006 (BST)
  11. Keep Not bad, not bad. An Ent 01:56, 12 October 2006 (BST)
  12. Keep Nice flavor. I like it, I like it a lot --GhostStalker 04:48, 12 October 2006 (BST)
  13. The only consideration is, for example if 40+ people died up to 72 hours ago, what kind of message would we get?--Pesatyel 04:51, 12 October 2006 (BST)
  14. Flavorful! Rheingold 05:10, 12 October 2006 (BST)
  15. Keep - Nice, very nice idea there.--Mr yawn Scotland flag.JPG 05:33, 12 October 2006 (BST)
  16. Keep - I liked it before, I like it again. --Gene Splicer 10:52, 17 October 2006 (BST)
  17. Keep - <there is a massive pool of blood here. it is barely noticeable.> like that? --Kaminobob 06:36, 24 October 2006 (BST)
  18. Keep Strange as it is to see everyone looking at a pool of blood and saying "Nice flavor." Paul Brunner 15:26, 25 October 2006 (BST)

Kill Votes

  1. Kill - I like the idea, but I'd rather that each dead body built up some sort of token that was depleted over time or by repairs. Not like my vote is needed here, though. --Burgan 22:51, 11 October 2006 (BST)
  2. Can't see the need for this. Another line of useless information. The bodies inside/outside a building are a reasonable indicator of recent action. --ExplodingFerret 00:25, 14 October 2006 (BST)
    • People dump bodies immediately if they're smart, and bodies outside? Probably just a few zeds who were in the wrong place at the wrong time.--Grigori 02:20, 19 October 2006 (BST)

Spam/Dupe Votes
Spam/Dupe Votes here


Blocked Passage

Timestamp: Swiers 22:10, 11 October 2006 (BST)
Type: balance change / skill modification / environmental effect
Scope: users of freerunning skill entering or exiting squares containing ransacked buildings
Description: A simple suggestion; buildings that are ransacked should not be valid targets to free-run into or out of. If a survivor attempted such movment, they would recive a message stating "the building you are in (or moving into) is in such disarray that you can find no safe passage between them." As when attmpting to enter a barricaded building, they would not spend any AP.

The justification for this is as follows. First, it gives survivors a new challenge in thier "zoning plans"- they would need more exit and entry points to compenaste for the blocked passages, or they would need to better defend the entries they are using. Second, it just makes the game more intersting (for both sides) and realistic if survior movement can be impacted by zombie activities. Third, it just makes sense; ransacked buildings are typically occupied by zombies or covered in unstable debris, which would make clambering over a rickety bridgework or leaping into an open window a rather risky proposition!

Keep Votes

  1. Keep - Author vote to keep topic open for discussion. Note multiple support at http://zombies.dementiastudios.org/boards/index.php?topic=1134.msg16633#msg16633 - idea is apparently not without merit for consideration. --Swiers 22:36, 11 October 2006 (BST)
  2. Keep - it's not a bad idea...might make life hard for the living...but that's what the game is about. - Nicks 23:49, 11 October 2006 (BST)
  3. Keep - I like it. --Absolution 23:55, 11 October 2006 (BST)

Kill Votes

  1. I'm with Canuhearmenow. It doesn't really make sense, if you think of the fact that in Free-running, the simplest way would be to throw a board between the building roofs and walk across. -Mark 22:28, 11 October 2006 (BST)
    • Re - It makes perfect sense in that case. You can't search a ransacked building; how would you find a suitable board if you can't search? Clean the building up and then you can find the board and freerun in or out. If you can't clean up the building, its because there's zombies in there. Are you really saying you could safely and quickly cross a balance beam into / out of a building full of zombies???--Swiers 22:59, 11 October 2006 (BST)
      • Re - Yes. I think that you're considering is that is makes sense for you to jump out of a window, and then land in a window. Have you ever heard of the fire escape? Crawl out a window and onto one, and then jump. Or go onto the roof and do it. There are many different ways to free-run. -Mark 01:26, 12 October 2006 (BST)
  2. Kill I really actually like this, but think it's a bit too unbalancing. I like the idea of zombies controlling entry point buildings to create more of an actual siege, but I don't like the idea of not being able to free-run away if you wake up during a break in. I also like the idea of not being able to get passage within buildings in zombie-controlled suburbs, but it's still too strong. I've got no ideas how to fix that but I hope someone can figure it out.--Burgan 22:57, 11 October 2006 (BST)
  3. Kill I love this, but it has to be changed, because in the Suggestion Do's and Don'ts (yeah people bug me about them too.) We're not allowed X-ray vision even if it's in a negative way (oh I can't go that way because that building is ransacked, shit..) And things that prevent movement would trap, or endanger survivors (and that tends to make them cry, sigh.)...
    Note - Discussion moved to talk page. --Funt Solo 12:27, 12 October 2006 (BST)
  4. As Canuhearmenow without the spam vote, because I don't like voting spam. This would break the game were it to get implemented.--Grigori 00:07, 12 October 2006 (BST)
  5. Kill - Sorry. I might have voted yes if it was only against free running out of, but not free running into. --SirensT RR 01:02, 12 October 2006 (BST)
  6. Kill No. AllStarZ 02:00, 12 October 2006 (BST)
  7. Kill - As Mia, I'll vote keep if you change it to escaping from a building. I've thought about this before, and wanted to suggest it myself! --Karloth vois RR 02:03, 12 October 2006 (BST)
    • Re - I'm curious- how is that less annoying? If you can run in but not out, you can end up freerunning out of a VHB building into a ransacked one, and then not be able to return to the VHB one. Not being able to enter the ransacked building actually prevents survivors from unexpectedly getting trapped outside of a network of un-enterable buildings; instead, they would choose to leave voluntarily if they wished, and could thereby walk into the ransacked building if they wanted.--Swiers 02:35, 12 October 2006 (BST)
  8. Kill This would only work if you could tell if the buildings around you were ransacked or not BEFORE you clicked. --Jon Pyre 03:20, 12 October 2006 (BST)
  9. I could see having an AP cost increase to use, but not being able to do it AT ALL is too much.--Pesatyel 04:54, 12 October 2006 (BST)

Spam/Dupe Votes

  1. Spam - Fuck No, then zeds just have to ransack buildings around a Mall to destroy the mall.--Canuhearmenow Hunt! 22:24, 11 October 2006 (BST)
    Re - I don't see why that's a spam vote- you gave a reason for not liking it, not a reason that its not relevant to the game. Anyhow, survivors would still be able to exit the mall, and could enter it if they keept one section at VS; VS is still pretty good defense if they keep an eye on the barricades. Anyhow, if zombies can consistantly ransack the surounding buildings, a mall SHOULD be in danger; is it really so hard for the survivors to mount a counter-offense and clear out one of the ransacked buildings so they can use it as an entrance point? Swiers 22:33, 11 October 2006 (BST)
  2. Spam - Don't nerf my Free Running. (With no way to know if the building you're trying to enter is blocked or not, all those "nuh-uh" messages could get old really fast.) --Funt Solo 22:34, 11 October 2006 (BST)
    • Re - So, you are just saying folks with free-run should never have to go outside, or have any limits on where they can travel indoors, regardless of the level of zombie activity in the area? Anyhow, this hardly nerfs free run. At the worst, you have to click "exit building", walk over to / around the ransacked building, and then enter another building. As for the messages, people walking around in the streets encounter that exact same sort message, and have no way of knowing whether they will be able to enter a building they are moving towards, regardless of the "free run" skill or not. --Swiers 22:44, 11 October 2006 (BST)
  3. Blocked - This would make it practically impossible to travel around a Zombie controled suburb. Plus it totally ruins Free-runnings effect. --Officer Johnieo 23:31, 11 October 2006 (BST)
  4. Spam Don't nerf barricades. That's right, barricades. This would turn the presence of anything over VS+2 and anything under VS a griefing element for all survivors. And all the barricade plans to rewrite... Is this way to be implemented, they could simply win a siege by possessing all nearby entry points, which would strand them outside or prevent them acting outside. And also, yeah, don't nerf my free running. -Certified=InsaneUG 23:35, 11 October 2006 (BST)
  5. Spam - It's been said already, but I'd like to add my voice to this... Don't Nerf Freerunning!!!--J Muller 23:48, 11 October 2006 (BST)
  6. (sighs) As Muller...don't nerf my Freerunning! --Axe Hack 00:37, 12 October 2006 (BST)
  7. As #1. Rheingold 05:12, 12 October 2006 (BST)
  8. Spam - As the first one. My free running is a vital skill for escaping zeds and i prefer if you dont nerf it for me, kay?--Mr yawn Scotland flag.JPG 05:36, 12 October 2006 (BST)