Suggestions/12th-Dec-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.
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Free Runners Enter Armory Always

Removed as a Dupe with 3 Dupe votes. --Funt Solo Scotland flag.JPG 12:58, 12 December 2006 (UTC)


Sanctuary: Churches To The Rescue

Timestamp: Jon Pyre 00:21, 12 December 2006 (UTC)
Type: Skill
Scope: Churches
Description: Churches are a bit different than other buildings in that they have no doors, perhaps all destroyed early on. This would leave a giant yawning entrance, barricaded by shoving items in the gap. This might leave a little space on top between the pile and the arch's keystone. Perhaps this unusual set-up would make entry possible even when heavily barricaded if someone were at the top of the cades and held a hand down to pull you up.

Sanctuary would be a civilian survivor skill, indicating that the person has experience assisting in churches when they were used for relief efforts. Inside the church someone with this skill would be able to see how many survivors are outside (not how many zombies) and pull them inside at a cost of 1AP apiece, regardless of barricade level. However the person with the skill must already be inside the building.

Here's the purpose of this skill. Trapped outside? Can't find an entry point? Were they all overbarricaded? Did your attempt to bash open a building with a crowbar fail miserably? Go to the nearest church and wait outside. If you're lucky maybe someone in the church will rescue you before you're devoured. For extra thematic goodness Kevan can reinstate the ability for people to knock on churches and allow people to hear what's being said outside: "Let me in! Help! *POUND POUND POUND*"

Since churches are often coupled with cemetaries and cemetaries are common revive points this would aid newly revived players that can't find a way of getting inside. Of course zombies would get wise to this and stand by churches waiting for an easy meal, but you're better off probably eaten by zombies outside a church with a chance of survival than being completely screwed 100% of the time elsewhere.

Keep Votes

  1. Keep A flavorful sort of last resort. --Jon Pyre 00:22, 12 December 2006 (UTC)
  2. Keep Help the newbies! It's the only thing churches are good for ;) -- boxy T L PA DA 00:29, 12 December 2006 (UTC)
    Re Although I think you need something to ensure they can't pull in people who don't want in (who are happily attacking a zombie out there -- boxy T L PA DA 00:48, 12 December 2006 (UTC)
    Re Maybe people would only be visible inside and show up if they haven't performed an action for a few minutes. They'd be "waiting by the door" as opposed to someone down the block hacking at a zombie. --Jon Pyre 00:50, 12 December 2006 (UTC)
  3. Seems perfectly reasonable. --ExplodingFerret 04:39, 12 December 2006 (UTC)
  4. keep seems to be a pretty good compromise for those who keep proposing dragging and free running/barricade nerfs. Plus, since this is limited to churches only, there will be a reason to fight for these locations. Asheets 16:01, 12 December 2006 (UTC)
  5. KEEP Given how unlikely it is that you would ever get to use this i don't think it warrants a kill vote and my only concern is that its not usefull enough for Kevan to bother with, especialy as the majority of players might not even realise that there is a possibility of rescue. That said i do think it would be a fun improvement if we had a way to rescue stranded survivors from the street even if it was a zerger friendly one. Zergers should not be allowed to ruin the game for oithers and that includes by limiting possible improvements!--Honestmistake 16:44, 12 December 2006 (UTC)
  6. Keep - This would be a great idea especialy for those newly revived characters. At time I never can smash down a barricade so a little help would be nice. Also since it would only apply to churches it wouldn't be so hard on the server and it would be realistic after all people can be hoisted through windows, and/or have people open a door just long enough for someone else to run through. I say we keep it. --Darkvengance 19:03, 12 December 2006 (UTC)
  7. Clever. Not really abusable as far as I can see. Flavorful. Makes a building previously useless and even harder to defend than some others into one with sudden strategic value.--'STER-Talk-ModP! 19:37, 12 December 2006 (UTC)
  8. Keep - As above.--Labine50 MH|ME|P 01:13, 13 December 2006 (UTC)
  9. Keep- I especially like the part about only one round can be held at a time. Old style muskets did have to be reloaded after every shot. I'd use one of these things. And while I'm thinking about it, maybe there could be some cool flavour text about getting whacked 'old school' or something funny like that. --Gateking 01:15, 13 December 2006 (UTC)
  10. Keep - Yeah, a building for newbies all the way! --Ducis DuxSlothTalk 23:26, 22 December 2006 (UTC)
  11. Keep - Frieandly to newcomers, I'm for it all the way Bluetigers 04:00, 25 December 2006 (UTC)

Kill Votes

  1. Kill - I'm not too keen on the seeing outside part if we have binoculars already, but I think the idea of being able to knock on the doors of certain buildings would be a good idea... -- Andrew McM W! 00:27, 12 December 2006 (UTC)
    Re This would only apply to churches since the entrance isn't completely blocked up with door like it is elsewhere. And it only shows you the number of survivors directly outside the church, not in adjacent squares nor does it show the number of zombies. --Jon Pyre 00:31, 12 December 2006 (UTC)
  2. Er... Well... No. There wouldn't be enough room to squeeze through the top if heavily or above. There would have to be a window above the door, and the survivor would have to stand on top of the barricades. That would let zombies in, as well. -Mark 00:29, 12 December 2006 (UTC)
    Re Church entrances are usually pretty high and I doubt you could stack furniture to the top without it toppling over. You could probably make something that can't be easily climbed though. Heavily might refer to thickness, not height. And zombies could fit in the same gap...but only if survivors with the skill were reaching down to help pull zombies inside, which they wouldn't be. --Jon Pyre 00:34, 12 December 2006 (UTC)
  3. Kill - Not all churches have high doors. Oh, and don't bother responding to this Jon.--Gage 00:36, 12 December 2006 (UTC)
    Re Okay, I won't. Wait...Damn it! --Jon Pyre 00:48, 12 December 2006 (UTC)
  4. Unless I get to set the church ablaze after pacting eveyone inside and shouting "MAN KILLED GOD" like a maniac. -Certified=InsaneQuébécois 03:41, 12 December 2006 (UTC)
  5. Zergible, wouldn't it be? Plus, what about Free Running? One of the offsets of that skill is having to find an VS building to get in this would necessarily counter that, wouldn't it? Also, you might want to make it CATHEDRALS instead of Churches. Plus, what about a level limit? Maybe it could be limited to affection low level characters, say level 5 or lower as an example (ie. the person can only "rescue" newbies).--Pesatyel 04:27, 12 December 2006 (UTC)
    • Re It's a bit limited in application to be worthwhile for a zerger. I suppose they could take advantage of it but they could also just have another character reduce the barricades on any building to VS. And in the grand scheme of things this is less zerg friendly than say, reviving people. This wouldn't really counter needing to find a VS building. This is a last ditch desperate effort, like resting in an unbarricaded building. You'd still die most of the time. And cathedrals are really rare, it probably wouldn't be worthwhile to limit it just to them. --Jon Pyre 05:13, 12 December 2006 (UTC)
  6. Kill - So basically your removing the meal for a newb zombie who is trying to get some XP? I don't really like this very much.--Mr yawn Scotland flag.JPG 06:54, 12 December 2006 (UTC)
  7. Kill I think this would only be used at all for zerging. Otherwise, what are the odds that a helpful person with the skill is inside and refreshing their screen at the exact right moment?--Nosimplehiway 13:26, 12 December 2006 (UTC)
  8. As every one of the above Kill voters. --Slice 'N' Dicin' Axe Hack 13:51, 12 December 2006 (UTC)

Spam/Dupe Votes

  1. Spam - Jebus H Stupid. If you can drag a survivor from outside to inside through a narrow gap, then a zombie can bite your face off through same said gap. --Funt Solo Scotland flag.JPG 09:09, 12 December 2006 (UTC)

Double-Edged Skills

Timestamp: Reaper with no name TJ! 00:59, 12 December 2006 (UTC)
Type: Set of Skills
Scope: Anyone who has maxed out their side's skill tree
Description: This is a suggestion for a new set of "skills" that will work a bit differently than the current ones. For one thing, they will only be available to those who have completed their side's skill tree. Survivors must have all the survivor skills and zombies must have all the zombie skills (brain rot is exempted from this). These skills will cost 100 XP and 10 AP (I'll explain why in a bit).

A player can only have ONE of these skills at any one time. However, they can unbuy them at any time for no cost. The reason that it will cost 10 AP to purchase one is to discourage players who have excessively high amounts of XP from abusing the benefits of one of these and then switching to another one when it is more useful. They can still do this, of course, but the huge AP costs for constantly switching skills will nerf the benefits.

The biggest difference by far, however, is that these skills are double-edged. They have both positive and negative effects on your character. The point of them is not to actually make your character more powerful, but to make them more specialized. No longer will every maxed out character be exactly the same. Different players will be slightly better or slightly worse in certain attributes.

Now that the preliminary stuff is out of the way, let's get to the skills themselves.

For Survivors:

Combat Veteran - Countless battles have given you nerves of steel and combat proficiency to match (+5% accuracy to all firearms attacks, but it costs 2 more AP to revive someone).

Weapon Master - Be the weapon knife, axe, or nothing at all, you have become a master in the art of close-quarters combat (+5% accuracy to all melee weapons, but firearms accuracy is decreased by 5%).

Revive Specialist - Your vast experience in performing injections on zombies allows you to administer revivification syringes quickly but with the same precision (it costs 2 less AP to revive someone, but Max HP is decreased by 5).

Head Surgeon - Your medical skills and knowledge are unsurpassed (Can heal 3 more HP with a FAK, but accuracy with melee weapons decreases by 5%).

Heavy Lifter - Your musculature has progressed to the point where you can carry much more than the average person (Has 5 more inventory slots, but heals 3 less HP with FAKs).

For Zombies:

Killing Machine - Your body is a weapon, and you use it well (Accuracy for all non-weapon attacks increases by 5%, but Max HP is decreased by 5).

Predator - A chain is only as strong as it's weakest link, and you excel at severing that link (feeding drag can now drag survivors with 15 HP or less outside even if there are barricades in the way, but the accuracy of all non-weapon attacks are decreased by 5%).

Mutation - Your body has transcended the bounds of human frailty (Max HP is increased by 5, but feeding drag now only works on survivors whose HP is at 7 or less).

Unrelenting Attacker - Your hatred of the living is so strong that it empowers you to claw your way past obstacles (can enter loosely barricaded buildings, but standing up after death costs 3 more AP)

Ravenous Hunger - Every fiber of your being yearns for the taste of living flesh (Digestion recovers 4 more HP, but bites now only infect target 50% of the time).

A small note: Whenever a new skill is implemented into a character's skill tree and that character has a double-edged skill, that skill becomes dormant (but not lost) until the character purchases the new skill, at which point the double-edged skill automatically starts working again. This is because the double-edged skills are only supposed to be able to work for people who have all the skills in their side's tree, which means that when new skills are implemented, they won't have all of them any more.

An example: Say Player A has "Combat Veteran". Then let's say Kevan implements a new survivor skill called "Skill A". "Combat Veteran" would stop working. Then Player A buys Skill A. At that point "Combat Veteran" starts working again, because they now have all the survivor skills again.

Another small note: If someone attempts to unbuy Heavy Lifter and they have more than 51 inventory slots’ worth of items, a message will appear warning them that the excess items will automatically be dropped. If they still choose to unbuy the skill, then any items after the 51st slot will be dropped as per the warning.

Finally, none of these are cross-class skills. They become dormant when a character is killed/revived. They can still be un-bought/bought, though.

Keep Votes
For Votes here

  1. Author Keep - Please be gentle with the spammage, I worked on this one a long time... --Reaper with no name TJ! 00:59, 12 December 2006 (UTC)
  2. Keep - Though Ravenous hunger is useless. Good benefits, not game-breaking.--Burgan 01:17, 12 December 2006 (UTC)
  3. I like it. -Mark 01:52, 12 December 2006 (UTC)
  4. Keep -Specialization is good for our health. --Lachryma 01:59, 12 December 2006 (UTC)
  5. Keep - I like it. The overall principal is sound, even if a few minor tweaks are needed. --Uncle Bill 02:50, 12 December 2006 (UTC)
  6. implement NOW!!! - if this goes in, i would actually start playing again, instead of just looking for stupid suggestions to mock on the wiki once a week. --Kaminobob 03:30, 12 December 2006 (UTC)
  7. Sure What the hell, allows specialization of your characters. MrAushvitz Canadianflag-sm.jpg 04:16, 12 December 2006 (UTC)
  8. Most of it looks fine, I don't think it can be predicted how this stuff will actually pan out in the game. Obviously things can be tweaked around a little at that stage depending upon if certain ones are overused, abused, etc. They all seem to be useful; thinking from all the usual unusual playing styles (death cultists, griefers, PKers, spies) as well as zerging, I don't see much room for 'abuse' in there. --ExplodingFerret 04:48, 12 December 2006 (UTC)
  9. Good enough for me!--Mr yawn Scotland flag.JPG 06:56, 12 December 2006 (UTC)
  10. Nice - This stuff looks nice, also consider if you don't mind putting in the notes if this passes for kevan to put in title for these, as he said he would be and this would be fine titles to give at least to survivors. --Shadow213 07:22, 12 December 2006 (UTC)
  11. change This sounds good, but the kill/change voters do make some valid points. I'm not sure I personally would buy some of these skills, though. Perhaps pulling this and sending it to the discussion page would make sense for now. Asheets 16:04, 12 December 2006 (UTC)
  12. Keep with Changes - The zombie skills could use work. I'm not sure how Unrelenting Attacker would work. Any kind of barricade nerfage, no matter how lightly barricaded it is, should be avoided, and who in their right mind would sleep in a loosely barricaded building? But, I like the idea. With some polishing, this idea could be a splendid addition to Urban Dead.Waluigi Freak 99 19:05, 12 December 2006 (UTC)
  13. Hell Yes. The people who kill this have no sense in game play! this is probably the best suggestion I've ever seen...--Lonewolf17a 23:40, 12 December 2006 (UTC)
  14. Keep - If anything, this will create some diversity in the game.--Labine50 MH|ME|P 01:13, 13 December 2006 (UTC)
  15. Change I generally like the idea except for a) I don't like the idea of having to buy Headshot any more than I like the idea of having to buy brain rot. Make it a level 10 skill, or level 20, or whatever, but not dependant on maxing out the skill tree, as that limits people who are trying to be "different" b) in following with (a), if you don't have all the other skills, you should be able to still buy these skills, as their negative consequences stand for themselves c)Change the name "Head Surgeon" to "Thoracic Surgeon", or "Neurosurgeon", "Head Surgeon" just sounds lame d)Predator shouldn't be able to drag through barricades, though the ability to grapple with someone at 17 HP wouldn't be a big deal. Lastly, a question - Can one get a zombie skill AND a survivor skill? Sorry for the novel - Zizanie13 04:55, 13 December 2006 (UTC)
  16. oh yeah, but change a little bit make logical double edges - The Rex 6:03 dec 22 2006 (utc-6)

Kill Votes

  1. Change - the zombie skills. I liked the survivor ones.--Gage 01:03, 12 December 2006 (UTC)
    • Re- Ok. Which ones exactly would you like changed? And what would you like instead?--Reaper with no name TJ! 01:10, 12 December 2006 (UTC)
  2. Kill - Change if possible. I just can't reconcile it. If I'm a combat specialist, I can't just suddenly unlearn all of that at the drop of a hat. (Apparently my vote was removed with no explanation. Putting it back) --Sgt. Expendable JG 03:31, 12 December 2006 (UTC)
  3. Kill with Fire I would be happy with 66% of the skills there, but a couple of the zombie skills scare the living daylights out of me. the part in Predator where they can drag people out through barricades (is this true now?) could be troublesome, as zombies no longer have to eat fast and run. Mutation scares the shit out of me because I rarely see any dragging anyways, and that 5 hp basically is just giving each zombie two free pistol hits (or one shotgun). also it isn't that big of a step to get from 7hp (draggable) to zero (dead). and Unrelenting Anger? that would take the point out of the lower barricade levels completly. If an entire horde had that skill and attacked...I shudder to think of the results. But other than those skills i don't have any problems, as the human skills look fine. Fortuna314 05:28, 12 December 2006 (UTC)
    • Re -I've considered the implications of Unrelenting Attacker a lot. It only lets them get through the lowest level of barricades. It doesn't help other zombies get in. Spending 4 more AP would take down those barricades and let everyone in. But even so, that's why that one has the stiffest penatlies (3 more AP to get up is 1.5x as much as normal). A horde that tried to abuse this would still only save 4 AP total for the entire horde, which is a lot less than the extra 3 AP each will waste per death. The AP saved is less than the AP lost when lots of people use this. It's really meant to give lone zombies a chance at attacking survivors without having to rely on a horde. --Reaper with no name TJ! 17:19, 12 December 2006 (UTC)
  4. Kill - Gage (along with other kill voters) makes a very good point. --Wikidead 07:21, 12 December 2006 (UTC)
  5. Kill - I like the concept but not the execution. For example, just because I'm good with melee attacks, why should I get worse than I already currently am at firearms attacks. That's just a blatant game mechanism that is punishing me for buying your skill. I don't like that at all. --Funt Solo Scotland flag.JPG 09:12, 12 December 2006 (UTC)
    • Re - The thing about specialization is that you focus on one thing to the exclusion of other things. Therefore, if you start devoting time to shooting practice that you would have devoted to reviving someone, chances are that your revivification skills will get rusty, even though your gun accuracy will be in tip-top shape. --Reaper with no name TJ! 17:19, 12 December 2006 (UTC)
    • Re - I might vote keep if it was just the bit before all the skills, and then just four of the skills you list (2 zombie, 2 survivor). That way, if it ever got into the game, more skills could be added. There's an imbalance in the skills anyway - healing 3 more HP with a FAK is pretty meh compared to a drop of 5% of your hit % (for example). --Funt Solo Scotland flag.JPG 18:29, 12 December 2006 (UTC)
  6. Kill Some good ideas there, but I agree with Funt and Sarge that skills would not just poof be gone. This might be a good list for new advanced skills, though. There are so many issues going on here, it should be on the discussion page for revision, but good basic concept. --Nosimplehiway 13:35, 12 December 2006 (UTC)
    • Re - Actually, this was on the discussion page. For quite some time, too, actually. I think it's been cycled by now though. --Reaper with no name TJ! 17:19, 12 December 2006 (UTC)
  7. As every one of the above Kill voters. --Slice 'N' Dicin' Axe Hack 13:52, 12 December 2006 (UTC)
  8. C' more of a change vote as i like some of the ideas. I am not even against the idea of drawbacks for them but i agree that they should realy be on the discussion page 1st (maybe with a link to this page to try and drag in a few new visitors to the talk pages!) --Honestmistake 16:49, 12 December 2006 (UTC)
  9. Kill I like th basic notion, but there's enough small things that bug me to tip my vote to "kill". It seems prone to imbalance (the old x 100 effect); specialization would help humans more than zombies (its just how they work) and the "all skills except brain rot" thing would allow survivors to buy the "mutation" skill just to make themselves safer while waiting for revives. Mind you' I;d really LOVE to buy the "unrelenting attacker" skill, because it would make it easier for a lone zombie to get into a safe-house and then bellow out a feeding groan to draw in a crowd of zombies... but that looks like it should be a basic skill! So, it still doesn't cut it for a "keep" vote. --Swiers 17:58, 12 December 2006 (UTC)
  10. Hesitant kill - It's all peachy, but I'd like to see the negatives have links to their benefits. EG: the heavy lifter skill could have a firearms accuracy penalty since you have to keep balance with a heavy backpack or whatever. Rather than the rather out-of-place less effective FAKs. --BBM 23:54, 12 December 2006 (UTC)
  11. Kill - I like the basic premise of this idea, but I think you could easily narrow it down some. The downsides are good, though. Everyone likes to see balance. I'll try to elaborate some other time (I'm lazy). --Gateking 01:07, 13 December 2006 (UTC)
  12. Kill - Tone down the zombie skills, most of them are unbalancing.--J Muller 06:53, 13 December 2006 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here

  1. Hell no - WTF CENTAURS. --Joe O'Wood TALKCONTRIBSUD 12:30, 12 December 2006 (UTC)

Grave DIGGING

This suggestion was found to be a dupe of this suggestion, as well as this one.--Gage 07:28, 12 December 2006 (UTC)


Flu

Spaminated with 7/7 spam/total votes. -Mark 17:02, 12 December 2006 (UTC)


Molotov Cocktail Skill

Removed as a Dupe with 3 Dupe votes. --Funt Solo Scotland flag.JPG 18:16, 12 December 2006 (UTC)


Car Parking Complex v3

Timestamp: Lord of the Pies 19:29, 12 December 2006 (UTC)
Type: Empty Block Modification
Scope: People, Car Parks, People in Car Parks
Description: Car Parking Complex - Change one Car Park per suburb (two if there are a large number, say five or six) into a Car Parking Complex. The external description would be You are standing outside a car parking complex, the black and yellow safety barriers having been smashed and broken by a rush of cars. Players would be able to enter Car Parking Complexes and the internal description would be You are standing inside a car parking complex, the rows of empty spaces covered with garbage. Car Parking Complexes would be unbarricadeable; they would be able to be searched for Newspapers at a search rate of 3%, Spray Cans at 1.5%, Lengths of Pipe at 1.5% and Crowbars at 2%. Generators and Radio Transmitters would be able to be set up at Car Parking Complexes. If someone closed the doors it would be assumed that they have very temporarily repaired the barriers; it would be enough to stop a fresh zombie but not an experiened predator. If the Car Parking Complex is powered the description would change to You are standing inside a car parking complex, the rows of empty spaces lit by long, flickering lamps hanging from the ceiling. This would provide new players with a definite place to hide in the event that they can't find anywhere else, and a hiding place for desperate players.

Keep Votes

  1. Yeah, well crucifixes and newspapers are useless, but they aren't going to be taken out of the game anytime soon. A keep for flavor. --Jason Muir 21:52, 12 December 2006 (UTC)
  2. keep with change a very benign change for newbs. You should be able to get gas from the garages, though. Asheets 22:02, 12 December 2006 (UTC)
  3. Keep - Not a bad idea, I guess, although I agree that you should be able to find some gas in these complexes. --GhostStalker 00:11, 13 December 2006 (UTC)
  4. Meh. - Why not?--Labine50 MH|ME|P 01:13, 13 December 2006 (UTC)
  5. Mehness. - I don't feel it really adds anything except flavor, but what the hell? --Pollux 03:36, 13 December 2006 (UTC)~
  6. Keep - Seems fine to me, if a little weak.--Mr yawn Scotland flag.JPG 06:20, 13 December 2006 (UTC)
  7. Meh - Meh.--J Muller 06:54, 13 December 2006 (UTC)

Kill Votes

Kill - they should be free runnable. --Funt Solo Scotland flag.JPG 19:34, 12 December 2006 (UTC)
  • Re - They've always been Free-Runnable. The Party is never--er, I am never wrong. --Lord of the Pies 19:45, 12 December 2006 (UTC)
  • Re - I'm abstaining for the moment. --Funt Solo Scotland flag.JPG 21:01, 12 December 2006 (UTC)
  1. Same, but I don't see the use, really. -Mark 19:43, 12 December 2006 (UTC)
  2. I was tempted to vote spam like last time. These "buildings" would be unbarricadable.--Pesatyel 03:25, 13 December 2006 (UTC)

Spam/Dupe Votes
Spam/Dupe Votes here


Make Newspapers Informative

This suggestion was found to be very similar to suggestions found here, here and here.--Gage 21:19, 12 December 2006 (UTC)