Suggestions/12th-Jan-2007
Closed Suggestions
- These suggestions are now closed. No more voting or editing is to be done to them.
- 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.
- Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
- All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
- Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
- 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.
Rest Ye Bones
Timestamp: | MrAushvitz 05:07, 12 January 2007 (UTC) |
Type: | Zombie Heal Effect, Ransacked Buildings |
Scope: | Zombies heal very, very slowly in ransacked buildings |
Description: | Not really important, either way, but here goes.
Zombies do like to hold ransacked buildings, to deny survivors the resources located inside them whenever possible. It is a game mechanic that definately made the game more interesting, and tactical. But it's a boring, thankless job (in reality, you're pretty much just leave your zombie there checking in on them periodically, making them stand up if need be.) Just to make it a little more exciting, here goes: All standing zombies, regardless of skills/levels heal a little bit when inside a ransacked building. This amounts to 2 HP awarded at the end of every game day (midnight) to all zombies that are currently inside of a ransacked building, and not active (moving, attacking, etc.) at the time this HP is awarded by the server. This prevents abuse, as well as only being awarded to standing zombies. Obviously this HP award does not let you go over your max. HP total. Survivors can screw this by tossing bodies outside of ransacked buildings each chance they get (on their standard run-though.) And of course, killing zombies in these buildings, whenever they can just before midnight. Why? More than anything, this is a punishment of sorts to survivors who fail to keep permenent zombies out of their area. Survivors have so many advantages of mobility, communications and weaponry available to them. This nice little bonus for the zombies gives them the advantage of time being on their side. That in places where survivors are not active, blasting dead bodies and cracking skulls, and donating medicines.. zombies prevail. You can call it an advantage of stagnation for the zombies, if they can get and hold a building, and noone bothers to check on it.. or remove them from such building. All zombies standing in it will eventually heal up to full.. making it that much harder to take back. Well, for whatever zombies bothered to stay after it got ransacked anyways... How do the zombies heal? They just grab a seat & vegitate ("play dead") and digest whatever meat they've been feasting on previously, or gnaw on whatever bones are available, lick their claws "clean", etc. Real, slow, metabolism... but they don't recover as nicely as FAK's. The best zombie healing will always be to fill your mouth with as much fresh quivering gore as you possibly can.. Limitations: 2 HP a day seems pretty damn weak (it is, cuz it's basically free), but it does not require a skill, and it applies to all zombies indoors of a ransacked building (good for newbie z's, to end their session inside of one.) The main thing is due to the multiply it times a thousand/million rule.. so it won't be excessive. Mind you, if that much of a % of the zombies in Malton are inactive, just standing inside the same building(s).. many parts of Malton are going to be quite safe. |
Keep Votes
- Author Keep A healing balancer, of sorts.. for ransack. So if your zombie ransacks a lot of turf.. zombies might mob up indoors, just to sit a spell.. and be annoying for survivors. Not free, cuz someone has to take and ransack the damn building.. so all may rest inside with style. (Some zombie factions may prefer nightclubs, all those lights.. gahhhhh..) MrAushvitz 05:07, 12 January 2007 (UTC)
Kill Votes
Them's shootin' words...
- Kill - 2 HP doesn't seem very interesting... --Wikidead 06:52, 12 January 2007 (UTC)
- This doesn't make sense. Why do zombies heal just because the building is ransacked? Cemeteries at least make better sense. Also, the choice of a zombie is to either hold the ransacked building or chase survivors. This makes the choice easier and it kinda nerfs Digestion.--Pesatyel 07:06, 12 January 2007 (UTC)
- Kill - If a zombies is just standing around, holding a building, not moving/attacking, it's close to zerging. In which case it should be kicked out, not helped. - BzAli 13:08, 12 January 2007 (UTC)
- Kill - Although I like the premise of punishing survivors for letting a building remian in zed control, I have to agree with the other kills. Also, we need to make being a zombie more interesting and this doesn't. --SporeSore 14:27, 12 January 2007 (UTC)
- Kill - Zombie magic that doesn't have a great effect anyways. 2 HP per day isn't slow, is sluggish. --Matthew Fahrenheit YRC☺T☺+1 17:39, 12 January 2007 (UTC)
- kill I'd really like to see a mechanism that allows a zed to hold a non-mall building longer, but I don't think this is it. Asheets 18:22, 12 January 2007 (UTC)
- Kill - As all reasons stated above, but especially it being underpowered and not interesting. If you want to come up with something for zombies to do inside a ransacked building, let them smear blood on the walls or something. Better yet, let them ransack the building so bad that it keeps survivors out (like an anti-barricade). Oooh! I just gave myself an idea. --Uncle Bill 22:32, 12 January 2007 (UTC)
- Kill I like the idea, but it shouldn't be tied to server reset. Give zombies an invisible attribute that is incremented with each AP regenerated inside a ransacked building, which is set to zero as soon as an action is taken, and every twelve points gains 1 HP. Tricky to implement, but I don't like tying things to server reset. --Burgan 23:01, 12 January 2007 (UTC)
- Kill - It seems to me that the only place this would make any appreciable difference is where zombies already have total control of an area... somewhere where they don't need buffs -- boxy T L ZS PA DA 23:47, 12 January 2007 (UTC)
- Kill - Not much point to this one, Mr A. --Ducis DuxSlothTalk 05:43, 13 January 2007 (UTC)
- Kill No automatic regeneration, sorry. Conndrakamod TDHPD CFT 08:45, 13 January 2007 (UTC)
- Kill because this will mean zombies are less likely to give up. and I hope we all remember what will happen if we have zombies that never give up? --AlexanderRM 12:20 PM, 15 January 2006 (EST)
- Kill - Whether a building is ransacked or not should make no difference. --Reaper with no name TJ! 20:22, 16 January 2007 (UTC)
Spam/Dupe Votes
Ohhh.. ye brought yer posse, that's okay, ah gots lots of bullets...
- I read the "How" part and I have to say this.......Zombie Ambush Teams. --Slice 'N' Dicin' Axe Hack 13:06, 12 January 2007 (UTC)
- magicbananabandanarambosuggestion --Funt Solo 15:58, 12 January 2007 (UTC)
- Re You just save the magic bananna for the lady Z's there.. MrAushvitz 01:42, 13 January 2007 (UTC)
- Spam spam spam --Aeneid 02:39, 13 January 2007 (UTC)
More Weapons/Items
Nobody noticed this was editted after voting began, so I moved it. If that was improper, feel free to move it back.--Pesatyel 02:30, 13 January 2007 (UTC)
Chain Gun SH Mock 1-Infin
Timestamp: | THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS LOE ZHU | Яezzens 16:56, 12 January 2007 (UTC) |
Type: | New Weapon, Skill, Improvement |
Scope: | Survivor enhancement to balance the rampant zombie buffs |
Description: | This suggestion is to add a new item into the game, The Chain Gun SH Mock 1-Infin.
The beginning specs of the weapon would be:
As you can see much thought was put into this suggestion, and with the recent uprising in zombie hordes, this will prove quite useful against their incursions and attacks on malls and other notable locations. I appreciate your vote and approve this suggestion |
Keep Votes
- Author Keep - --THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS LOE ZHU | Яezzens 16:56, 12 January 2007 (UTC)
- Pure genius. –Xoid M•T•FU! 16:56, 12 January 2007 (UTC)
- Spam - absolutely horrible.--Gage 17:48, 12 January 2007 (UTC)
- [bold] - reasoning --Funt Solo 23:59, 12 January 2007 (UTC)
- Keep - Many people are against the idea of "Area of Effect" damage. I am too.--Labine50 MH|ME|P 00:08, 13 January 2007 (UTC)
- LoL - Huh? I am so confused!! --Ev933n 07:09, 13 January 2007 (UTC)
- I <3 this suggestion - Yay survivors! It should be made even more powerful if you find a trenchcoat in malls. Maybe 5, maybe 10 extra damage?--Jambalaya 16:57, 13 January 2007 (UTC)
- Keep I so wanna kill everything in sight Anime!--Jellofun 18:30, 13 January 2007 (UTC)
- Heavy Machine Gun! - I love it. --GhostStalker 21:09, 13 January 2007 (UTC)
- Keep - AS makes my brain hurt and I love it! -- Andrew McM W! 23:07, 13 January 2007 (UTC)
Kill Votes
- Kill - Area of effect damage. (If you look at the game stats you would see that the uprising hordes are humans, not zeds.) --SporeSore 17:04, 12 January 2007 (UTC)
- Kill - There are already too many humans in the game and I think this would worsen the unbalanced ratio. The mechanics of the weapon are well thought out, though. -- 17:17, 12 January 2007 (UTC)
- Kill - Not even funny. --Wikidead 23:53, 12 January 2007 (UTC)
- NEIN! But let's slap this puppy up in humorous.. don't get me wrong I do look foward to a day when people can use an smg on zombies but it would have to be balanced. MrAushvitz 01:45, 13 January 2007 (UTC)
- I actuall kinda like it. 85% to hit is TOO HIGH, regardless. Having it cost 2 AP each time to fire doesn't make a lot of sense (to me). Damage Spray Does that mean the 10 random people each take TWO points of damage? Combine that with Advanced Control Spray and everyone would be taking THREE points of damage each? I see some potential, but needs work.--Pesatyel 02:34, 13 January 2007 (UTC)
- Kill - You need to balance this with zombie rocket launchers. --Uncle Bill 05:52, 13 January 2007 (UTC)
- Closest I've ever come to voting Spam - Good job dressing this up as a serious suggestion. Now, to humor you, I'm going to list some of the many problems this has: 1) damage per shot is unrealistically low (a chain gun bullet would have to be at least as strong as a shotgun blast, which is why these sorts of suggestions are always either ridiculous or overpowered) 2) Way too accurate, especially considering there is only one chaingun in the history of firearms that could be carried and fired, and the recoil on the XM214 Microgun was way too high for it to have any sort of accuracy 3) 5 AP to warm up makes no sense, especially when there is no additonal effort being made and most miniguns can warm up within a second 4) The damage increase makes no sense, because if we assume it means more bullets hitting the target then the damage would have to be at least 20. --Reaper with no name TJ! 20:32, 16 January 2007 (UTC)
- Kill No new weapons. Humans have enough. Daniel Hicken 20:11, 23 January 2007 (UTC)
Spam/Dupe Votes
Humorous. Sorry, But placing humorous suggestions on the Suggestion page is vandliasm. If you RE me telling me that this is not humorous, then I will change this to a normal Spam vote. If however, this is humorous, please move it to the Humorous page so that I can vote Funny on it...because it is funny.--ShadowScope 17:43, 12 January 2007 (UTC)As requested. Still thinks its pretty humorous, and is to make fun of people suggesting surivior buffs when zombies are the ones in trouble. The reason why Spam? It is an AOE, it bypasses flak jackets, and it hits random people, for crying out loud! Overall, a weapon for trenchies that do not need it (and I bet it is the point).--ShadowScope 04:33, 13 January 2007 (UTC)- spam this violates so many game criteria, it isn't funny. I'm surprised that the regulars aren't jumping down throats right now. Asheets 18:18, 12 January 2007 (UTC)
- Spam - Good grief... a max hit rate of 85%!?! Surely you are joking. --IrradiatedCorpse 19:56, 12 January 2007 (UTC)
- It's a joke, right? - A funny one, if it is. - BzAli 21:24, 12 January 2007 (UTC)
- WTF SQUID AEROPLANE - Send in more planes! --Cap'n Silly 21:40, 12 January 2007 (UTC)
- HAHAHAHAHAHA!!!-We do have a place for humorous suggestions, you know.--Grigori 23:28, 12 January 2007 (UTC)
- BWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA! I'm laughing so hard I can't get back in my seat!!! --Slice 'N' Dicin' Axe Hack 23:36, 12 January 2007 (UTC)
- Humourous - satire -- boxy T L ZS PA DA 23:51, 12 January 2007 (UTC)
- ROFLWOFLZ - This suggestion perforates my waffles with roffle-bullets.--J Muller 23:57, 12 January 2007 (UTC)
- Stupid - Guys, I don't think the guy is being funny. I don't see how this is humourous. It's just stupid, stupid, stupid spam and should be thrown in Peer Rejected immediately, not Humourous because if it was in Humourous, I'd vote not funny and wish it'd get deleted Kaylee Hans 00:37, 13 January 2007 (UTC)
- Vague What about barricades? Wouldn't this help build them too?! Seriously, why hasn't this been slapped into the Humorous section, like other brilliant suggestions? Unless...*gasp*! It's a mod/longtime-wiki-user conspiracy!--Lachryma 01:12, 13 January 2007 (UTC)
- Spam - What the crap --Aeneid 02:42, 13 January 2007 (UTC)
- Jokenator - Surely you're not serious? --Ducis DuxSlothTalk 05:45, 13 January 2007 (UTC)
- Humourous and what happened to the rule about putting Humerous suggestions on the real suggestions page? Conndrakamod TDHPD CFT 08:48, 13 January 2007 (UTC)
- ROFLCOPTER!!!! Now we can bring in the dune buggies and the humans will once again outnumber the zombies!--Jambalaya 16:57, 13 January 2007 (UTC)
- Dude... While we're at it, why not just make a helicopter flying skill, and send all the humans flying over Malton in Apache gunships firing miniguns at the (now diminuishing) hordes below. As a zombie player, I know that we're all very close to going Back On Strike.
Unless of course, you were joking, in which case I salute you for this humorous suggestion.--Slayerofmuffins 13:39, 15 January 2007 (UTC)
Knives in More Places
Timestamp: | Mark 16:52, 12 January 2007 (UTC) |
Type: | Improvement. |
Scope: | Newbie survivors. |
Description: | Newbies currently have a hard time getting to the knife, which is now the newbie weapon. I propose that the knife be added to the following places at a 4% chance:
Arms. (Tough places.) Clubs. (More tough places.) Hotels. (Someone left behind pocket knives in drawers.) Museums. (Antique weapons.) Railway Stations. (An engineer’s tool or something.) Schools. (Confiscated.) Simple and straight-forward. |
Keep Votes
- Keep - All these locations would have had kitchens or cafeterias, and are generally useless. Let them have knives! --SporeSore 17:29, 12 January 2007 (UTC) P.S. you can vote for you own suggestion.
- Keep --Funt Solo 17:49, 12 January 2007 (UTC)
- Keep - Knives are found at something like half of these places already, but probably not at or above a 4% search rate. I think only Museums and Railway Stations would actually represent new locations. --IrradiatedCorpse 19:47, 12 January 2007 (UTC)
- Keep - Absolutely. --Toejam 23:01, 12 January 2007 (UTC)
- Keeptacular- Hell, I'd put em everywhere if I could.--Grigori 23:31, 12 January 2007 (UTC)
- Ah damn it....I had a suggestion similar to this that I was working on. Props to you, Mark, for getting this here before me! --Slice 'N' Dicin' Axe Hack 23:38, 12 January 2007 (UTC)
- Keep - WE NEED MORE KNIVES!! --Cap'n Silly 1:08, 12 January 2007 (UTC)
- Not enough stabbings in Malton Ah, shit, yes museums, all those places.. cuz the knife could be a letter opener, a fricking utility knife, whatever.. besides brand new players could really use a knife not after searching a day or 2. Quit being dicks, and vote for something good for new players. BTW - Hotels and Schools all have kitchens, I win. MrAushvitz 01:48, 13 January 2007 (UTC)
- Bare in mind too that KEVAN ultimately decides WHERE (and what search %) this stuff is found.--Pesatyel 02:17, 13 January 2007 (UTC)
- Keep - Yeah sounds like a good plan for the newbies! --Ducis DuxSlothTalk 05:51, 13 January 2007 (UTC)
- Author Keep - Maybe I will vote for my own suggestion. -Mark 18:46, 15 January 2007 (UTC)
- Keep - Sounds good for the newbies! -motorbikeking1 19:16, 17 January 2007 (GMT)
- Keep - Confiscated... hehe.. --Dead Man Wade 01:00, 24 January 2007 (UTC)
Kill Votes
Against Votes here
- Kill - I don't think Railway Stations or Hotels would be good candidates for places to find knives. Otherwise, the suggestion is alright. -- 17:13, 12 January 2007 (UTC)
- Re: - Maybe not railway stations, but definitely hotels. -Mark 17:37, 12 January 2007 (UTC)
- kill not really needed -- the search rate for knives is pretty decent as is. Asheets 18:15, 12 January 2007 (UTC)
- Re: - Yes, the percentages are good. But not the places. Let's list the known places to find a knife. Uh, malls. (Newbs can't get into them.) Fort infirmaries. (Two total, and either overbarricaded or zombie-infested.) Uh, Junkyards. (Hard to find anything.) Uh... Uh... Maybe a few more places should be added. -Mark 18:25, 12 January 2007 (UTC)
- Kill - Unfortunately, I have to vote kill on this one. It has merit, and would be good with a few tweaks, the dropping of Railway Stations, and a smaller chance at a school or hotel. That would make it a keep. --TheDavibob 22:09, 12 January 2007 (UTC)
Kill - Not needed, knives are found in Mall Hardware Stores (3%/7%), Junkyards (1%?), Fort Infirmaries (?%), Schools (1%?), Pubs (1%?), Motels (?%), Mall Sports Stores(?%)Unsigned comment removed. -Mark 23:34, 13 January 2007 (UTC)
- Kill - I like the general gist of this but not some of the locations. Also, change the blanket 4% to different percents at each location. --Wikidead 23:56, 12 January 2007 (UTC)
- Kill - Schools? Railway? --Aeneid 02:43, 13 January 2007 (UTC)
- Kill - It's already fairly easy to arm yourself as a human, I don't really think they need more chances to arm to the teeth. Daniel Hicken 20:12, 23 January 2007 (UTC)
Spam/Dupe Votes
- Spam - More next to useless junk found more places. No thanks. - BzAli 16:55, 12 January 2007 (UTC)
- Re: - You're forgetting something. All of these places are places where nothing else of use is to be found. And you're forgetting that this is for newbs, not high-level survivors. These places are never searched, except for maybe Arms. -Mark 17:37, 12 January 2007 (UTC)
Firearms Backblast
Timestamp: | --SporeSore 17:18, 12 January 2007 (UTC) |
Type: | Realism Flavouring |
Scope: | Survivors |
Description: | Each time a firearm is discharged there is a small chance(0.5%) that it will backblast. If the firearm does not backblast it will fire normally. If it does backblast it will: 1) destroy itself and all of its loaded ammo 2) damage its wielder at 50% the total possible ammo damage. A full shotgun would deal 2*10HP*50% = 10HP damage. A full pistol would deal 6*5HP*50% = 15HP damage. Total ammo is that loaded previous to discharge.
Why? In the UrbanDead scenario it is unlikely that all firearms found would be in pristine condition. More likely, some of them would be damaged or entirely defective. |
Keep Votes
- Keep--SporeSore 17:18, 12 January 2007 (UTC)
- keep I had a weapons suggestion not to long ago that had this as an element (see Expedient Shotgun v.2 in Discussion) -- most of the complaints about my suggestion were from my proposed 1% chance of the weapon backfiring and causing the user 10XP damage. However, I thought that that was the best part of the idea. You'll probably have to add some sort of weapon enhancement to balance this out, though. Asheets 18:13, 12 January 2007 (UTC)
Kill Votes
- Kill - In a revolver there's really no where for the gun to jam. In a semi-automatic I'd say yes as if the gun isn't cleaned properly as one cartridge is expended and the next is chambered it can get caught in the slide. In a shotgun, either a over/under or side by side (which is a 2 shot gun) again, really no place for the shells to get jammed. Now in semi-automatic shotgun (such as the one people keep suggesting holding 5 shells) this could happen the same way a semi-auto handgun gets jammed. No backfire would cause the gun to cause that much damage. Odds are those who are military would be field stripping there guns regularly to keep them clean.--John Blast 20:22, 12 January 2007 (UTC)
- Kill - See Preasures comment below. - BzAli 21:28, 12 January 2007 (UTC)
- Kill - As Preasures' spam comment, BUT this is salvagable if you also added a way to let people clean their weapons. Then again, I'd probably still vote kill because you're making firearms more complicated than they need to be. --Uncle Bill 23:04, 12 January 2007 (UTC)
- Kill- Any decently made weapon won't just explode in your face, especially not with proper maintenance.--Grigori 23:33, 12 January 2007 (UTC)
- Kill - Maybe if it was an extremely rare occurance (one in 5000 or something), but 1 in 200 shots is too high -- boxy T L ZS PA DA 23:57, 12 January 2007 (UTC)
- Kill - Every time a zombie bites someone, it has a 0.5% chance of biting someone with a sexually transmitted disease. And every time a zombie hits someone with its hands, there is a 0.5% chance that someone will wake up and pepper-mace the zombie. --Wikidead 00:00, 13 January 2007 (UTC)
- Re: Heh. Check out my Blood Fart on the Humourous Suggestion's Page.
- Kill... but... Howsabout if a pistol has fired off a complete clip, and is reloaded, there is a 1% chance per shot fired it jams (costs 1 AP to un-jam it) that would be cool. "Click" MrAushvitz 01:53, 13 January 2007 (UTC)
- Kill snerk Conndrakamod TDHPD CFT 08:50, 13 January 2007 (UTC)
- Kill this would make it even more pointless to kill a zombie. "I'm off to spend 25 ap and all my stockpiled ammo from the entire week as well as accidentally doing 15 damage to myself so that I can make that zombie take 6ap stand up cost! wow, this game is really unballanced towords survivors!" this would majorly damage one of survivors main xp sources. zombies do not need another buff. --AlexanderRM 12:37 PM, 15 January 2006 (EST)
- Kill - Doesn't really make sense for a double barreled shotgun and revolver. --Reaper with no name TJ! 20:20, 16 January 2007 (UTC)
Spam/Dupe Votes
- How To Reduce Fun 101 --Funt Solo 17:51, 12 January 2007 (UTC)
- Re: lol May not be fun, but its funny. I do play survivors too... --SporeSore 18:02, 12 January 2007 (UTC)
- NOOOOO!!! Die Room 101 Die. I shall kill you GCSE english speech just as soon as I've written you... Death to Room 101 oh and this suggestion. --MarieThe Grove 18:11, 12 January 2007 (UTC)
- Spam - So for every 308AP I spend fighting, (about 9 days if I spend 15AP a day searching and moving etc), I'll have a shotgun or pistol blow up and do me 10-15 damage through no fault of my own? EVERY WEEK? Everything in this game is cause and effect. If I'm killed, its because I slept in the wrong place, or the zombies were quicker and better players than me on that occasion. If I kill someone, it's the result of the time spend finding ammo to kill them with. If I can't do something ingame, all I need do is improve my game in a certain way to overcome it. No spontaneous attacks. --Preasure 21:23, 12 January 2007 (UTC)
- Bad for all survivors, including PKers. --Slice 'N' Dicin' Axe Hack 23:39, 12 January 2007 (UTC)
- ROFLWOFLZ - This suggestion causes the roffle to explode all over my waffles.--J Muller 23:59, 12 January 2007 (UTC)
- Spam As with eating and using the bathroom, I think it is safe to assume people keep their guns clean.--Pesatyel 02:19, 13 January 2007 (UTC)
- Spam - .--Aeneid 02:44, 13 January 2007 (UTC)
- Spam - Uh.... lemme think about this one.... NO! --Ducis DuxSlothTalk 05:48, 13 January 2007 (UTC)
- How about no... Maybe if you added a gun cleaning kit to prevent this from happening, I would vote for it. But right now, I say no. --GhostStalker 21:16, 13 January 2007 (UTC)